Hi everyone,
I am just getting used to my new track IR. However I cant figure out what the precision mode is used for. Any help with this?
Also is there a way to turn down the sensitivity of track ir when I zoom the view in? I fly Pacific fighters and often will zoom the view, but then the track ir is highly sensitive. Is this what the precision mode is for?
Any help would be greatly appreciated.
S.M.
Precision mode?
Re: Precision mode?
I just got my Traci IR Pro this week, so I am by no means and expert. At first I was really disappointed in the way it worked in Flight Simulator, since no matter what I did, it seemed jerky and unstable. Then upon reading the manual the second time, I discovered the Presicion mode. I pressed the F8 and which is the hot ley default for Precision mode, and now it works perfectly. When flying , looking out the cockpit window, the views change very slowly and smoothly and you can move your head a bit, without the view jumping all over the place. When you do want to look to the left or right , a quick head movement will get the view to change a great deal, and then it will stabilize again. I leave Precision view on all the time, and it is perfect for me.
Bob
Bob
Re: Precision mode?
Back in the days before and including the 3.xx series of drivers there were 2 modes that TIR worked in, Precision made and mouse mode.
Precision mode was used for sims like IL2 which had 'native support' for TIR. In other words it had TIR aware drivers installed with in the sim.
Mouse mode, was for other games (and not just games) that did not have the 'native support' drivers. What it was doing was intercept any mouse movement calls and input it's (TIR) own data for movement instead.
On the surface this was a great idea, as support for games was as wide as possible. The trouble was that no-one (including reviewers) bothered to read the manual
Mouse mode was slower and more jagged in its implementation, partly due to having to intercept and overide (which was over ridden if the mouse moved) the mouse movement calls. People were evan using mouse mode in 'native support' games and going on about how TIR was a great idea but it was very jerky!
What did not (and still does not) help, is that NP gave instructions in the manual on how to set up the TIR, and on how to make/alter profiles. It also mentioned that mouse mode was not the optimal way to use TIR and to use 'native mode' if the game supported it. What it does not mention is the distances from reflector to sensor, and it turns out that positioning of the sensor is vital. What the manual did say was that it was best if the sensor was ontop of the monitor and that was it.
In the 4.xx drivers the Mouse mode is removed (it might come back from some of the NP posts, along with why it was removed) in the future, but that is up to NP.
The list of games/sims that are TIR supported are growing, as more developers and publishers are finding out how TIR enhances their games. At one point it was MSFS3 and IL2 only (if I remember correctly) only and TIR was seen as 'nice but not essential' abit like HOTAS. The developement of TIR and it's implementation reminds me very much of the developement of the mouse and it's implementation into both games and applications (giving my age away abit here ). I hope that the future of TIR goes the same way as the mouse, in my mind it deserves to.
Any way that is a potted history of TIR from a users point of veiw since the early days of TIR. To compare TIR1 and TIR3+Vector(6DoF) is like comparing chalk and cheese.
Precision mode was used for sims like IL2 which had 'native support' for TIR. In other words it had TIR aware drivers installed with in the sim.
Mouse mode, was for other games (and not just games) that did not have the 'native support' drivers. What it was doing was intercept any mouse movement calls and input it's (TIR) own data for movement instead.
On the surface this was a great idea, as support for games was as wide as possible. The trouble was that no-one (including reviewers) bothered to read the manual
Mouse mode was slower and more jagged in its implementation, partly due to having to intercept and overide (which was over ridden if the mouse moved) the mouse movement calls. People were evan using mouse mode in 'native support' games and going on about how TIR was a great idea but it was very jerky!
What did not (and still does not) help, is that NP gave instructions in the manual on how to set up the TIR, and on how to make/alter profiles. It also mentioned that mouse mode was not the optimal way to use TIR and to use 'native mode' if the game supported it. What it does not mention is the distances from reflector to sensor, and it turns out that positioning of the sensor is vital. What the manual did say was that it was best if the sensor was ontop of the monitor and that was it.
In the 4.xx drivers the Mouse mode is removed (it might come back from some of the NP posts, along with why it was removed) in the future, but that is up to NP.
The list of games/sims that are TIR supported are growing, as more developers and publishers are finding out how TIR enhances their games. At one point it was MSFS3 and IL2 only (if I remember correctly) only and TIR was seen as 'nice but not essential' abit like HOTAS. The developement of TIR and it's implementation reminds me very much of the developement of the mouse and it's implementation into both games and applications (giving my age away abit here ). I hope that the future of TIR goes the same way as the mouse, in my mind it deserves to.
Any way that is a potted history of TIR from a users point of veiw since the early days of TIR. To compare TIR1 and TIR3+Vector(6DoF) is like comparing chalk and cheese.