Cockpit proportions in VR (OSPREY)
Hey guys
First couple of flight hours left mixed feelings really.
On one hand, awesome choice of rate piece of machinery, beautifuly crafted cockpit with decent depth of on board systems.
On the other hand, flight physics seem to be little wonky (I understand this will improve after SU11) but most importantly my VR experience had two spoilers.
The first spoiler is the scale of rudder pedals, throttle handle and stick grip.
They look really blown up in size in VR, giving the otherwise beautiful cockpit somehow arcady toy like feel.
Second spoiler is the fact that I cant just physically step outside of the cockpit (just walk around with the VR headset as I would normally do with other planes) because the model is limited to "cockpit view" only.
Also when in plane mode with a copilot allowed to hadle atc comunication, transition from 0 degree tilt ends up in violent spin into "earth's orbit".
Otherwise awesome product. I hope the future updates will address some of these issues.
Keep up the good work 👏
BTW
I was blown away by the fact how dificult it is to "reset" my muscle memory to combine the heli and plane control techniques together 😀
Great fun 👍
Jay Out
- Miltech Simulations @MiltechSimulations
Hey Jay,
The proportions of the 3D model itself are based on the schematics we had available for the aircraft. The cockpit of the Osprey is in reality, very tight (see video here: https://www.youtube.com/watch?v=0F9EGMbAm54). I haven't tried VR myself (I don't own a VR headset, but we have done extensive testing through other testers). It may just have to do with the position of the VR camera and a few other minor things that can be easily fixed. I'll figure out a way of doing testing and improving the VR experience.
Regarding the issue transitioning from APLN to VTOL - this likely refers to the (known issue) explained on our FAQ: "MV-22B Osprey - Dropping Several hundreds of feet when increasing nacelles from APLN mode". This is currently being fixed.
- V@Vrflightsim
I think the bug in your FAQ refers to heights above 8000 feet or something like that and causes drop while this happens at any altitude and its directly linked to AI RADIO COMMUNICATIONS (ATC) button and causes opposite effect (spin with few jumps ending up in space sort of).
Try it your self.Anyway back to my main issue. VR really gives you precise perception of the scale and space around you so while it seems ok on a flat monitor, the three components (pedals, grip and mainly the throttle hanle) feel really really big.
I understand you must have done ton of research whilst modeling the aircraft (I am a modeler myself) but just take a look at some real cockpit photos and compare the size of the throttle handle against the CDU Keyboard.
Yours is nearly the size of the entire keyboard whilst the real ones are closer to half of it.
Same with the pedals.
At the end of the day, it's not a big deal as you're looking outside most of the time, I'm just saying it feels more like a toy when you notice that and slightly breaks the immersion for me.Are you planing to render the rest of the model when in cockpit view so VR walk around is possible as well?
Thanks
Jay- Miltech Simulations @MiltechSimulations
AI RADIO COMMUNICATIONS (ATC) button and causes opposite effect (spin with few jumps ending up in space sort of).
Try it your self.Interesting, haven't seen this issue. I'll give it a try
Regarding the modeling, at least in PC, I consider that the proportions are correct:
I believe this may actually have to do more with perspective. MSFS camera has a bit of a "Fish eye" effect, which may give you the impression of disproportionate controls. Once you move the camera and look at it from a different perspective, sizes are accurate.
Fish eye effect can be clearly seen here:
As for the exterior model visible from cockpit view - it's now added to the list.
- In reply toMiltechSimulations⬆:V@Vrflightsim
Well, thanks for your comments. I'll try to capture what I see in VR (when I get back to my rig tonight) and send some pics later.
You should really try VR by the way. It's a day and night difference of the all important immersion. Can't really explain that in words 😀
- In reply toVrflightsim⬆:Miltech Simulations @MiltechSimulations
Could you please provide a guide on how to replicate the issue you are experiencing with AI ATC? I've been unable to replicate the issue on my end.
- V@Vrflightsim
I've setup everything as per the manual (flight model to modern, assistance "true to live", damage off.
Then when ready on runway bring the pop up "assistance" and turn on AI RADIO COMMUNICATIONS (ATC).
Take off, nacelles to 0 degrees, give it a minute maybe and try to raise the nacelles up.
In my case the sim goes crazy at this point.Jay
- Miltech Simulations @MiltechSimulations
Launched the Osprey, True to Life + ATC Communications Assistance.
Took off, nacelles to 0 deg and then... nothing. It flew normally, ATC comms being handled to the "copilot".. Can't seem to replicate this on my end... Hmm...
- V@Vrflightsim
I'll try without VR tonight
- V@Vrflightsim
It happens the moment you try to raise the nacelles
- VIn reply toVrflightsim⬆:@Vrflightsim
so I've had another go at it and done a comparison pic from a similar angle to show you the difference.
Mind you, it won't bother you on a flat screen as you are kind of "disconnected" from the sim (no offense). Still, when you're actually sitting in the cockpit (in VR) looking down where your hand is resting on a physical Thrustmaster throttle (in my case), the immersion gets broken because your brain won't believe perceived visuals.
The screenshot was taken without VR though. Please only focus on the Throttle Grip.- In reply toVrflightsim⬆:Miltech Simulations @MiltechSimulations
Will be taking a look at this for a future update. System and physics bugfixes are taking priority - modeling improvements are planned anyways for V1.1
- V@Vrflightsim
I do understand there are more important priorities at this stage but thanks for taking that into consideration.
- Progress