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Track Ir?


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#1 Limidas

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Posted 03 June 2014 - 11:12 AM

How do i enabel my track ir so i kan use it in MWO?

Thanks for any help ;)

#2 Nuclear Weapon

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Posted 03 June 2014 - 11:17 AM

TrackIR is NOT working for this game.

Even free lock aint working for me.

#3 Limidas

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Posted 03 June 2014 - 11:23 AM

But they just stated in the patch note that it was working as of today?

#4 wickwire

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Posted 03 June 2014 - 11:34 AM

Did u check for game updates in the TrackIR software? There is now a profile for MWO, maybe that works better

#5 Limidas

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Posted 03 June 2014 - 11:37 AM

OK, Thanks for the answer

#6 Nuclear Weapon

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Posted 03 June 2014 - 11:57 AM

Got it working... it crashed a few times ingame....

So here are the steps.

1.- Open TrackIR client (1 green light will fire up on your trackIR) and configure it.
2.- Open the game (seccond green light will fire up).
Posted Image
3.- If your trackIR crashes during a game, close MWO and open it again.
Posted Image



BUG #1: reticles are not aligned anymore, specially using advanced zoom. If you shoot at 1 point it might go lowr or higer than it should.

#7 wickwire

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Posted 03 June 2014 - 12:04 PM

Yep, works for me :P
(I had updated the software before)

EDIT: Wow, immersion is great with this!
I think it works different from the CTRL-mode on purpose though

Edited by wickwire, 03 June 2014 - 12:06 PM.


#8 kuangmk11

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Posted 03 June 2014 - 12:08 PM

Not working with FreeTrack + TrackIR DLL. FreeTrack detects that MWO has TrackIR support and creates a profile.

Freelook does not work with Freetrack on so it is detected on some level my MWO. Freelook allows me to move my arm reticule but does not move my view.

from omicron.log
TrackIRManager: NPClient interface -- initialize OK
TrackIRManager: Window handle registration successful
TrackIRManager: NaturalPoint software version is 4.00
TrackIRManager: Cursor stopped
TrackIRManager: Data transmission started


View PostNuclear Weapon, on 03 June 2014 - 11:57 AM, said:

BUG #1: reticles are not aligned anymore, specially using advanced zoom. If you shoot at 1 point it might go lowr or higer than it should.

maybe disable the translation axis?

Edited by kuangmk11, 03 June 2014 - 12:44 PM.


#9 Nuclear Weapon

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Posted 03 June 2014 - 01:03 PM

View Postkuangmk11, on 03 June 2014 - 12:08 PM, said:

maybe disable the translation axis?


Im using TrackIR 5 with his default software, what do you mean by translation axis? I did not found an option like this in game.

#10 Tahribator

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Posted 03 June 2014 - 01:05 PM

View PostNuclear Weapon, on 03 June 2014 - 11:17 AM, said:

TrackIR is NOT working for this game.

Even free lock aint working for me.


It IS working and it's working really well. I even streamed it: http://www.twitch.tv...tor/b/535067580

Make sure to update your game list in the software.

#11 kuangmk11

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Posted 03 June 2014 - 01:12 PM

View PostNuclear Weapon, on 03 June 2014 - 01:03 PM, said:


Im using TrackIR 5 with his default software, what do you mean by translation axis? I did not found an option like this in game.

I'm not sure what it is called in TrackIR as I use Freetrack but it would be axis other than rotation like lean left/right, peak up/down, and distance from monitor.

#12 wickwire

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Posted 03 June 2014 - 01:15 PM

View Postkuangmk11, on 03 June 2014 - 01:12 PM, said:

I'm not sure what it is called in TrackIR as I use Freetrack but it would be axis other than rotation like lean left/right, peak up/down, and distance from monitor.

all works fine for me with trackir 5, feels like im moving around my pilot seat :P

#13 CMIRKO

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Posted 03 June 2014 - 01:37 PM

I am also having problems with aligning shots with zoom module activated....

