PROJECT ABSTRACT
ASS & NINE ARE COMPETITIVE SHOOTERS AND WANT TO BRING THE FAMILIAR FEEL, OPERATION, AND ACTION OF THEIR REAL GUNS INTO THE VR WORLD. IN ADDITION, THEY WANT A VR SHOOTING ENVIRONMENT THAT CAN PROVIDE COMPETITION SIMULATION AS WELL AS SHOOTING CHALLENGES TO REINFORCE MARKSMANSHIP AND GUN HANDLING SKILLS.
PROJECT REQUIREMENTS
VR GUN
ABILITY TO USE REAL GUN OR EQUIVALENT REPLICA (BB OR AIRSOFT)
GUN POSITION AND ORIENTATION MUST BE TRACKABLE BY THE VR SYSTEM.
TRIGGER ACTIVATION MUST BE DETECTABLE BY THE VR SYSTEM
TRIGGER ACTIVATION SHOULD BE SYNCHRONOUS WITH ACTUAL TRIGGER BREAK.
SHOT RECOIL EMULATION IF POSSIBLE
VR SHOOTING ENVIRONMENT
COMPETITION SIMULATION
STEEL CHALLENGE, 8 STAGES, AUDIBLE REPORT MUST ACCOUNT FOR TARGET DISTANCE AND BULLET TIME-OF-FLIGHT.
SHOOTING CHALLENGES
DO OR DIE (IMPERATIVE MOVING TARGET ACQUISITION)
CAN SHOOT (MULTI-TARGET TRANSITION, TRACKING, AND SEQUENCING)
DOUBLE-TAP CHALLENGE
ABILITY TO USE REAL GUN OR EQUIVALENT REPLICA (BB OR AIRSOFT)
GUN POSITION AND ORIENTATION MUST BE TRACKABLE BY THE VR SYSTEM.
TRIGGER ACTIVATION MUST BE DETECTABLE BY THE VR SYSTEM
TRIGGER ACTIVATION SHOULD BE SYNCHRONOUS WITH ACTUAL TRIGGER BREAK.
SHOT RECOIL EMULATION IF POSSIBLE
VR SHOOTING ENVIRONMENT
COMPETITION SIMULATION
STEEL CHALLENGE, 8 STAGES, AUDIBLE REPORT MUST ACCOUNT FOR TARGET DISTANCE AND BULLET TIME-OF-FLIGHT.
SHOOTING CHALLENGES
DO OR DIE (IMPERATIVE MOVING TARGET ACQUISITION)
CAN SHOOT (MULTI-TARGET TRANSITION, TRACKING, AND SEQUENCING)
DOUBLE-TAP CHALLENGE
PROJECT IMPLEMENTATION
THE VR SYSTEM
HERE AT ASS & NINE WE USE AN HTC VIVE VR SYSTEM.
HERE AT ASS & NINE WE USE AN HTC VIVE VR SYSTEM.
THE GUN
AT NINE'S REQUEST, OUR GUN CHOICE WILL BE THE BELOVED 1911 PISTOL.
WE'RE GOING WITH AN AIRSOFT REPLICA TO ALLOW THE POSSIBILITY OF RECOIL ACTION.
AFTER RESEARCH, WE HAVE CHOSEN THE "WE Hi Capa 5.1 Full Metal 1911 ACP Gas Blowback Pistol w/ Railed Frame"
.
AT NINE'S REQUEST, OUR GUN CHOICE WILL BE THE BELOVED 1911 PISTOL.
WE'RE GOING WITH AN AIRSOFT REPLICA TO ALLOW THE POSSIBILITY OF RECOIL ACTION.
AFTER RESEARCH, WE HAVE CHOSEN THE "WE Hi Capa 5.1 Full Metal 1911 ACP Gas Blowback Pistol w/ Railed Frame"
.
THE HARDWARE
TRACKING THE GUN IN VR
THESE ARE ASS'S BRACKET DESIGNS FOR ATTACHING VIVE TRACKED OBJECTS TO OUR GUN.
TRACKING THE GUN IN VR
THESE ARE ASS'S BRACKET DESIGNS FOR ATTACHING VIVE TRACKED OBJECTS TO OUR GUN.
VIVE CONTROLLER BRACKET FOR THE WE 1911
VIVE TRACKER BRACKET FOR THE WE 1911
DETECTING THE TRIGGER
THIS IS OUR TRIGGER SWITCH DESIGN. IT SITS IN THE CAVITY BETWEEN THE TRIGGER AND THE MAGAZINE RELEASE. THE CONTACT WIRES ARE MADE FROM A .016 GUITAR STRING AND ARE HAND TUNED (BENT) TO MAKE CONTACT PRECISELY AT TRIGGER BREAK..
