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How many here use TrackIR?

14 posts by 6 people · 19 May 2008 21:21 UTC - 24 May 2008 20:48 UTC

Poky 19 May 2008 21:21 UTC#3994
I got one just two days ago and I like it quite a lot in flight sims but I'm finding it is making my driving sims a bit harder because the cars now feel too alive in games like GTR2, Race07 and rFactor. My view is moving around more than I want. I've disable look to apex and Gforce movement as much as possible in the game interface but the cars bouncing seems to be hardcoded, or is there a way to lessen that too in the ISI based games?
"Poky" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (7 lines)>I got one just two days ago and I like it quite a lot in flight sims > but I'm finding it is making my driving sims a bit harder because the > cars now feel too alive in games like GTR2, Race07 and rFactor. My > view is moving around more than I want. I've disable look to apex and > Gforce movement as much as possible in the game interface but the cars > bouncing seems to be hardcoded, or is there a way to lessen that too > in the ISI based games?
I use TrackIR in flight sims but never really liked it in racing sims due to the problems you describe. Wider or multiple monitors are a much better solution. As for the bouncing, that is very realistic in rFactor. The problem with sim racing is that people always seem to want to sanitize the experience in their pursuit of speed and winning. We could have had FFB gear shifters and peddles by now, if people weren't so girlie in their attitudes! Remember all the crying when Papyrus took out the AI strength slider in GPL? Going back further, I remember being laughed in my local computer store because I was buying a CH Flight Yoke for use with racing sims (ICR2, back then). 'Just use a gamepad' they advised me! Then we had all the unrealistic GPL setups. And let's not forget you had to put three wheels off at Spa to be competitive - total bull! Hopefully, iRacing will bring some much needed order and hardcore realism to this 'sport'.
DavErb 20 May 2008 08:26 UTC↳ reply to Poky#4000
"Poky" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (8 lines)>I got one just two days ago and I like it quite a lot in flight sims > but I'm finding it is making my driving sims a bit harder because the > cars now feel too alive in games like GTR2, Race07 and rFactor. My > view is moving around more than I want. I've disable look to apex and > Gforce movement as much as possible in the game interface but the cars > bouncing seems to be hardcoded, or is there a way to lessen that too > in the ISI based games? >
For driving stuff I use a TIR profile that has a significant dead zone for yaw, pitch and the X axis. I disable roll and the Y axis in the TIR application. I can look side to side, up and down and focus in on guages only with a deliberate effort. Roll and Y add to much movement so they're out Dave
Gumby 20 May 2008 20:48 UTC↳ reply to DavErb#3855
"DavErb" <[email hidden]> wrote in news:[email hidden]:
Quoted text (10 lines)> > For driving stuff I use a TIR profile that has a significant dead zone > for yaw, pitch and the X axis. I disable roll and the Y axis in the > TIR application. I can look side to side, up and down and focus in on > guages only with a deliberate effort. Roll and Y add to much movement > so they're out > > Dave > >
Yea, that's what the issue was. Just needed more deadzone for roll. I like the roll for driving sims because you actually tilt your head when looking into the corners. The default racing setup is pretty good but the roll is too sensitve and needed more deadzone. I've found the viewpoint was too low usingn the TrackIR Pro that clips to headphones but the vector module that you put on the brim of a cap or visor is about the right height. I lower my seat when racing so needed a higher sensor than I would use in flight sims.
"Roger Longcock" <[email hidden]> wrote in news:tTvYj.95981$[email hidden]: > I use TrackIR in flight sims but never really liked it in racing sims > due to the problems you describe. Wider or multiple monitors are a > much better solution. As for the bouncing, that is very realistic in > rFactor. But in a real car you bounce with the car. In rFactor you are not actually in the car so you feel like you are fighting against the bouncing. A little bouncing is good but in rFactor there is a bit too much for my liking. I found out I needed more deadzone for TrackIR to work well in racing games. F1 Challenge works real well with it as that doesn't have too much bouncing, just a little. I've got most of my racing sims working with it well now, just need to do a bit more tweaking on the roll rate and deadzone. I found I needed to adjust default FOV too because with TRackIR on my default view was bit too far back in the car. TrackIR is expensive considering for not much more I could get a Wii that uses basically the same technology and offers you lot more than just motion sensing. Still, I like TrackIR so am glad I bought it.
rqk 20 May 2008 23:21 UTC↳ reply to Gumby#3858
Gumby wrote: > "DavErb" <[email hidden]> wrote in > news:[email hidden]: > >> For driving stuff I use a TIR profile that has a significant dead zone >> for yaw, pitch and the X axis.... I do just the opposite. I have no dead zone so there is alway movement. It is much more predictive than moving out of the dead zone and all of a suddenly having movement. On the other hand I have the values on the curve set extremely low so the movement of head to screen is as close to 1 to 1 as is possible. Just another approach.
