Author Topic: FaceTrackerNoIR in Aces High  (Read 3767 times)

Offline gyrene81

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Re: FaceTrackerNoIR in Aces High
« Reply #30 on: March 14, 2011, 12:38:45 PM »
well, not exactly wraith...what i'm talking about is sitting in the cockpit, not moving a muscle...i use the <end> key to center/default...so i center my view and without my face moving at all, the program wants to slide my view forward...like hitting the up arrow on your keyboard to slide forward in the cockpit...or hitting the bracket keys to move forward/backward in f3 mode...

i don't want to disable it because it can be useful in some views but...it shouldn't do that without my head moving and i can't figure out what axis that is to adjust it.
jarhed  
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Offline Wraith_TMS

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Re: FaceTrackerNoIR in Aces High
« Reply #31 on: March 14, 2011, 02:04:01 PM »
well, not exactly wraith...what i'm talking about is sitting in the cockpit, not moving a muscle...i use the <end> key to center/default...so i center my view and without my face moving at all, the program wants to slide my view forward...like hitting the up arrow on your keyboard to slide forward in the cockpit...or hitting the bracket keys to move forward/backward in f3 mode...

i don't want to disable it because it can be useful in some views but...it shouldn't do that without my head moving and i can't figure out what axis that is to adjust it.

Ah gotcha!  Yep, I had this same problem too; it’s annoying to have what could be no more than a mere breath cause an intense movement within the program.  The good part is that the program is THAT sensitive (a very good thing) and that it IS adjustable.  Gyrene, I’ll give a little more info than you probably need, but it's so that others who don’t have the program yet can get a better sense of what we’re talking about:

CURVES: FTNOIR tracking sensitivity/responsiveness is mainly adjusted via the Curves feature. The Curves pane has two tabs in it: Rotation and Translation.  Rotation and translation use X,Y and Z axis designations.  Rotation handles what In a flight game would be termed Roll, Pitch and Yaw.  However FTNOIR is designed to work with any game, so it terms Yaw to equal rotX, Pitch = rotY and Roll = rotZ.  To adjust roll, pitch and yaw you will go to the Curves/Rotation tab, and adjust the shape of the response curves for each axis.  The ends of the curves have little “handles” that you can grab with the mouse and move around to determine the curve’s shape.  That shape is a balance between head input movement (your actual position) and Output (what that equates to in movement within the game).  So you could move your head 10 dgs in real-life and that could equate to a far greater movement in the game, depending on how you’ve set sensitivity.  Translation curves determine LINEAR movement in the cockpit (up/down, side to side, etc.) using the XYZ axis vectors.  Just like the AH joystick profiler, you can also set a certain amount of deadband (they call it neutral zone), which means you can add in a certain number of degrees of real head movement for any axis, which FTNOIR will not react to at all. 

The Z vector in the Translation tab is the one for forward/backward movement in the cockpit and that’s the one you’ll need to adjust.

Essentially it sounds like you don’t have enough neutral zone set up yet, and you probably have to adjust the shape of the curve so that it will take a lot more movement to initiate actual movement in the game than you have set right now.  I have my translation Z neutral zone set for something fairly high (I think 15, maybe even more).  I also set the response curve to require a lot of actual input movement to give relatively shallow output curve.  The flatter the curve from left to right, the less Output movement you will get, so keep that in mind. You can also set the neutral zone to be ridiculously high so that you’ll get no responsiveness at all (e.g., I have the Roll neutral zone set ultra high because I don’t want that much of it in-game).

INHIBIT AXIS:  In addition to the Curves feature, you can set a short-key to force certain axes to stop being recognized if it gives you trouble or you just want to stop it from giving output.  Again, I inhibited the Roll axis as an added precaution in my own profile.

I’ll see if I can dig up a copy of my FTNOIR Aces High profile to post in this thread.  Maybe it can get some of you get started.  Remember, “your mileage may vary,” so you’ll need to adjust to your individual tastes/needs.

FWIW,

...
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Offline Wraith_TMS

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Re: FaceTrackerNoIR in Aces High
« Reply #32 on: March 14, 2011, 02:23:09 PM »
Below are the settings I'm currently using in FTNOIR for Aces High.  Game specific profile settings are saved as .INI files and I simply called mine Aces High.ini:

[Tracking]
Smooth=25
sensYaw=152
sensPitch=58
sensRoll=148
sensX=110
sensY=177
sensZ=242
NeutralZone=3
invertYaw=false
invertPitch=true
invertRoll=false
invertX=true
invertY=false
invertZ=false
useEWMA=true
minSmooth=10
powCurve=40
maxSmooth=45

