ED Tracker 2.9 (Friday 13th)

Hi guys,

During the upgrade today I have finally got around to putting my tracker in a good enclosure and mounting it nicely on my headphones..

I have it stuck on my Right ear with the cable going up and over the head band cable tied in place over the top.

The device is secured using velcro so that it's all detachable but with strain relief.

I seem to be struggling to get the thing working nicely again though, it seems to always look hard one way or another (up down works) so I am thinking I have the orientation setting wrong..

What is the correct orientation setting for this setup ?

Thanks
 
Oh and further to the above...

I assume I should do the calibration flat and the drift in the orientation that it's going to be used in....

Or should it always be flat when being programmed then moved to the mounting position after the event?

Thanks
 
What's the turnaround for a response when inquiring about ordering a readybuilt edtracker on the edtracker.org.uk site? I used the contact link as instructed in order to get put on the list to buy one but don't know if anyone got my email.

Thanks..
 
For some bizarre reason this morning, Windows decided that my ED Tracker was an excellent input source for my mouse pointer!

It sure was fun, trying to click on "Restart" as the mouse zoomed off in response to tiny twitches in my neck. :)

After a reboot, it went back to normal mouse control... via just the mouse.


I have no idea how I managed that, but it was quite funny at the time.
 
I have it stuck on my Right ear with the cable going up and over the head band cable tied in place over the top.

Morning, the current version of the sketch only support top mounting. Side mouting is on the list of TBD. There was a fellow Commander who worked out the 'magic numbers' for side mount (will locate the post and update here).

In the main sketch the orientation are define ;
Code:
static byte gyro_orients[4] =
{
  B10001000, // Z Up X Forward
  B10000101, // X right
  B10101100, // X Back
  B10100001 // X Left
}; //ZYX


back in second... :)

[edit]

http://forums.frontier.co.uk/showthread.php?p=476651#post476651

The magic number B00010001 worked for this dude. So you could replace one if the number in the above code and then use the UI to cycle between them so see if it works. As long as the axis are in the right orientation then you can always flip up/down or left/right if needed in the game config settings.
 
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Thanks PocketMoon,

Tried that but still no joy, guess I'll just have to wait for you to add the options.. don't want to waste play time :)

Looking at that guys posts I need USB up, Button Right.

-CJ
 
Well, been using mine for a week on and off and I must say that it's brilliant.

But... (there's always a 'but' isn't there?) but... the thing is making me motion sick! DBOBE only knows how or why but using head tracking is screwing up my brain and making me nausious :(

I so hope the RIFT isn't going to do the same thing. I'm going to be sick as a parrot (see what I did there? :D ) if it does as I'm so looking forward to owning and using a RIFT CV1.
 
I have it stuck on my Right ear with the cable going up and over the head band cable tied in place over the top.

What is the correct orientation setting for this setup?

Hi Mister Jones, the (kind of) correct magic number you are looking for is B01110000. But you have to invert looking up/down in game then.

The absolutely correct orientation matrix would be larger the a byte and not fit. But it works with inverting as pocketmoon already said.

Let me know if it works.

---

By the way... I was not really happy with linear response mode. As small movements would make my view kind of shake. But exponential was to "stiff", it would be to hard to get my view away from center and I would have to move my head way to far to look 90° in any direction.

So I tinkered a little bit and implemented a kind of "mixed response mode". It is exponential if you look straight forward and switches to linear if you look around. So the view kind of snaps into forward position but its still easy to look around in all directions.

I played with it 3 hours yesterday and now, with the latest bugfixes from pocketmoon, it feels just perfect to me.

Unfortunately I never used github or anything, no idea how this works. So if anybody is interested to try it out - how would I share it?
 
But... (there's always a 'but' isn't there?) but... the thing is making me motion sick! DBOBE only knows how or why but using head tracking is screwing up my brain and making me nausious :(

I so hope the RIFT isn't going to do the same thing. I'm going to be sick as a parrot (see what I did there? :D ) if it does as I'm so looking forward to owning and using a RIFT CV1.

I find that setting a deadzone in the ED settings for the headlook, both x and y, helps with the slight wobble you get that might be making you a little sick.
 
Hi Mister Jones, the (kind of) correct magic number you are looking for is B01110000. But you have to invert looking up/down in game then.

The absolutely correct orientation matrix would be larger the a byte and not fit. But it works with inverting as pocketmoon already said.

Let me know if it works.

---

By the way... I was not really happy with linear response mode. As small movements would make my view kind of shake. But exponential was to "stiff", it would be to hard to get my view away from center and I would have to move my head way to far to look 90° in any direction.

So I tinkered a little bit and implemented a kind of "mixed response mode". It is exponential if you look straight forward and switches to linear if you look around. So the view kind of snaps into forward position but its still easy to look around in all directions.

I played with it 3 hours yesterday and now, with the latest bugfixes from pocketmoon, it feels just perfect to me.

Unfortunately I never used github or anything, no idea how this works. So if anybody is interested to try it out - how would I share it?


Thanks, I'll try that out!

I would love to have the mods you made also as I agree with you, could you just post the section of the code that you changed ?

Thanks
 

Stachel

Banned
Just grabbed the latest V2 and re-flashed from V1. Much better. Gone is the static axis jitter/bobble (don't use Linear mode) and gone is the acute drift in ROF.

