This uses my X4-SimPit extension for X4: Foundations, that sends ship telemetry via a socket to my node-red plumbing pipeline, which in turn forwards data to Websockets, SocketIO and MQTT. Various subscriber listen on the new messages to run blinken lights and my HUD app. I’m using the well known message format also used by Elite Dangerous so it’s compatible with that game as well.

Pick your poison: https://makertube.net/w/nUoG2ZPeAW1QhT3A2BXRrM / https://www.youtube.com/watch?v=wp1PkVhH9cc

Oh yeah… and on Linux PC 🤓

Let me know what you think!

X4-SimPit code (pending changes) is here: https://github.com/bekopharm/x4-simpit
The cockpit panel has a dedicated project page here: https://simpit.dev/

Played (closed) Alpha with my ViperPit and with glasses. I’m simply in awe that I can replay missions from (or ) with more modern graphics and modern interface devices again. I spent _so many_ hours playing this as a kid.

This is the heavily cut VOD of the live stream over at https://live.famkos.net (pick your poison):

https://makertube.net/w/hW6cJeqBY42YoryJL1gRg5 /
https://www.youtube.com/watch?v=8at4P5rf-gE

I go over the input settings and show it’s capabilities to connected various joystick devices, demo the Proofing Grounds and showcase mission 1+2. In the end I go over various settings for the XWVM engine and how the machine hardly sweats displaying the gorgeous cockpit.

XWVM is not an official product from Lucasfilm Ltd. or Disney. It is not endorsed or authorized by either. It is a fan recreation of the game engine used to play X-Wing and TIE Fighter for the sake of accessibility and requires the original game assets to work.

The game was played with Pro XR running in Side-By-Side mode thanks to ReShade on a Linux PC.

Kudos to the XWVM team, they are doing a stellar job here.

So I was asked if my head tracking approach of reading the IMU data from my Viture Pro to OpenTrack and SBS (side-by-side) mode with ReShade would also work with StarCitizen.

Guess it does 🤷

Pick your poison to watch the video: https://www.youtube.com/watch?v=rWUC2Y3TRh4 / https://makertube.net/w/8L7gVN8NnLvjhQCPGNmd6W

I start Star Citizen via Lutris (and not with Steam), which requires slightly different settings once ReShade is installed:

Enable Gamescope: ON
Output Resolution: "3840x1080"
Game Resolution: "3840x2160" (set this also ingame!)
Custom Settings: "--scaler stretch"

Can this get you banned? Who knows 🤷 Jury is still out on this. Do I care? Nope. I won’t miss my puny starter pack.

YMMV.

The proof of concept code to read the IMU data can be found at https://github.com/bekopharm/xr_to_opentrack (pending changes).

It works with the Breezy GNOME xr_driver: https://github.com/wheaney/breezy-desktop (but the Vulkan one works probably too but that’s untested). It should also be compatible with other glasses that have IMU for Breezy available.

There is an unlisted SBS version of this video linked in the description. You will need XR glasses that do FULL SBS though to watch it!

Until now I used OpenTrack with my DIY IR tracker or the Neuralnet tracker. I knew that my XR glasses feature IMU data though and the xr_driver of the Breezy Desktop project allows to access the data via IPC on Linux PC. So I did what Linux user do: I wrote a script to access the IMU data and forwarded it via UDP to OpenTrack:

Pick your poison to watch the video: https://www.youtube.com/watch?v=njuumLUvqrM / https://makertube.net/w/2bNyxJhdyydTeFq17onikv

This reminded me that I also wrote a proof of concept to implement the FaceTrackNoIR (or OpenTrack) protocol into FreeSpace 2 Open on Linux PC ( https://makertube.net/w/7VtfAjW7EiAUS5aiPwG7if ) so I gave it a spin to test the data bridge. That was smooth sailing!

The mod is Diaspora: Shattered Armistice, still awesome today: http://diaspora.hard-light.net/ (Warning: This may fuel a desire to re-watch the BSG series again 😀).

The bridge code can be found at https://github.com/bekopharm/xr_to_opentrack (pending changes).

It works with the Breezy GNOME xr_driver: https://github.com/wheaney/breezy-desktop (but the Vulkan one works probably too but that’s untested). It should also be compatible with other glasses that have IMU for Breezy available.

Update: hodasemi wrote a Rust connector based on the idea that works without Breezy: https://github.com/hodasemi/xr_to_opentrack_rs – comes with a systemd service file so it can run in the background. Once installed the only step left to do is fire up OpenTrack 🤘

So bear with me if I mix something up, this is all news to me and I’m still flabbergasted. I got myself some XR glasses mostly for watching movies and perhaps some gaming on the Steam Deck a while ago.

Now I learned about “SBS” (Side-By-Side) mode like ~3 days ago, that the glasses support. I tried this with the game Elite Dangerous first, since this has an SBS mode built in too, and was mind blown. My current favourite time stink is Ace Combat though so I started digging.

Turns out there is this Reshade tool that would forcefully enable such a mode for basically any game with the right shader. Several exist but the first I found, “SuperDepth3D.fx”, seems to do the trick. Enabling it split the 1920×1024 in half with two slightly different view ports, one for each eye. There are many options to fine tune this and I’m still fiddling with this to find the perfect settings but results look great already.