"rqk" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (11 lines)> Gumby wrote: >> "DavErb" <[email hidden]> wrote in >> news:[email hidden]: >>> For driving stuff I use a TIR profile that has a significant dead zone >>> for yaw, pitch and the X axis.... > > I do just the opposite. I have no dead zone so there is alway movement. It > is much more predictive than moving out of the dead zone and all of a > suddenly having movement. On the other hand I have the values on the curve > set extremely low so the movement of head to screen is as close to 1 to 1 > as is possible. Just another approach.
1 to 1 is best in flight sims too.
Gumby 21 May 2008 05:41 UTC↳ reply to rqk#3862
rqk <[email hidden]> wrote in news:[email hidden]: > I do just the opposite. I have no dead zone so there is alway movement. > It is much more predictive than moving out of the dead zone and all of a > suddenly having movement. On the other hand I have the values on the > curve set extremely low so the movement of head to screen is as close to > 1 to 1 as is possible. Just another approach. > That won't work for me as I tried it and I'm one of these people that tend to naturally tilt their head to one side. I need the deadzone.
DavErb 21 May 2008 22:31 UTC↳ reply to rqk#3869
"rqk" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (11 lines)> Gumby wrote: >> "DavErb" <[email hidden]> wrote in >> news:[email hidden]: >>> For driving stuff I use a TIR profile that has a significant dead zone >>> for yaw, pitch and the X axis.... > > I do just the opposite. I have no dead zone so there is alway movement. It > is much more predictive than moving out of the dead zone and all of a > suddenly having movement. On the other hand I have the values on the curve > set extremely low so the movement of head to screen is as close to 1 to 1 > as is possible. Just another approach.
Just goes to show that there is no "one true way" in setting up your TIR profiles :) I hate to think of the amount of time I've spent futzing around trying to get it so it feels right to me. I suspect that my settings would seem very odd to some and quite natural to others. Dave
==--== 23 May 2008 13:00 UTC↳ reply to Gumby#3885
Hi Gumby This is not meant in an attacking way at all but have you ever been in a car going over 160 mph? (Um, just in case that is like 240 kph) I wonder because I have more than once and I can tell you that my head/eyes were NOT moving "with the car". Assuming (as we should in the case of a race car) a stiff suspensioned car.... you would not beleive the physical impacts of track imperfections. Your eyes and your car are NOT attached. I haven't driven on a race track that was smooth enough (no ovals here) to make my vision "move with the car" at speeds over 150 mph. Your body is getting rattled.... the sealbelts (5 point) save you in a crash but they "HOLD YOU IN THE CAR" when you aren't crashing too! Ever notice an F1 drivers head popping up and down as he accellerated and braked?? Ya think he wants that to be happening - 'cause I'm sure he doesn't. HANS device --- Head and Neck Support -- an attempt to more substantially connect the "head"/eyes to the car. Prior to the hans device drivers were killed because the car stopped suddenly, their body -restrained by the 5 point- stopped suddenly.... but the HEAD (and eyes) not being restrained, did not stop as suddenly and was stretched "beyond comfort" for the body and spine. (verbage used to minimize graphic detail) The car is "tight" "stiff" and "lively" --- your head and eyes are somewhat (within limits of a human) in freespace. Racers tend to dislike CLOCKWISE rotation tracks. Why? The reason is that their bodies have been "conditioned" to manage all the bumps, lumps, g-forces, et al of racing on a COUNTER-CLOCKWISE track (which is much more prevalent) Racing on a counter-clockwise track is hard on the neck and shoulders. I personally think it affects your "track line vision" in the same way. Personally speaking... I think eyesight and being able to manage the "vibrations/ up / down/ sudden surface impact/ changes/ etc." and having the ability to focus quickly and accurately on multiple moving as well as stationary objects all at the same time is a bit a special skill (or requirement) for a successful race driver. I have my "head vibration" and "look to apex" turned on in rFactor and I think it adds to my immersion and thus pleasure. :) *** Of course this is all IMPO - so you can ignore if you like :) *** -- "Gumby" <[email hidden]> wrote in message