THIS IS OUR TRIGGER SWITCH DESIGN. IT SITS IN THE CAVITY BETWEEN THE TRIGGER AND THE MAGAZINE RELEASE. THE CONTACT WIRES ARE MADE FROM A .016 GUITAR STRING AND ARE HAND TUNED (BENT) TO MAKE CONTACT PRECISELY AT TRIGGER BREAK..
ROUTING THE TRIGGER SWITCH WIRING
WE DECIDED TO RUN THE TRIGGER SWITCH WIRING STRAIGHT UP FROM THE TRIGGER AND THEN DOWN THE BARREL AND OUT THE FRONT OF THE GUN. THIS ALLOWS EASY CONNECTION TO VR SYSTEM. IN ORDER TO RUN THE CABLE DOWN THE BARREL, WE NEEDED TO BLOCK-OFF THE FORWARD GAS PATH AND REMOVE THE BOTTOM HALF OF THE AIR NOZZLE.
WE DECIDED TO RUN THE TRIGGER SWITCH WIRING STRAIGHT UP FROM THE TRIGGER AND THEN DOWN THE BARREL AND OUT THE FRONT OF THE GUN. THIS ALLOWS EASY CONNECTION TO VR SYSTEM. IN ORDER TO RUN THE CABLE DOWN THE BARREL, WE NEEDED TO BLOCK-OFF THE FORWARD GAS PATH AND REMOVE THE BOTTOM HALF OF THE AIR NOZZLE.
THE SOFTWARE
THE SOFTWARE FOR THIS PROJECT IS CODED BY NINE IN UNITY.
WE HAVE FOUR CHALLENGES IN DEVELOPMENT:
- STEEL CHALLENGE COMPETITION SIMULATION
- CAN CHALLENGE
- DOUBLE-TAP CHALLENGE
- DO-OR-DIE
THE SOFTWARE FOR THIS PROJECT IS CODED BY NINE IN UNITY.
WE HAVE FOUR CHALLENGES IN DEVELOPMENT:
- STEEL CHALLENGE COMPETITION SIMULATION
- CAN CHALLENGE
- DOUBLE-TAP CHALLENGE
- DO-OR-DIE
STEEL CHALLENGE SIMULATION
ALL EIGHT STAGES ARE NOW COMPLETE AND FUNCTIONAL.
STAGE INFO/CONTROL PANEL LOCATED IN FRONT OF PLAYER SERVES AS THE AIMING FLAG AND IS PLACED EXACTLY WHERE THE AIMING FLAG SHOULD BE.
STAGE SELECTION PICTURES ARE AT THE SHOOTERS FEET. SHOOTING A STAGE PICTURE SELECTS THAT STAGE (TARGETS CHANGE).
OVERHEAD SHOT DISPLAY RECORDS SHOT NUMBER, HIT/MISS STATUS, TARGET, SHOT TIME, AND SHOT-TO-SHOT TIME DELTAS.
BASIC OPERATION:
- SELECT A STAGE BY SHOOTING THE PICTURE OF THE STAGE YOU WANT.
- START THE STAGE BY SHOOTING THE CONTROL PANEL IN FRONT OF YOU THAT READS "SHOOT HERE TO START STAGE"
- KEEP AIMING AT CONTROL PANEL.
- RANGE OFFICER RICKY WILL ISSUE THE COMMANDS, "SHOOTER READY" AND "STAND-BY".
- ONE TO FOUR SECONDS (RANDOM) AFTER THE "STAND-BY" COMMAND THE TIMER WILL SOUND THE START BEEP.
- WAIT FOR THE START BEEP, THEN SHOOT EACH TARGET ONCE AS QUICKLY AS POSSIBLE.
- THE TARGET WITH THE ORANGE POLE MUST BE HIT LAST. HITTING IT ENDS THE STAGE. THE OTHER TARGETS CAN BE SHOT IN ANY ORDER.
ALL EIGHT STAGES ARE NOW COMPLETE AND FUNCTIONAL.
STAGE INFO/CONTROL PANEL LOCATED IN FRONT OF PLAYER SERVES AS THE AIMING FLAG AND IS PLACED EXACTLY WHERE THE AIMING FLAG SHOULD BE.