[Curves]
Yaw_point1=@Variant(\0\0\0\x1a\0\0\0\0\0\0\0\0@ \0\0\0\0\0\0)
Yaw_point2=@Variant(\0\0\0\x1a?\xf0\0\0\0\0\0\0@E\x80\0\0\0\0\0)
Yaw_point3="@Variant(\0\0\0\x1a@e\x80\0\0\0\0\0@,\0\0\0\0\0\0)"
Yaw_point4=@Variant(\0\0\0\x1a@e\x80\0\0\0\0\0@I\0\0\0\0\0\0)
Pitch_point1=@Variant(\0\0\0\x1a\0\0\0\0\0\0\0\0@ \0\0\0\0\0\0)
Pitch_point2=@Variant(\0\0\0\x1a\0\0\0\0\0\0\0\0@>\0\0\0\0\0\0)
Pitch_point3=@Variant(\0\0\0\x1a@f@\0\0\0\0\0@3\0\0\0\0\0\0)
Pitch_point4=@Variant(\0\0\0\x1a@f@\0\0\0\0\0@I\0\0\0\0\0\0)
Roll_point1=@Variant(\0\0\0\x1a\0\0\0\0\0\0\0\0@I\0\0\0\0\0\0)
Roll_point2=@Variant(\0\0\0\x1a\0\0\0\0\0\0\0\0@I\0\0\0\0\0\0)
Roll_point3=@Variant(\0\0\0\x1a\0\0\0\0\0\0\0\0@I\0\0\0\0\0\0)
Roll_point4=@Variant(\0\0\0\x1a\0\0\0\0\0\0\0\0@I\0\0\0\0\0\0)
X_point1=@Variant(\0\0\0\x1a?\xf0\0\0\0\0\0\0@\"\0\0\0\0\0\0)
X_point2=@Variant(\0\0\0\x1a@R\xc0\0\0\0\0\0@4\0\0\0\0\0\0)
X_point3=@Variant(\0\0\0\x1a@H\0\0\0\0\0\0@@\x80\0\0\0\0\0)
X_point4=@Variant(\0\0\0\x1a@R\xc0\0\0\0\0\0@I\0\0\0\0\0\0)
Y_point1=@Variant(\0\0\0\x1a\0\0\0\0\0\0\0\0@.\0\0\0\0\0\0)
Y_point2=@Variant(\0\0\0\x1a@.\0\0\0\0\0\0@D\0\0\0\0\0\0)
Y_point3=@Variant(\0\0\0\x1a@M\x80\0\0\0\0\0@@\x80\0\0\0\0\0)
Y_point4=@Variant(\0\0\0\x1a@V@\0\0\0\0\0@I\0\0\0\0\0\0)
Z_point1=@Variant(\0\0\0\x1a\0\0\0\0\0\0\0\0@<\0\0\0\0\0\0)
Z_point2=@Variant(\0\0\0\x1a@\"\0\0\0\0\0\0@H\0\0\0\0\0\0)
Z_point3=@Variant(\0\0\0\x1a@U@\0\0\0\0\0@B\x80\0\0\0\0\0)
Z_point4=@Variant(\0\0\0\x1a@^\0\0\0\0\0\0@I\0\0\0\0\0\0)

[KB_Shortcuts]
Keycode_Center=88
Shift_Center=true
Ctrl_Center=false
Alt_Center=false
Keycode_StartStop=67
Shift_StartStop=true
Ctrl_StartStop=false
Alt_StartStop=false
SetZero=true
SetEngineStop=false
Keycode_Inhibit=44
Shift_Inhibit=true
Ctrl_Inhibit=false
Alt_Inhibit=false
Inhibit_Pitch=false
Inhibit_Yaw=false
Inhibit_Roll=true
Inhibit_X=false
Inhibit_Y=false
Inhibit_Z=false

[FTIR]
useTIRViews=true

[GameProtocol]
Selection=4

[TrackerSource]
Selection=0
o--[--Wraith----   
The Musketeers 
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"Never try to teach a pig to sing; it wastes your time and it annoys the pig." -- R. A. Heinlein

Offline gyrene81

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Re: FaceTrackerNoIR in Aces High
« Reply #33 on: March 14, 2011, 02:43:45 PM »
excellent, thanks for the info wraith...i'll mod my ah.ini file with your settings and see what happens...i know i'll have to tweak some more but now i understand where i was going wrong.
jarhed  
Build a man a fire and he'll be warm for a day...
Set a man on fire and he'll be warm for the rest of his life. - Terry Pratchett

Offline Wraith_TMS

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Re: FaceTrackerNoIR in Aces High
« Reply #34 on: March 14, 2011, 02:59:01 PM »
Good luck!  Hope the settings help.  :salute
o--[--Wraith----   
The Musketeers 
(In-game: Wraithe)
"Never try to teach a pig to sing; it wastes your time and it annoys the pig." -- R. A. Heinlein