Head turning problem

609IAP_Recon
Posts: 111
Joined: Tue Feb 11, 2003 5:00 am

Head turning problem

Post by 609IAP_Recon »

Game: PF

I have the yaw turned up as far as possible because if I have to turn my head 5" to the right or left, my neck will be very sore.

It seems to not help much to crank up the yaw speed.

I have green dot no problem, I have the vector on.

even with Trackir2 I had to crank it up , because to make less movement with my neck it was easier for me.

turning to the left is no problem, turning to the right is like I have to jerk my head just to get it to turn.

I have green lights, everything looks fine on my end
609IAP_Recon
Posts: 111
Joined: Tue Feb 11, 2003 5:00 am

Re: Head turning problem

Post by 609IAP_Recon »

also, I noticed I have to center all the time - it's like it doesn't know what center is - or my head moves out of center?
609IAP_Recon
Posts: 111
Joined: Tue Feb 11, 2003 5:00 am

Re: Head turning problem

Post by 609IAP_Recon »

another note: the ingame head drifts - is this just the ingame head model, or will it drift in game?
609IAP_Recon
Posts: 111
Joined: Tue Feb 11, 2003 5:00 am

Re: Head turning problem

Post by 609IAP_Recon »

I think I will figure it out - just personal preference.

It has a real smooth feel to it- I am used to jerking my head around more.

Give me a few days to transition and I'll check back in
609IAP_Recon
Posts: 111
Joined: Tue Feb 11, 2003 5:00 am

Re: Head turning problem

Post by 609IAP_Recon »

I figured out that the smoothness was too high for me, which is why I had to jerk my head or it didn't respond.

Once I found the sweetspot for this, my movement was much more natural.
Charlie251
Posts: 955
Joined: Fri Jan 03, 2003 5:00 am
Location: Melbourne, Florida

Re: Head turning problem

Post by Charlie251 »

With Vector, keep smoothing around 20 to 25. Should work fine in that area. With all the fancy math, you really dont need it at all.
609IAP_Recon
Posts: 111
Joined: Tue Feb 11, 2003 5:00 am

Re: Head turning problem

Post by 609IAP_Recon »

this is not complaint, but I am enjoying just the regular non-vector in PF much better than Vector.

I feel like i'm fighting the Vector - the non-vector is easy to turn, etc...

I will give it more time.
609IAP_Recon
Posts: 111
Joined: Tue Feb 11, 2003 5:00 am

Re: Head turning problem

Post by 609IAP_Recon »

Maybe I should try some profiles from others - the default profile was not very responsive for me.

I can get it working great in the software, but then in the game it seems like it slows down.

Not sure why

The ingame head is great, but when I get into the game, it's nothing like the ingame head. (Much slower and I can't check my back 6 very well)

[ December 15, 2004, 10:10 PM: Message edited by: 609IAP_Recon ]
609IAP_Recon
Posts: 111
Joined: Tue Feb 11, 2003 5:00 am

Re: Head turning problem

Post by 609IAP_Recon »

Question:

Should the head movement that I see in the setup match how it is in the game?

I'm not getting this and wondering, I'm I doing something wrong, or is there something with my setup that isn't right?

It can be highly sensitive for the "put your head in the game", but when I start Pacific Fighters, it is slow?
bino
Posts: 17
Joined: Thu Oct 07, 2004 5:00 am
Location: Somers NY USA

Re: Head turning problem

Post by bino »

quote:Originally posted by Charlie:
With Vector, keep smoothing around 20 to 25. Should work fine in that area. With all the fancy math, you really dont need it at all.Ah-ha! Thanks! *S*

I grabbed a copy of the "test" profile from your website, and I wondered about that value being on the low end of the available range.
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