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Found 9 results

  1. KerbTrack This plugin lets you look around in-game by moving your head. To do this, it can use a joystick, gamepad, your webcam with FreeTrack and FaceTrackNoIR, a TrackIR camera or the Oculus Rift headset. It supports all six degrees of freedom in IVA (yaw, pitch, roll, forward/backward, up/down and strafe left/right), and two degrees of freedom in external views. Other input methods can be added in future. Downloads CurseForge | GitHub Source included, also available on github, licenced under GPL v2. If you've enjoyed this, consider donating a cup of coffee to help with late night coding: FaceTrackNoIR This is the cheapest setup, as it only requires a webcam. It operates by using face detection on the video from the camera. The downsides of this method are poor accuracy, slower reactions and higher CPU usage. A quad-core CPU is recommended for using this with KSP. To install, after installing KerbTrack, download and run the FaceTrackNoIR v1.7 installer. Note the install directory, normally "C:\Program Files (x86)\Abbequerque Inc\FaceTrackNoIR". Go to this directory after the install is complete and copy either FreeTrackClient.dll (for 32-bit x86 KSP) or FreeTrackClient64.dll (for 64-bit x64 KSP) to the KSP directory, placing them beside KSP.exe. The installer will create a FaceTrackNoIR desktop icon which you should run before you start playing KSP. As FaceTrackNoIR uses the FreeTrack interface, select this from the KerbTrack settings window on the pause menu. FreeTrack FreeTrack has improved accuracy and lower CPU usage than FaceTrackNoIR. It uses several infra-red LEDs attached to a hat and a webcam modified for better viewing of infra-red light. Instructions for making this setup yourself, as well as kits and pre-made systems are all available online. To install, after installing KerbTrack, download and run the FreeTrack v2.2 installer. If you are running the 32-bit x86 version of KSP, note the install directory, normally "C:\Program Files (x86)\FreeTrack". Once the install is complete, go to this directory and copy FreeTrackClient.dll to the KSP directory, placing it beside KSP.exe. If you are running the 64-bit x64 version of KSP, download a 64-bit build of FreeTrackClient, such as the one available here (at the bottom of the page). Inside this zip, you will find FreeTrackClient64bit.dll inside the "bin" directory. Copy it to the KSP directory, next to KSP.exe, and rename it to "FreeTrackClient64.dll". Alternatively, both versions of the DLL are available as part of the FaceTrackNoIR install above. The FreeTrack installer will create a desktop icon which you should run before you start playing KSP. In-game, be sure to select the "FreeTrack" option from the KerbTrack settings window on the pause menu. If when starting FreeTrack you get the error "The program can't start because d3dx9_33.dll is missing from your computer.", DirectX 9.0c is not installed on your computer. It can be obtained from here. TrackIR The TrackIR system is a dedicated camera and LED or reflector system which offers high precision tracking and low CPU usage. Although the base install of KerbTrack can support TrackIR cameras up to TrackIR4 via FreeTrack v2.2.0.267 or lower, an improved addition with support for newer encrypted TrackIR cameras is available. To use this system, after installing KerbTrack, download the appropriate package for your version of KSP, extract only TrackIRUnity.dll, and place it in the GameData/KerbTrack/Plugins directory. In-game, be sure to select the "TrackIR" option from the KerbTrack settings window on the pause menu. 32-bit KSP (x86) 64-bit KSP (x64) Now included. Thanks to Stilton for the info and Medsouz for the plugin for TrackIR support. Oculus Rift The Oculus Rift is a head mounted display virtual reality system, not currently available for consumers to buy. KerbTrack for the Oculus Rift only provides head tracking. for display projection, an injector such as TriDef, Vireio or VorpX is required. Be sure to disable any headtracking provided by the injector. To install, download the latest release of KerbTrack and extract it to the root of your KSP directory, next to KSP.exe. KerbTrack supports both Direct Access and Extend Desktop display modes. Make sure that your Rift DK2 is on, then start KSP under your injector and select an IVA view. The tracking camera LED should now be on. If it isn't, there has been an error: check your output_log.txt for any errors. The default keys are Home to recenter the view and Scroll Lock to disable/enable tracking. These can be changed in the configuration file: KerbTrack\Plugins\PluginData\KerbTrack\settings.cfg The recenter key will not affect roll or pitch; these are always determined by gravity. You can use the mouse wheel to change the field of view. Zooming out can provide a better experience. The scale and offset of positional movements can be adjusted by pressing escape to pause and bring up the settings menu. Thanks to FeepingCreature for adding Rift support