DIY Head Tracker For A Tenner

I appear to be more rich that I should be.

Thanks for all your generosity.

:)

I'll take My Lady out for a Steak!
 
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Was messing about with the tracker last night, had it rigged up as an inertial 'joystick' controller for pitch, roll and yaw. If the accelerometer output was functioning, you could do the lateral/vertical thrusters too.

Actually worked quite well! Great fun flying about the waste waste cannisters and asteroids with FA off. :D
 
Was messing about with the tracker last night, had it rigged up as an inertial 'joystick' controller for pitch, roll and yaw. If the accelerometer output was functioning, you could do the lateral/vertical thrusters too.

Actually worked quite well! Great fun flying about the waste waste cannisters and asteroids with FA off. :D
Now that would be cool.. look left + thrust left, look down + thrust down etc - good thought..:cool:
 
Well while I'm waiting for PCB to arrive I am also waiting for a breadboard do I need male to male or female to female cables to connect everything or male to female? Jumper cables thanks
 
Board delivered today :)
Thanks (Dan) for the prompt service.
Now do I rush and assemble it at home with my old antique iron or wait until Monday and do it at work ?
 
thanks brumster its so i can have a play about with the kit before soldering to the PCB. Please tell me where to send money for the PCB im staring at a £5 note waiting to be electronically sent!!
 
I am using the Alpha 1.1 combat test. I have configured UJR to copy everything from my main flight stick, then added the Head Tracker as slider 0 and slider 1. This all works, when using "set up USB game controllers" if I pick the vJoy device, all the axes are fine.

However, I pull up the in game config, try to configure head look, and it comes up as Joy X axis rather than slider 0

How can I get ED to use the vJoy stick rather than the original devices.

Also, how can I find the original stick ID for a joystick? Should I be creating vJoy devices with a particular stick id?
 
The Alpha 1.1 combat test had some limitations on the axes it recognised, certainly it had the single controller limitation but I also couldn't get it to recognise the full 6 axes that it should have... it had a tendency to combine axes :(
 
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