KisakCOD VR v0.10.0-beta.9 — Unified Setup, Weapon Calibration, and Handed Interactions
KisakCOD VR beta.9 is a major setup and physical-control update over beta.8.
It is a complete standalone package; no earlier beta is required.
Unified setup and compatibility
- A new Setup & Compatibility page checks the COD4/mod installation,
DirectX June 2010, GPU, 32-bit and 64-bit OpenXR registration, OpenVR
fallback, and the last successful headset/controller session. - Results are classified as Pass, Warning, or Blocked with a concrete action.
- The configurator recommends an OpenXR/OpenVR backend and Native/Performance
graphics profile, shows the exact delta, and preserves all unrelated personal
settings. - The launcher uses the same evaluator before process creation and writes a
support-ready%LOCALAPPDATA%\KisakCOD-VR\Compatibility-Report.txt. - A successful VR session records the actual runtime, headset, and controller
profiles so a later scan can distinguish offline readiness from live proof.
Per-weapon and physical-gunstock calibration
- Each equipped weapon can store independent six-axis hip-fire and
shouldered/ADS corrections over the global weapon fit. - Physical-gunstock profiles blend smoothly while shouldering or aiming and can
be imported or exported as.vrstockfiles. - The calibration editor supports equipped-weapon detection, live apply,
guarded reset/delete controls, and explicit guided aim capture. - Guided capture uses the controller's current absolute pose only when the user
requests it; startup orientation is never treated as a permanent neutral
pose. - Native viewmodel attachment data is now cached per weapon, preventing one
gun's alignment from being reused by another.
Left-handed and physical-interaction options
- The dominant-hand selector now swaps the actual weapon, muzzle, scope,
support hand, reload, grenade, HUD-pointer, and haptic roles through both
OpenXR and OpenVR. - Existing primary, alternate, directional, and chord bindings can be mirrored
exactly once when handedness changes. - Support grip can use hold, toggle, or proximity behavior; object grip can use
hold or toggle. - Magazines can eject by button or a guarded physical pull and insert on
release or contact. - Magazine and grenade belts can follow handedness or stay on fixed physical
sides. - Melee can use the button, a guarded forward-thrust gesture, or both.
- Haptic strength and muzzle-obstruction behavior are configurable.
Metric and Imperial units
- All 20 physical calibration fields can be shown in Metric or Imperial units.
- The underlying game-compatible values remain unchanged, so switching units
or saving an untouched profile does not introduce conversion drift. - Height refinement uses 1 cm in Metric mode or 1 in in Imperial mode.
- HUD pixels, angles, normalized scales, and other non-physical values are not
incorrectly converted.
Validation and fixes
- Exact settings verification expands from 125 to 142 values.
- Per-weapon/gunstock translation survives final grip-tag correction.
- Minimum and maximum calibration values round-trip safely between units.
- A valid 64-bit OpenXR registration no longer hides a missing or broken
32-bit runtime required by COD4. - The configurator, launcher, support report, and regression tests share one
compatibility evaluator. - Runtime receipts cover the selected units, dominant hand, physical policy,
equipped weapon, gunstock, effective pose, actual backend, headset, and
controller profiles.
Installation
- Download
KisakCOD-VR-v0.10.0-beta.9.zip. - Extract every file beside the original 2007 COD4
iw3sp.exe. - Run
KisakCOD-VR-Configurator.exe. - On Setup & Compatibility, rescan, resolve any Blocked item, and review
the recommendation before applying it. - Choose remaining personal settings and click Save & Launch.
Personal settings and weapon/gunstock profiles remain under LocalAppData and
survive package updates.
SteamVR/OpenVR status
The OpenVR compatibility backend is playable on at least one community-tested
PSVR2 setup, confirming headset/controller detection, tracking, and gameplay
input. It remains experimental: that test reported a 90-degree weapon offset,
backward-looking magazine insertion, Pause/weapon-switch overlap, and
right-stick touch interfering with left-stick movement. OpenXR through VDXR
remains the primary tested path.
Known limitation
Death From Above remains unsupported even though it appears in Mission
Select. Skip it by opening the console and running /spmap bog_b to continue
with War Pig.
Primary tested setup: Meta Quest 3, Virtual Desktop VDXR, and NVIDIA RTX 3080
Ti. Other headsets, runtimes, and controller profiles remain experimental until
tested on their native hardware.
Exact source: https://github.com/jplakon/CallOfDuty4_VR/tree/v0.10.0-beta.9
Bug reports: https://github.com/jplakon/CallOfDuty4_VR/issues
Patreon: https://www.patreon.com/c/J_Play