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#1
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How many here use TrackIR?
I got one just two days ago and I like it quite a lot in flight sims
but I'm finding it is making my driving sims a bit harder because the cars now feel too alive in games like GTR2, Race07 and rFactor. My view is moving around more than I want. I've disable look to apex and Gforce movement as much as possible in the game interface but the cars bouncing seems to be hardcoded, or is there a way to lessen that too in the ISI based games? |
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#2
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How many here use TrackIR?
"Poky" > wrote in message ... >I got one just two days ago and I like it quite a lot in flight sims > but I'm finding it is making my driving sims a bit harder because the > cars now feel too alive in games like GTR2, Race07 and rFactor. My > view is moving around more than I want. I've disable look to apex and > Gforce movement as much as possible in the game interface but the cars > bouncing seems to be hardcoded, or is there a way to lessen that too > in the ISI based games? I use TrackIR in flight sims but never really liked it in racing sims due to the problems you describe. Wider or multiple monitors are a much better solution. As for the bouncing, that is very realistic in rFactor. The problem with sim racing is that people always seem to want to sanitize the experience in their pursuit of speed and winning. We could have had FFB gear shifters and peddles by now, if people weren't so girlie in their attitudes! Remember all the crying when Papyrus took out the AI strength slider in GPL? Going back further, I remember being laughed in my local computer store because I was buying a CH Flight Yoke for use with racing sims (ICR2, back then). 'Just use a gamepad' they advised me! Then we had all the unrealistic GPL setups. And let's not forget you had to put three wheels off at Spa to be competitive - total bull! Hopefully, iRacing will bring some much needed order and hardcore realism to this 'sport'. |
#3
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How many here use TrackIR?
"Poky" > wrote in message ... >I got one just two days ago and I like it quite a lot in flight sims > but I'm finding it is making my driving sims a bit harder because the > cars now feel too alive in games like GTR2, Race07 and rFactor. My > view is moving around more than I want. I've disable look to apex and > Gforce movement as much as possible in the game interface but the cars > bouncing seems to be hardcoded, or is there a way to lessen that too > in the ISI based games? > For driving stuff I use a TIR profile that has a significant dead zone for yaw, pitch and the X axis. I disable roll and the Y axis in the TIR application. I can look side to side, up and down and focus in on guages only with a deliberate effort. Roll and Y add to much movement so they're out Dave |
#4
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How many here use TrackIR?
"DavErb" > wrote in
: > > For driving stuff I use a TIR profile that has a significant dead zone > for yaw, pitch and the X axis. I disable roll and the Y axis in the > TIR application. I can look side to side, up and down and focus in on > guages only with a deliberate effort. Roll and Y add to much movement > so they're out > > Dave > > Yea, that's what the issue was. Just needed more deadzone for roll. I like the roll for driving sims because you actually tilt your head when looking into the corners. The default racing setup is pretty good but the roll is too sensitve and needed more deadzone. I've found the viewpoint was too low usingn the TrackIR Pro that clips to headphones but the vector module that you put on the brim of a cap or visor is about the right height. I lower my seat when racing so needed a higher sensor than I would use in flight sims. |
#5
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How many here use TrackIR?
"Roger Longcock" > wrote in
: > I use TrackIR in flight sims but never really liked it in racing sims > due to the problems you describe. Wider or multiple monitors are a > much better solution. As for the bouncing, that is very realistic in > rFactor. But in a real car you bounce with the car. In rFactor you are not actually in the car so you feel like you are fighting against the bouncing. A little bouncing is good but in rFactor there is a bit too much for my liking. I found out I needed more deadzone for TrackIR to work well in racing games. F1 Challenge works real well with it as that doesn't have too much bouncing, just a little. I've got most of my racing sims working with it well now, just need to do a bit more tweaking on the roll rate and deadzone. I found I needed to adjust default FOV too because with TRackIR on my default view was bit too far back in the car. TrackIR is expensive considering for not much more I could get a Wii that uses basically the same technology and offers you lot more than just motion sensing. Still, I like TrackIR so am glad I bought it. |
#6
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How many here use TrackIR?
Gumby wrote:
> "DavErb" > wrote in > : > >> For driving stuff I use a TIR profile that has a significant dead zone >> for yaw, pitch and the X axis.... I do just the opposite. I have no dead zone so there is alway movement. It is much more predictive than moving out of the dead zone and all of a suddenly having movement. On the other hand I have the values on the curve set extremely low so the movement of head to screen is as close to 1 to 1 as is possible. Just another approach. |
#7
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How many here use TrackIR?
