Open FluorescentHallucinogen opened 1 year ago
Another argument to remove/reduce recoil is the fact that when fired, the controller in your hand in the real world has no recoil (does not go up when firing in bursts).
The mismatch between what the eyes see and what the hand feels makes the immersive experience worse.
I mean this effect that the camera moves up when I shoot in automatic mode. It's definitely not recoil because I set the recoil in *.lua files to 0.
https://github.com/fholger/farcry_vrmod/assets/7892779/e0baa42a-7f22-44b2-b760-7f6daace3153
@fholger What is it? Is this effect implemented in C++ code, not in Lua?
Is this with motion controls disabled? I definitely do not experience this with VR motion controls. Playing without motion controls is a legacy feature that I will not put any more effort into.
Is this with motion controls disabled?
That's with the motion controllers enabled, too.
And in flat mode (without VR mod) too.
But in VR mode (especially with a laser crosshair) it's very annoying.
Are you talking about different things here? The video shows the camera moving up in what clearly looks to be non-motion control mode. This does not happen for me with motion controls enabled. As for the actual weapon recoil, it is partially baked into the animations of the weapons and partially controlled by script parameters. You can tweak with those, if you want. Like I said, I'm no longer actively developing the mod.
All weapons (M4, P90) that fire in bursts (automatic mode) are unusable due to too much recoil. That's why I use a pistol.
I've never fired a real gun. But I can definitely say that the game is already harder in VR mode than it is in flat mode.
It seems like in other VR games (e.g. Half Life: Alyx), weapons don't have as much recoil.
IMO, at the end of the day the game should be fun in favor of realism.