ED Tracker 2.9 (Friday 13th)

So far the new version of the sketch seems to hold up nicely. I did not see an flippin' flip after more than one hour in game.
 
Any (UK) recommendations on micro usb cables @ 10ft for this little thing? or a short micro usb to standard usb converter that can go permanently on the headset.

cheers
 
Played for hours and hours, and not a single 180-degree flip. You nailed it.

Oh, and that auto-recentering behaviour really was a stroke of genius.
 
Any (UK) recommendations on micro usb cables @ 10ft for this little thing? or a short micro usb to standard usb converter that can go permanently on the headset.

cheers

I use a micro to normal USB then a 5m USB lead to my machine, no problems and plenty of wire (£3.99)
 
Yup its really good Rob.:)
Ok Who wants one?

IMG_20140623_045558.jpg
 
Which mounting axis am I meant to choose? Was it 3? Which ever one I choose, they seem to behave weirdly.

To be more specific:

Mounting Axis '0' - Looking up causes the head to look down and to the right. Looking down causes the head to look up and to the left. Look left causes the head to look to the right and down. Looking right causes the head to look up and to the left.

Mounting Axis '1' - Looking up causes the head to look up and to the left. Looking down causes the head to look down and to the right. Looking left causes the head to move VERY slowly to the right. Looking right causes the head to move VERY slowly the left.

Mounting Axis '2' - Looking up causes the head to look up and to the left. Looking down causes the head to look down and to the right. Looking left causes the head to move up and to the right. Looking right causes the head to look down and to the right.

Mounting Axis '3' - Looking up cases the head to look down and to the left. Looking down causes the head to look up and to the right. Looking left causes the head to move VERY slowly to the right. Looking right causes the head to move VERY slowly to the left.

Response Mode is set to Linear. Exponential doesn't make a difference. Another bug?
 
Last edited:
I think you need to choose the one that mirrors your head movements.

None of them do. That's the issue.

EDIT: I have made it work for setting 2.

I will also add while in game, the head tracker will drift very slightly to the left still.
 
Last edited:
None of them do. That's the issue.

EDIT: I have made it work for setting 2.

I will also add while in game, the head tracker will drift very slightly to the left still.

Is it mounted on top of your head ? It needs to sit right on the top. Also if the calibration has gone wrong you will get cross-axis movement. See here for a 5 minute calibration vid http://www.youtube.com/watch?v=4ozsWSO2X-o&list=UUSw0UVl3II08WffAI7ugdfQ&feature=share (I must get round to annotating it!!)

It should be easy now to compensate for slight drift. If you look ahead and notice the view is slighty off to one side then just lower your view until the radar is completely visible and the spring-back should kick in.
 
Is it mounted on top of your head ? It needs to sit right on the top. Also if the calibration has gone wrong you will get cross-axis movement. See here for a 5 minute calibration vid http://www.youtube.com/watch?v=4ozsWSO2X-o&list=UUSw0UVl3II08WffAI7ugdfQ&feature=share (I must get round to annotating it!!)

It should be easy now to compensate for slight drift. If you look ahead and notice the view is slighty off to one side then just lower your view until the radar is completely visible and the spring-back should kick in.

I'll give this a try and let you know how it goes. Thanks!

The DMP Pitch increases very slightly.
The DMP Yaw will either start to increase or decrease after a "Save Drift Compensation" by about 0.03 per second.
The DMP Roll pretty much stays around +0.16 on average.

Is there any way to fix this?
 
Last edited:
I'll give this a try and let you know how it goes. Thanks!

The DMP Pitch increases very slightly.
The DMP Yaw will either start to increase or decrease after a "Save Drift Compensation" by about 0.03 per second.
The DMP Roll pretty much stays around +0.16 on average.

Is there any way to fix this?

Hi, those numbers sound ok. A drift of less than 1 should be fine. when the UI is running the autmatic spring-back is disabled so you will see the head drift slowly.

Does the head on the UI behave correctly when you move ? Critically when you look up and down it shouldn't 'bounce' or move slowly. It should settle very quickly.

If there's still a problen can you grab a screenshot of the UI after performing a full calibration and also after performing the drift compensation ?

Also a pciture of how it's mounted would be good.
 
Hi, those numbers sound ok. A drift of less than 1 should be fine. when the UI is running the autmatic spring-back is disabled so you will see the head drift slowly.

Does the head on the UI behave correctly when you move ? Critically when you look up and down it shouldn't 'bounce' or move slowly. It should settle very quickly.

If there's still a problen can you grab a screenshot of the UI after performing a full calibration and also after performing the drift compensation ?

Also a pciture of how it's mounted would be good.

Thanks for the help, you don't know how much appreciated it is. :)

I've gotten it down to about +/- 0.01 per second. So I'm going to see how it works in game in the next day or so. I've repositioned the tracker to be exactly on top of my headset and the motion tracking seems to be working a lot more accurately.

By spring lock, do you mean when you introduce an axis deadzone in game, when you centre your head, it will 'lock' into position then release when you move your head up/down and left/right?
 
By spring lock, do you mean when you introduce an axis deadzone in game, when you centre your head, it will 'lock' into position then release when you move your head up/down and left/right?

Not quite :) There's a small letterbox shaped zone centered around the middle of the screen (basically if you look dead ahead). If your view is in that area and not moving much then the code will drag the view back to centre. It works as a semi-smart drift compensation because whenever your looking down at the radar or looking at the targeting reticule / sight then it that's straight ahead. Also you probably spend a good percentage (when not chasing a prey) just looking straight ahead. So the code just assumes that, 'on average' the yaw should be zero in those cases.

You can fool it and force it to 'spring back' to the middle ; Look up and then slightly to one side. Then bring your gaze slowly down. At some point the view will spring back a small amount.

Cheers

Rob
 
Oh, I assumed it would have been sent programmed and calibrated.

In case it is just tape /blue tack /cable tie /chewing gum it to the top of your headphones and try it out.
 
Back
Top Bottom