My glasses do Full SBS though and have a resolution of 3840×1024. I read somewhere that wide-screen is possible with more DLL shenanigans with Ace Combat 7 too but I run the game on a Linux PC anyway, where we utilise a tool named “gamescope”. This allows basically to configure a virtual display for each game and override the game resolution in various ways. It also has a stretch option, which is exactly what I needed to get the “compressed” SBS view from 1920 to 3840, where the aspect ratio would fit again. BTW: This also has FSR built in so any upscaling looks good enough too. I’m not entirely sure but I think there’s a similar tool on Windows called “Virtual Deskop”?

Anyway, I already managed to get my head tracker working by mapping the output to a virtual gamepad on the look-around axes before. I also found a mod that enables a wider FOV. Imagine my stupid grinning when everything fell into place: Full SBS with head tracking, a more sane FOV and yes, I jumped all the hoops to get my HOTAS and rudder pedal of my old ViperPit working (which is a different story because my devices are so old that I had to upgrade em to USB before, which involved some Arduinos, programming and soldering). I guess that makes me a member of multiple niches at once 🤓

And since I’m aware that nobody can “see” what I’m talking about, without having XR glasses or a VR headset (or a DIY VR Box for smart phones) on their own, have also an Anaglyph 3D render. This requires just some old school two coloured (red and cyan) glasses often made of paper, that many people still have around somewhere, to get an idea.

The colour of the sky? It’s perfect. A deep dark blue.

Update: There is now video footage: https://www.youtube.com/watch?v=NckLvP1HBGw

Ace Combat 7: Skies Unknown by Bandai Namco Studios Inc.Bandai Namco Studios Inc. (エースコンバット7 スカイズ・アンノウン|バンダイナムコエンターテインメント)
『エースコンバット7』バンダイナムコエンターテインメント公式サイト

A jet next to a huge explosion in the sky. Two smaller images depict the perspective of the pilot and the player sitting inside a ViperPit playing the game with XR glasses.

Got some help carrying the from the basement into my man cave today and since I got the peripherals operational again already, and got Ace Combat 7 on a sale, which seemed to be a good fit, I decided to play that first:
https://makertube.net/w/wiKFYNPaKhhCmrrz3aGLYb / https://www.youtube.com/watch?v=HEPK0lHX_3s

Little did I know what a pain in the neck it would be to get this running. No, Linux wasn’t the problem. That was just Press Play, as usual.

There is however no settings menu for joysticks so any mapping has to be done by manually editing the `Input.ini` of the game in an text editor, which is a guessing game. Head tracking is also a no go. I pulled the old trick to map the head tracker to a virtual XBOX controller but the game comes with an annoying deadzone where the camera snaps to the center.

Ah well, got it all working okay-ish in the end and enjoyed some pew pew in the skies. There seem to be plenty of mods too so trying that will be next 🤘

Steam Deck with various controllers

Today we player all together on the 50″ TV in the living room from the [Linux powered] Steam Deck. We used the Viture USB-C adapter, so the Steam Deck didn’t discharge, attached an OTG cable and an ancient USB hub so we could connect our zoo of accumulated controllers. This way we could all play together the Windows game GoGo Town in early access 😁

Whole family playing together over one Steam Deck
Whole family playing together over one Steam Deck

What a time to be alive.

https://makertube.net/w/bufv9BJv2vcXDb3KUaksB7 / https://www.youtube.com/watch?v=CpP7KS1fbrY

`@ozoned` interviewed me on my home cockpit on a live stream via his instance at https://stream.ozoned.net/. This is a more condensed version of the stream that is still just 1h shy. We’re going over almost every feature of my Primary Buffer Panel and I explain how everything works. I also decided to add various photos, slideshows or video snippets during the talk only sections so things don’t get too boring. Sometimes that even complements the talks 😄

Ever wondered how to start your own DIY / on? It’s easy. Just watch this stream 🤓

Dedicated project website: https://SimPit.dev

Check out the original recording if you want to see more or the full stream with more [dirty] details: https://video.thepolarbear.co.uk/w/9zNcweVw2fxxpSrmBnaQJa

This one flew under my radar so far (haha, sorry):

Rescue the civilians, race the clock, and raze the enemy in MH-Zombie, the world’s only helicopter arcade simulator! Three flight physics modes, three difficulty modes, and a tutorial mode provide a stepped learning curve and wider accessibility to realistic helicopter flight.

https://store.steampowered.com/app/1429350/MHZombie

The reason this came to my attention is because it’s one of the few games that [just] implemented via UDP e.g. available by (and various others). This is great because it doesn’t force people to jump the hoops of , which is only supported for Windows and officially limited to their proprietary devices. See this in action at https://www.youtube.com/watch?v=jMGFdO7VXiY

Apparently it’s written for mobile games but runs on PC as well – that seems to include Linux PC which even makes this a title! 🤓

I don’t know about you but for 3 bucks I’ll totally get this for the occasional pew pew fun. Game seems to be a labour of love so sharing is highly appreciated.

I totally love this. So in Flight Of Nova some players noticed that some stars in the distance looked not like stars and started venturing out and after a 10h realtime flight they managed to crash on another planetary 😄
https://www.youtube.com/watch?v=Fih4peTebyk

This is the next attempt holding enough reaction mass back to survive re-entry and do a proper landing too.

I love this level of nerdism. And I so hope they get to name that bugger 😄