STAGE SELECTION PICTURES ARE AT THE SHOOTERS FEET. SHOOTING A STAGE PICTURE SELECTS THAT STAGE (TARGETS CHANGE).
OVERHEAD SHOT DISPLAY RECORDS SHOT NUMBER, HIT/MISS STATUS, TARGET, SHOT TIME, AND SHOT-TO-SHOT TIME DELTAS.
BASIC OPERATION:
- SELECT A STAGE BY SHOOTING THE PICTURE OF THE STAGE YOU WANT.
- START THE STAGE BY SHOOTING THE CONTROL PANEL IN FRONT OF YOU THAT READS "SHOOT HERE TO START STAGE"
- KEEP AIMING AT CONTROL PANEL.
- RANGE OFFICER RICKY WILL ISSUE THE COMMANDS, "SHOOTER READY" AND "STAND-BY".
- ONE TO FOUR SECONDS (RANDOM) AFTER THE "STAND-BY" COMMAND THE TIMER WILL SOUND THE START BEEP.
- WAIT FOR THE START BEEP, THEN SHOOT EACH TARGET ONCE AS QUICKLY AS POSSIBLE.
- THE TARGET WITH THE ORANGE POLE MUST BE HIT LAST. HITTING IT ENDS THE STAGE. THE OTHER TARGETS CAN BE SHOT IN ANY ORDER.
DOUBLE-TAP CHALLENGE
BOTS TURN RED ON FIRST HIT. BOTS MUST BE HIT AGAIN WITHIN ONE SECOND (WHILE RED) TO BE DESTROYED.
THERE'S NO SCORING YET AND THE BOTS JUST KEEP COMING, BUT IF YOU CAN CLEAR THE CORRAL AND THEN PICK-OFF THE NEW SPAWNS YOUR DOING PRETTY WELL.
BOTS TURN RED ON FIRST HIT. BOTS MUST BE HIT AGAIN WITHIN ONE SECOND (WHILE RED) TO BE DESTROYED.
THERE'S NO SCORING YET AND THE BOTS JUST KEEP COMING, BUT IF YOU CAN CLEAR THE CORRAL AND THEN PICK-OFF THE NEW SPAWNS YOUR DOING PRETTY WELL.
CAN CHALLENGE
SHOOT AS MANY CANS AS POSSIBLE IN 30 SECONDS. FIRST HIT MOVES CAN (+25 PTS), SECOND HIT DESTROYS IT (+250 PTS).
HIT THE SMALL WHITE TARGET UNDER THE CENTER OF THE CAN PLATFORM TO LAUNCH ALL CANS UP IN THE AIR.
LAUNCH COUNTS AS FIRST HIT FOR ALL LAUNCHED CANS (5X25=+125 PTS) SO HITTING ANY LAUNCHED CAN IN THE AIR OR ON THE GROUND DESTROYS IT (SECOND HIT +250 PTS). ANY CAN WITH ONE HIT AND STATIONARY ON THE GROUND FOR MORE THAN THREE SECONDS WILL DISAPPEAR AND RESPAWN ON THE CAN PLATFORM.
SHOOT AS MANY CANS AS POSSIBLE IN 30 SECONDS. FIRST HIT MOVES CAN (+25 PTS), SECOND HIT DESTROYS IT (+250 PTS).
HIT THE SMALL WHITE TARGET UNDER THE CENTER OF THE CAN PLATFORM TO LAUNCH ALL CANS UP IN THE AIR.
LAUNCH COUNTS AS FIRST HIT FOR ALL LAUNCHED CANS (5X25=+125 PTS) SO HITTING ANY LAUNCHED CAN IN THE AIR OR ON THE GROUND DESTROYS IT (SECOND HIT +250 PTS). ANY CAN WITH ONE HIT AND STATIONARY ON THE GROUND FOR MORE THAN THREE SECONDS WILL DISAPPEAR AND RESPAWN ON THE CAN PLATFORM.
DO OR DIE CHALLENGE
SHOOT THE SKULL IF YOU DARE, BUT YOU BETTER BE PREPARED... IT SHOOTS BACK AND IT HAS GOOD AIM.
NO SCORING OR TIME YET.
SHOOT THE SKULL IF YOU DARE, BUT YOU BETTER BE PREPARED... IT SHOOTS BACK AND IT HAS GOOD AIM.
NO SCORING OR TIME YET.
