TrackIR 5 rotation restriction

Tips, tactics, and general discussion for Evochron Legacy.
raron
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TrackIR 5 rotation restriction

Post by raron »

Hello, pretty new user here. Even though I had Evochron Mercenary for a couple of months, and also tried it a bit before but without really getting anywhere. Now I'm trying to get a little more involved with it.

First, having TrackIR support is great! (and not to forget Freetrack! I tried that before I had TrackIR, and Evochron Mercenary together with another game, was the only ones of my games that I got freetrack working with for some reason. I guess mainly for having a 64 bit Windows).


But I'm having a little nitpick with it:

For one, the sensitivity seems a little low with regard to other head tracking games. Of course that can be set in the profile for Evochron with the trackIR software.

For another, and more importantly: The min/max rotation (and translation) seems a little restricted. I'd like to be able to look up say 90 degrees (or more?). As it is now it seems capped at 45 degrees up (and down). Also (but not as important) looking sideways a bit more than the current 90-ish degrees. IE I'd rather set sensitivity in the trackIR software how far I can turn the virtual head.

As for looking down, it's not much use right now with the standard cockpit, but perhaps with another type of cockpit or mod, with some windows at a lower angle (helicopter-ish style - if that exists), it could be useful at some point.


But as said, it's great that you support it, and this is just a little nitpick really. It really adds to the immersion as-is! :)

Using Evochron v. 2.308 via Steam btw.


EDIT: Fixed readability a bit (I hope)

[Edited on 2013-2-15 by casualgamer]
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Vice
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TrackIR 5 rotation restriction

Post by Vice »

Hello and welcome. Glad you're enjoying the game. I intentionally set up restrictions in the rotational movement of the pilot's/player's head. This is a personal preference of mine for my game. I chose to implement a system that simulates you inside the cockpit wearing a helmet sitting in a restrictive seat, rather than you controlling a camera inside the cockpit mounted on a 360-degree pivoting tripod. So if you're sitting in the cockpit and turn your head as far to the left and right as comfortably possible, it would result in around a 180-degree range of movement, rather than an owl-like 360-degrees (which would also just provide a view of the back of the seat anyway). For directly back, the direct rear camera view control option can be used. Same is true for vertical, but I'd probably be open to expanding that (maybe 60-75 degrees or something) if players were interested.
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raron
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TrackIR 5 rotation restriction

Post by raron »

Thanks, and thanks for the answer!

With that explanation, I can say that I agree with the not-"360-degree pivoting" camera (but you may put me down as interested in that 75+-ish degree vertical ;) )
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TrackIR 5 rotation restriction

Post by Maarschalk »

I agree on increasing the view angle of Track IR in game a little bit more in all directions. When you move your head 90 degrees your field of vision is greater than that since you can move your eyes in your sockets to see beyond the 90 degrees field of Vision. So the Track IR should represent more of what your eyes field of Vision would be.
I propose a view angle field of vision for Track IR in game some where 120 degrees in horizontal view and 105 in vertical view wich would be more realistic imho!
So max rotation angle horizontal would be 240 degrees and vertical max rotation would be 210 degrees.....;):cool:
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TrackIR 5 rotation restriction

Post by Rubber Chicken »

If this was increased, I'm guessing it would apply to the Mouse-look and Padlock to Target modes as well? If so I'm all for it! :)
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crispymolecule
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TrackIR 5 rotation restriction

Post by crispymolecule »

first time poster here. I understand the creator's reasons why the trackIR limits are set rather narrow in comparison to other sims. Generally I think it is a very good choice, and yet I would really enjoy more flexibility, especially in the vertical view axis. Flybyes are much more enjoyable with more opportunities to take the nice vistas in, and that alone weighs in stronger than my desire for an accurate recreation of the pilot's view limits.