news:dWGYj.153614$Cj7.103254@pd7urf2no... > "Roger Longcock" <[email hidden]> wrote in > news:tTvYj.95981$[email hidden]: > >> I use TrackIR in flight sims but never really liked it in racing sims >> due to the problems you describe. Wider or multiple monitors are a >> much better solution. As for the bouncing, that is very realistic in >> rFactor. > > But in a real car you bounce with the car. In rFactor you are not actually > in the car so you feel like you are fighting against the bouncing. A > little > bouncing is good but in rFactor there is a bit too much for my liking. > > I found out I needed more deadzone for TrackIR to work well in racing > games. F1 Challenge works real well with it as that doesn't have too much > bouncing, just a little. I've got most of my racing sims working with it > well now, just need to do a bit more tweaking on the roll rate and > deadzone. I found I needed to adjust default FOV too because with TRackIR > on my default view was bit too far back in the car. TrackIR is expensive > considering for not much more I could get a Wii that uses basically the > same technology and offers you lot more than just motion sensing. Still, I > like TrackIR so am glad I bought it.
This post is spot on! I think the original poster has fallen into the trap of wanting to be too comfortable with using a sim. It's this attitude that has dumded down this hobby. The point about being able to focus and concentrate while being thrown around, is a very salient one. This hobby will not be seen a feeder route into real life racing unless it introduced some of the inconvenient and uncomfortable realities of the real thing to racer wanting to cross over. But what we have is a user base that is steering sim racing from a position of ignorance, toward a perceived reality that doesn't exist. "==--==" <[email hidden]> wrote in message news:HdzZj.159256$rd2.114940@pd7urf3no...
Quoted text (78 lines)> Hi Gumby > > This is not meant in an attacking way at all but have you ever been in a > car going over 160 mph? (Um, just in case that is like 240 kph) > > I wonder because I have more than once and I can tell you that my > head/eyes were NOT moving "with the car". Assuming (as we should in the > case of a race car) a stiff suspensioned car.... you would not beleive the > physical impacts of track imperfections. Your eyes and your car are NOT > attached. I haven't driven on a race track that was smooth enough (no > ovals here) to make my vision "move with the car" at speeds over 150 mph. > > Your body is getting rattled.... the sealbelts (5 point) save you in a > crash but they "HOLD YOU IN THE CAR" when you aren't crashing too! Ever > notice an F1 drivers head popping up and down as he accellerated and > braked?? Ya think he wants that to be happening - 'cause I'm sure he > doesn't. > > HANS device --- Head and Neck Support > -- an attempt to more substantially connect the "head"/eyes to the car. > Prior to the hans device drivers were killed because the car stopped > suddenly, their body -restrained by the 5 point- stopped suddenly.... but > the HEAD (and eyes) not being restrained, did not stop as suddenly and was > stretched "beyond comfort" for the body and spine. (verbage used to > minimize graphic detail) > > The car is "tight" "stiff" and "lively" --- your head and eyes are > somewhat (within limits of a human) in freespace. > > Racers tend to dislike CLOCKWISE rotation tracks. Why? > The reason is that their bodies have been "conditioned" to manage all the > bumps, lumps, g-forces, et al of racing on a COUNTER-CLOCKWISE track > (which is much more prevalent) Racing on a counter-clockwise track is > hard on the neck and shoulders. I personally think it affects your "track > line vision" in the same way. > > Personally speaking... I think eyesight and being able to manage the > "vibrations/ up / down/ sudden surface impact/ changes/ etc." and having > the ability to focus quickly and accurately on multiple moving as well as > stationary objects all at the same time is a bit a special skill (or > requirement) for a successful race driver. > > I have my "head vibration" and "look to apex" turned on in rFactor and I > think it adds to my immersion and thus pleasure. :) > > > *** Of course this is all IMPO - so you can ignore if you like :) *** > -- > > > "Gumby" <[email hidden]> wrote in message > news:dWGYj.153614$Cj7.103254@pd7urf2no... >> "Roger Longcock" <[email hidden]> wrote in >> news:tTvYj.95981$[email hidden]: >> >>> I use TrackIR in flight sims but never really liked it