Opentrack, head tracking in dogfight help
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Short version - when I’ve got lift vector parallel to horizon and rotate my head upwards, I expect to pan along the horizontal plane, instead I get horizontal for a short distance, then vertical.
Up until now, I’ve mostly been doing A-G, but have recently started doing dogfights. Which are fun, though I suck.
One of the things I find hard is keeping track of the bogey at the merge, once he’s shot past me, and the reason for this is the head movement feels all wrong.
Not entirely sure I can explain, but I’ll try, and if I can’t I’ll post a video.
If I’m straight and level, and turn my head to the right, then all is good, I can see behind me, and over my shoulder. I can look up and in fact a little behind me, upwards.
If I roll 90 degrees, so now moving my head up would be moving along the horizon, this works for a bit of movement, perhaps 30-40 degrees, then it rolls back to moving in the vertical plane, so first movement is –—, then it becomes /, then it becomes | , and eventually (I think) , i.e. moving back on itself. The whole thing feels really unnatural.
I’ve tried with and without natural head movement, seems to make no difference, so I’m assuming it’s my opentrack profile that’s confusing things.
Hardware:
Delanclip, attached to my headphones
PS3 Eye Camera @50hzI’m using oakdesign’s BMS profile as a base - not entirely sure what I’ve tweaked over recent months, but here’s what I assume is the relevant bit of the config
pitch-max-value=20 roll-max-value=20 yaw-max-value=25 x-max-value=15 pitch-alt-axis-sign=true x-alt-axis-sign=false roll-alt-axis-sign=false z-alt-axis-sign=false z-max-value=15 y-alt-axis-sign=true y-max-value=10 pitch-max-output-value=-180
Any tips on what to tweak to make it feel natural would be greatly appreciated, thanks!
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Hi, did you ever fix this?
shame you got no feedback, maybe Delanclip not that used? i have one myself, now playing up!
John.
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Hi, Here’s my BMS.ini profile. I have no real issues, and have been using opentrack for almost a year. Check out my recent videos.
[migrations] last-migration-at=20180428_00~ [tracker-pt] camera-name=PS3 Eye open driver camera-fps=75 active-model-panel=0 clip-tz=40 clip-ty=50 clip-by=75 clip-bz=70 automatic-threshold=true threshold-slider=@Variant(\0\0\0\x7f\0\0\0\x18::options::slider_value\0@V\x80\0\0\0\0\0\0\0\0\0\0\0\0\0@o\xe0\0\0\0\0\0) model-centroid-x=0 model-centroid-y=0 model-centroid-z=0 [opentrack-ui] guid-center= button-center=-1 keycode-center="=" compensate-translation-disable-x-axis=true compensate-translation-disable-y-axis=true compensate-translation-disable-z-axis=true compensate-translation-disable-source-pitch=true compensate-translation-disable-source-roll=true keycode-toggle=- use-system-tray=true start-in-tray=true [opentrack-mappings] yaw-alt-axis-sign=false pitch-alt-axis-sign=true pitch-max-output-value=-180 z-alt-axis-sign=true z-max-value=15 [spline-yaw] points="@Variant(\0\0\0\x7f\0\0\0\xfQList<QPointF>\0\0\0\0\x4@\x18\0\0\0\0\0\0@,\0\0\0\0\0\0@3\0\0\0\0\0\0@U\0\0\0\0\0\0@<\x80\0\0\0\0\0@a`\0\0\0\0\0@C\x80\0\0\0\0\0@c \0\0\0\0\0)" [accela-sliders] rotation-sensitivity=@Variant(\0\0\0\x7f\0\0\0\x18::options::slider_value\0?\xe0\0\0\0\0\0\0?\xa9\x99\x99\x99\x99\x99\x9a@\x4\0\0\0\0\0\0) rotation-deadzone=@Variant(\0\0\0\x7f\0\0\0\x18::options::slider_value\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0?\xc9\x99\x99\x99\x99\x99\x9a) translation-sensitivity=@Variant(\0\0\0\x7f\0\0\0\x18::options::slider_value\0?\xd9\x99\x99\x99\x99\x99\x9a?\xa9\x99\x99\x99\x99\x99\x9a?\xf8\0\0\0\0\0\0) translation-deadzone=@Variant(\0\0\0\x7f\0\0\0\x18::options::slider_value\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0?\xf0\0\0\0\0\0\0) [spline-Z] points="@Variant(\0\0\0\x7f\0\0\0\xfQList<QPointF>\0\0\0\0\b\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0@\x12\0\0\0\0\0\0@\x10\0\0\0\0\0\0@\x1a\0\0\0\0\0\0@\x18\0\0\0\0\0\0@\"\0\0\0\0\0\0@0\0\0\0\0\0\0@(\0\0\0\0\0\0@B\x80\0\0\0\0\0@,\0\0\0\0\0\0@J\0\0\0\0\0\0@.\0\0\0\0\0\0@R@\0\0\0\0\0@3\0\0\0\0\0\0\0\0\0\0\0\0\0\0)" [spline-pitch] points=@Variant(\0\0\0\x7f\0\0\0\xfQList<QPointF>\0\0\0\0\x5@\b\0\0\0\0\0\0@\x1c\0\0\0\0\0\0@\x1c\0\0\0\0\0\0@Q\0\0\0\0\0\0@%\0\0\0\0\0\0@Z\0\0\0\0\0\0@-\0\0\0\0\0\0@`\x80\0\0\0\0\0@5\x80\0\0\0\0\0@d \0\0\0\0\0) [alt-spline-pitch] points="@Variant(\0\0\0\x7f\0\0\0\xfQList<QPointF>\0\0\0\0\x2@\x1e\0\0\0\0\0\0@,\0\0\0\0\0\0@1\x80\0\0\0\0\0@T@\0\0\0\0\0)" [spline-roll] points="@Variant(\0\0\0\x7f\0\0\0\xfQList<QPointF>\0\0\0\0\x3\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0@\x1c\0\0\0\0\0\0@\0\0\0\0\0\0\0@;\0\0\0\0\0\0@U\0\0\0\0\0\0)" [spline-Y] points=@Variant(\0\0\0\x7f\0\0\0\xfQList<QPointF>\0\0\0\0\x2@\x4\0\0\0\0\0\0@\x18\0\0\0\0\0\0@&\0\0\0\0\0\0@:\0\0\0\0\0\0) [spline-X] points=@Variant(\0\0\0\x7f\0\0\0\xfQList<QPointF>\0\0\0\0\x4@\0\0\0\0\0\0\0@\x10\0\0\0\0\0\0@\x14\0\0\0\0\0\0@4\0\0\0\0\0\0@!\0\0\0\0\0\0@D\0\0\0\0\0\0@%\0\0\0\0\0\0@O\x80\0\0\0\0\0) [alt-spline-Z] points=@Variant(\0\0\0\x7f\0\0\0\xfQList<QPointF>\0\0\0\0\a@\x4\0\0\0\0\0\0\0\0\0\0\0\0\0\0@\x14\0\0\0\0\0\0@\b\0\0\0\0\0\0@\"\0\0\0\0\0\0@$\0\0\0\0\0\0@'\0\0\0\0\0\0@4\0\0\0\0\0\0@*\0\0\0\0\0\0@>\0\0\0\0\0\0@.\0\0\0\0\0\0@I\x80\0\0\0\0\0@1\x80\0\0\0\0\0@R\x80\0\0\0\0\0)