Wow most of this just reads like an immature tantrum...
soundslikerust wrote: ↑Sat, 9. Dec 17, 16:45
Keyboard/mouse controls are converted to VR controls 1:1. Left hand is your keyboard and right hand is your mouse - like in original. Lazy implemented VR CONTROL nightmare.
I don't know what controllers are you using, because I'm using Oculus Touch on a CV1 and it doesn't feel like that to me... And either hand can be used for "mouse" related stuff, except for clicking which is right hand only.
soundslikerust wrote: ↑Sat, 9. Dec 17, 16:45
*There are 3 different menus. One main menu and two different radial ones. Always misleading which one to use.
I don't have that problem. One button pulls up a menu for drones, one button pulls up a quick menu, and the third pulls up a full menu. It's really not that complicated. Making buttered toast is more complicated.
soundslikerust wrote: ↑Sat, 9. Dec 17, 16:45
*Is there any logical explanation why ship stops responding when i have right side window open? I mean i'm in virtual environment, i want to fly and read at same time just turn my head and that's it. It's lazy converted from original game with wrong assumption i can't turn my head....
To keep you from accidentally running into things while you're in the menus. That said, I too would like to be able to move when I tell the ship to move. It gets so frustrating not being able to move because the game wants to talk to me or I accidentally click something in the cockpit to pull up the screen on the right.
soundslikerust wrote: ↑Sat, 9. Dec 17, 16:45
*Radial menus are controlled by mouse (yes it's your arm!) so you turn on one of radial menus in front of you with left hand and pinpoint options with second hand coz it's not worth using your finger on one of the best touchpad devices outhere.. or even model this ♥♥♥♥ing radial menu to controller you are holding in your hand and use your finger on it...
Ok? Well, I'll say this. I think it's stupid that you can only "point" with one finger at a time. It'd be nice if the game allowed you to "click" with either hand, but I can understand why it is the way it is... there's only one button for "clicking"
Personally, I think it'd work better if you had to hold the menu buttons down for a half second in order to pull the menus up and make both sides universal for menus and buttons. That would allow for a greater amount of ambidexterity... But I chalk up the issue to me being an ambidextrous person and most people being right handed... Lefties think they've got it bad, try having your brain wired to use either hand and getting frustrated that you can only use one... Instead of just being the wrong side, it feels like you've been amputated.
soundslikerust wrote: ↑Sat, 9. Dec 17, 16:45
*Controllers are not modelled and collored to provide you info what button does what. Devs didn't see Nvidia VR funhouse, solus project or great google tiltbrush - Lazy VR
Do you have to look at your controller when playing a console game to know what does what? Do you have to have forward written on your W key, "strafe left" on A, "straight right" on D, and "back" on S to be able to play shooters with a keyboard and mouse? If you use controllers on PC shooters like a console peasant, again, do you need what the controls do written on the controller for you? You want to fly while looking at the screen on the right, but you don't know what the controls do unless you're looking at them? Really?
soundslikerust wrote: ↑Sat, 9. Dec 17, 16:45
*game is unplayable on stations, walking movement is the WORST i've seen in VR so far, that's quite accomplishment congrats to dev...
I've literally never had this problem. Turning on stations is a bit slower than I'd like, but I wouldn't call it unplayable, and it's not like you have to shoot people on stations...
soundslikerust wrote: ↑Sat, 9. Dec 17, 16:45
*doors, how do i open or interact with anything, i didn't found yet but i'll keep trying
On Oculus, you extend an index finger and press A. In the case of doors, do it on the control panel. Most doors won't open unless you have the Open Doors mod installed or have recently taken the mission for that station that gives you access to the station interior.
soundslikerust wrote: ↑Sat, 9. Dec 17, 16:45
*highway tunnels - ship bounces in them so fast it's impossible to react with your hand controller so fast, ship react's to hand movement like a brick. I can't use highways so game is unplayable like this
I only have that problem when I'm not paying attention to where I'm putting my thumbs and am inadvertently gesture steering. As for the ship reacting to hand movements like a brick, sounds like you're using engines not made for fast maneuvering while gesture steering... If you're on touch, get that right thumb off the thumb rest when you're in a highway, and buy some Sidewinder engines if you want maneuverability.
soundslikerust wrote: ↑Sat, 9. Dec 17, 16:45
*right menu window - so many times i clicked or touched something on first or second controller while in dogfight and this right hand widow shows up. I dont see it coz it's 90 degrees right of my head but ship stops reacting to my controls. When i want to close this damn window i have to twist ma whole ♥♥♥♥ing arm 90 degrees and click small BACk button in lower right corner. Damn this VR interface is So BAD it's quite funny somentimes
On Oculus Touch, Press B... It's really that simple. Don't even need to turn or click anything. Just press B.
soundslikerust wrote: ↑Sat, 9. Dec 17, 16:45
*please tell me how do i turn my head left rght when on station?? touch is unresponsive, i have to use mouse which is even worse. Who tested this ?
You have a VR head set right? You turn your head by turning your head.
If controls are unresponsive on a station, save and reload the game. It's happened to me a couple times.
soundslikerust wrote: ↑Sat, 9. Dec 17, 16:45
*interface development is so bad even simple things like opening and closing main menu with the same button doesn't work, ehh..
I agree that it'd be nice to be able to close the main or radial menus using the same button that was used to open them. It makes intuitive sense.
soundslikerust wrote: ↑Sat, 9. Dec 17, 16:45
TLDR It's so ♥♥♥♥ing great someone is trying to make this kind of game in VR. If we have to pay second time for the same game just for you to bring in new engine for future games (which we will pay again for) it's fine - just please stop being LAZY
I agree that paying full price for this is bad. I get that they need to recoup their dev costs, but you're paying full price and getting a stripped down version of the game without the campaign. There's a mod to reenable the campaign, and I can see why they stripped it out, but THAT is where actual laziness comes in... There are simple solutions to the problems here. Also, I really don't get why the game has a lot of cut content. I'm using the mods to add back in all the asteroids, extra stations, extra highways, etc, and there's no performance drop. I'm on a GTX 1060 6gb and a Ryzen 3 1200. The video card isn't anything to write home about and was fairly average when the game was released, and my CPU is the bare minimum AMD to keep Oculus from complaining about not being up to spec. So, what gives?