I have been using the mouse for cockpit interactions in VR. Now I’m trying to learn how to use the VR controllers. So far, using the VR controllers has been much more cumbersome than using the mouse. But that’s prolly because I am using them wrong. So, any help, pointers on how to use them would be much appreciated.
This is how I’ve been using the controller so far:
Grab them from the desk when I want to switch on a button. 2) Press the trigger button to get a laser pointer. 3) Aim that laser pointer at the switch 4) press the trigger button.
Problems: 1) I tremble too much (but not unusually so I would think), so to hit a switch I must take my left hand off the yoke and hold the controller with both hands to be able to hit the switch. Letting go of the yoke is obviously not a good idea… 2) How is pressing a switch by aiming a laser pointer at it more realistic/immersive than moving a mouse cursor over it? (I have heard people say the VR controllers are so much more immersive).
I don’t mean to be critical, I really want to learn how to use the controllers properly and effectively…
Raycasting (the laser pointer) is usually meant for those in small playspaces where they may have a desk or something else in their way preventing them from physically reaching over and interacting with the switch. It tends to be more sensitive as you don’t have a hard surface steadying your hand and you’re relying on your own strength to maintain your arm in the air. A good way to build this strength up might be to hold say a 5 pound weight out in front of your body for small amounts of time, until you can build up your strength up. I’m no physical therapist, but maybe it’ll help?
You’re right, it is a bit cumbersome. I did not have high expectations to begin with and what we have is right about what i was expecting: A gooddecent acceptable first attempt at hand controllers
I am 74, so I think I understand the OP’s dilemma. Personally, I think the mouse is much easier than today’s controllers, which were designed for slashing and hacking, not flight simulation. There is a small (one or two person) operation over at DCS who makes a finger worn controller. They look to be much more suitable for flight sims. I was interesting in purchasing a set, but they never answered my email question. Maybe, someday Logitech or Microsoft will make controllers designed to work with flight sims.
The purpose of VR controllers is so that you can reach out and physically manipulate the buttons and controls, not use the pointer. But this implementation of VR controllers is so cumbersome and buggy. The whole idea that you have to “activate” the controller is frankly laughable. If Asobo was in charge of Apple corporation, they would come out with a brand new phone, which you need to hook it up to the wall, and it can make phone calls by turning the rotary dial, and call it “doing it right”.
Is there a way to completely disable this. Using my Quest 2, with controllers on my desk the VR sees my hands and wants to use them instead of my mouse. It’s driving me nuts! I want to just use my mouse!!! Any thoughts???
—solved…I’m an idiot. I just had to disable the “Hand Tracking” on the Quest 2.
I’ve been using a trackball mouse (Logitech Trackman) for cockpit interactions which I find so much better in VR than a mouse - because it stays in the same spot.
The hand controller laser pointer magnifies the smallest shaking motion of your hand, the longer the laser the more magnified the shaking. It’s the same in XPlane 11’s hand controller implementation. There is no additional smoothing of the hand movement to account for a big long beam coming out of the controller graphic.
Other than that you are using it correctly. I enjoyed using the hand controllers in VR in XPlane, but honestly I’ve become accustomed to the little trackball mouse placed low down at seat level to my right hand side. I might still use the hand controller for starting up but not in flight.
I have same problem of controller not interacting cockpit controls. Controller “buzzes” (haptic feedback?) when passed over a cockpit control, but doesn’t operate. Strangely, the controller operates the yoke!
I also have the same problem on the cessna 152 I can only operate the yoke, the rest of the buttons do nothing. Also my hands without the controller do nothing. I have hand tracking enabled on Oculusq2
IMO the VR controllers, once they are properly implemented, will be great for those who do not have a Yoke and Quadrant. I tried it, and just like I thought, it was a pain, very uncomfortable hanging from my wrist, hitting everything around me while moving my hands. I prefer having my REAL hands on my yoke and Quadrant and using the mouse.
I have Vive wands which are pretty bad. I was perfectly happy with mouse interaction in the cockpit and never really wanted VR controller support. I have no intention of using VR controllers when in VR in MSFS. I’m 57 if that makes any difference at all
There is no B button on the left controller. Maybe your controllers are mapped to different buttons than mine. What is your B button mapped to? I’ve found no setting like that.