to KerbTrack. Joystick Joystick mode can be used to assign the axes of a joystick or gamepad to camera orientation. This can also be used in conjunction with headtrackers not directly supported by KerbTrack, such as inux-track, by setting the head tracker to operate as a virtual joystick. Press Escape during the game to pause, bringing up the setup menu, and select "Joystick" mode. The menu then allows configuring which joystick to use and which axis to assign to which direction. Version History v1.4 (2017-03-12) Updated for KSP 1.2.2. Added improved handling for TrackIR errors. Improved accuracy for position scale editor. Updated GUI. v1.3 (2016-10-24) Updated for KSP 1.2. Added FTNoIR zeroed data fix (thanks to @DaMichel for this). Changed logging to use [KerbTrack] to take advantage of the new KSP log colorising system. v1.2 (2015-08-09) Added support for joystick camera control. v1.1.3 (2015-08-09) Oculus Rift-only release. Fixed Oculus Rift quaternion tracker. Upgraded to OVR SDK v1.1.2 (2014-10-16) Fixed persistence for scene toggles. v1.1.1 (2014-10-14) Added support for the KSP Add-on Version Checker. Added missing files. v1.1 (2014-10-13) Added support for FeepingCreature's IQuatTracker for more accurate Oculus Rift tracking. Added the ability to disable tracking in external and map views. v1.0.1 (2014-09-23) Fixed dependency errors when not using TrackIR. v1.0 (2014-09-13) Full release. Added support for TrackIR and the Oculus Rift. v0.1 (2014-03-27) Alpha release. Usage tips Scroll Lock enables/disables headtracking. Sensitivities are adjustable on the pause screen. Rotation and movement imits are adjustable in the settings.cfg at: GameData\KerbTrack\Plugins\PluginData\KerbTrack\settings.cfg You can interact with IVA controls like the throttle as normal when using KerbTrack. Known issues Using the close-up window views is supported, but looks a bit weird with the kerbal whose eyes you're meant to be seeing through sitting behind you. Two-axis control is working in external views (pitch and rotation around the craft), but it's difficult to see the far side of the craft for any given camera position. This makes EVA piloting very difficult as you can't turn back the way you came from. More work on the cameras is needed. Pressing the key to disable the tracker (Scroll Lock by default) and then moving the camera normally can be useful in this situation. Not currently added to other scenes such as the Tracking Station, VAB or KSC. There are currently no limits on the range of the magnified head motion, so you can stick your head out of the window and view your craft from the outside, or do the Exorcist head twist. Now configurable. Head tracking requires a good frame rate. With a single-figure FPS, you can't judge when to stop moving your head to look in a particular direction, making it completely unusable. Potential future projects Linux and Mac support via Linux track. Head-controlled joystick Alternative input systems. Shaky-cam / g-force movement effects. Done by KerbQuake.
  2. Im currently working with my university that has 10 HTC Vives for development work at the immersive media observatory, it is designed for alternate approaches to teaching using vr, there is already an educational KSP but how about a VR tsp, I can see what changes need to be made to the ui beyond just gead trakcing, it would need the unity VRTK integrated and the menus re-working for motion control compatibility then it would need the ability to walk (and teleport) around the VAB/ SPH with a height scroll in the vab but other than that a very tiltbrushesque interface with a left hand scroll wheel selector to browse menus and a right hand pointer to select parts with mebe a left to right to browse categories and up down to search in subdirectories then a point select with the right hand via the trigger which spawns the part on the end of your hand, the ability to freely rotate it is important too before then snapping, needs the ability to select offset and rotate tools for which you should be able to reach in and grab the dials to adjust, after that all that is left is to make sure general flight is not nausea-inducing, other than that the ability to check staging maybe on one hand and stage its part with a button press, in IVA its pretty much there already, its simple mouse movement but maybe a bit of depth movement by freeing up the camera movement a bit/possible integration with the free iva if that is working reliably, I'm pretty sure I can test and make all this work and my uni will support it as it is regarding enhanced teaching but I have no idea where to start with ripping into the ksp UI and/or whether it needs a total rebuild or whether a simple overlay would do, also gotta look at making sure you can get full 3d which is proabbly the easiest bit tbh. I'm looking for any help and support that could get this project on the road and/or someone with some ksp plugin experience since i have none bar part modding, thanks for any help you can lend and I look forward to this ever becoming a reality!
