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julian265

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Everything posted by julian265

  1. What input protocol are you using?
  2. I use the dot tracker (leds attached to my headphones), not the face tracker. I have no experience with the face tracker, but can assure you it's easier (and hence more likely to be reliable) for a computer to track a bright dot than a custom pattern. I was using free track, but tried FTNIR when I saw it could track dots and output to a virtual game controller.
  3. Absolutely! Clean interface and good features. Using the dot tracking method I believe the tracking is smoother than with freetrack also.
  4. I wouldn't buy a stick that uses potentiometers for roll or pitch. Whilst CH plastic is of decent quality, they need to update their sensors and ADC resolution, given their price.
  5. Purely to avoid using the NP "protocol"* - and because I believe there should be no special input protocols used for games, when perfectly good ones already exist (the usual game controller method). * FTNIR does use it, right? Or have things changed? I have been out of the scene for a while.
  6. I found my problem... I had cleared all irrelevant view control AXES, but not view control buttons. A bunch of vjoy "buttons" were auto assigned to view commands, which needed to be cleared. Use the "clear category" button for both vjoy controllers in the "all" section. (Dunno why I have two vjoy controllers... only one works and I can't remove the other. meh
  7. I have the in-cockpit continuous rotation problem. I have set up FTNIR to output to vjoy, assigned the correct axes in A-10 (absolute camera controls, which were working with freetrack and ppjoy), removed all other view control assignments, and my camera almost continuously rotates upwards unless I keep my head centred. I can see that my axes are correctly assigned because I can move my head slightly, and see the appropriate in-game camera movements - but the camera frequently starts to pitch upward, until I centre my head. The numeric and graphical output in FTNIR are correct (no spinning), as are the axes when viewed in the windows game controller calibration screen. I am using a ps3 eye, and point tracking. I can't understand why I have continuous rotation, when I only have ABSOLUTE camera axes assigned... Is this a DCS bug?
  8. You can also make freetrack work using PPJoy. First enable a 'fake' joystick in ppjoy, then turn on freetrack's ppjoy output, and select the joystick number you enabled, then go into the sim and assign the head movement axes. Thanks to ED for providing access to the head movement axes!
  9. Sorry but I don't know of any, I never got into BS enough, and I've gone back to IL2!:pilotfly:
  10. ^ sounds about right.
  11. I think you're going to have trouble getting a smoother output than that from freetrack. I am a freetrack user, by the way. I prefer sensitivity and quick response however, so I use a minimum of filtering. My LCD monitors (asus, and samsung 2233sw) also have noticable fade times, which mask your jitters a bit, but I can see what you're talking about.
  12. You can't compare the processing power of two completely different processors based on their clock speed (MHz). From what Chizzy101 said, find a track which has a good range of conditions and which tends to drop your frame rate. Play the track whilst looking at your FPS, either using the in-game function or fraps, etc. Reduce your processor speed (back to the normal frequency, or lower, preferably 20-30% lower than the first test's speed), and re-run the same track whilst monitoring FPS. If there's a big difference, you'll know that upgrading your processor will help significantly, if not, look elsewhere.
  13. To clarify - NP has requested that ED not allow the use of an SDK, which would allow head tracking in ED simulations to be fully independent of NP protocols? Instead a compromise has been reached, whereby any non-NP head tracking is limited to 3DoF?
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