Aircraft turbulence behavior VR vs. non-VR

ISSUE DESCRIPTION

I’m using a Motion Rig, and when VR is enabled, the rig moves violently during turbulence. When VR is disabled, the rig moves as it should during turbulence.
Something’s wrong here… The aircraft behaves differently during turbulence in VR than in non-VR.

This was not an issue in SU3!

Note: This is unrelated to previous bug reports about turbulence in VR!!

FREQUENCY OF ISSUE

Always

REPRODUCTION STEPS

Please list clear steps you took in order to help our test team reproduce the same issue:

  1. Make sure turbulence is set to ‘realistic’

  2. Make a flight and switch between VR and non-VR to compare.

  3. Check Aircraft behavior.

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Still a problem in 1.6.7.0. In VR, the aircraft flight model shouldn’t behave differently in turbulence than in non-VR. Realistic turbulence in VR is unusable in SU4, especially when using motion.

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Just curious, what triggers the motion rig? Is it related to video signal or does the sim have an API for motion rigs?

Could it have something to do with the single 2D render to the monitor? That seems to have been the biggest VR change.

I keep the camera shake off but keep turbulence realistic.

A motion rig uses SimConnect for the telemetry, but this problem also occurs if you are not using a motion rig. It might have something to do with the single-eyed view, I don’t know.

Below is an example of roll data from the C172 during turbulent weather. The first is in 2D, the second in VR. See the difference…

In 2D:

In VR:

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This is interesting to me from a few angles. I’m considering a motion rig, I fly only in VR, and I’m also working on an application using many different simconnect variables.

You should be able to isolate this in a test by replicating a given weather pattern via a preset and trying both 2D and VR. Don’t watch your motion rigs data and instead use something like the simwatcher program that ships with the MSFS SDK. You can pick a sim variable that you want to watch and compare the two tests.

If you can’t test, I will, but I won’t be able to for a day or two. If the output of the sim variables change significantly with all other settings then it’s on the MSFS side. If not it could be the motion rig software interpreting the data differently. Does that software have different profiles for VR and non VR? It could also be expected MSFS behavior to tune up VR movement so it’s more easily perceived, and that might require a retune of your motion rigs profile or making one for Vr and non VR.

Of course, if you’ve already discovered something else please share as I’m curious now too.

After a quick test, it looks like this issue has been fixed in version 1.6.11.0.

From the release notes: “Fixed issue with excessive turbulence & thermals introduced with the SU4 beta.”

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