VR - experimental support

jimh20
Posts: 15
Joined: 26 Apr 2016 13:43

Re: Oculus Rift - experimental support

#351 Post by jimh20 » 23 May 2016 20:39

Thanks once again, Zepp.

ETS2 is starting in VR reliablly now. I'll just have to suffer the position of Trip Advisor for now. I can change my seating position in game but F12 just sets sit back to derault.
I did bought Cabin Accessories which include a GPS, but these don't because averable until I can buy a truck. If someone finds VR fiendly GPS, I'd like to know about it.

Cheers, Jim
User avatar
Katixa
Posts: 215
Joined: 06 Feb 2013 20:19

Re: Oculus Rift - experimental support

#352 Post by Katixa » 30 May 2016 10:28

@jimh20:

If you still can't buy a GPS (or truck), I recommend just activating the trip advisor when needed. Honestly I never used it because I don't like driving with something that obstructs the view (even when I used a normal monitor). So, once you're on the highway, just make a quick check on the path using the main map, and disable it. When getting near crossroads, you can always enable and disable it with F3. This way you will drive with nothing in your face.

Once you can buy a truck I recommend you buy the GPS accesory, they work really good with VR.

About the F12 key, what I do first of all is to center the view to my driving preference, and then just drive. As I like my seat higher, I use to lower my back a bit before pressing F12, and then just sit confortable.
Every day above ground is a good day.
LucidMonk
Posts: 4
Joined: 16 Feb 2016 14:13

Re: Oculus Rift - experimental support

#353 Post by LucidMonk » 31 May 2016 17:07

Hi There Komat!

I was wondering if there was any intent on updating the Experimental Oculus Branch to ETS 1.23 and ATS v1.2 or v1.3. It currently sits at ETS 1.22 and ATS 1.1 and it would be great to take advantage of the added updates in ETS 1.23 and ATS 1.2 and the upcoming 1.3. As it stands, it appears as though those using oculus wont be able to experience the Arizona update or any of the benefits from the post 1.1 versions of the game. As always I appreciate your dedication to us VR users and I look forward to hearing back from you in regards to the updated versions of the Game.
zepp
Posts: 98
Joined: 25 Nov 2015 17:49

Re: Oculus Rift - experimental support

#354 Post by zepp » 01 Jun 2016 11:25

Even though it says differently in the Steam interface, both games are at their current non-beta versions in the Oculus beta branch.
LucidMonk
Posts: 4
Joined: 16 Feb 2016 14:13

Re: Oculus Rift - experimental support

#355 Post by LucidMonk » 01 Jun 2016 14:26

Thank you for clearing that up for me. To be honest, I'm quite embarrassed that I hadn't noticed this earlier. Upon booting up ATS not long after I posted yesterday, I happened to look up to the version # on the Profile selection screen and it was indeed showing 1.2.21s. I'm humbled and ever more appreciative of the effort that SCS puts into catering to us VR users.

Thanks again for the info, Zepp, and Happy Trucking!
Last edited by ohaha on 01 Jun 2016 14:55, edited 1 time in total.
Reason: Quote removed. [Forum rule 2.4]
CaptObvious
Posts: 3
Joined: 07 Jun 2016 12:41

Re: Oculus Rift - experimental support

#356 Post by CaptObvious » 07 Jun 2016 12:42

Hey SCS,

I stupidly upgraded my game to 1.24 to check out the new stuff, saw that VR doesn't work and swapped back to the Oculus branch but now my save is incompatible as the Oculus branch is 1.23 - please can you guys update the Oculus branch to 1.24?

Thanks!
User avatar
ohaha
Posts: 11345
Joined: 07 Dec 2012 06:31
Location: Watchin' y'all
Contact:

Re: Oculus Rift - experimental support

#357 Post by ohaha » 08 Jun 2016 11:54

go to your game home directory (in C:\Users\...\My Documents) and look for the backup the game made when upgrading, and search for you r profile.
Retired, but still loving it.
User avatar
Katixa
Posts: 215
Joined: 06 Feb 2013 20:19

Re: Oculus Rift - experimental support

#358 Post by Katixa » 08 Jun 2016 13:43

@CaptObvious: Komat usually updates the game in a few days, so have patience. He's probably busy with the new XInput feature anyway :)

As an advice, I use to have a few normal save-games which I go rotating and only overwrite after a delivery or when exiting the game, for everything else I use quicksave. This way you always have some backup in case something really bad happens, even if it's not patch-related, in which case you can do what Ohaha said.
Every day above ground is a good day.
CaptObvious
Posts: 3
Joined: 07 Jun 2016 12:41

Re: Oculus Rift - experimental support

#359 Post by CaptObvious » 09 Jun 2016 11:40

Excellent! Didn't realise it made a backup, thanks for your help :)
Last edited by ohaha on 09 Jun 2016 15:55, edited 1 time in total.
Reason: Quote removed. Don't quote entire message. Use direct addressing.
User avatar
jaws
Posts: 1264
Joined: 06 Feb 2016 09:19

Re: Oculus Rift - experimental support

#360 Post by jaws » 11 Jun 2016 20:02

Im so glad i didnt order my Oculus Rift, i was about to then i found this little website http://www.pcworld.com/article/3023400/ ... -hold.html

Now im looking more into HTC Vive. Anyone here tryed one on Linux?
8-) I am Always on latest patch.
Forum TUT! SCS Support->-> support@scssoft.com
I dont use mods....(Or maybe i will soon again..)
Post Reply

Return to “General discussion about the game”

Who is online

Users browsing this forum: Bing [Bot], Dotec, Dr. Delerious, VonMacaroni and 25 guests