  3. Hey guys! I'm trying to find old mod versions for 1.1.3. Everything on github like raster prop monitor or mechjeb isn't a problem. But I can't find ASET Avionics ASET Props Is there a mod archive website I haven't found yet? Or can anyone upload the ASET versions compatible with 1.1.3? In case you're wondering why, the Kerbal VR mod only works for 1.1.3 and I got it working with my Rift Thanks!
  4. I'm fairly sure its ok to post this as it seems to be free with an option to fund (seems to fit the forum guidelines!)... I've just stumbled on this little gem and I'm blown away that it's apparently made by just one guy! Has anyone tried it? It looks like it's still in alpha but already looks great and even has support for VR headsets (like I dream about for KSP ). Anyway, free download links here for PC and Mac - You can just ignore all the bits about crowdfunding (although I think I'll drop some money to support the effort!). It doesn't really seem to tread on KSP's toes as it's a different kind of game, a bit more like Orbiter crossed with A-OK (anyone ever play that?).
  5. Hi guys, I wondered if there's already someone working on a mod for compatibility with the HTC Vive. If not, i'm thinking about building one. Are there any Unity developers interested in cooperating with me? I would like to try making it posible to have a VR IVA and interaction with the controls in the vehicle. Imagine flying a rocket from within the module in VR! What do you guys think about this idea? Any suggestions are welcome ^^
  6. VR

    Squad - listen up - if you want to kick your revenues up to higher orbit and breath some fresh excitement into your title, consider integrating VR support. I tried out Vivero's Kerbal-VR mod and even in its rough, jittery, demo-only form, being right there standing beside (and sitting inside) my rocket was breathtaking. It conveyed a sense of scale impossible to achieve viewing the Kerbal world through the rectangular little window of my flatscreen monitor. Now imagine grabbing rocket parts off the shelf and slapping them together with your bare hands. Science fiction? Nope - you can do stuff like this with Leap Motion's Kinect-like developer kit (which conveniently mounts to a Vive / Rift). Watch this video and imagine that's a StretchyTank grasped between their fingers. Imagine reaching out to your RPM displays and flicking buttons with your fingers, like a real Kerbonaut. It's been done before. The folks at FlyInside did a great job of bringing VR support to the popular X-Plane series. I challenge you to do better!
  7. Got my HTC Vive yesterday, and one of the things I tried was the Kerbal VR mod. It only works in the cockpit and the head tracking is janky enough (just in Kerbal VR; SteamVR has butter-smooth tracking) that it's pretty much unusable, but the few minutes of flying in VR shows what huge potential this has for a game like Kerbal. And not just cockpit mode! Imagine the VAB / SPH with room-scale! You could walk around your vessel, scale yourself up and down, place parts by literally moving them into place with your hands. And flight! From 100% IVA to external ship views with the stars/planet(s) at actual depth with no visual discomfort. Please please please add native VR support with the proper interface adjustments! It would be the most jaw-dropping gaming experience ever.
  8. The recent introduction of consumer virtual reality headsets has got me thinking about potential applications of VR to human space exploration, particularly the psychological issues related to being extremely far from Earth (or at least far enough to not be able to see features on the Earth). A sufficiently advanced VR headset could be used to 'transport' astronauts back to Earth, either with specially made VR experiences or what would amount to HD google street view. If you combined the headset with a treadmill, you could allow astronauts to take 'walks' on Earth. What do you guys think about this? What are some of your own ideas for applications of VR tech in the space sector?
  9. Squad, you should totally jump on the band wagon. I got a HTC Vive on order, and KSP in VR just sounds more and more awesome the more you imagine it. I get it, I get it. Focused on 1.1. Focused on console release. Focused on a million other things to make the game even better. You've done amazing work. I know its totally out of the question to think about right now. But let it stew in your subconscious for now, and when things start slowing down a bit....think of VR compatibility.