steve2112 Posted October 18, 2016 Posted October 18, 2016 (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 October 18, 2016 by steve2112 My kit: i7-4790K@4GHz / 8GB - GTX 980ti + rift CV1 - X52 pro - Multi Keyboard Remapper - 2DOF motion sim (in development)
JG14_Smil Posted October 18, 2016 Posted October 18, 2016 (edited) Hi, Make sure head movements are off to stop the head from tilting. See if that helps. Edited October 18, 2016 by JG14_Smil
steve2112 Posted October 18, 2016 Author Posted October 18, 2016 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)
JG14_Smil Posted October 18, 2016 Posted October 18, 2016 Also try disabling G forces. I had to do these two options changes to keep my cockpit view straight up while turning
Diemos Posted October 18, 2016 Posted October 18, 2016 Did you try mounting the Oculus sensor ON the motion platform? That would keep the angle relative...
SkateZilla Posted October 18, 2016 Posted October 18, 2016 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
Diemos Posted October 19, 2016 Posted October 19, 2016 The Oculus Camera is only used for Sync, and Correcting, not live tracking... Interesting... Thank you!
Frusheen Posted October 22, 2016 Posted October 22, 2016 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
steve2112 Posted October 22, 2016 Author Posted October 22, 2016 thanks, this is their website http://www.vectionvr.com/en/index.html and some intersting code stuff on here https://github.com/VectionVR i'll dig into it when i have more time My kit: i7-4790K@4GHz / 8GB - GTX 980ti + rift CV1 - X52 pro - Multi Keyboard Remapper - 2DOF motion sim (in development)
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