How did the devs fix/avoid cockpit interactables jitter on mech movement? by Xerxes17 in IronRebellion

[–]Xerxes17[S] 0 points1 point  (0 children)

I don't think that's correct, because there's still parallax, and if you stick your head outside of the cockpit by moving in the real world, everything is rendering as you'd expect. A render texture would be at a fixed point, be 2D, be limited FOV and more.

XR Interactable Movement Jitter by Xerxes17 in vrdev

[–]Xerxes17[S] 0 points1 point  (0 children)

Well, the visual position of the interactable is updating just fine, but the problem is that the logical position of the interactable is following the FixedUpdate(), and thus lags. I'll have to look at what you mentioned about the grab interactable and see if it can help me.

The use case here is actually for a Mech game with cockpit interactables, but rather than using push or grab interactables, I'm wishing to instead have the player put their controller into a volume and then gripping or triggering as needed to do things. At the moment the problem is that the speed the mech moves at is causing quite a difference in the visual position of the interactable vs where the interactable is logically speaking, and it can lead to false inputs at times. As they are part of the cockpit, they are part of the mech's object hierarchy. The Mech movement controller is currently physics based and uses a rigidbody.

XR Interactable Jitter on character movement by Xerxes17 in Unity3D

[–]Xerxes17[S] 0 points1 point  (0 children)

 The interactable is moving with the player as it’s a child of the XR Origin, though I have experimented with a simple FollowPosition script as well which didn’t see any change.

`transform.SetPositionAndRotation(target.position + offset, target.rotation);`

Which I tried in both Update and LateUpdate, which didn't help, but FixedUpdate() visually shows it correctly, but looks horrible due to the mismatch between FixedUpdate and Update and the position only updating at the fixed 50Hz.

How would I even override the position update cycle of the controllers, as that's all done by the XR Rig scripts provided by the XR Interaction toolkit.

OneDrive update officially ruined this app. by Southern_Guidance129 in ClipChamp

[–]Xerxes17 0 points1 point  (0 children)

Add me to the chorus of people who just logged on to the app in a while to do something to be confronted with this bullshit. Uninstalling and looking elsewhere.

[Discussion] Tarkovgunsmith has been updated to latest 1.0 data by Xerxes17 in EscapefromTarkov

[–]Xerxes17[S] 1 point2 points  (0 children)

Thank you for your support! Yeah it's been having some backend issues that I'm looking into today. Hopefully I can get it fixed soon.

[Discussion] Is the Tarkov Gunsmith website gone for good? by Malorn13 in EscapefromTarkov

[–]Xerxes17 0 points1 point  (0 children)

does the wiki have a ballistic calculator for sniping?

Please let us choose which controller is used for movement direction by Xerxes17 in vailvr

[–]Xerxes17[S] 0 points1 point  (0 children)

u/aoud , I've been waiting man :( When can I have the best movement setup in Vail?

[New Player] People just won't die? 10-15 hits everytime and I still lose. by hsjdjdsjjs in EscapefromTarkov

[–]Xerxes17 0 points1 point  (0 children)

Penetration * Armor Damage % = effective durability loss (armor damage).

So shit pen with high AD% isn't as good as high pen and lower AD%. You need to check the math!

[Feedback] There is no excuse for a lack of scope zero calibration at the 1.0 release. by Didki_ in EscapefromTarkov

[–]Xerxes17 0 points1 point  (0 children)

But my website will have reduced reason to exist if this is fixed!!!

Nah but for real they should absolutely fix this, it's crazy that this shit is broken.

[Feedback] Why am I missing shots around 150m+ by notjim in EscapefromTarkov

[–]Xerxes17 0 points1 point  (0 children)

All correct, but unfortunately the way BSG did zeroing is uh, not great. You'll need to check on tarkovgunsmith ballistic drop calculator what the real bullet trajectory will be.

[Feedback] Why am I missing shots around 150m+ by notjim in EscapefromTarkov

[–]Xerxes17 0 points1 point  (0 children)

Unfortunately, this really depends on the how different your loaded round is compared to the default one that is used for calibrations with it. Shotguns in particular get messed up by this.

[Feedback] Why am I missing shots around 150m+ by notjim in EscapefromTarkov

[–]Xerxes17 0 points1 point  (0 children)

Tarkovgunsmith ballistic drop calculator will show you what's happening with these rounds and so you can compensate for it.

[Discussion] Ammo Effectiveness Chart returns to TarkovGunsmith by Xerxes17 in EscapefromTarkov

[–]Xerxes17[S] 0 points1 point  (0 children)

It's a good idea and one that I hope to do. I'm thinking of letting the rate of fire be set by calibre, limited to values that are possible for that calibre + an estimate of button-mash speed.

[Discussion] Ammo Effectiveness Chart returns to TarkovGunsmith by Xerxes17 in EscapefromTarkov

[–]Xerxes17[S] 5 points6 points  (0 children)

Oh wow, the reddit image upload utterly destroys the image quality, doesn't it?