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@PedrodactylusAgain, not true. I have TRACKIR and in no game does it emulate the mouse; it’s it’s own set of axes. I.e. in dcs mouse x & y are different from TRACKIR-X and TRACKIR-Y.
Maybe you’re talking about a generic, pseudo Headtracking software e.g. facetracknoir or something, but TRACKIR has unique axes, nothing to do with the mouse. Mouse has 2 axes, TRACKIR has 6.
In games which have freelook, but don't officially support headtracking (whether it be Track IR, Trackhat, DIY IR, camera based tracking, etc), the easy solution is to set head movement to mouse emulated input.
Squadrons doesn't have Track IR support so you can't use the unique Track IR axis. You can instead set the axis to mouse emulation (use Opentrack), and enable freelook in-game. This works really well when flying in a straight line, but now you can't input freelook and flight controls at the same time because there's a mouse + joystick conflict.
So a possible stopgap the developers might be better able to implement (now we're talking about fixing a bug, not adding support for a 3rd party app) is to fix the mouse + joystick/analogue stick freelook conflict.
Of course, it's not quite as good as official support. There are some limitations (you only get 2 axis) but it's still perfectly usable headtracking. You can look around the cockpit!
This fix would be great for headtracking, for anyone using joystick + mouse combo, and for those using gyroscopic controls on controllers (set gyro to mouse input).
- 5 years ago
While freelook is better than not being able to look around at all, I have to say that if they're gonna invest time in doing something about this, they should go for full TrackIR support.
I want my 6DOF, 'nuff said.
Moving my head like it's in a cage (freelook) feels crappy, versus 6DOF where I can lean in/out, tilt my head, move my head sideways/up/down, in addition to actually turning my head left/right/up/down. The difference is huge. Maybe not so much in a TIE (although I would enjoy it there as well), but for pretty much all other ships. If this ain't implemented, I'll basically be handicapped until some time mid next year. One thing is having to buy a VR set that gives decent resolution and quality, the other is having to upgrade my PC so it can drive that VR set in a decent way.
The simulation feel that has been mentioned from time to time, feels lacking and constrained with no TrackIR support. There are some that say TrackIR is a niche product, and that VR is the way ahead.
Well....I've been using TrackIR since the 2003, currently on my 3rd model with TrackIR5, and I've ALWAYS used it with any kind of simulations that I've had up through the years; Falcon BMS, DCS, FSX, P3D....hell, even Steel Beasts Pro PE has TrackIR support, and it's a tank-sim. A good deal of simmers out there have used TrackIR up through the years, and although some have gravitated towards VR, far from all have been happy with the VR capabilities at any given time, and have gone back to TrackIR.The lack of TrackIR support for this game is simply disappointing. For a "space simulation" game (I know it's more of an arcade game than true simulator, but ya know what I mean), they really have dropped the ball, and I wonder which simulation groups/fan bases they've interacted with. ALL current simulators support TrackIR outta the box, or with VERY small amounts of manual setup.
- 5 years ago
I agree that they should go for full TrackIR support, but if they're flat out not going to, then they could at least fix the mouse + joystick conflict so we can have simple headtracking freelook without needing to download an ensemble of third party programs and drivers to run the game in hacked vr mode just to be able to look around the cockpit and follow targets.
- 5 years ago
Just dropped in to see if there were any dev comments on TrackIR being on the roadmap...sigh...will check back next week.
- 5 years ago
Can we please keep asking or showing support and keep this thread alive and at the top of the first page; we need them to see how desperately we want this.
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