OK, today I'll also do the Croatian / Serbian / Slovenian keyboard.
But you will need to change one setting in your computer, unless you have a special reason not to do so. See the attachment. Otherwise, the keys will still appear wrong even when I give you the correct layout (which only rearranges the keys).
You can try this setting and you should already see the correct keys, just not in the correct places.
I believe the chaperone problem is solved in the latest test patches (since 0.6M3). There's something pretty strange / buggy / pointless about the OpenVR chaperone setup for seated experiences, but now the F8 screen offers two options, "reset headset" and "use relative position". I think the first one does solve the Vive chaperone problem (but does not allow the seating position to be saved).
Also the F8 problem has been fixed, because F8 no longer sets the seated position instantly, but instead runs a special setup screen and you can do a "VR Click" on the button using your controller.
Yeah, by a shortcut key or by clicking the language name in the task bar. Dutch don't need to do this as they have US keyboards, but people from some countries do regularly change the input language, specially if they have a non-Latin alphabet.
Please try out the Virtual Keyboard (press backspace or an assigned controller key). You should be able to operate LFS fully with only a controller and mouse. It's really for VR purposes but anyone else can test it too.
The Virtual Keyboard system now supports for several different keyboard layouts. It should work correctly with most of the main input languages used in LFS, specially the Latin ones. I think a few keys are in the wrong place on Czech keyboard and quite a few out of place in Hungarian. Japanese and Korean virtual keyboards are not supported properly, but will work fine in US English input mode.
Please try out the Virtual Keyboard (press backspace or an assigned controller key). You should be able to operate LFS fully with only a controller and mouse. With a VR headset you don't even need the mouse.
There is now special support for several different keyboard layouts. It should work correctly with most of the main input languages used in LFS, specially the Latin ones. I think a few keys are in the wrong place on Czech keyboard and quite a few out of place in Hungarian. Japanese and Korean virtual keyboards are not supported properly, but will work fine in US English input mode.
Yes, that is on my notes. It's not so much a bug but a consequence of how LFS groups up the different textures. I hope I can code something like how it keeps the messages behind the options screen selectors.
Thanks for the testing and feedback. I've added US and German keyboards now, and have plenty more to do today!
It is hard to recall the thinking behind the look changes, as it was so long ago. I can't remember what it was like before. I think some changes were made when we did the Formula BMW and we were trying to recreate some of the genuinely bad rear view capabilities of a single seater.
Yeah, I don't know why they display a chaperone if the program asks for seated mode. And why it's offset in front and to the left, after setting it up at the actual seated position. Seems buggy to me.
Yes, I am working on VR features. As both Vive and Rift are shipping within a month, this has become the most important thing. Tyre physics can wait another month.
A good VR implementation with all the wrinkles ironed out will help bring in more users and that will be good for everyone. It's not possible to be in Steam, for reasons discussed before, but Valve have kindly supported us by sending Vives and we can be fully up to date with the software. On the Rift side, I have been in touch with Oculus and there is still a possibility of having LFS in the Oculus store. This is ongoing and I won't be able to say any more because if there was any more information, it would be under NDA. You'll just have to leave that to me, I'm working on it.
One requirement is that it must be possible to operate the game with a controller only. For the last two days I have worked on a system that draws a crosshair in the view centre and allows you to click buttons using the space bar. Obviously this "Click" function needs to be assignable to a controller button. At first I thought this task would be a few hours but the complexity is quite surprising. Various adaptations and improvements have become necessary. I think the only other buttons that are needed are "Escape" and "Show Virtual Keyboard". These will soon be available in a compatible test patch.