- cross-posted to:
- diysimulators@discuss.tchncs.de
- cross-posted to:
- diysimulators@discuss.tchncs.de
cross-posted from: https://discuss.tchncs.de/post/70444362
Tried the early access of G-Rebels, a dystopian sci-fi combat flight sim with telemetry. That was fun. The game detected all my stick properly, lets me explicitly enable/disable sticks, mapping worked like a charm with a sane mapping system, debug values and whatnot. Beam Eyetracker worked too and it is awesome to target with just a movement of the eyes 🤓 HDR, ultrawide and even telemetry! Started toying with this and had results fast to feed my Primary Flight Display 🤓
Still a few bugs to iron out but I’m already rather happy with this. Enjoy :)
See it in action: https://www.youtube.com/watch?v=tlWo0HrkgZY
Still a lot missing but I’m getting there. I’ll probably have to mod it with UE4SS to drag more data out for a better integration.
I couldn’t wait for the official documentation of the interface so I worked out most of this on my own: https://pastebin.com/6zfrfhbX
There’s now also an official documentation available by the devs that will be updated: https://reakktor.com/htm/gr_telemetry.htm
It’s not often that we get telemetry support for such games that early on.
(And yes I’m getting some proper Macross vibes from the flight model that just switches between hover and afterburner and can strafe in any direction and lets me target with the eyes using Beam Eyetracker - VR players will love this 🤓)
Time to hunt down some replicants.

