Condor 2.0? honesty please

Discussion related to the Condor...

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HornetSk
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Re: Condor 2.0? honesty please

Post by HornetSk » Mon Jan 22, 2018 9:16 pm

Yes VR is future for flightsims, hope that with V2 it will be possible with the time:

https://www.defensenews.com/news/your-a ... -learning/
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sisu1a
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Re: Condor 2.0? honesty please

Post by sisu1a » Mon Jan 22, 2018 10:50 pm

HornetSk wrote:Yes VR is future for flightsims, hope that with V2 it will be possible with the time:

https://www.defensenews.com/news/your-a ... -learning/
OT but not, since this was 100% my motivation as the op of this thread...

I don't expect they will put any effort into making native support at first, I'm just hoping they don't create obstacles for those of us unwilling to wait for that day to come. Flight sims without VR have no appeal to me anymore, hence why I started this thread 2 years ago. The obstacles thrown out by people I can only assume have never used it (or tried a bad knockoff) are either red herrings (too heavy!... not enough resolution!) or technical challenges that already have solutions, such as dealing with PDA/flight computers, kneeboards, checklists, maps, desktop access, etc. Look what the guy that made FlyInside for FSX did for examples.

https://flyinside-fsx.com/
https://www.youtube.com/watch?v=30pSJ0wOB6U

I not sure if anyone involved in Condor truly appreciates it yet, but as soon as there is legit VR support, the population of people interested in this otherwise extremely niche simulator is going to astronomically increase (especially if you also sell through at least Steam but also Oculus and MS VR store), leading to a much larger pool of pilots both short and long term. There are already *millions and growing numbers of headset owners out there craving quality content and few flight sims that do it justice, so it's currently a seller's market. Incidentally, no other form of flying is better suited for VR due to the grace of the movement and need for active visual scanning in all directions out of our generous canopies. It's a lot cheaper and more accessible than triple monitors+TrackIR and frankly blows that type of setup out of the water.

If handled well, this could legitimately be the thing that saves real life soaring from being the sport of a dwindling population of dinosaurs and rich kids. Again I'm not expecting native VR support from the start, just making it known that the community will take this aspect into our own hands because this is -super critical- for any of us that have already been spoiled even by current gen VR let alone up and coming hardware.



*pilot ranking/seeding can keep a large population of soaring newbs and randoms from making a mess of comps, and everyone has to start somewhere...

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OXO
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Re: Condor 2.0? honesty please

Post by OXO » Tue Jan 23, 2018 6:26 am

Thats a very eloquent post. :)

Heres a nice video for you

https://www.youtube.com/watch?v=G60vmpaIhV4
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SteveK
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Re: Condor 2.0? honesty please

Post by SteveK » Tue Jan 23, 2018 12:15 pm

OXO wrote:Thats a very eloquent post. :)

Heres a nice video for you

https://www.youtube.com/watch?v=G60vmpaIhV4
I feel seasick just watching that :mrgreen:

Great until the young IT specialist in the house hacks into it and sets it to spin-dry speed while daddy’s flying the glider sim. :shock:

phercek
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Re: Condor 2.0? honesty please

Post by phercek » Tue Jan 23, 2018 1:13 pm

It will not do anything to simulate vertical accelerations. Simulating horizontal accelerations might be useful for car simulators though. If one gets them in a plane then the pilot is wasting energy.

ZaQ
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Re: Condor 2.0? honesty please

Post by ZaQ » Wed Jan 24, 2018 12:58 am

I hope it will be possible to run Condor using vorpx or similar software.
https://www.vorpx.com

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MarkS
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Re: Condor 2.0? honesty please

Post by MarkS » Wed Jan 24, 2018 1:58 am

Re VR - as I've said in another thread here somewhere if Condor 2.0 is built in Unity or Unreal Engine which it probably is , it will take literally a a handful of minutes to render a version usable in a Rift or Vive headset because there is native VR support built into these game engines . Simply a matter of putting the VR `camera' in place of the normal viewpoint camera and rendering a new executable version for VR use .

I wouldn't stress about Condor VR I'm sure it will come along.

I doubt many of the older COndor fans will buy VR rigs for it but for those that there use of VR Flight sims can also extend to Condor it would be great .
Whats for sure is that bad flying in VR ( like badly cordinated turns slipping and skidding can be very nausea inducing ) and VR kind of flight simming is not for everyone .

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jcomm
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Re: Condor 2.0? honesty please

Post by jcomm » Wed Jan 24, 2018 7:46 am

Well, as far as I'm concerned, the few times I tried VR I felt so dizzy that I really don't expect to jump into it in the ner ( 10 yrs ) future :-)

While I own TIR5, I mostly use the collie hat in my TS16000 for panning in Condor... It might be different with this new version, but I really don't think there is a definite need for VR in this sort of sim.

I would use it in IL-2 Battle of Stalingrad though ... :-)
José Oliveira
Hey you Chicks flying bricks....
Come Fly Gliders ! Be Outsiders!

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OXO
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Re: Condor 2.0? honesty please

Post by OXO » Wed Jan 24, 2018 8:42 am

MarkS wrote:Re VR - as I've said in another thread here somewhere if Condor 2.0 is built in Unity or Unreal Engine which it probably is
Its not. :)

It's made in Uros's engine made specifically for flight simulation and soaring.
Chris Wedgwood,
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jolk
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Re: Condor 2.0? honesty please

Post by jolk » Wed Jan 24, 2018 10:02 am

Hum, I’m afraid it is not a good news for my Oculus and me :?
I still hope it will be in :roll:
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jcomm
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Re: Condor 2.0? honesty please

Post by jcomm » Wed Jan 24, 2018 5:45 pm

jolk wrote:Hum, I’m afraid it is not a good news for my Oculus and me :?
I still hope it will be in :roll:
Well, no big deal for me - I don't use them IRL :-)

But I do care about plausible glider aerodynamics, weather modelling, scenery...
José Oliveira
Hey you Chicks flying bricks....
Come Fly Gliders ! Be Outsiders!

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jcomm
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Re: Condor 2.0? honesty please

Post by jcomm » Wed Jan 24, 2018 5:46 pm

jolk wrote:Hum, I’m afraid it is not a good news for my Oculus and me :?
I still hope it will be in :roll:
Well, no bigf deal for me - after all I don't use them IRL :-)
José Oliveira
Hey you Chicks flying bricks....
Come Fly Gliders ! Be Outsiders!

jolk
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Re: Condor 2.0? honesty please

Post by jolk » Wed Jan 24, 2018 6:52 pm

Of course you are seeing 3D irl Jcomm :)
Next Time irl, close one eye for the entire flight duration, and give us your feed-back :mrgreen:
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jcomm
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Re: Condor 2.0? honesty please

Post by jcomm » Thu Jan 25, 2018 11:02 am

jolk wrote:Of course you are seeing 3D irl Jcomm :)
Next Time irl, close one eye for the entire flight duration, and give us your feed-back :mrgreen:
I know ;-)

Was just playing devil's advocate :-)
José Oliveira
Hey you Chicks flying bricks....
Come Fly Gliders ! Be Outsiders!

sadatoni
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Re: Condor 2.0? honesty please

Post by sadatoni » Fri Jan 26, 2018 4:22 pm

I had a contact pop out once while paragliding (I wore goggles, just in case that happened, so I wouldn't lose it). Everything was fine until coming in for a landing. Couldn't judge my height very well, so I ended up crashing into the ground. Fortunately, a paraglider landing is going about 8 or 9 knots in no wind.
N5503T CN(0OU)

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