Much happier camper!

I noticed a few bugs, mainly with device detection and COM port hogging. I also experienced the not being able to look left or right issue reported earlier in the thread. Nothing a hard reset of the device/reboot of windows/re-mapping the axis in game and/or mashing the re-center button didn't ultimately resolve.

A note on the blank white calibration app issue: I found that was caused by the device needing to be hard reset (unplug and replug the cable) and/or the Arduino IDE not focussing on the window of the sketch you select if you already had one or more sketches open already. I ended up flashing the EDTrackerII sketch twice instead of the Calibration one. Oops. I noticed the mistake anyway and had no further issues.

Oh also, also, the instructions on the website are contradictory to the ones in the PDF re: extracting IDE files to the Arduino app folder. I recommend people follow the PDF to the letter and ignore the info on the download's page for V2.

Very much impressed. Thanks again!
 
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I would love to have the mods you made also as I agree with you, could you just post the section of the code that you changed ?

Here is what I changed:

Find the line:

Code:
float zScale = 4.0;
Add after it:

Code:
float xExpLimit;
float yExpLimit;
float zExpLimit;
Find the line:

Code:
void setup() {
Add after it:

Code:
  xExpScale *= xExpScale / 65536.0;
yExpScale *= yExpScale / 65536.0;
zExpScale *= zExpScale / 65536.0;
  
xExpLimit = xScale / xExpScale;
yExpLimit = yScale / yExpScale;
zExpLimit = zScale / zExpScale;
Find the line:

Code:
      if (expScaleMode) 
      {
        iX = (0.000122076 * newX * newX * xExpScale) * (newX / abs(newX)); //side mount = yaw
        iY = (0.000122076 * newY * newY * yExpScale) * (newY / abs(newY)); //side mount = pitch
        iZ = (0.000122076 * newZ * newZ * zExpScale) * (newZ / abs(newZ)); //side mount = roll
      }
      else
      {
        // and scale to out target range plus a 'sensitivity' factor;
        iX = (newX * xScale );
        iY = (newY * yScale );
        iZ = (newZ * zScale );
      }
REPLACE with:

Code:
      if (expScaleMode && abs(newX) < xExpLimit) 
      {
        iX = (newX * newX * xExpScale) * (newX / abs(newX)); //side mount = yaw
      }
      else
      {
        iX = (newX * xScale );
      }

      if (expScaleMode && abs(newY) < yExpLimit) 
      {
        iY = (newY * newY * yExpScale) * (newY / abs(newY)); //side mount = pitch
      }
      else
      {
        iY = (newY * yScale );
      }

      if (expScaleMode && abs(newZ) < zExpLimit) 
      {
        iZ = (newZ * newZ * zExpScale) * (newZ / abs(newZ)); //side mount = roll
      }
      else
      {
        iZ = (newZ * zScale );
      }

If you enable Exponential Mode you will get this mixed mode now. you may find it a little hard to activate the sidescreens, because you have to look down just a tad (please changeFD:D) , so you may need to increase th exponential scale a little.
 
A load of very useful code
.

Works great! mounting position is working a treat.


If I wanted to adjust the size of the exponential box (make it smaller) what are the values I would be changing ?

I love how it works but I want about half the head movement before I enter linear mode as I am only about a foot from my screens

Thanks
 
If you increase exponential scale it switches to linear earlier. I have mine on 14 which halves the box.

There is no direct way of setting the size of the box, its only possible indirectly by adjusting the scale multipliers.

The code calculates where the exponential curve intersects with the linear ... ermm ... curve. This is the only point to switch between the modes without getting a "jump". And the curves are defined by those multipliers.

There may be a better way to implement something like this, but I mostly do things in strange ways.:D
 
Correct. These are for exponential mode.

xScale, yScale and zScale are the for the linear mode (which are 4 in my sketch btw).
 
Just a short feedback about version 2.10 which I've flashed sometime last week.

This version is pure gold and rock solid here for me, so really big thumbs up from my side for v2.10. The auto center works wonders in-game and even during 2 hour sessions I never had to go for the reset switch. That includes frantic sessions in locations like Extraction, Distress or similar stuff.

Me loves my EDTracker :cool:
 
Just a short feedback about version 2.10 which I've flashed sometime last week.

This version is pure gold and rock solid here for me, so really big thumbs up from my side for v2.10. The auto center works wonders in-game and even during 2 hour sessions I never had to go for the reset switch. That includes frantic sessions in locations like Extraction, Distress or similar stuff.

Me loves my EDTracker :cool:

Yep, this version is ticking all the boxes for me, the auto centre is a god send.

I think from my own opinion, the fact that I don't want to play the game even once without this device strapped to my headset is a testiment to the great work the guys have done and I'm glad in a lot of ways that I did pay for them to assemble mine as they deserve something for giving the community a great alternative to the other devices on the market at an affordable price.

The only thing I could ask for is some ideas other than my headphones to clip it to. A 3D printed headband would be ideal but not really the manly thing to do for us gentleman out there. Thing is, I may not always want to play with headphones which is the one problem I do have currently for if I want to sit on the couch with the TV and use surround sound.
 
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