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I have been trying to enjoy msfs2020

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BUT I am used to flying VR. I thought that with the amazing scenery it would compensate for lack of immersion but it is no match. So I will continue to fly VR with aerofly. Actually with orbx scenery it is every bit as amazing as msfs2020 but in VR. Immersion isn't the only issue...look at the amount of troubleshooting posts about views and how to look around the cockpit...with VR you just look around the cockpit...no hatswitch, mouse or trackir needed. You also don't need key bindings or a mouse to adjust heading, click on autopilot or drop the landing gear...you actually twist the heading knob, reach down and drop the gear, and push the autopilot button.

I look forward to the VR version for msfs2020 in September? Hopefully they will phase out non VR flying and focus entirely on VR moving forward... I have a hunch that is the plan judging by the way msfs2020 looks. Simulation has moved beyond monitors.

Edited by Aceman2020

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Oh and while flying VR I use a proflight yoke, throttle quadrant and rudder pedals...along with a rocker gaming chair...it's a sweet ride.

Just wanted to mention that before posters think you have to go totally virtual...real pilots don't have to look at their yoke, throttles or rudder pedals...just like you don't have to look at your gear shift in your car...VR is no different.

Edited by Aceman2020

4 minutes ago, Aceman2020 said:

You also don't need a mouse to adjust heading, click on autopilot or drop the landing gear...you actually twist the heading knob, reach down and drop the gear, and push the autopilot button.

How does this work in VR? Does the sim use the VR controllers for that? I've been wondering about this for a while now. 

5 minutes ago, Aceman2020 said:

Simulation has moved beyond monitors.

 Not according to the usage stats it hasn’t.

i910900k, RTX 3090, 32GB DDR4 RAM, AW3423DW, Ruddy girt big mug of Yorkshire Tea

3 minutes ago, Der Zeitgeist said:

How does this work in VR? Does the sim use the VR controllers for that? I've been wondering about this for a while now. 

Well eventually hand tracking..but yes you have hand controllers...I have one laying on my desk when I need it. It appears as a ghost hand when in VR. You can still use the mouse too...but the VR hands are much easier.

Edited by Aceman2020

6 minutes ago, scotchegg said:

 Not according to the usage stats it hasn’t.

Give it time...the new VR headsets are coming out with 160 degree peripheral view? Whatever peripheral you have normally...plus 360 degrees around. That was one of the knocks about VR...that it was a bit tunnel visioned. With my oculus, if you cup your hands at your temples thats the fov I have...even still way better than a monitor because I can look around freely.

Edited by Aceman2020

3 minutes ago, scotchegg said:

 Not according to the usage stats it hasn’t.

It's not our fault that people are hesitant to adopt VR.

Once you try a flightsim in VR it's very dissasfactory to go back to a regular monitor.

Just now, Farlis said:

It's not our fault that people are hesitant to adopt VR.

Once you try a flightsim in VR it's very dissasfactory to go back to a regular monitor.

I have tried XP with my Oculus CV1. I prefer my wide screen and TrackIR. VR still isn’t quite there for many of us, and out of reach for most of us.

i910900k, RTX 3090, 32GB DDR4 RAM, AW3423DW, Ruddy girt big mug of Yorkshire Tea

when i play games or simulations, the only thing i want on my head is my grey hair or my grey cat :smile:👍

Edited by Martin Byrde

3 minutes ago, Farlis said:

It's not our fault that people are hesitant to adopt VR.

It's not so much hesitation, as price which is a major limitation to more widespread adoption.

Alan Bradbury

Check out my youtube flight sim videos: Here

1 minute ago, scotchegg said:

I have tried XP with my Oculus CV1. I prefer my wide screen and TrackIR. VR still isn’t quite there for many of us, and out of reach for most of us.

I contest the notion that VR is out of reach for most flightsimmers.

If you look at what kind of money we throw at our sims to get proper hardware, then investing 600 to 1200 quid into a decent VR headset should be no problem.

Just now, scotchegg said:

I have tried XP with my Oculus CV1. I prefer my wide screen and TrackIR. VR still isn’t quite there for many of us, and out of reach for most of us.

That's like comparing symphony orchestra to an am radio.

I know where the OP is coming from, having predominately used VR for racing sims I cannot race on a flatscreen anymore, but with MSF it's different for me. I'm thoroughly enjoying the experience even in Pancake Mode, I just hope the VR implementation is gonna be good enough and not a poor bolt on.

Pico Neo3 Link VR - Windows 11 64bit, Gigabyte Z590 Aorus Elite Mobo, i7-10700KF CPU, Gigabyte RX 9070 XT OC 16gb (AMD GPU), 32gig Corsair 3600mhz RAM, SSD x2 + M.2 SSD 1tb x1

Saitek X45 HOTAS - Saitek Pro Rudder Pedals - Logitech Flight Yoke - Homemade 3 Button & 8-directional Joystick Box, SNES Controller (used as a Button Box - Additional USB Numpad (used as a Button Box)

Just now, Farlis said:

I contest the notion that VR is out of reach for most flightsimmers.

If you look at what kind of money we throw at our sims to get proper hardware, then investing 600 to 1200 quid into a decent VR headset should be no problem.

Totally...VR is more affordable. I spent at least 5k (not including PC) on a full cockpit build that included projectors at one point...dismantled the whole thing the day after trying VR.

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