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by vladimirralev 4660 days ago
I can't understand how are you going to reach for the controls though. In all simulators you need use the keyboard extensively - power up the engines, flaps, landing gear. Then you need to remember weird hotkeys for radios, autopilot or rarely used functions. You need to type in a lot of numbers when doing routes or changing frequencies. I don't know how can you type with this thing on your head. And then you will need to find you mouse/stick to resume flying normally. Something is still missing here.
3 comments

Realistically serious full-sims are going to be facing a lot of problems. Light-sims that can play on an XBox gamepad and thus won't require the full keyboard should fare much better, and likewise sims that fit nicely onto a standard flightstick+throttle controller.
Some of the current generation of sims (FSX, DCS) focus on "clickable cockpits" where you can operate basically the entire thing via a HOTAS and your mouse, flipping switches and turning knobs. While playing DCS I actually rarely touch the keyboard and move it completely out of the way.

The current head tracking solutions like TrackIR actually make it pretty hard to flip switches on the sides of the cockpit because they drastically exaggerate your head movements.

So I could see Oculus Rift working pretty okay for these. For the ones where I'd still need a keyboard, I could probably hit the right key most of the time without looking, or so I'd like to think.

Something like Orbiter with NASSP, Virtual AGC, 3d modeled cockpit, and a Rift would be fantastic.
LeapMotion might be the missing piece. Doesn't have haptic feedback, obviously, but it would be better than trying to type.