DIY Head Tracker For A Tenner

Following up on Brumsters response, I think it's worth trying to map a bit of head roll into the mix. When you roll your head the on-screen view rolls already so no need to map that, but you could add a bit of sideways translation (via opentrack). That would mirror what happens in reality when you c-o-ck your head.

I'm not an opentrack user myself but if it's possible you could add yaw in as well (as show in Brum's Cliffs of Dover video) so that when you yaw past 90 degrees you get some additional lateral motion which would mimic the physical 'looking over the shoulder' motion.

Now I'm also wondering about throwing pitch in to add a hint of forwards/backwards motion :) Just a smidge, and only at extremes to again mimic how the head translates when looking up / down.

Rob

Just tried both of these, it took a bit of tweaking to get right, but with both working it gives a very naturalistic virtual head motion - as if your eyes are (correctly) on the front of your head, not in its centre.

For desktop usages, 20" monitor:

Yaw: About 30 degrees of yaw input gives 9 units of output X translation

Pitch: Starting at 20 degrees of pitch down, to 5 units of Z translation at 35 degrees was enough. The game's response to Z input is very strong. I could not get the virtual head to translate backwards though - any pitch up was interpreted as forward translation, even when I put a negative gradient on the Z mapping curve.

Any more than this and I felt a bit sick.
 
Following up on Brumsters response, I think it's worth trying to map a bit of head roll into the mix. When you roll your head the on-screen view rolls already so no need to map that, but you could add a bit of sideways translation (via opentrack). That would mirror what happens in reality when you c-o-ck your head.

I think this is nice that it can be added by user configuration, but I don't think you'd want to build it into the outputs from the unit itself as normally the game takes care of it. It even has a specific name, which I can't remember, I'm afraid. You'd obviously not want a the effect happening twice.

Not been in this thread for a bit. I really need to start developing a production version of the Mac App don't I? :eek:

-BW.
 
1. I haven't used the GUI in some time... Is there any way to tell what version of the firmware is CURRENTLY installed? Seems like the GUI only shows what is available for installing?

2. If I update the firmware, do I need to recalibrate it? (I seem to recall you do, but hoping not as it works fine so don't want to mess it up.)
 
I think this is nice that it can be added by user configuration, but I don't think you'd want to build it into the outputs from the unit itself as normally the game takes care of it. It even has a specific name, which I can't remember, I'm afraid. You'd obviously not want a the effect happening twice.

Not been in this thread for a bit. I really need to start developing a production version of the Mac App don't I? :eek:

-BW.

Did you guys consider writing a single cross-platform version, in Qt or c#/Mono?
 
1. I haven't used the GUI in some time... Is there any way to tell what version of the firmware is CURRENTLY installed? Seems like the GUI only shows what is available for installing?
Yeah, it does, it lists it above the "connect to tracker" button, when it's connected.

2. If I update the firmware, do I need to recalibrate it? (I seem to recall you do, but hoping not as it works fine so don't want to mess it up.)
Generally no, but some of the firmwares changed how values are stored within the memory of the unit, or changed the calibration routines, so the old ones will no longer be best after you've flashed. The simplest thing is to try it, if it does something pretty weird and whacky after flashing then yes, it needs recalibrating. Depends how many firmware versions you've come up by ;). Or just recalibrate it anyway to be safe :).
 
Last edited:
Yeah, it does, it lists it above the "connect to tracker" button, when it's connected.
Hmmm, I don't have a "connect to tracker" button, but I DO have a "DISCONNECT" button. I guess that's the same one?

Above that it says "EDTrackerMag V4.0.4", which I'd thought referred to me using the v4.0.4.0 GUI. Was I wrong?

Under "Program EDTracker" (top left) it has a choice box which defaults to "EDTracker2 2.20.8". Further down the choice list there's an "EDTracker2_9150 4.0.4". Is that one the same as what I've currently got flashed, despite the different name?
 
