keegi

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  • in reply to: FSX #11701
    keegi
    Participant

    willypat,
    I had no problem to get mouselook working, but apparently I did not understand the sensitivity slider correctly. It was moving too fast for me, so I tried moving it all the way to the left, which actually made the view act really laggy. Moving sensitivity all the way up (and deadzone all the way down), and adjusting head tracking sensitivity in the in-game DEL menu, I got the head tracking working quite tolerably. Except now I really still miss the neck modeling from fsxrift :(. Still, it is quite good improvement.

    For reference, my settings (ones not mentioned are at default)
    – Mode: Z-Adaptive (Geometry mode looks very wrong from inside the cockpit, as if wings are glued to the windscreen)
    – Depth of Field: off
    – HT sensitivity: 0.23 (more precise value for me would probably be around 0.20, but 0.23 felt comfortable enough and gave less neck strain when looking over the shoulder for aligning for base leg)
    – HT smoothing: off
    In FSX:
    – Settings/Controls/Control type: Mouse Look
    – Sensitivity (all axes): 127
    – Null zone (all axes): 1

    in reply to: FSX #11670
    keegi
    Participant

    I have had quite decent experience with program called fsxrift (see https://developer.oculusvr.com/forums/viewtopic.php?f=42&t=752&start=60#p52904 ) and another free 3d injector. I was looking forward to using vorpx for superior experience, however I am having some small problems:

    – built-in headtracking using mouse and shift-O mouselook mode is just crazy, can’t make it behave in any reasonable way (probably mouselook is just not the way to do it)
    – when trying to use fsxrift, I get error that oculus headtracker is already in use, even if I disable headtracking in Vorpx in-game options.
    – when I start fsxrift before FSX, then I get pop-up from vorpx, complaining about not being able to access headtracker (naturally). When I start the mission (headtracking should still be disabled), game just crashes.

    The looks are much better in VorpX, so if this little crash would get fixed, I would be very happy. Also it would make the rest of the game much more usable with rift (with edge peek and mouse usage), and it would solve the mouse cursor hugeness issue, as you could just move the mouse away from the central area of the vision.

    Of course, it would be even better, if VorpX would implement SimConnect code to move around the view in the cockpit (I don’t think there’s much code to it), but I can understand if Ralf feels reluctant adding specific code to the driver to communicate with just one game.

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