Remove hands in VR

Tips, tactics, and general discussion for Evochron Legacy.
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Remove hands in VR

Post by Pastro »

Hello Vice. I'm preparing the game for VR. I must congratulate you because the game is very well done, judging by the options in the vrsetup.txt file. I'm trying to remove or modify the hands, and I'm not sure if it's possible. Can you help me? I did the Spanish translation over Christmas, and this summer I plan to enjoy your game in VR using the VoiceAttack voice command manager.



I'm posting a picture of the hands
https://ibb.co/bgDtL1Vb
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Re: Remove hands in VR

Post by Vice »

Yes, find this line in that file:

Controller=1

And change it to:

Controller=0

That will remove all VR controllers and the linked in-scene arms.
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Re: Remove hands in VR

Post by Pastro »

Thanks for the reply. I wanted to play with the VR headset controllers but without using my hands. Controlling the ship with the VR headset controllers is fantastic.

And another question: is it possible to control the roll axis like in many HOTAS, by twisting the wrist?

Code: Select all

` ContYawA, ContRollA, ContPitchA, ContStrfHA, ContStrfVA, ContRollA, and ContIThrA set the axis
` channels to use for each variable flight input control.  Here are the available channel values:
` 1 = X or left/right
` 2 = Y or up/down
` 3 = Z or forward/reverse
` 11 = X or left/right (touchpad/thumbstick)
` 12 = Z or forward/reverse (touchpad/thumbstick)
` For 'Controller=1' mode, the default layout places Yaw on joystick controller axis 1, pitch on joystick
` controller axis 3, and roll on throttle controller touchpad/thumbstick axis 1 (with a value of 11 for
` +10 for all touchpad/thumbstick axis inputs).
` For 'Controller=2' mode, the game will swap listening for Yaw control in joystick flight mode and listen to
` Roll control instead while Yaw control input listening is switched to throttle flight mode.  You can
` assign any desired axis channel input value for either controller mode and then select the mode you prefer
` to have the game listen for Yaw and Roll input in the desired flight mode.
` If no values are specified in the axis channel lines or they are set to 0, then the game will use the
` default values described above.  Using specific values in these lines will override default values
` and direct the game to listen on the specified inputs for each flight control.
` Each Set of inputs is bound to their respective flight control mode.  So ContYawA, ContPitchA,
` ContStrfHA, and ContStrfVA are linked to the joystick flight control mode while ContRollA and ContIThrA
` are linked to the throttle flight control mode.  So you can reuse axis channel values between the two
` based on each flight control mode for each VR controller and swap Yaw and Roll with the 'Controller=2' value.
` If you want to bypass any of the available axis input controls (to use another control input device),
` simply enter -1 in the line you want the game to ignore.

` default joystick flight control mode axis inputs
ContYawA__=1
ContPitchA=3
ContStrfHA=11
ContStrfVA=12

` default throttle flight control mode axis inputs
ContThrotA=3
ContRollA_=11
ContIThrA_=12
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Re: Remove hands in VR

Post by Pastro »

Controller=1 is perfect for me, except for the option to hide the hands as a pointer and roll using the joystick's axis rotation, like in HOTAS controllers. I'm not asking for anything new in the game; I understand there's no additional support for the VR platform beyond what it already has, which is far more than games with native VR support.
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Re: Remove hands in VR

Post by Vice »

Yes, you can hide the hands while keeping control input active by importing custom mesh objects that are effectively invisible (however this will also retain the mode holograms for reference). There may be a way to hide the hologram textures as well, although it hasn't really been tested. For the meshes at least, here are the filenames needed for the \menu folder inside the \media folder:

ccpit-pilot-rightarm2.x
ccpit-pilot-leftarm2.x

You can optionally use obj format mesh files in place of x as well.

I don't think there is currently a way to apply wrist twist for roll with the system being used. Might be possible at some point, although I'd imagine no tactical reference would make roll fairly tricky to gauge. You can optionally map one of the other XYZ input axis signals for roll.
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Re: Remove hands in VR

Post by Pastro »

You can optionally map one of the other XYZ input axis signals for roll.
I understand. If I wanted to use the X-axis of the left hand as a roll, (the hand for the throttle) how do I have to do it?
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Re: Remove hands in VR

Post by Vice »

ContRollA_=1

Then when the controller mode is set to 1 and the left controller is set to throttle flight input mode, roll will be controlled by the left controller on the X axis. ContRollA_=2 is for Y, ContRollA_=3 is for Z, ContRollA_=11 is for Joy/Slider X, and ContRollA_=12 for Joy/Slider Y.

I'll look into the feasibility of incorporating rotation angles for use as flight controls. If you'd like to try a pre-release test build and if I'm able to implement such options, send me an e-mail in a few weeks and I can get things set up for trying it out.
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Re: Remove hands in VR

Post by Pastro »

Nice to try it. there are many games that use that axis with the Quest 3 controller turning the wrist .I personally use the "Protas" of protubeVR . It's great. I also want to see if forcefeedback works on VR headset controllers.
Last edited by Pastro on Mon Jun 01, 2026 8:53 pm, edited 1 time in total.
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Re: Remove hands in VR

Post by Marvin »

FYI, in real aircraft, rudder pedals control yaw. In games, using a joystick without rudder pedals, wrist (twist) movement usually replaces the pedals in controlling yaw. To mimic real aircraft controls, roll is performed by moving the stick left and right.
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Re: Remove hands in VR

Post by Vice »

Attached is a file set you can extract and place in a \menu folder within the \media folder to hide the hand/arm meshes. Again, the hologram will remain visible for mode when activated.

I should have a working prototype of being able to map additional rotational axis inputs to flight controls available soon. If you'd like to try out a test build with the options, simply send me an e-mail ( starwraith.com > contact ).
You do not have the required permissions to view the files attached to this post.
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Re: Remove hands in VR

Post by Pastro »

Thank you so much!I will try it tomorrow. It is a neat trick the button to toggle between the pointer and thus interact with the consoles.
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Re: Remove hands in VR

Post by Pastro »

Marvin wrote: Mon Jun 01, 2026 4:35 pm FYI, in real aircraft, rudder pedals control yaw. In games, using a joystick without rudder pedals, wrist (twist) movement usually replaces the pedals in controlling yaw. To mimic real aircraft controls, roll is performed by moving the stick left and right.
In my case it is more intuitive to use the rudder to rotate the ship. I understand that in aircraft it is different. Thank you for the note.
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Re: Remove hands in VR

Post by Marvin »

Just mentioned it in case you decided to take up flying lessons. :wink: