How are headtracking users managing on-foot aiming?

Now that Odyssey has been out for a little bit, how are people managing headlook with headtracking (eg TrackIR) with on-foot aiming?

Currently using headlook on-foot is almost impossible if you plan on doing anything that requires aiming such as shooting or using the arc-cutter. This is because where you are looking does not match the aiming reticule and in order for aiming functions to work you need to look straight ahead or it will not align. From the perspective of real-life, it sort of makes perfect sense, however it makes the game unplayable with headlook (at least in my opinion).

There are two solutions that I know of:

1. Use a dead-zone around the centre point
2. Disable headlook via a keybind your software (eg TrackIR) when you go on-foot

My experience has been that having a dead-zone is not a comfortable experience and doesn't always solve the issue. The way I currently manage headlook is via option 2, where I use a TrackIR keybind to disable headlook each time I go on-foot, which I'm finding a little annoying to manage.

My suggestion is that we have an option in-game to not use headlook when on-foot. This would mean that I can use headlook when in-ship, in-SRV but have it automatically not in-use while on-foot. This would save having to manually disable and enable it, which is becoming a little tiresome.

Headtracking users will be aware that it is already automatically disabled for you when you enter SRV Turret Mode. This is the sort of thing I'm after when entering on-foot, however I'd prefer it as an option in case there are people who want it still enabled for some reason on-foot.

I'm almost at the point where I want to post in the Issue Tracker about this but it's a bit of a hybrid situation where you could go either way with it, even though we have a precedent already with the SRV Turret Mode. Personally I think there does need to be a solution put in place in the form of an option as described above.

What do you other headtracking users think/do?
 
I to was getting this problem. I did not Know it was related to head tracker but had my suspisions. I guess I'll try the work around of turning off head tracker in the meantime unless a fix is developed or someone had a different work around?
 
Head Tracking should switched off in Walk mode ,..so you dont need to switch the Track Ir off.. i always Switched Trackir off (like in the Stations after Landing ) .you need to replalace the joystick with Mouse and KB ,...KB for Walkiing and mouse for watching ..Worked good for me ..
 
Toggle it off on foot (which is a shame as the actual head tracking implementation is pretty good but it turns the UI into a dog's dinner), push the stick aside and switch to mouse.

Throttle + mouse is actually pretty nice on the ground: gives you analogue forward/backward motion. Rudder for strafing :)
 
I toggle it off when on foot, too. Took me a couple of deaths to realize what was going on. I couldn't hit anything and was shredded to pieces in seconds by overzealous guards. :rolleyes:

I am experimenting with a button box which is situated close to my left hand. So far I assigned some critical commands to the most accessible buttons. Replenish energy, medkit, switch to a certain type of grenade and such. Easier to find and hit a button blindly then a key on the keyboard.
 
I turn it off only for foot combat. I keep it on when I'm only walking around, it's nice to be able to "turn" your head to look around.
I read that some would like to have the headtracking disabled while on foot, I think it would be better to let the user choose. And ideally, to have the following choices : always on while on foot, always off while on foot, automatically off when ADS.
 
Seems like most people disable headtracking while on-foot. Hopefully someone from FDev can see this thread and implement an option in-game to have it automatically disabled while on-foot - just like the SRV Turret mode does except allowing us to choose this behaviour rather than hard-code it.
 
I have the reflectors attached to a hat, so I just take the hat off.
You can tie youself in knots trying to combine mouse aiming and head tracking, though I did find it easier in ARMA than I do in this.
 

Deleted member 182079

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I usually switch it off on foot, it makes certain aspects of the game (from the hip shooting, arc cutter) unplayable.

I sometimes leave it on, particularly when just sightseeing. I would probably leave it on if/when I go on an extended exploration trip, whenever they fix various aspects of the game.
 
Seems like most people disable headtracking while on-foot.
Well, because I have to not because I want to.

What I'd like FDev to do is fix the on-foot UI to work with head tracking so I can leave it on.

Odyssey's taken Elite: Dangerous from one of the best head tracking (and VR) + HOTAS implementations on the market to a horrible mishmash of conflicting and inconsistent input methods. 😭
 
This release has certainly been wrought with bugs. Ive been playing from the release and I know they will eventually work it out.
At least its for now a simple work around.
 
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