Vivero/Kerbal-VR

Add config for glove size

Opened this issue · 7 comments

Currently running KerbalVR with Moardv's avionics systems (mas). Unfortunately, the gloves are far too big to interact with switches with any reasonable accuracy. To be fair, the control panels are absolutely cluttered with the IVA's that come with MAS. Maybe just a number input, similar to world scale? Terrific mod, by the way

Sorry, havent used github before. How do I mark this as a feature request?

I've put the appropriate label on this issue. Thanks for the suggestion, I'll work on it :)

Same issue here. I'm trying to play in VR in an A.L.C.O.R. IVA, and it's effectively rather impractical because I either miss the button or can't use any of the more advanced UI thingies (like the power throttle or any of the "spin" buttons, like the thrust limiter).

The biggest handicap is the set of square buttons all around the in-game screens in the cockpit When you have buttons A,B and C next to each other and are trying to click B, it's excruciating : It takes 10 attempts to click neither A nor C.

Even without changing the size of the glove, maybe just adding a colored ray caster at the finger tip (like a laser pen, as seen in many other VR games) to see exactly at what the finger is pointing?

Is there some sort of debug mode of your mod where we can see the collision areas of in-game props? I'm curious why the issue is mostly with the buttons around the smaller type of RasterMonitor, and not the buttons of the larger RasterMonitor monitor. The buttons look like they have the same size in-game, so it might be an issue with a careless collision box.

Hey wait a minute it seens to HAVE been implemented, in the "hands size" parameter"??? I see it in the screenshots, but not in the mod UI in my own KSP, despite installing the latest version of the mod.

@Vivero , any feedback? Is this available or not?

The solution seems to lie in _manipulatorSize and fingertipCollider.

I have reduced the fingertips size in this pull request : #88
Now the creator of KerbalVR needs to accept it.
I don't know if it fixes all issues related to gloves being too big, but at least you can now click the buttons around the RasterPropMonitors.