Jump to content

Recommended Posts

Posted (edited)

i know you can move the POV around with some combination of shift, ctrl, alt and numpad keys, and recenter with numpad 5, but i want to be able to tilt the view (pitch and more importantly, roll)

 

this is because i'm using oculus rift and i'm building a motion simulator.

 

when i tilt my head to the side while sitting in a static chair, DCS view tilts as it should. the problem is, in a motion sim, my entire body, chair, cockpit is tilting but my head is in line with my body, so i want the view to appear untilted, so the only option i can think of is to tilt the view in the opposite direct under external software control to counteract the tilt from the oculus headset tilt sensor.

 

i think trackir (and facetracknoir) has a way to tilt the view right? (or maybe not, i can't remember). if it does, does anyone know how it does it?

 

thanks

Edited by steve2112

My kit: i7-4790K@4GHz / 8GB - GTX 980ti + rift CV1 - X52 pro - Multi Keyboard Remapper - 2DOF motion sim (in development)

Posted

ok, good to know TIR can do it, i'll check facetracknoir too since i can get the source ode for that, i can figure out how they do it

 

i need the head movements on in the oculus so i can look around

My kit: i7-4790K@4GHz / 8GB - GTX 980ti + rift CV1 - X52 pro - Multi Keyboard Remapper - 2DOF motion sim (in development)

Posted
Did you try mounting the Oculus sensor ON the motion platform? That would keep the angle relative...

 

The Oculus Camera is only used for Sync, and Correcting, not live tracking.

 

Rotational Movements are done via IMU, the Camera Checks at 60Hz and Syncs.

 

The Only way to eliminate the problem is to disable the IMU (Which AFAIK isnt done in DCS) and use the Camera for 100% of the Tracking or an External Tracking.

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

Posted

I think the only viable solution to the motion sim problem is a second imu on the platform and a custom oculus runtime which subtracts platform movement from the head tracker output in real time. There was a guy working on it a while back with dk1. I'm not sure where the project is now.

 

You can see the imu on the back of the chair in this video:

 

__________________________________________________

Win 10 64bit | i7 7700k delid @ 5.1gHz | 32Gb 3466mhz TridentZ memory | Asus ROG Apex motherboard | Asus ROG Strix 1080Ti overclocked

 

Komodosim Cyclic | C-tek anti torque pedals and collective | Warthog stick and throttle | Oculus Rift CV1 | KW-908 Jetseat | Buttkicker with Simshaker for Aviators

 

RiftFlyer VR G-Seat project: http://forums.eagle.ru/showthread.php?p=2733051#post2733051

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...