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Showing results for tags 'virtual reality'.
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Unity can "easily" incorporate Oculus Support. It would be great if the Oculus Touch controllers could be used as 3D mice in the VAB. Even if full VR support isn't included (no headset, as the GUI can get wonky). Alternatively, if anybody knows a way to emulate a 3D mouse with the Touch Controllers, that would be great.
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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.
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Hello, 2016 will be the year in which Virtual Reality (VR) will be available for the masses, will go public. Every gamer out there (and a lot of other people who can make use of VR in their work domain, like medical personal) will seek to get one. Steam's VR system, the HTC Vive will, in my opinion, be one of the top gadgets, versatile and with the constant updates and improvements to which Steam has accustomed it's users (wether it's software or hardware). HTC Vive is set to launch April 2016, according to latest news. My request to the KSP Team would be a good compatibility with this device and others like it (Oculus Rift, Playstation's VR set and others presented at CES 2016), optimizations for VR. Imagine the experience, the fantastic landscapes and views! It's going to be mind-blowing! And we can finally see how far we are from the ground when landing I remember seeing some mod that can partly make KSP compatible with a VR Headset. Then there was a Fanwork Friday feature (http://forum.kerbalspaceprogram.com/index.php?/topic/113444-fanwork-friday-joepatrick1%C3%A3%C2%A2%C3%A2%E2%80%9A%C2%AC%C3%A2%C2%B2s-ksp-on-hololens-concept/#comment-2013011) of this Hololens compatibility concept: https://www.youtube.com/watch?v=4QmTWvjUuT8&feature=youtu.be The HTC Vive will also have an integrated camera, so that it can integrate CGI over the real environment, much like the Hololens. The concept above might become very soon reality. The KSP Team has already made great use of another Steam hardware: the Steam Controller and I'm thankful for it; flying planes is more easier now. In conclusion, expanding compatibility to VR headsets like the HTC Vive, in the near future, will greatly expand the KSP experience and I'm sure a lot of people will appreciate this new view on KSP. And I'm also sure that the KSP Team can get their hands on a developer version of the HTC Vive to make it happen. Please make it a reality! LE: There will soon be native support in Unity for SteamVR: http://www.pcgamer.com/watch-gabe-newells-oprah-moment-as-he-gives-out-free-vr-headsets/
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Dear Moddingcommunity, Ive been following the KSP-Moddingcommunity from the quietside and decided to go live now! My prefered Playstyle is "fly everything from IVA - Feel like a real Kerbonaut". For this I use the great mods out there like RPM, ASET IVA improvements, ALCOR etc etc etc It also happens to be that Im a so called "VR-enthusiast", having a Dk2 and that VR-fanboy stuff like a razer hydra etc etc As I got VR partly working now with KSP and hopefully Implementation will even get better with the unity 5 upgrade incoming I decided to blow of the dust from my Hydras and to mess around with ksp props in unity. This resultet in the following video (I know what Im talki9ng about is a bit unrealistic, but please let me dream a little bit...): https://youtu.be/gSP6-PmJfVA I sadly have no idea about coding or modding and Im making my way right now throug basic tutorials. But I have yet no Idea where to start or what to do in general to get the above shown input to work. So my Question is: Is there some experienced guys beneath you who could give me hints about what to do, where to start or even work with me together on this? Hoping for many answers; Poldor
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- oculus rift
- virtual reality
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