"rqk" > wrote in message . .. > Gumby wrote: >> "DavErb" > wrote in >> : >>> For driving stuff I use a TIR profile that has a significant dead zone >>> for yaw, pitch and the X axis.... > > I do just the opposite. I have no dead zone so there is alway movement. It > is much more predictive than moving out of the dead zone and all of a > suddenly having movement. On the other hand I have the values on the curve > set extremely low so the movement of head to screen is as close to 1 to 1 > as is possible. Just another approach. 1 to 1 is best in flight sims too. |
#8
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How many here use TrackIR?
rqk > wrote in :
> I do just the opposite. I have no dead zone so there is alway movement. > It is much more predictive than moving out of the dead zone and all of a > suddenly having movement. On the other hand I have the values on the > curve set extremely low so the movement of head to screen is as close to > 1 to 1 as is possible. Just another approach. > That won't work for me as I tried it and I'm one of these people that tend to naturally tilt their head to one side. I need the deadzone. |
#9
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How many here use TrackIR?
"rqk" > wrote in message . .. > Gumby wrote: >> "DavErb" > wrote in >> : >>> For driving stuff I use a TIR profile that has a significant dead zone >>> for yaw, pitch and the X axis.... > > I do just the opposite. I have no dead zone so there is alway movement. It > is much more predictive than moving out of the dead zone and all of a > suddenly having movement. On the other hand I have the values on the curve > set extremely low so the movement of head to screen is as close to 1 to 1 > as is possible. Just another approach. Just goes to show that there is no "one true way" in setting up your TIR profiles I hate to think of the amount of time I've spent futzing around trying to get it so it feels right to me. I suspect that my settings would seem very odd to some and quite natural to others. Dave |
#10
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How many here use TrackIR?
Hi Gumby
This is not meant in an attacking way at all but have you ever been in a car going over 160 mph? (Um, just in case that is like 240 kph) I wonder because I have more than once and I can tell you that my head/eyes were NOT moving "with the car". Assuming (as we should in the case of a race car) a stiff suspensioned car.... you would not beleive the physical impacts of track imperfections. Your eyes and your car are NOT attached. I haven't driven on a race track that was smooth enough (no ovals here) to make my vision "move with the car" at speeds over 150 mph. Your body is getting rattled.... the sealbelts (5 point) save you in a crash but they "HOLD YOU IN THE CAR" when you aren't crashing too! Ever notice an F1 drivers head popping up and down as he accellerated and braked?? Ya think he wants that to be happening - 'cause I'm sure he doesn't. HANS device --- Head and Neck Support -- an attempt to more substantially connect the "head"/eyes to the car. Prior to the hans device drivers were killed because the car stopped suddenly, their body -restrained by the 5 point- stopped suddenly.... but the HEAD (and eyes) not being restrained, did not stop as suddenly and was stretched "beyond comfort" for the body and spine. (verbage used to minimize graphic detail) The car is "tight" "stiff" and "lively" --- your head and eyes are somewhat (within limits of a human) in freespace. Racers tend to dislike CLOCKWISE rotation tracks. Why? The reason is that their bodies have been "conditioned" to manage all the bumps, lumps, g-forces, et al of racing on a COUNTER-CLOCKWISE track (which is much more prevalent) Racing on a counter-clockwise track is hard on the neck and shoulders. I personally think it affects your "track line vision" in the same way. Personally speaking... I think eyesight and being able to manage the "vibrations/ up / down/ sudden surface impact/ changes/ etc." and having the ability to focus quickly and accurately on multiple moving as well as stationary objects all at the same time is a bit a special skill (or requirement) for a successful race driver. I have my "head vibration" and "look to apex" turned on in rFactor and I think it adds to my immersion and thus pleasure. *** Of course this is all IMPO - so you can ignore if you like *** -- "Gumby" > wrote in message news:dWGYj.153614$Cj7.103254@pd7urf2no... > "Roger Longcock" > wrote in > : > >> I use TrackIR in flight sims but never really liked it in racing sims >> due to the problems you describe. Wider or multiple monitors are a >> much better solution. As for the bouncing, that is very realistic in >> rFactor. > > But in a real car you bounce with the car. In rFactor you are not actually > in the car so you feel like you are fighting against the bouncing. A > little > bouncing is good but in rFactor there is a bit too much for my liking. > > I found out I needed more deadzone for TrackIR to work well in racing > games. F1 Challenge works real well with it as that doesn't have too much > bouncing, just a little. I've got most of my racing sims working with it > well now, just need to do a bit more tweaking on the roll rate and > deadzone. I found I needed to adjust default FOV too because with TRackIR > on my default view was bit too far back in the car. TrackIR is expensive > considering for not much more I could get a Wii that uses basically the > same technology and offers you lot more than just motion sensing. Still, I > like TrackIR so am glad I bought it. |
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