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VR yoke doesn't seem to have the correct axes


Kothnaaken
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I've noticed that the VR yoke nose up/down axis for the 340 are backwards as well as it being very difficult to use the roll axis. If I pull back it pushes the yoke forwards and so on and it's very sensitive making any adjustments near impossible. Whereas the roll axis is extremely non sensitive and it takes a lot of movement to get it to go anywhere. I've noticed it with every version of 1.6 so far so I'm not sure if it's a known issue or what. The SimVRlabs VR mod is quite outdated by this point so I suspect it won't work with how the condition levers work now (unless I'm mistaken about that). I'm using an HTC Vive with normal Vive controllers with version 11.53 of XP through Steam with SteamVR. I've attached my log file though I'm not sure if it's of too much use here. Everything else works pretty much as expected in VR but the yoke makes it basically unflyable using VR controllers

Log.txt

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2 hours ago, Kothnaaken said:

I've noticed that the VR yoke nose up/down axis for the 340 are backwards as well as it being very difficult to use the roll axis. If I pull back it pushes the yoke forwards and so on and it's very sensitive making any adjustments near impossible. Whereas the roll axis is extremely non sensitive and it takes a lot of movement to get it to go anywhere. I've noticed it with every version of 1.6 so far so I'm not sure if it's a known issue or what. The SimVRlabs VR mod is quite outdated by this point so I suspect it won't work with how the condition levers work now (unless I'm mistaken about that). I'm using an HTC Vive with normal Vive controllers with version 11.53 of XP through Steam with SteamVR. I've attached my log file though I'm not sure if it's of too much use here. Everything else works pretty much as expected in VR but the yoke makes it basically unflyable using VR controllers.

This is a known issue.  At this time we cannot give you a date as to when this will get fixed.

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