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Thread Statistics | Show CCP posts - 7 post(s) |
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CCP Karuck
C C P C C P Alliance
202

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Posted - 2014.02.05 20:33:00 -
[1] - Quote
Eva Ersatz wrote:I'm hugely excited about Valkyrie, and I was just wondering about the issue of player controls, and opportunities for immersion given that this is going to be a VR game.
I imagine that Valkyrie will include joystick support, and I think that it would do wonders for feeling "present" in the cockpit if, when the player glances down, it's possible to see the character's arm/hand moving a virtual stick synchronously with the player's actual movements. The same would be true for button presses on the ship's virtual console corresponding to keyboard commands, etc . . . Is that something that we can look foward to?
I cannot give you a list of devices we are going to support at launch, but a joystick is going to be one of them (probably HOTAS support even).
What you are describing with the RL joystick moving in sync with the virtual one is called "passive haptics" and something I'm very interested in and doing tests with.
I'm also looking at and trying new controllers and hoping to support something if it's: Good enough and simple to implement.
- Senior Programmer on EVE: Valkyrie / @SiggiGG |
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CCP Karuck
C C P C C P Alliance
207

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Posted - 2014.02.06 11:19:00 -
[2] - Quote
ISD Rontea wrote:I hope EVE:Valkyrie will supported flying systems. Its a... you know how its comfortable and cool-Ä
Yes I got one of those here, these are called HOTAS system (Hands On Throttle And Stick). - Senior Programmer on EVE: Valkyrie / @SiggiGG |
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CCP Karuck
C C P C C P Alliance
249

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Posted - 2014.05.22 09:42:00 -
[3] - Quote
XxRTEKxX wrote:Will there be TrackIR support?
No, there's no need for that when you have VR :) VR has far superiour tracking to TrackIR - Senior Programmer on EVE: Valkyrie / @SiggiGG |
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CCP Karuck
C C P C C P Alliance
249

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Posted - 2014.05.23 07:53:00 -
[4] - Quote
Kaeden Dourhand wrote:CCP Karuck, I was discussing immersion at length with a friend of mine the other day and we concluded that the most immersive setup for valkyrie would be a double joystick setup, replacing the two thumbsticks on the regular controller.
You have already stated there will be joystick support, but what about double joystick support? :p
Being able to roll and control velocity with one stick and pitch/etc on another, just as one example, would be legendary.
Unknown at this point. We do have HOTAS setups here (one "stick" is a dedicated throttle + utilities), but our way of controlling speed is a bit different from other games. It all comes down to how complex we want the controls to be, and by supporting a gamepad the options are a bit more limited than a normal PC game. - Senior Programmer on EVE: Valkyrie / @SiggiGG |
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CCP Karuck
C C P C C P Alliance
251

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Posted - 2014.06.03 12:59:00 -
[5] - Quote
Xindi Kraid wrote:CCP Karuck wrote:Kaeden Dourhand wrote:CCP Karuck, I was discussing immersion at length with a friend of mine the other day and we concluded that the most immersive setup for valkyrie would be a double joystick setup, replacing the two thumbsticks on the regular controller.
You have already stated there will be joystick support, but what about double joystick support? :p
Being able to roll and control velocity with one stick and pitch/etc on another, just as one example, would be legendary. Unknown at this point. We do have HOTAS setups here (one "stick" is a dedicated throttle + utilities), but our way of controlling speed is a bit different from other games. It all comes down to how complex we want the controls to be, and by supporting a gamepad the options are a bit more limited than a normal PC game. Can you expand on that at all? How do you guys control speed?
Currently the ships fly forward at a set velocity, and you can get a temporary boost (afterburners) or brake. We are still playing around with this, and each ship will probably be a bit different :) - Senior Programmer on EVE: Valkyrie / @SiggiGG |
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CCP Karuck
C C P C C P Alliance
251

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Posted - 2014.06.03 15:47:00 -
[6] - Quote
Makoto Priano wrote:Karuck:
What about a thrust slider, with 'retro braking' and 'afterburner' options? So if you want to take your time moseying in, you can. ;)
That was the first thing we did actually. However VR is a tricky beast, and figuring out what gives you simulation sickness and what does not.
The reason we have the current velocity controls is split into a few reasons:
- VR simulation sickness. With velocity/acceleration changes you expect to feel a force, and get confused when its not there.
- Keeping controls simple. Adding thrust up/down does add complexity and requires more control mappings.
- In this kind of fast paced game, you don't really care about having 48.9% thrust. You mostly care about "temporarily going faster, with some resource/risk involved" and braking to dodge and break off chases
- Senior Programmer on EVE: Valkyrie / @SiggiGG |
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