Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: Prayer on May 06, 2023, 12:54:24 PM
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So I have played since 03. First month back in about 13 years. Before the break I would play a lot of hours in short stints usually a few months at a time. Flew with many of you and about a half dozen squadrons.
Started with a Logitech wingman extreme. Moved to the Saitek X45, liked rudder on throttle. Switched to x52 and twist for years along with IR when it first started catching on to players.
On this venture back it has been with the addition of pedals and VR.
Pedals I am still on the fence about. I haven’t taken the time to set them up perfectly yet and muscle memory still twists on the stick before I have to remind my feet.
As for VR I am convinced it is the way to go now. At first I got sick and found it frustrating. I came very close to just setting IR back up and taking the easier route. Coming back and relearning the game is a not the easiest to do here for many reasons. Add in VR and getting lost in views was down right maddening. Still happens but not nearly as often. I am glad I stuck it out.
The immersion and depth perception gained really makes AH a different game. It is worth sticking it out.
For any of you guys who haven’t tried it or didn’t give it long enough….do it if you can. Sure you won’t be as good for a few weeks with views and aim but in the end it will be worth it. I won’t ever return to 2d simming again and my new 34 inch monitor will continue flipping me the bird.
Caution you will spill drinks and typing will be a task
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Good to hear.
VR makes the difference in every game you play that has VR capability.
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VR in AH is a superior experience to VR in IL2 or DCS as AH still allows jstick views with VR where the other two are either or
As resolution improves and computers continue to advance relatively cheaply the VR experience will only get better and more life like
Eagler
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I prefer VR but I wish I could get the Necksafer program to work with my system. I have the Valve Index and its doesnt seem compatible with it.
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I've had the VRNS running with AH on SteamVR and it works fine. Pretty sure it's version 2.09. That doesn't have the smooth autorotation tho. The experimental one is the only one that had that. I never got that one to work right with AH. The rotation was prefect but my head position was like 8 feet high and wouldn't adjust back down.
XRNS is the one that has smooth autorotation in both yaw and pitch that works just like TIR. Can't run that on SteamVR tho. Need AH to be able to run on OpenXR. I tried to get it running on that through opencomposite but it's no go. Was even chatting with the dev and he couldn't get it running on it either. OpenXR would be great. Would give a little performance bump to some with lower end systems as it cuts steam right out of the process.
Sent from my SM-G991U using Tapatalk
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you don't need neck saver for Ah, just map the "look back" view to whatever you use for neck saved and you're all set.
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you don't need neck saver for Ah, just map the "look back" view to whatever you use for neck saved and you're all set.
This works and is a good solution, but I only map "Look Right" and "Look Left" to a couple of hat switches - its easy to look all the way behind you when the hat switch gives you a 90 degree head start.
It also "feels" more natural to have to turn your head to see behind you; its just so much easier to be given the first 90 degrees by the hat switch...
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you don't need neck saver for Ah, just map the "look back" view to whatever you use for neck saved and you're all set.
The thing with scaled axis in VR is it kinda simulates your ability to move your eyeballs. IRL you don't actually need to rotate your head 180 degrees to check 6. Joystick views help but throw you off when you want to maintain contact (e.g. when bombing or strafing tanks).