Hmmm, I don't have a "connect to tracker" button, but I DO have a "DISCONNECT" button. I guess that's the same one?
Yep, that's the one. It changes based on current state - if you're connected then it displays the disconnect option. And vice versa.

Above that it says "EDTrackerMag V4.0.4", which I'd thought referred to me using the v4.0.4.0 GUI. Was I wrong?
Yeah, that's the firmware version ;)

Under "Program EDTracker" (top left) it has a choice box which defaults to "EDTracker2 2.20.8". Further down the choice list there's an "EDTracker2_9150 4.0.4". Is that one the same as what I've currently got flashed, despite the different name?

It is, yes.
 
Just built one of these using a 9250 board, flashed and calibrated numerous times in an attempt to get it working properly but no luck. My result is not usable, left right seem to be ok but looking up or down causes rotation in yaw of at least 45 deg. Has anyone else had this issue? what was the fix?

GUI Ver 4.0.4.0 flashed ED Tracker2_9250 4.0.3
 
Last edited:
Hey guys,

I just finished setting up my DIY EDTracker, thanks to you guys for all the informations.

Even with the pictures and the videos, I overestimated the size of the tracker.
I was thinking about using a TicTac box at first but finally used a half matchbox (french and vintage of course) with 2 pins and 4 cables.

Since I rotated the MPU, my pitch is inverted and I simply use Opentrack to revert the axis. Can we have more options in the orientation of the tracker in EDTracker ui?

Anyway thank you all again, I loved working on this little project and here's my little creation: http://imgur.com/a/sFhNR

o7

Cmdr Flamby

 
there's an "EDTracker2_9150 4.0.4". Is that one the same as what I've currently got flashed, despite the different name?
It is, yes.
OK, thanks. A bit disappointing, but it means the slight bugs I'm seeing with the ED Tracker still haven't been fixed:

1. If the orientation is set to "Top/USB Left", then I sometimes notice a discontinuity when rotating my head left to right (or the other direction). Seemed like some kind of value wrap-around issue (e.g. 360 to 0).

2. If I put my headset down on the desk FOR A WHILE (which means my ED Tracker is rotated 90 degrees forwards), then I find that when I put it back on the tracking is very poor, and even pressing the reset button doesn't help. I have to physically unplug & replug the USB cable (and wait for the 20 sec recalibration) etc before I can reliably use it again.
 
Last edited:
I might order a kit from Hobby Components myself and build one just to see if this is something up with the "latest" 9250 boards...
 
Where did you get the kit from? Is it one of these "9265" boards or does it say 9250 on it?

I've ordered a HC kit to double-check compatibility. Hopefully it will turn up on Monday and I'll quickly solder it up and verify.
 
The parts were all sourced separately, bought one of your custom PCBs and the rest from E-bay. The MPU is the 92/65 flavor as the 9250 boards are scarce, most that are advertised as 9250 clearly have the MPU-92/65 label on the board.
 
Last edited:
Here mpu5065.jpg is an image of the MPU
 
Cool, I'll take a look when mine comes through. There is no "MPU-9265" chip from Invensense so these are all using the same chip - the MPU-9250 - so I can't for the life of me think why they wouldn't work with the firmware. The "MPU-92/65" designation must just be some Chinese marketing thing, maybe to bridge the gap in people's minds from 6050 to 9250....

Anyway, if you can hang in there for a few days, I'll spend some time verifying things and see what I can find out.
 
Quick question. Perhaps I'm being dim:

I normally play on OS X, but every now and again I bootcamp into Windows to have a bit of planetary fun.

The EDTracker works perfectly under OS X. When I recalibrate the gyros and hit the centre button, the headlook in ED points straight ahead.

In Windows after going through the same procedure and hitting centre the headlook is always slightly off-centre. Down and right.

I've tried running through the windows joystick calibration process, which shows as being pretty much spot-on, but in game it's still offset down-right. I have to try to recentre looking off-axis a bit.

Has anyone seen this phenomenon and has an idea of how to fix it? Much appreciated.

-BW
 
Back
Top Bottom