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Old 01-11-2009, 08:21 PM   #21
CodeRedFox
Retired PR Developer

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Default Re: Track IR

Its was a re-suggestion which is why I move it here. Continuing to talk about it because have nothing to do really with PR.bf2 anymore.



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Old 01-11-2009, 08:30 PM   #22
Harrod200

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Default Re: Track IR

These systems, they generally move by you turning your head, and that translates into on screen movement, correct?

Doesn't that then mean that you're effectively looking away from the monitor, unless you have one of those funky multi-monitor surround things? And in things like BF, once you look up slightly, won't it continue moving your vision upwards very slowly, and be nigh impossible to re-zero?

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Old 01-12-2009, 12:28 AM   #23
Teek
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Default Re: Track IR

Quote:
Originally Posted by Harrod200 View Post
These systems, they generally move by you turning your head, and that translates into on screen movement, correct?

Doesn't that then mean that you're effectively looking away from the monitor, unless you have one of those funky multi-monitor surround things? And in things like BF, once you look up slightly, won't it continue moving your vision upwards very slowly, and be nigh impossible to re-zero?
You dont have to move you head much, only pointing you head at the edge of the screen really. In BF2 you have to hold dont control to free look in a vehicle so its not hard to re-center it.
I dont think it drifts ether, it follows you head.


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Old 01-12-2009, 12:40 AM   #24
Incomplete Spork
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Default Re: Track IR

Harrod did you bother looking at that video posted?
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Old 03-09-2009, 07:09 AM   #25
zaelu
Default Re: Track IR

So... ain't this mod of Naturalpoint implementable/reproductable in PR? I use 6DoF tech for the flightsims I play and they rule (especially imersion wise).

Besides the full 6DoF implementation the freelook toggle should be removed (optionally) and the HUD should work continously even when you are panning-leaning-zooming.

Is such an implementation in DEVs crosshairs?
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Old 03-09-2009, 10:33 AM   #26
@bsurd

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Default Re: Track IR

YouTube - Project Reality trackIR test

Another vid. And when looking the vid, it works really fine imo.

At the Moment i dnt see the problem that discussed in this tread.

Or this donz work on life servers because of pb or what.

Thats a dream of every pilot, so keep it up and get it to work


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Old 03-09-2009, 11:01 AM   #27
McBumLuv

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Default Re: Track IR

I'm really interested in getting this at least with Aircraft. Sure, using POV weponas is fine, but when using a joystick, it would be that much more natural to use trackIR.

PS, I know there are tests, but does it actually work ingame atm? Or do you have to add in coding that would be rejected on online servers?

I'm hoping to get one (for FSX possibly, too). Any place I should buy it?


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Old 03-09-2009, 11:23 AM   #28
gazzthompson

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Default Re: Track IR

YouTube - Project Reality TrackIR + 3D HUD


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Old 03-09-2009, 12:07 PM   #29
Mj Pain
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Default Re: Track IR

Quote:
Originally Posted by gazzthompson View Post
Is it the same guy?
Project Reality Forums - View Profile: Mosquill

(Edit) Yes, it is the same guy.
Looks like he´s been doing a lot of nice things for PR
YouTube - Mosquill's Channel


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Old 03-09-2009, 01:10 PM   #30
Smegburt_funkledink
Deputy Lead Tester (EU)
Project Reality Beta Tester

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Default Re: Track IR

Some of you guys really make me laugh, if you're going to post in a thread, take the time to read through it first.

If you're going to ask a question about a video, watch it first, it will usually answer the question for you.


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