THE RECOIL
ATTEMPTING TO GET CO2 POWERED RECOIL ACTION HAS TURNED INTO A SMALL PROJECT OF ITS OWN SO WE MOVED THE DETAILS TO A SUB-PAGE HERE
ATTEMPTING TO GET CO2 POWERED RECOIL ACTION HAS TURNED INTO A SMALL PROJECT OF ITS OWN SO WE MOVED THE DETAILS TO A SUB-PAGE HERE
GIVE IT A SHOT... PUN INTENDED.
THE LATEST VERSION OF THE SOFTWARE AUTOMATICALLY SWITCHES BETWEEN THE VIVE TRACKER AND THE AVAILABLE VIVE CONTROLLERS.
THE TRACKER HAS THE HIGHEST PRIORITY FOLLOWED BY THE RIGHT AND THEN LEFT STANDARD VIVE CONTROLLERS..
THIS ALLOWS ANYONE (WITH A VIVE) TO TEST THEIR SHOOTING SKILLS.
FEEL FREE TO DOWNLOAD THE LATEST VERSION FROM THE LINK BELOW AND GIVE IT A SHOT.
VIVE CONTROLLER USAGE:
THE TRIGGER --> FUNCTIONS AS THE GUN TRIGGER.
THE MENU BUTTON --> CYCLES THROUGH DIFFERENT SIGHT OPTIONS (GREEN/GREEN, RED/RED, GREEN/RED, RED/GREEN, GREEN LASER DOT, RED LASER DOT)
THE MENU BUTTON + GRIP --> CYCLES THROUGH THE MOUNT OPTIONS. ('CONTROLLER AS GUN', 'CONTROLLER IN MOUNT ON GUN', AND 'TRACKER IN MOUNT ON GUN').
SHOOTING TIPS:
THE SIGHTS ARE DEAD-ON, SO USE THEM. MOREOVER, THE FRONT SIGHT IS YOUR BEST FRIEND... ALWAYS KEEP IT IN FOCUS.
DON'T RUSH. SLOW AND ACCURATE IS ALWAYS BETTER THAN FAST AND SLOPPY. STAY AWAY FROM 'SPRAY & PRAY'.
DISCLAIMER: AS WITH ALL GUNS, VIRTUAL GUNS SHOULD BE HANDLED WITH CARE. FAILURE TO DO SO MAY RESULT IN VIRTUAL INJURY OR DEATH.
THE LATEST VERSION OF THE SOFTWARE AUTOMATICALLY SWITCHES BETWEEN THE VIVE TRACKER AND THE AVAILABLE VIVE CONTROLLERS.
THE TRACKER HAS THE HIGHEST PRIORITY FOLLOWED BY THE RIGHT AND THEN LEFT STANDARD VIVE CONTROLLERS..
THIS ALLOWS ANYONE (WITH A VIVE) TO TEST THEIR SHOOTING SKILLS.
FEEL FREE TO DOWNLOAD THE LATEST VERSION FROM THE LINK BELOW AND GIVE IT A SHOT.
VIVE CONTROLLER USAGE:
THE TRIGGER --> FUNCTIONS AS THE GUN TRIGGER.
THE MENU BUTTON --> CYCLES THROUGH DIFFERENT SIGHT OPTIONS (GREEN/GREEN, RED/RED, GREEN/RED, RED/GREEN, GREEN LASER DOT, RED LASER DOT)
THE MENU BUTTON + GRIP --> CYCLES THROUGH THE MOUNT OPTIONS. ('CONTROLLER AS GUN', 'CONTROLLER IN MOUNT ON GUN', AND 'TRACKER IN MOUNT ON GUN').
SHOOTING TIPS:
THE SIGHTS ARE DEAD-ON, SO USE THEM. MOREOVER, THE FRONT SIGHT IS YOUR BEST FRIEND... ALWAYS KEEP IT IN FOCUS.
DON'T RUSH. SLOW AND ACCURATE IS ALWAYS BETTER THAN FAST AND SLOPPY. STAY AWAY FROM 'SPRAY & PRAY'.
DISCLAIMER: AS WITH ALL GUNS, VIRTUAL GUNS SHOULD BE HANDLED WITH CARE. FAILURE TO DO SO MAY RESULT IN VIRTUAL INJURY OR DEATH.
LATEST VERSION:
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ALL EIGHT STEEL CHALLENGE STAGES ARE COMPLETE. NEW SOUNDS, CONTROLLER/TRACKER MANAGEMENT, VARIOUS OTHER MINOR IMPROVEMENTS/FIXES
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OLDER VERSIONS:
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THREE STEEL CHALLENGE STAGES ARE COMPLETE. CONTROLLER ONLY VERSION.
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