I made a script that maps the Oculus Touch buttons and controller axes to a virtual joystick, so that it can be used while flying in VR.
I use the controller/hand movement (pitch axis) to control the flaps or airbrake (activated while holding down the X or Y button) like an "air joystick". The Oculus Touch thumbsticks and buttons are mapped to vjoy buttons and the grip and trigger buttons are used as modifiers to allow for many more button options. I think there are about 6 axes and 16 buttons available with how the script is currently configured.
Thought I would pass it on just incase anyone else finds it helpful. Here is the link to it: https://github.com/ryanwoodie/oculus_touch_to_vjoy_AHK
Using Oculus Touch controllers while flying in VR
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- Posts: 51
- Joined: Wed Jan 21, 2009 4:47 am
Re: Using Oculus Touch controllers while flying in VR
There are a few nifty mods using those magnet/ball things for mounting cell phones for the hand controllers to give you some degree of kinematics for things like this or No Man's Sky or VTOL VR so they can be flown with some level of ease and precision. There's ones on etsy, Protube makes a predictably overpriced one and variations on thingieverse and adapter cups for all types of controllers. Nothing for throttles (or airbrakes) yet as far as I know but this is still a big improvement and super easy to make
https://www.youtube.com/watch?v=_MKi2W2 ... e=youtu.be
https://www.reddit.com/r/ValveIndex/com ... ght_stick/
https://www.youtube.com/watch?v=_MKi2W2 ... e=youtu.be
https://www.reddit.com/r/ValveIndex/com ... ght_stick/
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- Posts: 51
- Joined: Wed Jan 21, 2009 4:47 am
Re: Using Oculus Touch controllers while flying in VR
Cool, thanks for sharing about that magnet mod! I'm going to try attaching the controller to a simple rudder pedal device at some point too likely. Potentially controllers could even be quickly affixed to the control stick and rudder on a real glider and used as a temporary/make-shift cockpit build sim.
With how the controller or the AutoOculusTouch library works, this script might not work that well (without additional programming) with the controller in a near vertical position due to how the controller reports pitch values once the pitch rotates past the maximum value (which happens at near vertical).
With how the controller or the AutoOculusTouch library works, this script might not work that well (without additional programming) with the controller in a near vertical position due to how the controller reports pitch values once the pitch rotates past the maximum value (which happens at near vertical).