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?
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?