Cockpit in VR (P3Dv4)

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altack
Posts: 2
Joined: Fri Feb 13, 2015 11:33 pm
Cockpit in VR (P3Dv4)

Post by altack » Fri Apr 13, 2018 11:23 am

Hi Guys,
I recently installed the 407 into P3Dv4.1 and used it with an Oculus Rift (and FlyInside P3D4).
I have a problem with the cockpit as the main panel is moving away when I tried to have a peek at it.
The same with the MD530F.
When using other add-ons (such as the C310R non Redux) it is easy to move your head toward the panels and have a clear view on the instruments.
Any help would be appreciated.
Regards,
Francois

Krazycolin
Site Admin
Posts: 1728
Joined: Mon Sep 08, 2008 4:18 pm
Re: Cockpit in VR (P3Dv4)

Post by Krazycolin » Fri Apr 13, 2018 11:38 am

Hi. I am sorry but support for VR isn’t possible as we don’t have this equipment.

SAWT
Posts: 6
Joined: Wed Jul 02, 2014 2:43 am
Re: Cockpit in VR (P3Dv4)

Post by SAWT » Sat Apr 14, 2018 4:58 pm

Hi - I have the 407 and MD and both work perfectly with my Oculus in VR using P3D 4.2.
Shaun

Krazycolin
Site Admin
Posts: 1728
Joined: Mon Sep 08, 2008 4:18 pm
Re: Cockpit in VR (P3Dv4)

Post by Krazycolin » Sun Apr 15, 2018 1:41 am

IT's not a question of it working (or not). It's if you have issues with it... then we can't (won't) help.

Thanks.

JensH
Posts: 9
Joined: Sat Sep 16, 2017 8:56 pm
Re: Cockpit in VR (P3Dv4)

Post by JensH » Sun Apr 15, 2018 2:07 am

Hello Krazycolin, you miss a really fantastic thing when you dont have VR , especially when you make flightsim things !
Please buy one .... now its really cheap, i pay 3 x times 1,5 years before :)

Krazycolin
Site Admin
Posts: 1728
Joined: Mon Sep 08, 2008 4:18 pm
Re: Cockpit in VR (P3Dv4)

Post by Krazycolin » Sun Apr 15, 2018 2:24 am

Thanks for that information but, the problem is still that 99% of our clients do not have this equipment. So, for the moment, no support.

Sorry.

JensH
Posts: 9
Joined: Sat Sep 16, 2017 8:56 pm
Re: Cockpit in VR (P3Dv4)

Post by JensH » Sun Apr 15, 2018 3:21 am

From where do you have this information statistics ? :)
I think that are 30 % and growing fast more :) When you fly one time VR , you never fly 2 D again :)

Krazycolin
Site Admin
Posts: 1728
Joined: Mon Sep 08, 2008 4:18 pm
Re: Cockpit in VR (P3Dv4)

Post by Krazycolin » Sun Apr 15, 2018 8:35 am

My stats are based on the amount of clients asking for VR. Two or three out of thousands.

corbu1
Posts: 49
Joined: Mon Aug 06, 2012 2:10 am
Re: Cockpit in VR (P3Dv4)

Post by corbu1 » Sun Apr 15, 2018 9:51 am

Hello,
it seems I‘m one of the 1 % using VR.... ;)

Krazycolin
Site Admin
Posts: 1728
Joined: Mon Sep 08, 2008 4:18 pm
Re: Cockpit in VR (P3Dv4)

Post by Krazycolin » Sun Apr 15, 2018 12:10 pm

Try updating to 4.2. We don’t support 4.1 anyway.

JensH
Posts: 9
Joined: Sat Sep 16, 2017 8:56 pm
Re: Cockpit in VR (P3Dv4)

Post by JensH » Sun Apr 15, 2018 12:46 pm

Krazycolin wrote:
Sun Apr 15, 2018 8:35 am
My stats are based on the amount of clients asking for VR. Two or three out of thousands.
Do you have a link, and a time ... ? 2 years ago it could be possible.
In our german forums there are min. 20 % writing with VR, and many people will now buy because they registrate the WOW effect :) :)

Krazycolin
Site Admin
Posts: 1728
Joined: Mon Sep 08, 2008 4:18 pm
Re: Cockpit in VR (P3Dv4)

Post by Krazycolin » Sun Apr 15, 2018 1:12 pm

Let me be 100% clear on this:

1) VR has NOTHING to do with the main panel (or any other object) "moving away" from you in VR. Those objects are solid in space and do not move at any time. Check your settings.

2) the MAIN reason for not supporting VR, or, for that matter, TrackIR, Saitek panels or any other hardware device is that we'd have to own/have ALL of those devices for ALL of our teams. That gets expensive quickly.

3) We do NOT provide support for ANYTHING other than the latest sim. Which you do not have. Please update to 4.2.

4) The other reason for not supporting VR (or TrackIR) is that we'd have to build areas that are supposed to be "out of view" of a pilot... (seat belts are supposed to be ON). I.e. parts of the fuselage that would normally not be visible are, all of the sudden, able to be seen because the end user(s) are able to move their "heads" out of the "normal" head space/viewpoint.

I am not going to get into a debate about numbers except to say that you, as a user, are far more aware of those who use VR than others.

Finally, we will not be "buying" into this tech at this time or, at any time in the near future. (that being a year at least). It's just not cost effective for us to do so.

JensH
Posts: 9
Joined: Sat Sep 16, 2017 8:56 pm
Re: Cockpit in VR (P3Dv4)

Post by JensH » Sun Apr 15, 2018 2:30 pm

I have the newest P3D4 :)

SORRY, but for me it sounds like :

manufacturers in the 1940s .... we stick with it and invent new horse-drawn carriages, these "new" cars will not prevail.

In my opinion, a manufacturer of advanced inventions (such as flight simulators) should test all new
and good innovative ideas and develop and try them out FIRST and tackle them first and not ignore them for such long time.

only my 2 cents :)

Krazycolin
Site Admin
Posts: 1728
Joined: Mon Sep 08, 2008 4:18 pm
Re: Cockpit in VR (P3Dv4)

Post by Krazycolin » Sun Apr 15, 2018 2:53 pm

Our products work in VR, as long as you stay within the head/viewpoint that we’ve defined for users. Go out of that zone and you will see, or not see, things that you shouldn’t or should as the case may be.

That’s the issue. Not whether or not we “support” it. We don’t support ANY hardware outside of the most basic stuff. The reason for that should be obvious but I’m guessing you’re not seeing so let me be clearer:

There’s no way MV can afford to buy all of our devs (11 and counting) all, repeat ALL, hardware that exists for simmers just so that we can make it work in all conditions and circumstances. Not possible.

So, while you may feel that we’ve somehow been less than future proof, let me remind you that we were first to use AO, first to create fully dimmable night lights, first to create fully independent glass tech, first to use oh so many systems and the first to use stuff that’s not even released yet but will be soon.

We’re constantly creating and trying out new things but, hardware must stay out of our loop. Most people don’t have the resources you may have. They have a twisty stick and a keyboard/mouse. That’s it. They’re not as vocal about their needs but, believe me, they far FAR, outnumber those who use vr

Nuff said on this one.

JensH
Posts: 9
Joined: Sat Sep 16, 2017 8:56 pm
Re: Cockpit in VR (P3Dv4)

Post by JensH » Sun Apr 15, 2018 3:17 pm

ok, so its time that the developer sends you VR hardware :) :)
now we are on one level.


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