in racing sims >>> due to the problems you describe. Wider or multiple monitors are a >>> much better solution. As for the bouncing, that is very realistic in >>> rFactor. >> >> But in a real car you bounce with the car. In rFactor you are not >> actually >> in the car so you feel like you are fighting against the bouncing. A >> little >> bouncing is good but in rFactor there is a bit too much for my liking. >> >> I found out I needed more deadzone for TrackIR to work well in racing >> games. F1 Challenge works real well with it as that doesn't have too much >> bouncing, just a little. I've got most of my racing sims working with it >> well now, just need to do a bit more tweaking on the roll rate and >> deadzone. I found I needed to adjust default FOV too because with TRackIR >> on my default view was bit too far back in the car. TrackIR is expensive >> considering for not much more I could get a Wii that uses basically the >> same technology and offers you lot more than just motion sensing. Still, >> I >> like TrackIR so am glad I bought it. > >
"Roger Longcock" <[email hidden]> wrote in news:MozZj.25$[email hidden]:
Quoted text (12 lines)> This post is spot on! I think the original poster has fallen into the > trap of wanting to be too comfortable with using a sim. It's this > attitude that has dumded down this hobby. > > The point about being able to focus and concentrate while being thrown > around, is a very salient one. This hobby will not be seen a feeder > route into real life racing unless it introduced some of the > inconvenient and uncomfortable realities of the real thing to racer > wanting to cross over. > > But what we have is a user base that is steering sim racing from a > position of ignorance, toward a perceived reality that doesn't exist.
No, dumbass, my point is that in a real car you are moving with the G- Forces and raod bumps and can feel them and not stationary like when on your PC. Surely, even a 10 year old can understand the difference? Why not you? And just so you know, I've been playing racing sims since the days of Papyrus IndyCar Racing so am not new to this game at all.
Gumby 23 May 2008 19:22 UTC↳ reply to ==--==#3896
"==--==" <[email hidden]> wrote in news:HdzZj.159256$rd2.114940@pd7urf3no: > I have my "head vibration" and "look to apex" turned on in rFactor and > I think it adds to my immersion and thus pleasure. :) I only turned that off because I am using TrackIR. Are you using TrackIR? Why would I have the game artificially move the view to look into the apex when with TrackIR I am already doing that myself? I can only assume you don't have TRackIR and your post was a complete waste because you don't even understand what I was talking about. > *** Of course this is all IMPO - so you can ignore if you like :) > *** -- I ignored 90% of it because you don't seem to understand the difference between moving with G-Forces and bumps in the road and sitting stationary in a computer chair with no forces to be felt at all. You seem to have the same issue of understanding basic laws of physics as that dumbass Longcock. Don't play "know it all" with me when it is obviuous you are talking out of your butt crack.
==--== 24 May 2008 20:48 UTC↳ reply to Gumby#3803
Yup - you're right. My message was a waste of time --- you're too stupid to get it. Thank You ==--== "Gumby" <[email hidden]> wrote in message news:hQEZj.289590$pM4.184024@pd7urf1no...
Quoted text (23 lines)> "==--==" <[email hidden]> wrote in > news:HdzZj.159256$rd2.114940@pd7urf3no: > >> I have my "head vibration" and "look to apex" turned on in rFactor and >> I think it adds to my immersion and thus pleasure. :) > > I only turned that off because I am using TrackIR. Are you using TrackIR? > Why would I have the game artificially move the view to look into the apex > when with TrackIR I am already doing that myself? I can only assume you > don't have TRackIR and your post was a complete waste because you don't > even understand what I was talking about. > >> *** Of course this is all IMPO - so you can ignore if you like :) >> *** -- > > I ignored 90% of it because you don't seem to understand the difference > between moving with G-Forces and bumps in the road and sitting stationary > in a computer chair with no forces to be felt at all. You seem to have the > same issue of understanding basic laws of physics as that dumbass > Longcock. > Don't play "know it all" with me when it is obviuous you are talking out > of > your butt crack.

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