OK gang I have FTNoIR up and running in the game. Seemed I had to install the latest faceAPI from seeing machines and then I installed TrackIR which of course had a problem running but I did copy the required .dll over and now FT is happy. No more running and running. It tracks me right away now. It is a drag on my performance but I haven't tested it online to see if it's something I can live with or not.
But at any rate I do have an issue with the views I can't seem to figure out. I put Wraith's .ini on the list and am using that. Got a question about it. I seem to have views perfectly OK as long as they're in my forward hemisphere. If I try to move my head farther left or right or up the view stops moving or the cam stops tracking my face. I'd like to move my head less and get more travel. How do I do this? I tried stretching out the curve lines farther but that didn't seem to get it done. Am I backasswards on that?
Drano, wtg on getting it running! Okay, first, here's a link to my understanding of how the Curves feature works:
http://bbs.hitechcreations.com/smf/index.php/topic,305477.msg3987127.html#msg3987127. It's probably repetitive stuff at this point, but your remark about wanting less head movement for more ingame movement is really key.
First, the Y (vertical) scale on the Curves graph is input movement, and the X scale (the horizontal one) is output movement in the game. So to move your head less and yet get more movement in the game, it sounds almost like you need to do the opposite of my settings. I like lots of neutral zone and roughly a 1:3.5 ratio for input/output. So (example) I move 35 degrees and I get roughly 100 degrees of in-game head movement.
In your case, you want a higher ratio, maybe 1:4 or 1:5 movement ratio. That is, you move 30 dgs in real life and you get 120 dgs (or more) of movement in the game. To get that, you'll want a steeper curve line from left to right, Not flatter. If you have the curve flatten out, it will mean less output movement until it steepens up again. You'll probably also have to play with the neutral zone number; maybe make it smaller so that it's more sensitive to your movement. I found that to achieve what I wanted, I opened the curves dialog and as I tweaked, I watched the XYZ numbers under the camera view. If you study that, you'll see how much your head is moving in degrees. Then set the curves to achieve the ratio you want. It sounds like a lot of work but it's not.
Also, remember that you can INVERT certain axes' response. So if you move forward and that gets interpreted as a backward movement in the game, just tick the "invert axis" box for the Z translation. I had to do that for my settings, but maybe you don't need that (here a snip from my ini file, which has the X axis iand Pitch axis inverted.
invertYaw=false
invertPitch=true
invertRoll=false
invertX=true
invertY=false
invertZ=false
So you might need to uncheck that for your needs.
For anyone interested in this stuff: I know some of this stuff seems complicated, but really it isn't IF you've worked with either TrackIR or Freetrack before. If you're completely new to this, then yes, setting your curves and axes can take a while because you don't really know what your preferences are yet. I'd worked with Freetrack, so I knew what I wanted my response curves to look like. So I literally got FTNOIR to work after my first try at it. Not everyone will be that lucky, unfortunately., at some point it'll just take trial and error. Head-tracking is probably the most individualized gear around, since everyone's preferences are different.
Hang in there, Drano

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