![space simulation space simulation](https://topsbermo.weebly.com/uploads/1/2/9/3/129353479/117372512.jpg)
I was just wondering if you put thought into VR specific control schemes. Not trying to be critical as you do a great job with these limited approach. The only way to solve it is to have a joystick socket for you VR controllers. It does not really work with your game or any other game as it is way too sensitive and lacks grounding point. Mapping gamepad onto VR controllers works on a bare bones level but does not really do anything with 6DOF. To be honest, this approach do come off lacking. There are other VR flight games on itch that do the same thing.
![space simulation space simulation](https://www.androidha.com/wp-content/uploads/2018/08/7-58.png)
There was not too much gained from these games being in VR.Īt the present, there is basically only 2 control schemes.ġ) Just distribute common gamepad control buttons to VR controllers.Ģ) OR try to emulate real hands using controls for real life earth bound planes.Īll basically not made for VR but for conventional games. It is not like you can actually feel the Gs too. Physical! And They don't have the visuals to compensate for just sitting around moving a few fingers. Just a thought I had playing indie VR flight games as, while fun, They got dull rather fast. I was wondering what you think about VR space fighter control schemes? In the end you should more be like the commander, that can choose to stay on the bridge of a bigger ship or go in with his fighter to clear a path for a squadron of bombers. Since small craft can't possibly bring down big capital ships you would have more control over your fleet. Management of thermals, energy and sensors/stealth would occupy you as player and gives depth to combat. Small hyperjumps would give combat some more speed and allow you to be where you need to be. So what would my next game be if I would have the resources (thanks if you are still reading)?Ĭombat stays mostly like it is in House Of the Dying Sun since I like the way how you can drift with your space craft but also have behaviour similar to WW2 aircraft. You want your missiles to lock onto some specific enemy? Go ahead press the touch screen!ĭisable active radar so you won't be visible in their long range scanners? Flip the switch!
![space simulation space simulation](https://static.iapps.ir/apps/file/image/4eb74204-345a-470f-80ea-df9700d15adc-f858d8e6-faae-4e52-adde-d7689696287a/375x667.jpg)
A game machanic where you redistribute energy between systems and utilise some thermal management to not overheat your systems, would be a weaker form of it.
![space simulation space simulation](https://i.ytimg.com/vi/JYjsSLrY4U4/maxresdefault.jpg)
A version for Go and GearVR can be found here.īut what 3DOF lacks is intractable cockpit elements and a some more controller-buttons and analog sticks by default. It has pyhsics based spacecraft mechanics, dogfights, and intuitive controls.
#SPACE SIMULATION SIMULATOR#
Totally Realistic Space Combat Simulator is my first attempt to fulfill my dream. After all, 3dof tracking should be sufficient for these kind of games. TIE-Fighter alike simulation for the Oculus GO, GearVR, Daydream or even Cardboard. I always wondered why there is no X-Wing vs.