Head Track IR = removing artificially imposed XYZ constraints?

Hi there fellow CMDRs.

I'm wondering if there are any other Head Track IR users out there who have figured out how to remove the rather draconian, artificially imposed constraints placed on head-tracking in the game? I've been digging through various cfg files and such hoping for a simple script fix... but I've yet to find anything.

Apologies if this post makes little sense. I suspect other HTIR users may know what I'm talking about :)

o7

-EJIRO
 
Can't be done. They implemented this many many versions ago.

It was to do with clipping into the head model I think.

At least, Sandro said on a live stream something like "Oh yeah that, it was to do with clipping I think"

Not an exact quote, but said something like that after being asked about it.
 
They reverted the major "clipping" restriction a couple major patches back in a un-documented fix. Talk about restricting, I almost hurt my neck from the head jarring stop when they put that in, but I'm very happy they reverted it.
 
I really appreciate these replies CMDRs, thanks for sharing your thoughts and info.

The clipping issue makes sense, but I don't understand why they don't just turn off rendering pass for the players head through the players first person camera.

Also I don't mind clipping through head geometry as it's all backface culled and artifacting is probably minimal if this were doable by editing a cfg file or manipulating some part of the out-facing API.

I wonder if intercepting / reading the values in the connection between Track IR and Elite and spoofing / modifying those numbers for XYZ lateral input would yield any results via a script or small app running in the background?

Of course... lest it be said... what they should do is just fix this. Sounds like it's a bug with a bandage solution. I mean they've already implemented IK for the players left and right hands which take input from an external HOTAS device, why not rig IK for the players upper body and take input from the Head Track device? If they did this and placed physically accurate clamp values I suspect we'd get at least a %100 increase in the X-Z axis and also add Z axis?

I work in tech, but I'm not a software engineer (I'm an artist type of person :p )
Anyone here with some technical chops care to look in to this and hunt for these values? If Fdev can't support a fix for this maybe we can spoof something?

thoughts?

Cheers again CMDRs

o7
 
Can't be done. They implemented this many many versions ago.

It was to do with clipping into the head model I think.

At least, Sandro said on a live stream something like "Oh yeah that, it was to do with clipping I think"

Not an exact quote, but said something like that after being asked about it.

Was thinking a bit more about this as a reason for limiting the lateral axis. If clipping through geometry were the issue then this would be experienced by VR users as well... and i think it is... the player body remains in the chair, headless if you get up and walk around your cockpit if you're using the VIVE with the room-scale sensors. Why doesn't Frontier care about that?

Apologies, I don't mean to insinuate that your info is incorrect. Truly you have provided a valuable insight for all of us.
But something doesn't seem right with Frontiers official response here.
 
The Clipping was a non-issue for me.

Much preferred being able to look behind me, like I can in VR.

I don't know why it's okay in VR but not in Head Track.

I didn't like their decisioin.
 
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