For those (yet) without a VR Headset a new head-look mode could at least partially actually "re-balance" the look around possibilities.
When in VR tracking targets or anything else with gaze plus head movement is a very "engaging activity" and helps to track targets f.e.
Why not give non VR players at least a little support in that regard?
So the new Headlook mode could be: NOPE not "keep head-look direction at target"
... it is "Lock at current view"
A toggle function, which when activated keeps head-look direction adapted so that the current view stays as much as possible in view eg. in a defined cone of view in front of the pilot and then resets to "look forward, head-look disabled"
F.e. Looking straight and activating "Lock at current view" and then changing the pitch or yaw of the ship would correct the head-look counter-balancing those rotations etc.
This could be used to track "targets" in combat,right... BUT it would not give the perfect "in center view", plus it could be used in all kinds "looking around situations" as well, like sightseeing on planets or when in orbital cruise f.e.
What do you think?
ps: kind of proud to of coming up with a solution which would require at least some skill (activating it at the right moment) in combat
pps: (Technically I believe this would take the current head-look direction vector and adapt aka counterbalance aka subtract from it the rotations of the ship as long as the resulting vector points within a valid cone originating from the neck of the player model aka head location)
When in VR tracking targets or anything else with gaze plus head movement is a very "engaging activity" and helps to track targets f.e.
Why not give non VR players at least a little support in that regard?
So the new Headlook mode could be: NOPE not "keep head-look direction at target"
A toggle function, which when activated keeps head-look direction adapted so that the current view stays as much as possible in view eg. in a defined cone of view in front of the pilot and then resets to "look forward, head-look disabled"
F.e. Looking straight and activating "Lock at current view" and then changing the pitch or yaw of the ship would correct the head-look counter-balancing those rotations etc.
This could be used to track "targets" in combat,right... BUT it would not give the perfect "in center view", plus it could be used in all kinds "looking around situations" as well, like sightseeing on planets or when in orbital cruise f.e.
What do you think?
ps: kind of proud to of coming up with a solution which would require at least some skill (activating it at the right moment) in combat
pps: (Technically I believe this would take the current head-look direction vector and adapt aka counterbalance aka subtract from it the rotations of the ship as long as the resulting vector points within a valid cone originating from the neck of the player model aka head location)
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