#14 shamandgg

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Posted 03 June 2014 - 01:45 PM

To everyone who has problems aligning shots by relying on in-game HUD or HUD picture-in-picture mode (Adv. Zoom).

HUD is currently not implemented correctly, because it is not holographic and not focused into infinity.
To resolve this situation devs must implement fully working HUD or Helmet mounted display that is bore-sighted and focused in infinity.

To see what I am talking about, check HUD implementation in 6DOF cockpits in DCS World software. DCS World is free to download and comes with one free aircraft (Su-25T) that has fully implemented 6DOF pit and HUD.

TLDR;) ?

Mechwarrior includes TIR support but does not feature 6DOF supported HUD -> effect, aim is off your crosshairs if you turn your head or move eyepoint within pit. For aim, set default straight view.

Edited by shamandgg, 03 June 2014 - 02:09 PM.


#15 Spyder228

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Posted 03 June 2014 - 02:25 PM

View Postshamandgg, on 03 June 2014 - 01:45 PM, said:

To everyone who has problems aligning shots by relying on in-game HUD or HUD picture-in-picture mode (Adv. Zoom).

HUD is currently not implemented correctly, because it is not holographic and not focused into infinity.
To resolve this situation devs must implement fully working HUD or Helmet mounted display that is bore-sighted and focused in infinity.

To see what I am talking about, check HUD implementation in 6DOF cockpits in DCS World software. DCS World is free to download and comes with one free aircraft (Su-25T) that has fully implemented 6DOF pit and HUD.

TLDR;) ?

Mechwarrior includes TIR support but does not feature 6DOF supported HUD -> effect, aim is off your crosshairs if you turn your head or move eyepoint within pit. For aim, set default straight view.


I knew something felt off.

#16 Lightfoot

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Posted 03 June 2014 - 03:15 PM

Working fine for me, but not using advanced zoom. I can move my view around independently of the two crosshairs and hits are accurate even if not cued up with viewpoint. So long as the crosshairs are on the target, it scores accurately. Using primarily long range, but also alot of sub 100 meter brawls. Only problem, my mech has no side view so, nothing to see yet. Mad Cat will rock though. Works with normal zoom fine also.

Edited by Lightfoot, 03 June 2014 - 03:18 PM.


#17 evilC

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Posted 03 June 2014 - 03:18 PM

It is on

View Postshamandgg, on 03 June 2014 - 01:45 PM, said:

Mechwarrior includes TIR support but does not feature 6DOF supported HUD -> effect, aim is off your crosshairs if you turn your head or move eyepoint within pit. For aim, set default straight view.

This is not quite correct.
Disable translations (Axes X,Y,Z) and the problem goes away.
As long as the origin of rotation is at the center of the view, then you do not need to cater for this.
I don't care much for Roll and X myself. Z (zoom) can be useful in games, but not always comfortable to use.
The Y axis gives a significant advantage in MWO when trying to attack mechs below you, as it allows you to see over the console.

Edited by evilC, 03 June 2014 - 03:19 PM.


#18 GZBLASTERMASTER

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Posted 03 June 2014 - 03:28 PM

Thank Goodness they finally at least tabled a TrackIR option. I've been on the fence about buying one for nearly year, hoping to use it solely for MWO. I'll be ordering mine by the weekend and hopefully have it in time for the the release of Clan mechs. I wholly appreciate the feedback thus far on this thread fellas, let's hope they tweak it further in a hotfix or the next patch.

#19 TheAtomiser

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Posted 03 June 2014 - 04:12 PM

Sensitivity for trackir is too low at the moment. We need a way to adjust it in game.

#20 evilC

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Posted 03 June 2014 - 04:38 PM

View PostTheAtomiser, on 03 June 2014 - 04:12 PM, said:

Sensitivity for trackir is too low at the moment. We need a way to adjust it in game.

I have never seen a game that lets you adjust the sensitivity of TrackIR. Sensitivity is adjusted via the TIR profile, by either dragging the "Speed" slider up to increase all-around sensitivity, or by adjusting the curve to add sensitivity where you want it.





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