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-   -   Check Six (http://forum.fulqrumpublishing.com/showthread.php?t=28934)

jayrc 01-07-2012 12:07 AM

Check Six
 
2 Attachment(s)
has anyone figured out a way to look back using freetrack the same way as the mouse does, without using X axis?

banned 01-07-2012 09:11 AM

Track Ir for me. :grin:

Continu0 01-07-2012 09:40 AM

There is something like "relative axis"... you can find it in the advanced settings. If i find the time, ´i´ll look it up for you today...

jimbop 01-07-2012 10:16 AM

Quote:

Originally Posted by Continu0 (Post 377049)
There is something like "relative axis"... you can find it in the advanced settings. If i find the time, ´i´ll look it up for you today...

Excellent! I didn't know this existed so thanks for posting both of you. Not thanking banned obviously! ;) Controls are 'View relative translation'. Click the Profiles, then Advances tab, then tick Yaw and Axis.

Before:
http://farm8.staticflickr.com/7143/6...c3ea0c46_m.jpg

After:
http://farm8.staticflickr.com/7142/6...57b05664_m.jpg

Blackdog_kt 01-07-2012 03:53 PM

The controls there give you the option of choosing between yaw/pitch/roll as inputs and applying those inputs to X/Y/Z.

So, what does it do? The more you turn to the side (yaw), it adds some X movement to help you look around the fuselage?

Continu0 01-07-2012 04:40 PM

I think the point in the whole thing is to simulate the natural movement by your own body.

You don´t move your eyes in only one axis when you make normal headmovements... So movement in one axis does influence another axis which has to be simulated by the programm...

notafinger! 01-07-2012 07:08 PM

Is there a similar setting for Track IR? I have to lean left/right then look back to get a good view.

jayrc 01-07-2012 08:21 PM

Jimbop, could you share a screenshot of your sensitivity settings, global, profile, curves. I've been trying to get this to work but no matter what I do it's way to sensitive and hard to keep the gunsight in proper view, thanks

jimbop 01-07-2012 09:27 PM

Make sure your model is accurately measured and location adjusted correctly too.

http://farm8.staticflickr.com/7028/6...9996876f_m.jpg

http://farm8.staticflickr.com/7161/6...a7a3e4b6_m.jpg

http://farm8.staticflickr.com/7165/6...24f21699_m.jpg

http://farm8.staticflickr.com/7027/6...47e9cfa3_m.jpg

http://farm8.staticflickr.com/7021/6...4e34d983_m.jpg

Blackdog_kt 01-08-2012 10:05 PM

Ok, i've got to ask.

Seems that total movement is what it gets from the profile settings multiplied by what it gets from the global settings.

The thing is, you've got so much smoothing enabled (200 in profile and 100 in global) that i can't help but wonder, doesn't it end up being somewhat slow to react?

I mean, i have struggled for quite a while to find a balance between smooth movement and quick movement, but i have finally settled for a situation where the view only "jitters" when i'm zoomed in. I also use a deadzone (the stock curve but slightly modified) so i don't need to use that much smoothing (the gunsight stays centered thanks to the deadzone).

The thing i found out just yesterday however is the smoothing percentage setting. That one governs how much % of the captured frames will be smoothed. In your settings, only 1% is smoothed out (that was the same for me too, it's the default setting).

The more you use, the slower the response, but setting it between 15% and 25% has given me a good trade off. This way maybe you won't need to have that much smoothing on each axis because you'll actually have a meaningful percentage of frames that it applies to.

Then i'll probably experiment with the other things on the advanced tab, like the dynamic smoothing reduction. Maybe it automatically reduces smoothing when it detects a large and fast motion (like when checking six in a hurry, you need it to be responsive), while keeping it where you set it for slower, more deliberate movements (like when trying to look at the engine mounted instruments in a 110).

SEE 01-08-2012 10:52 PM

It doesn't work for me either, I still have to move slightly left or right.

As for the amount of smoothing, I use a PS3 eyecam and have the frame capture rate set to 60 rather than 100fps (to match my Vsync) with very low smoothing values. The tracking is very smooth and responsive - I don't see much difference compared to my previous TrackIR 4 ultra.

jimbop 01-08-2012 11:48 PM

Blackdog_kt, well spotted regarding the smoothing. I am playing around with this at the moment and am not happy with the lag. The reason I increased it in the first place was the jitter when zoomed in but it is no good this high. Will look at the smoothing percentage setting also, thanks.

I'll try and get hold of the PS3 eyecam - thanks for the tip, SEE.

SEE 01-09-2012 03:24 AM

Jimbop, if you have Vsync enabled (and probably do since you are using headtracking and don't want screen tearing) try setting the Multiplier to x2 rather than x4. With a 30fps webcam the smoothing will be computed for 60 frames and not 120 - that should reduce the lag - theoretically!

As far as I understand, with Vsync your only generating 60 FPS max so I cannot see any advantage in having a x4 multiplier of the 30fps that a standard webcam runs at. The smoothing algorithm has 90 copied frames to deal with when set to x4 and the game video is capped at 60........:confused:

jimbop 01-09-2012 03:33 AM

Quote:

Originally Posted by SEE (Post 377551)
Jimbop, if you have Vsync enabled (and probably do since you are using headtracking and don't want screen tearing) try setting the Multiplier to x2 rather than x4. With a 30fps webcam the smoothing will be computed for 60 frames and not 120 - that should reduce the lag - theoretically!

As far as I understand, with Vsync your only generating 60 FPS max so I cannot see any advantage in having a x4 multiplier of the 30fps that a standard webcam runs at. The smoothing algorithm has 90 copied frames to deal with when set to x4 and the game video is capped at 60........:confused:

Thanks, I'm confused too! I managed to find a used PS3 eyecam online - will let you know how it goes.


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