CharveL
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Yes, perhaps. I'm hardly an expert in this, but I suspect it's already a struggle as it is for bandwidth in the current netcode and in my experience online with ArmA I'd say there's quite a bit of dropped frames in the animations which I suspect reflects lower fidelity in the positional updating as well. It may well be a simple thing to add the extra axes as you say though.
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Unfortunately it's not just animations but damage modelling as well. ;)
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A few years ago we tested an internal beta mod made by NP for Half-Life 2 that incorporated the first full 6DOF in a FPS. Worked great actually, and it's great to be able to just peek over the top of a crate or around a corner. I think the only thing holding this kind of implementation back from Arma, and what we found in the mod, is that it substantially increases the amount of net traffic during online play. Subtle head and body movements need to be sent across the network in real time which is significantly more than just crouching/prone/standing/leaned left...etc. since it's incremental. It worked fine for the half dozen of us at one time but I'm pretty sure this was one of the big factors for full implementation in MP games by developers and perhaps why it is the way it is now in ArmA.
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I'd be happy with some assignable axes for vehicles, i.e. variable gas pedal and brakes.
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If you think Kinect can come even remotely close to the refresh rate, input lag performance, and CPU overhead TrackIR5 has for head tracking you may want to consider doing all your Kinect programming using a wiimote on a virtual keyboard to get work done. Sorry but you have no idea what you are comparing here in hardware alone let alone the software interface if you think there would be any practical comparison.
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This looks like the perfect combination of random, objective driven action without the tiresome micromanagement and predictability of other systems. Hope it lives up to it's potential, I'm looking forward to it...soonish would be nice. ;)
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I've been having a problem loading this and other missions as they keep coming up saying there are missing files. I'm running Steam version of OA and as of last night BAF, although it's happened before and after these addons. I also tend to start up Combined Ops. I don't run any mods, and specifically avoid them, so can't see how I messed up the install. All of the stock missions work fine and most of the ones I transferred over from my previous install of the game. I've tried searching the forums but I haven't found anything helpful on the forums so far so any help would be appreciated.
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Here's the profile I made for ArmA. Keep in mind you may need to adjust the overall sensitivity depending on placement and how far away you are so you may need to tweak it to your own habits. Also, note that I'm using TIR5 with the active LED clip so you may need to change that option depending if you're using the passive reflector clip/hat or the active LED clip. Apologies for the longer post.
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I've been a beta tester for TrackIR since TIR2 and can tell you its quite likely one of a couple things. Depending on the angle of the camera and reflectors (including the active LED clip) sometimes two of the dots can get close enough to look like one dot to the software which can be hard to figure out sometimes, and cause some of the conditions you describe. Other things are necklaces catching outside light at certain times during the day/year or other reflections like from a smartphone lying on the desk, etc. Best to go into the software with the camera display showing the dots and do a full range of motion test to see if this happens and you can make sensitivity adjustments or move the offending object from there. Also, failing that it's essential that you have your TIR plugged into one of the main USB ports on your computer and not one of those splitters, especially unpowered ones, as it's possible to get delayed serial transactions with other devices, or be starved for power draw. Just a couple of things to keep in mind.
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Hey that helps, I figure it's about 50% or 60% now. This might help too but I'm thinking it's the same as adjusting the sensitivity settings you mentioned: http://community.bistudio.com/wiki/Joystick_sensitivity_settings
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Don't know what to tell ya but I do indeed have linear axis control albeit in a small envelope. I can go very slow at a creep below normal "slow" speed up to full out. Because of the smaller envelope it may indeed be incremental, divided amongst the keyed speed settings but it's there. Try mapping a control axis to "car fast" and you'll get the full range. I even have it mapped to walk/run! If it's triggering the 3 different preset speeds I can certainly live with that but it would be nice to have some control over where they trigger on the axis.
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It's great that we can now use more than one controller (thanks for stepping up this time!) but I was hoping someone could point me in the direction to adjust the response curve the game uses. I have my rudder pedals set up as a gas pedal for driving vehicles which actually works according to the amount of depression being proportional to the speed you want to go. However the only problem is that from stop to full speed is only available in the last 20% of pedal depression. In other words you have to have the pedal down to 80% before going anywhere. I'd like to see if there's a config solution to allow full travel of the pedal to be used. I have CH rudder pedals and the toe brake works on it's own axis of course. I can have some adjustment of response curve in the Control Manager software but not enough to stretch that last 20% out to full travel. Any ideas?
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Sounds like something might be interfering with your trackclip. Check the camera view in the upper right corner of the software to make sure none are turning red as you move through your comfortable range of motion. If any of the dots turn red it's losing track so you can figure out what's doing it from there, especially if you have a light source behind you. You can use the filters to help there. Also, if you don't have your profile sensitive enough you may find yourself putting the IR lights on your clip out of line-of-sight or two being detected as one.
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As a beta tester for NaturalPoint and the TrackIR since nearly the beginning I can say that the TIR5 is a marked improvement over previous iterations and absolutely fantastic in A2. Precision is everything for perceived framerate and it's nice to know that the TIR5 is by no means a bottleneck and great for immersion into this sim. Thanks Dys
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Sounds like a good compromise and maybe you can make it sort of modular by adding each new town in a new version as they become available. Good work, Ed!