Gaming COSMORAMA Space Flight Simulator

Which of these VR headsets are available to you right now?

  • Meta Quest series

  • PICO series

  • Apple Vision Pro

  • Samsung Galaxy XR

  • HTC Vive series

  • Playstation VR

  • AR glasses

  • None

  • I have access but don't use VR much

  • Other (please specify in comments)


Results are only viewable after voting.

nens86

Donator
Donator
Joined
May 7, 2010
Messages
16
Reaction score
12
Points
3
Location
Hamburg
Website
www.cosmorama.space
Meta Quest VR orbital sim using NASA JEOD/F´ stack

Some of you may remember my FSW 2024 presentation on aerospace-grade
orbital dynamics for consumer VR. The project now has a Meta Quest store page.

Even earlier (2014) I started with a Orbiter mod for the Oculus Rift (Development Kit 1) Thread

Technical stack:
  • JEOD (JSC Engineering Orbital Dynamics) for propagation
  • F´ flight software framework (Mars Ingenuity heritage)
  • SPICE kernels for ephemeris
  • Bruneton atmospheric scattering
  • Diamond-based terrain LOD with real ASTER elevation data

Architecture:
Code:
┌─────────────────────────────────────────────────────────┐
│  Lua/LÖVR Layer - UI, rendering, shaders                │
│       ↓ lovr.simulation.* API ↓                         │
├─────────────────────────────────────────────────────────┤
│  C++ F´ Layer - Components, JEOD/Trick dynamics         │
└─────────────────────────────────────────────────────────┘

Running a market validation before committing to full development.
If standalone VR with real orbital mechanics interests you:

Wishlist on the Meta Quest Store Page: https://vr.meta.me/s/238ickSEeAvqGjE

Happy to discuss implementation details.

 
🚀 That is a great observation. Let me quickly describe what is from Orbiter and what is new:
The cockpit instruments (HUDs, MFDs) and the Delta Glider are inspired by and ported from Orbiter.
The simulation engine, physics, rendering, and VR support are all built from scratch using NASA tools.
Think of it as Orbiter's cockpit experience reimagined on a completely new foundation with VR support. :hailprobe:
 
Last edited:
Meta Quest VR orbital sim using NASA JEOD/F´ stack

Some of you may remember my FSW 2024 presentation on aerospace-grade
orbital dynamics for consumer VR. The project now has a Meta Quest store page.

Even earlier (2014) I started with a Orbiter mod for the Oculus Rift (Development Kit 1) Thread

Technical stack:
  • JEOD (JSC Engineering Orbital Dynamics) for propagation
  • F´ flight software framework (Mars Ingenuity heritage)
  • SPICE kernels for ephemeris
  • Bruneton atmospheric scattering
  • Diamond-based terrain LOD with real ASTER elevation data

Architecture:
Code:
┌─────────────────────────────────────────────────────────┐
│  Lua/LÖVR Layer - UI, rendering, shaders                │
│       ↓ lovr.simulation.* API ↓                         │
├─────────────────────────────────────────────────────────┤
│  C++ F´ Layer - Components, JEOD/Trick dynamics         │
└─────────────────────────────────────────────────────────┘

Running a market validation before committing to full development.
If standalone VR with real orbital mechanics interests you:

Wishlist on the Meta Quest Store Page: https://vr.meta.me/s/238ickSEeAvqGjE

Happy to discuss implementation details.


I don't have a meta headset, so I can't interact with this, but I am curious how comfortable this is during high time accel. How's a typical apollo-length mission stack up in terms of comfort against, say, re-entry?
 
I don't have a meta headset, so I can't interact with this, but I am curious how comfortable this is during high time accel. How's a typical apollo-length mission stack up in terms of comfort against, say, re-entry?
Comfort's no issue during time warp itself. Your viewpoint is locked to the cockpit so there's no artificial movement, you just see the scenery outside fast-forwarding. Time warp goes up to 100,000x so you can skip coast phases in seconds.

If the question is more about wearing a headset for a full-length Apollo mission - that's a fair point. Current headsets aren't there yet for 5+ hour sessions, and we're not going to pretend otherwise. We're designing around that with save/load snapshots so you can break a mission into multiple sittings. And we're very much looking forward to lighter headsets coming down the line. Steam Frame looks promising from a comfort perspective.
 
Would you be interested in using existing Orbiter mods or create new mods for this VR space flight simulator?
 

Attachments

  • Screenshot 2026-03-13 at 23.46.53.jpg
    Screenshot 2026-03-13 at 23.46.53.jpg
    59.3 KB · Views: 12
Here is the presentation at Flight Software Workshop hosted by:
"The Johns Hopkins University Applied Physics Laboratory, The Aerospace Corporation, the NASA Jet Propulsion Laboratory, and the Southwest Research Institute, are the Founding Sponsors of the Flight Software Workshop which was first held in November 2007 at The Johns Hopkins University Applied Physics Laboratory."
 
Back
Top