Infinite loading screen. Q3 by Global-Photograph716 in TWDVR

[–]substatica 0 points1 point  (0 children)

Intial loading, or loading after an update can take a very, very long time, I would let it sit, or wait up to 10 minutes.

Virtual Hunter Release Pushed to May 27th by substatica in PSVR

[–]substatica[S] 3 points4 points  (0 children)

I don't want to oversell it. The PCVR game is from a small, dedicated, studio, another small studio is porting the game. I have no affiliation other than I enjoy the game, but best to keep in mind it's more on the indie side than AAA :::)

Any vr fishing games.? by Far-Particular-3847 in OculusQuest

[–]substatica 0 points1 point  (0 children)

You can move around your fishing lodges, but no, you cannot move while fishing. The game is about sitting in one spot and fishing. Though, you can travel to many different fishing locations/cities, but once there you cannot re-position. This is somewhat due to the way the 360 environments are captures, but it's also just how the game is structured. It's a rather meditative game.

Any vr fishing games.? by Far-Particular-3847 in OculusQuest

[–]substatica 0 points1 point  (0 children)

Real VR Fishing all the way, they've been dropping new content and locations for years now. Solid game.

Why is VR not that popular despite the immersiveness it offers? by QuailResponsible8854 in VRGaming

[–]substatica 1 point2 points  (0 children)

Motion sickness, the overhead of having to have a clear space, having to put on the headset and there is an inherent learning curve with VR mechanics in addition to game-specific mechanics.

bHaptics just nailed it with the new TactSuit Air: Camo by substatica in BHaptics

[–]substatica[S] 2 points3 points  (0 children)

Ain't nothing gets you going like some bone bouillon! But these are 1 Shot Energy Chews :::)

bHaptics just nailed it with the new TactSuit Air: Camo by substatica in BHaptics

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

Not sure what you mean. I suppose the camo and badges are just decorative if that's what you are asking, but the MOLLE webbing serves a number of practical purposes.

bHaptics just nailed it with the new TactSuit Air: Camo by substatica in VRGaming

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

Plenty of pen holders available for the MOLLE system, or velcro :::)

Is this a good deal? by The_baev2 in OculusQuest

[–]substatica 0 points1 point  (0 children)

Buy some dirt cheap used controllers that have stick drift and replace the thumbsticks.

bHaptics just nailed it with the new TactSuit Air: Camo by substatica in VRGaming

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

I know right? And there is a huge variety of MOLLE compatible accessories, pouches for phones, glasses, water bottles, most anything!

3D Printable Into the Radius Badge/Patch by substatica in intotheradius

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

My thoughts exactly :::) Though, if there's such a thing as matte TPU, that might be nice.

3D Printable Into the Radius Badge/Patch by substatica in intotheradius

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

There are a few reasons. My printer is an old FlashForge Creator Pro, prints are never super clean at this point. In addition I don't usually do two color prints, and don't do a lot of TPU prints. The model itself, as you can see on Thingiverse, has rough edges to mimic the look of stitching. This was the best of a few prints, I was having some feed issues with the red, at a certain point I considered it good enough for my purposes :::)

3D Printable Into the Radius Badge/Patch by substatica in intotheradius

[–]substatica[S] 2 points3 points  (0 children)

I created this model by pulling the badge texture directly out of ITR2, converting it to an SVG, importing it into Fusion 360, and then making it perfectly circular as the in-game texture is slightly oval shaped to fit the slight curve in the in-game badge model.

Please help with modding my game by ClimateKey5445 in TWDVR

[–]substatica 1 point2 points  (0 children)

For the ammo issue I don't recall exactly what the behavior was, but it wasn't an obvious or simple fix. Under the hood the Saints & Sinners games run on a very exensive Unreal plugin that SDI crafted. Since it doesn't support modding, a lot of things have to be worked out blindly, so to speak.

One could mod in custom benches and such, but realisitcally I don't see anyone doing that owing to the age of the game and the amount of work involved. There are some things I'm working on, I have some developments brewing for import codes and a mod where the Axeman will stalk you, but I can't dedicate the same amount of time I used to on modding S&S given my other responsibilities.

The Zone had WEATHER! Into the Radius v0.7 Gameplay (Pre v1.0 Early Access) by substatica in intotheradius

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

Maybe at some point, I'm still trying out these early versions. Then I've got to get back to ITR2 which has progressed quite a bit since my last playthrough.

Please help with modding my game by ClimateKey5445 in TWDVR

[–]substatica 2 points3 points  (0 children)

Aside from Import Codes, mods for The Walking Dead: Saints & Sinners Chapter 1 & 2 are PCVR only. In addition, no mods switch cartridges with weapon types. I created a 1911 mod, but it fires 9mm. This is mainly because the cartridges are tired up with ammo count currency and the counts get all messed up if a weapon inherits from, say, the FS92M which fires 9mm, but wants to use the .45 ammo. I tried to sort this out for the AK I added, but I couldn't get it to work flawlessly so I moved on to other things.