Would be possible at using the _CP2 panels without needing to toggle the OnCloud boolean? mostly i'd be interested at using it for the minimap display seeing the disabled Shinden MFD, i did tested out the original VR planes before, and i had notion the HUD text would be hovering, otherwise i'll probably need to do a bit of homework at transcripting the minimap into sort of a real-time material instead
if you are using my files only, the be is in cloud/sand is the only quick/easy solution to avoid the cockpit model “lock to the camera / stick to your face” kosnag and keton(from f2vr discord) made their own ue4ss mods to solve this problem, and kosnag is about to release his version of uevr compatibility mod soon, you can try that too
wait, do you mean you having frozen vr display(s) in game? like, infos are not updating and when you switch weapons, the weapon stats does not change
I don’t have this problem on my end, but yea this likely happens on some others end in the testing before kosnag’s or keton’s file should will solve this too
Mostly talking about something that did occured when i assigned the VR pawns on campaign long long time ago, _CP2 would be looking more or less like this :
Along at one of the last tests i did on an experiment at running the PS4 VR menu and in-game(albeit i know VR01 would softlock by crashing), the game was running on the normal gameplay enviroment, but _CP2 displayed correctly even outside of the cockpit view :
My goal in general was making _CP2 to display correctly at least, as i'd be using the minimap section one to cover the bottom center MFD on the Shinden as one of the uses from my modding project plans
for your first picture: this is solved, please check the images of this mod this is caused by simply setting the "bIsVRPlane" as true but lacking of corresponding VRtick_plane file for the plane
for your second picture: this is how it happens, but it doesn't matter. vr plane pawn file determinate locations of those SM_Display_Center/Left/Right, so that they being placed above the display of the cockpit model and looks like the display is switching contents this picture is caused by you switching to hud view before entering vr, which should be a human error. if you are using vr planes, game should auto go to cockpit view when you enter a mission, and you normally just inject/activate uevr and go into vr environment in cockpit view. when vr activating, the point of view switching key only functions as toggling on/off of the vr display
Yeah, i've seen the whole gallery mostly, and the _CP2 materials were indeed placed correctly
But yeah, to avoid more confusion and going to the logical mindset, decided to download the mod here to check myself
Tested the Shinden and F/A-18F(alongside F-22A), and indeed their _CP2 placements are in fact correct along working well, even the _MCL reacts when reaching high damage
About camera cycle, i noticed that too, as VR pawns seems to have 6 camera sets, so the three cycles are normal when the other three begin the ones without _CP2 toggled, which on PSVR is handled in a smoother way by pressing R3(or square button as i remember vaguelly), i had a brief experience with AC7 VR on my PS4 thanks to a friend so i got part notion of the original behaivour of the mode
But in general, already got my dobuts cleared due one thing i noticed that i forgot to mention, my dobut were if the _CP2 displayed correctly without injecting UEVR(as i know UEVR helps on the camera movement which is softlocked without it, but it wasn't my goal playing with UEVR as i lack a PCVR gear for now), with the test i made it comfirmed my dobuts along the widget works well by displaying the units like the normal HUD mini-map
My idea mostly would be transplating the pawn of the Shinden(for still allowing analogic camera control) and then adding the _CP2 functionality to it, but yeah, sorry for the brief confusion as i were also busy with my IRL errands, if you don't mind i could be using your files as reference(pawn and model at least) to learn at how to setup the _CP2 materials, asking permission in case as it's always better to ask first
kosnag once made it possible to look around in vr plane cockpit when not in vr mode, but he said he forgot how he did it, if you have direct contact with him, maybe you can try ask about his old version file(s) --- sure feel free about using things for your reference, i can also send you the blender file i made for reference i intended to make this mod only contain basic and minimum things so that it can be a base/foundation for other modders --- my discord account is konanlewis if you willing to add me as friend~ --- really hope you can joint the servers mentioned in description page, with your main or ever alter account regardless~
uhhh, heard about you not wanting your main discord account with private friends so, may i have your email address to send the blender files to you? mine is [email protected]
