What's next in 0.20 update?


Hello everyone,

I'm sorry because I was not very present those times on itch.io, but very active on Patreon. Today I want to change that by posting more here to give you more news about what is coming for DVR Simulator, but also, my other games. Here is a quick summary

  • Oculus AppLab for DVR Simulator and GunSpinning VR
  • Input Streamer is ready to test and works on PC and Oculus Quest
  • Physics improvements part 1
  • Android port is alive again!
  • Improved OSD
  • What about the missing Steam version :D ?
  • OpenXR

Oculus AppLab


Both GunSpinning VR and DVR Simulator are ready to publish on AppLab, if you want a key, just send me by PM your invoice number. There are few things to fix before sending both games to validation. But it's in progress. I'll also upload the trial versions of both games.  M.A.R.S. Extraction is also coming to AppLab, but later.

Input Streamer is ready to test


The Input Streamer allows you to stream your RC transmitter data from the PC version, to any other versions, including the Oculus Quest (or Xbox One). It's not the perfect solution to use a RC transmitter on the Quest, and I'm working on a native solution that takes time (If you're an Android dev and can send me native SDL2 library for Android, PLEASE contact me, I'll give you a key for all my games). Anyway, it's a better than nothing right?

The native input system is a big part. Unity doens't supports Joystick on the Android platform. For the record gamepad are fine, but joysticks are not.

Physics improvements part 1

In the next version (you can expect builds soon), the Throttle management was changed. Until now, the maximum force was calculated with the throttle input, without taking in account the proppeler attenuation and other parameters. It was like a linear curve. The result was not great because it was difficult to have fine control over the throttle. 

I've been working on the Drag/Lift calculation improvement too, you'll be able to select the drag calculation method:

  • Simple: Speed * DragIncreaseFactor (old drag calculation)
  • Simple Pow2: Speed² * DragIncreseFactor (new drag calculation)
  • Realistic Simple: 0.5 * Speed² * Surface * Air Density * Drag Coeff (which uses a simple calculation)
  • Realistic Complexe : Same as above + a more complexe Drag Coef calculation 

The Drag Coeff is calculated using the aircraft's angle of attack.

Android Flat version

I don't know if it's very usefull, but there is a simple support of Android Flat since the beginning. Thanks to recent changes on UIs, etc.. The Android version is looking better than ever. The good news is that it runs very well on a Galaxy S9, with maximum graphics enabled! 

Steam version, where is it?

Well I had some problem with the steam validator... So I decided to put this version on hold for some time. I know it's not a good solution. You can expect some move on the Steam version in the end of the month.

OpenXR

Finally OpenXR will become the only supported runtime. That means a single PC build will works on Oculus, Steam, Windows MR, etc.. using native drivers! SteamVR nightmare is over. On Android, OpenXR will also become the standard. That means every Android VR headset that supports OpenXR will be able to play DVR Simulator (and my other games of course).

Have a question? Want to get early builds? Contact me or join Patreon.

Yannick.

Files

dvr-simulator-android-quest-trial.zip 261 MB
Version 0.18.0 Apr 19, 2021
dvr-simulator-windows-x64-trial.zip 22 bytes
Version 0.18.0 Apr 19, 2021

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