Unusable elevator with quest 3 controller

Hi!

Pretty new to VR, using quest-3 via virtual desktop and shadow PC, as I don’t have any gaming PC at home. Performance is sufficiently good for me, which is probably not a lot.

My main issue has to do with trying to control the elevator with the quest 3 controller.

I know this is easily workarounded with a HOTAS, but let me insist in this topic :slight_smile:

The issue is the following: the simulator seems to start reacting to the control “too much” past the neutral point. Please be aware that this is not a latency issue, I can be patient and the simulator will not react until substantially past the neutral position. When it does react, it will interpret all the ignored gap suddenly, resulting in pronounced pitch up / pitch down. As a consequence, I am unable to fly stable and I basically fly in roller-coaster mode :slight_smile: with is not nice :wink: .

This is what I tried so far:

  • Playing with the in-game calibration of the controller: neutral zone, dead zone, sensitivity and so on, with no major improvements.
  • Using the native test/calibration option, where I can see that the controller is acting very precisely, which means, it has no dead zone, it starts affecting immediately and progressively, so it is not a controller issue, which is what one would expect from a new headset.

So, to me, the issue is with the simulator itself. I did not see any fine grain controls on the virtual desktop.

So far I am flying with the following workaround: using vertical autopilot in VS mode and assigning nose-up / nose-dn steps to buttons, with that I can control the pitch of the plane quite successfully. I have also considered assigning the buttons to elevator trim, but so far didn’t work very well for me.

I am wondering if this is a particular issue, a known issue and especially if anyone knows a solution for this.

Thanks!

Julio