not sure what you mean about removing the skins, if you mean not making the plane to osea skin, it’ll result in: a, you are not using additional skin slot mod, by lacking of corresponding skin texture and material instance files, game auto loads osea skin too b, you are using additional skin slot, which provides material instance files but no texture files, the plane will have no texture at all unless some day in the future skin modders make enough skin mods supporting additional skin slot, otherwise for a foreseeable future this is it
--- if you mean all your skin mods already in use, most of them should have no affect to this vr mod
11 comments
Would be possible at using the _CP2 panels without needing to toggle the OnCloud boolean? mostly i'd be interested at using it for the minimap display seeing the disabled Shinden MFD, i did tested out the original VR planes before, and i had notion the HUD text would be hovering, otherwise i'll probably need to do a bit of homework at transcripting the minimap into sort of a real-time material instead
kosnag and keton(from f2vr discord) made their own ue4ss mods to solve this problem, and kosnag is about to release his version of uevr compatibility mod soon, you can try that too
I don’t have this problem on my end, but yea this likely happens on some others end in the testing before
kosnag’s or keton’s file should will solve this too
Along at one of the last tests i did on an experiment at running the PS4 VR menu and in-game(albeit i know VR01 would softlock by crashing), the game was running on the normal gameplay enviroment, but _CP2 displayed correctly even outside of the cockpit view :
My goal in general was making _CP2 to display correctly at least, as i'd be using the minimap section one to cover the bottom center MFD on the Shinden as one of the uses from my modding project plans
this is solved, please check the images of this mod
this is caused by simply setting the "bIsVRPlane" as true but lacking of corresponding VRtick_plane file for the plane
for your second picture:
this is how it happens, but it doesn't matter.
vr plane pawn file determinate locations of those SM_Display_Center/Left/Right, so that they being placed above the display of the cockpit model and looks like the display is switching contents
this picture is caused by you switching to hud view before entering vr, which should be a human error.
if you are using vr planes, game should auto go to cockpit view when you enter a mission, and you normally just inject/activate uevr and go into vr environment in cockpit view. when vr activating, the point of view switching key only functions as toggling on/off of the vr display
But yeah, to avoid more confusion and going to the logical mindset, decided to download the mod here to check myself
Tested the Shinden and F/A-18F(alongside F-22A), and indeed their _CP2 placements are in fact correct along working well, even the _MCL reacts when reaching high damage
About camera cycle, i noticed that too, as VR pawns seems to have 6 camera sets, so the three cycles are normal when the other three begin the ones without _CP2 toggled, which on PSVR is handled in a smoother way by pressing R3(or square button as i remember vaguelly), i had a brief experience with AC7 VR on my PS4 thanks to a friend so i got part notion of the original behaivour of the mode
But in general, already got my dobuts cleared due one thing i noticed that i forgot to mention, my dobut were if the _CP2 displayed correctly without injecting UEVR(as i know UEVR helps on the camera movement which is softlocked without it, but it wasn't my goal playing with UEVR as i lack a PCVR gear for now), with the test i made it comfirmed my dobuts along the widget works well by displaying the units like the normal HUD mini-map
My idea mostly would be transplating the pawn of the Shinden(for still allowing analogic camera control) and then adding the _CP2 functionality to it, but yeah, sorry for the brief confusion as i were also busy with my IRL errands, if you don't mind i could be using your files as reference(pawn and model at least) to learn at how to setup the _CP2 materials, asking permission in case as it's always better to ask first
---
sure feel free about using things for your reference, i can also send you the blender file i made for reference
i intended to make this mod only contain basic and minimum things so that it can be a base/foundation for other modders
---
my discord account is konanlewis
if you willing to add me as friend~
---
really hope you can joint the servers mentioned in description page, with your main or ever alter account regardless~
so, may i have your email address to send the blender files to you? mine is [email protected]
the email address in case, won't talk too much as i'm not in a good mood for now, IRL errands...
also is there any way to remove the skins before i download this?
if you mean not making the plane to osea skin, it’ll result in:
a, you are not using additional skin slot mod, by lacking of corresponding skin texture and material instance files, game auto loads osea skin too
b, you are using additional skin slot, which provides material instance files but no texture files, the plane will have no texture at all
unless some day in the future skin modders make enough skin mods supporting additional skin slot, otherwise for a foreseeable future this is it
---
if you mean all your skin mods already in use, most of them should have no affect to this vr mod