Thanks for the info and feedback. It has been difficult to get very much input on VR and find those who have the setups to test with. It would be additionally beneficial to know what VR system you are using as well. I'll go over some of the comments below:
The scale is WAAAAAAAAAY off, I feel like a tiny ant-man that's hovering like 20 feet above the seat! Althought I understand why this was done
(to make the displays and hud actually readable) it still feels rather silly.
This has been reported a bit more with one person using an Oculus Rift CV1, while not as much with Vive units. However, the scaling is generally pretty large overall on any setup for legibility. Some of us older players have a little more of a struggle focusing rapidly at different depths. :-) Also, the VR system is very much adjustable and flexible, the HUD and UI are also scalable and adjustable. So you should be able to tune/tweak the system to something more to your liking. The attached file provides the lines and details needed to make changes (just place it in the install folder where the game's exe is located). If you find a configuration that looks better to you, please forward those details here or to me directly via e-mail (starwraith.com > contact). I'm still waiting for one issue to be sorted out on the Vive side of things before working on it much further, but I can include better scaling/depth defaults as may be indicated by those providing feedback.
The current target/nav target is very obviously a 2D sprite that I can see turning to face me when I look at it.
I'm not quite sure which one you might be referring to here, but none of the HUD/UI elements are sprites, they are all full 3D surfaces (some flat planes, some structures). Some turn to stay with your helmet, some remain in locked 3D space positions. More details info here might help me better understand (a screenshot or two sent via e-mail also might help).
The Hud needs at least another "z-level" of separation to make it a little easier to read.
Which part of the HUD? Or do you mean all of it? Try changing the HUD scaling/distance using the VRUIScale value in the attached config text file and see if you can find a setting that looks better to you. Even if it is just one element that you align the value better with, the others may be adjusted later on for alignment.
The compass looks really weird in VR. Not really sure what's up with it, all I know is it's kinda off.
It's floating fully in 3D, so it may look like it's more of a hologram rather than a flat piece of tape, which is how it's supposed to render as a fully 3D holographic type structure.
The solid ring on the 3D radar that signifies the "level" orientation for the middle plane (ie: you allign the center disk with the tilted ring and you're level)
Is drawn as a 2D image on the screen and therefore doesn't work at all in VR.
I could probably set that up as a separate holographic structure as well. It's current alignment is just for a 1:1 depth distance with the flat part of the hologram (the display portion) and the 'X' at the front for nose alignment.
The screens are all visibly rendered like, 2-3 inches away from the actual displays
As intended, out in front at least, as they are projected holograms that don't rely on screens or glass. 2-3 inches does seem a lot farther than what I see on my Vive though, the distance seems more like about a half inch or less on my setup.
In the "main menu" the "screens" all track with your head.
Only in position, not rotation. And that would be as intended to keep everything centered relative to the seated position mode. IIRC, some didn't like how they could move unlocked/uncentered, so they are now kept centered which may help some with more precise mouse tracking and click ranges (also why the consoles stay with the pilot's helmet visor in game).
On the bugs:
During the docking tutorial I drifted into the planets ring, and once it teleported me the ring particle field stuck around.
The same happened during the build tutorial where I traveled to the nebula and had slight nebula background while building.
Wow, that was quite some drifting. :-) I should have this sorted for the next update.
At one point I had to restart one of the hud tutorials and landed on the planet while the voice was talking. When I hit the
ground I got some sort of popup about sound. I thought the game crashed but I was able to click ok and continue. Didn't think
to nab a screenshot
If it happens again, please forward just the text of the message or a screenshot if you catch it. Some of the game's audio is handled on a separate thread, so it can sometimes recover and continue even if a certain problem occurs.
During the inventory tutorial it told me to click on the "refueling" button while not docked, which I couldn't do. I wanted to
go to a station but couldn't jump out because I haven't committed my build by saving, and I couldn't save because it was a tutorial.
That sounds like stage 101, which comes after stages 98, 99, and 100 where the training mode sets you inside the station you need to be in during the course of that phase of training (it attempts to relocate you at all three stages). If you leave the area, then you'd either have to fly back to the station and re-dock or press enter to skip that stage and just keep going. There could be other ways where you might miss the placement directive, but I'd likely need more info on what the conditions were at the time (if the Pearl station was actually present for example) and what actions you may have done before stage 101.