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Track IR problems after the 1.2 update

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Hi

 

In spite that with the last update the Track IR was up again in the game, I have the feeling that it is not working properly. I don't know you guys, but I seems to be wrongly calibrated to me.

 

I have checked with some friends on my group and they all have the same situation.

 

The problems are:

 

1.- The center is not were it should be. It makes you re-center the Track IR constantly (or setting up a too wide dead zone)...

2.- The range of the axis seems to be shorter than before, so that a very small movement of your head makes a big movement of your view... it is not using the whole Track IR range on the game, just the half.

 

Can anybody help or confirm that they have the same trouble?

 

Thanks!

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The first issue yes on confirmation, well the center itself is not a problem for me, I can set it as I like. The problem is small movement near the center which does not work correctly. It is most clear when using optics, either sniper sight or binoculars. (As a sidenote, the fact that moving your head while in binocular view moves what you see in general feels odd.) When you start to move your head slowly from the center it is obvious that there is a forced dead zone in the game (even if TrackIR is set for example 1:1 profile) and when the threshold is reached the view jumps to the value that TrackIR is at that moment instead of starting smoothly from zero like it does in every other game I played. This is most noticeable when using any sort of magnified view, especially binoculars.

 

I don't have your second issue if I understand you correctly. It might be the fact that only yaw and pitch are modeled and you are used to the fact that in most games the changes in x-, y- and z- axis are incorporated into the head turning.

 

I have noticed a small issue with the movement range when trying to change from a gunner seat of the HMMWV to other seats with TrackIR vs. the free look, when it seems that the free look has more range, but I suspect that is related to the x-y-z point.

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Hi

 

That thing you talk about at the end is what I mean as "Issue 2", the range is shorter, therefore, the sensibility seems to be much higher in response to your real move.

 

I have noticed, that in the screen of the metrics/curves of the TrackIR software, your head movement makes no effect in the game from the half of the curve in advance. Is like they have shortened the "operating space" of the TrackIR inside the game by half and for that reason it takes the ascending part of the curve (in case your curve has a parabolic shape). Or, in other words, if you put the whole track IR points of reference (of the curve) just in the half of the space, you will obtain the same result.

 

Well, in any case, the second issue is not a big problem, I'm just mentioning it so that if any body from bohemia reads this (by chance...), maybe he would be interested in adding it to the list of things to fix.

 

Let's see.

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I bought the A:Reforger two days ago, so I cannot comment on the previous patch. Anyway, after testing the game for the first time the TrackIr implementation feels very weird in comparison to the thousands of hours I have spent in A3 with my TrackIR. 

It looks like the Reforger overrides the TrackIR5 software with its own interpretation. I can feel a very strong "wall" around the dead zone, the acceleration of head rotation is also different (it is too strong for my taste) and the movement in the direction of axes (not the rotation) looks completely disabled.

 

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That's correct. Reforger overrides the Track IR software. For that reason they screwed track IR for six months.

 

The only thing you can do is to influence by configuring on your way the shape of the curve, the speed and the dead zone, but you have to overdo everything a lot to have a little effect.

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So this is still an issue with Reforger, I bought it as well and this doesn't work on it, man I hope it gets fixed soon.

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Any news regarding this topic? We are stuck with the issue and Bohemia has commented nothing.

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