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The New Trackir Implementation
Started by evilC, Jun 03 2014 11:12 AM
9 replies to this topic
#1
Posted 03 June 2014 - 11:12 AM
Well. first impressions are good, implementation seems pretty much spot-on so far. I am happy to say that my cynicism was proven wrong.
Bonus points to PGI for making CTRL still allow you to move the arms independently of the torso AND view.
It also seems that a rather unfair advantage can be gained using TrackIR:
Without TIR:
With TIR:
I can also use the Y axis (View Height) trick to see out of the side windows of mechs that you often cannot.
I will update as I use it more.
Bonus points to PGI for making CTRL still allow you to move the arms independently of the torso AND view.
It also seems that a rather unfair advantage can be gained using TrackIR:
Without TIR:
With TIR:
I can also use the Y axis (View Height) trick to see out of the side windows of mechs that you often cannot.
I will update as I use it more.
#2
Posted 03 June 2014 - 11:15 AM
how do you use TIR?
#3
Posted 03 June 2014 - 11:17 AM
That's how it should be!!! Finally I can lean the damn forward!
#4
Posted 03 June 2014 - 11:54 AM
LegoSpartan, on 03 June 2014 - 11:15 AM, said:
how do you use TIR?
You need to buy a TrackIR unit as it is a hardware device.
There are free alternatives (eg FaceTrackNoIR) or ones you can make yourself, but I think MWO only currently supports actual trackIR units.
Can anyone verify if PGI circumvented the TIR hardware check or not?
Technoviking, on 03 June 2014 - 11:17 AM, said:
That's how it should be!!! Finally I can lean the damn forward!
That view was from leaning UP, not leaning forwards
Many mechs have slanted side windows also, and if you move your head up you can see out of the side windows, when normally you could not.
Edited by evilC, 03 June 2014 - 11:54 AM.
#5
Posted 03 June 2014 - 04:43 PM
OK, so as some others have noticed, the crosshair is not compensating for translations (leaning).
So for now turn OFF the X, Y and Z axes, else head movement will affect where the crosshairs fall.
You do not really need X, no big loss.
Z is also not a huge loss - you gain very little extra "zoom".
Y (head up/down) however can be useful, as shown in the pics above. Recommend setting a big deadzone on it though, so it only affects aiming when trying to look down more than you normally would.
Also, has anyone else noticed that with TrackIR, it is possible to look down your own neck? Lean back and look right down!
Oh and also I noticed that the cockpit of the stalker has some holes in it. If you look up and to the side you can see the roof is not complete.
So for now turn OFF the X, Y and Z axes, else head movement will affect where the crosshairs fall.
You do not really need X, no big loss.
Z is also not a huge loss - you gain very little extra "zoom".
Y (head up/down) however can be useful, as shown in the pics above. Recommend setting a big deadzone on it though, so it only affects aiming when trying to look down more than you normally would.
Also, has anyone else noticed that with TrackIR, it is possible to look down your own neck? Lean back and look right down!
Oh and also I noticed that the cockpit of the stalker has some holes in it. If you look up and to the side you can see the roof is not complete.
Edited by evilC, 03 June 2014 - 04:44 PM.
#6
Posted 04 January 2015 - 08:05 AM
I'm having trouble with TrackIR, it seems to make the cursor jumpy, even with x,y,z disabled. It feels like the same deadzone problem that made me stop using a joystick to aim and start using a mouse, only now it does it to the mouse if I'm using TrackIR. Without it, I can move the aim cursor smoothly small amounts, but with trackIR the mouse cursor jumps like a couple dozen pixels at a time making precise aiming impossible.
No idea why it would affect the mouse, no problems with TrackIR in other games, but with how bad PGI has screwed over joystick users I'm not totally surprised that their support for other hardware devices is equally unimpressive.\
If anyone has any suggestions of things to try, I'm all ears. I use analog axis for throttle and steering, mouse for arms/torso, and wanted to use trackir for the look axis.
No idea why it would affect the mouse, no problems with TrackIR in other games, but with how bad PGI has screwed over joystick users I'm not totally surprised that their support for other hardware devices is equally unimpressive.\
If anyone has any suggestions of things to try, I'm all ears. I use analog axis for throttle and steering, mouse for arms/torso, and wanted to use trackir for the look axis.
#7
Posted 04 January 2015 - 09:02 PM
That does seem like an advantage. How can I tilt my mech like that without this IR system?
Also, I'm a bit peeved that this is in the game before the desperately needed code optimizations, or new maps, are. Backwards priorities again.
Also, I'm a bit peeved that this is in the game before the desperately needed code optimizations, or new maps, are. Backwards priorities again.
#8
Posted 25 September 2016 - 06:51 PM
Can you aim the guns with your face, by using the TrackIR?
#10
Posted 16 October 2016 - 03:09 AM
Exarch Levin, on 04 January 2015 - 09:02 PM, said:
That does seem like an advantage. How can I tilt my mech like that without this IR system?
Also, I'm a bit peeved that this is in the game before the desperately needed code optimizations, or new maps, are. Backwards priorities again.
Also, I'm a bit peeved that this is in the game before the desperately needed code optimizations, or new maps, are. Backwards priorities again.
yeah, this was promised to us before 2012.... So not really.
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