Virtual [BUG]s 33409 Jun-2016 (Oculus store version)
Varil
Finland Join Date: 2016-07-01 Member: 219402Members
Hey!
I have ran into a plenty of things that need fixing on the Oculus Rift version of the game, i have read that some of these are already been worked on, but there are few i haven't seen anywhere.
1. f8 does nothing when in VR
2. Starting the game from oculus store -> launch in desktop mode, F8 only gives an error "you sure you connected to interwebs? Try the forums" (so here i am) [edit]: brings up the menu in steam experimental build, but it keeps moving with the headmovement and cant select or do anything with it!
3. Compass, its not visible in VR, totally missing, cant see it anywhere.
4. Glider: a bit too close to my face still, not by much but a bit.
5. Laser cutter clips my shoulders and the other hand is in a weird position as well when welding open a door.
6. Base integrity is not shown anywhere in VR ( I suggested somewhere that maybe a desk/info panel you could hang to a wall of your liking that would give out the hull integrity?)
7. Unable to use mobile vechile bay, need to quit, start in desktop, board the MVB, craft your sub, save, start again in VR. [EDIT]: Works in steam experimental build this is fixed
8. Seamoth, Head position is off, so most of the time im looking at my neck. UI is weird and flickering when driving the thing (especially the circle cursor).
9. Apparently docking seamoth to moonpool is not working. Havent built one so havent tried that myself.
10. Docking seamoth to cyclop sometimes (like 1/4) drops me to seafloor where i have to walk like inside base. Only fix i have found is to restart the game.
11. Launching seamoth from cyclops spawns the cyclop to the location i last boarded the cyclops at. So now my mats/powercells AND cyclop is on the other edge of the map. This happens repeatedly.
12. Driving with cyclops has my character stuck in some weird 90 degree angle, and the neckstub.
13. Cyclops cameras dont work at all while in VR
14. Upgraded my cyclops to be able to dive to 1500m, still get the approaching safe depth/save depth passed at 300m.
15. Every time i leave cyclops helm the horn honks. Havent figured what is the horn button any other way..
16. Walking at bases is tedious. Maybe even a little bit faster movement. Or no resource consumption while inside own base/walking outside.
I am pretty sure that this not all, but I cant remember anything else for now.
I have ran into a plenty of things that need fixing on the Oculus Rift version of the game, i have read that some of these are already been worked on, but there are few i haven't seen anywhere.
1. f8 does nothing when in VR
2. Starting the game from oculus store -> launch in desktop mode, F8 only gives an error "you sure you connected to interwebs? Try the forums" (so here i am) [edit]: brings up the menu in steam experimental build, but it keeps moving with the headmovement and cant select or do anything with it!
3. Compass, its not visible in VR, totally missing, cant see it anywhere.
4. Glider: a bit too close to my face still, not by much but a bit.
5. Laser cutter clips my shoulders and the other hand is in a weird position as well when welding open a door.
6. Base integrity is not shown anywhere in VR ( I suggested somewhere that maybe a desk/info panel you could hang to a wall of your liking that would give out the hull integrity?)
7. Unable to use mobile vechile bay, need to quit, start in desktop, board the MVB, craft your sub, save, start again in VR. [EDIT]: Works in steam experimental build this is fixed
8. Seamoth, Head position is off, so most of the time im looking at my neck. UI is weird and flickering when driving the thing (especially the circle cursor).
9. Apparently docking seamoth to moonpool is not working. Havent built one so havent tried that myself.
10. Docking seamoth to cyclop sometimes (like 1/4) drops me to seafloor where i have to walk like inside base. Only fix i have found is to restart the game.
11. Launching seamoth from cyclops spawns the cyclop to the location i last boarded the cyclops at. So now my mats/powercells AND cyclop is on the other edge of the map. This happens repeatedly.
12. Driving with cyclops has my character stuck in some weird 90 degree angle, and the neckstub.
13. Cyclops cameras dont work at all while in VR
14. Upgraded my cyclops to be able to dive to 1500m, still get the approaching safe depth/save depth passed at 300m.
15. Every time i leave cyclops helm the horn honks. Havent figured what is the horn button any other way..
16. Walking at bases is tedious. Maybe even a little bit faster movement. Or no resource consumption while inside own base/walking outside.
I am pretty sure that this not all, but I cant remember anything else for now.
Comments
Subjets 1&2 seem to have worked on in the steam experimental version and point 7 seems to have been fixed !!