Hand Controllers

I have been using my touch controllers in FS2020 since release.
The 2 videos show Rudder and throttle control with left controller and Yoke or stick control using right controller.
Voiceattack suffices to control menu items such as Air Traffic and maps etc:
If the videos dont show just click the 3 dots bottom right to download (even blue hands are included :wink: )

I don’t think so because FS2020 doesn’t run on Linux, but if he is the same person, he is very knowledgeable in many things programming and VR.

I believe this is not the point of the topic, unless you can also flip all the switches and turn all the knobs with the same tools/config you’re using right now with the knuckles?

Yes I am the same person as sparker on x-plane.org. When I started streaming I added the InVR and is my name on Twitch and YouTube. I have tried X-Plane in VR on Linux but had a double vision issue that the developers did not seem to want to take the time to resolve it then MSFS came along.

I do not but do have a friend that does run MSFS on Linux using Proton and did seem to work fairly well for him.

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Is this friend mSparks as in this discussion by any chance?

I know mSparks and that is not me.

I have been on X-Plane.org for many years as sparker and am the author of Xsaitekpanels, co author of Xchecklist and the current Head of Development of FlyWithLua after the author could not continue.

Hence my remark about your knowledge in VR and programming!

thats impressive :ok_hand:

I see from the Feedback Snapshot VR 03-04-2021 VR Controller Support has started. :smiley:

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@SparkerInVR

Thank you sharing!

I’ve noticed this too yesterday when I was raising awareness of a problem with the list for the 3rd time now:

Give me a mouse like pointing device with a button and stacked knob arrangement.
Alternatively, an accurate select where I’m looking cursor and just a generic knobster. I personally don’t like VR contollers for this purpose since I’m at a desk with stick/yoke etc. and have no room to wave them around without hitting something.

My experience comes from 3 years using VR in X-Plane and streaming the same on Twitch for over a year.

When I use VR I also have my yoke mounted to my desk and pedals are under it in the same place as it would be in a real plane. I have my VR environment adjusted so the virtual instrument panel is in front of my desk so I do not hit anything when I am flipping switches, adjusting the throttle and adjusting trim or flaps.

I just got done with a stream flying over the UK doing the same route that I have done in MSFS. The last time I used the mouse was to enable VR in X-Plane and the next time was to stop the stream all the rest was done with my Valve Index controllers with my HP Reverb G2.

If you want you can look at my stream on Twitch or YouTube to see how I interact with the VR cockpit and sure hope I can have that same experience here in MSFS. My only ask is to give me the choice so we can all have what we enjoy most.

Thanks for reading Bill

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We need hand tracking for Quest users. No need for a gamepad anymore, just use your real hands to flip switches.

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Just to demonstrate what hand tracking looks like with Quest 2 and MSFS, I made a short video with the new H135 from MediaHypeTrain.
Your hands are visible but there is no interaction…

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I seriously doubt we will ever see any sort of native/internal hand tracking tech for WMR headsets at this point though.

It’s only available on Oculus Quest and Quest 2 unfortunately. But I think Oculus still has the biggest VR user base.

Using VR controllers to flip buttons and switches is absolutely wonderful. It works fantastically. Maybe it only “seems” like a good idea to you because you have a VR system with poor tracking, but I don’t, so it doesn’t “seem” like a good idea to me; it “is” a good idea. It works great in dozens or hundreds of other games, and is essential to the VR experience. It’s not a waste of dev time at all. In fact, making a VR experience/game/mode that does NOT utilize motion controls is arguably a waste of dev time.

More options for more players who might have different experiences, setups, or needs than I do is never a waste of dev time, as long as they are indeed options that aren’t forced on me or anyone else.

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Elite Dangerous, Star Wars Squadrons.

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