FS2004 Motions Too Rapid

Aardvark892
Posts: 4
Joined: Sun Nov 16, 2003 5:00 am
Location: Kunsan AB, ROK

Re: FS2004 Motions Too Rapid

Post by Aardvark892 »

I have a related issue, and this thread seems to be the most appropriate. Unlike the original poster, I'm having no problems with TrackIR and FS2004. That being said, I would like to know why it is my TrackIR is so smooth and has such a wide view area (i.e. I can look almost straight back) with no stutters or hesitation in FS2004, and yet when I am flying IL2: Forgotten Battles I get stutters and hesitations when looking farther than my 3 or 9 o'clock positions. Is there some way I can alter settings or set up a custom profile for FB that will give me the same performance as FS2004? I understand that in FB I cannot look straight back, but I would like the view to be smoother, or faster, looking aft left or right. Did this post make sense? I'm sorry, but the custom profile settings in 3.01 don't and haven't made any sense to me. Thank you in advance for any information anyone can give me.
westes
Posts: 9
Joined: Sun Nov 02, 2003 5:00 am

Re: FS2004 Motions Too Rapid

Post by westes »

Before I try out the profile you have linked to this thread for FS2004, can you explain in general what controls how far left or right you can turn within a frame of reference?

I have developed a trick now where if I tilt my head left and turn I can turn all the way around, and if I tilt my head right before turning right I can see all the way around on the right. It's strange but it does overcome the limitation of turning radius I am seeing.
Charlie251
Posts: 955
Joined: Fri Jan 03, 2003 5:00 am
Location: Melbourne, Florida

Re: FS2004 Motions Too Rapid

Post by Charlie251 »

OK Gents: Lets see if I remember everything from both posts to make an answer here.

Will: There are two things that govern your view range in any of the games with enhanced support.

1. The game code: When the developers add the software code for the TrackIR, they are able to custimize how far you can look in any direction. I refer to these stop points as "hooks" but I do not know the proper term, other than maybe "Limits". There is nothing you can do about these programmed limits (except in FB and I will get to that later in this post).

2. The settings in the TIR software: For instance... if you have your speed set to 5 for every edit point, then you will not be able to pan very far. What this does is somehow limits the speed at every incriment on the view window to 5. Put it this way.... "The lower the speed, the farther you have to move your head to pan the same amount of distance in the game." So, if you are having trouble getting the full range of panning and have to tilt your head like that first, I would assume it is because you have the speed set to slow in your profile.

I hope that has answered your questions regarding the panning. If not, please post more questions and I will post more answers.

Tom: Well, as much as we would all wish it could be so, each developer has their own method of implimenting the TrackIR native code for their sim. While it is the same SDK, they all have options they can tweak to make it work best with their sim. Knowing that, you can see why TIR acts slightly different between FS2004 and IL-2: FB.

To increase the range you can get in FB, you will need to raise the speed of each edit point slightly. This can be found on the motions page, select CUSTOM, and then UNGROUP EDIT POINTS. Then you can move the speed slider to each point and tweak the speed slightly higher.

You can also get a perfect 6'oclock view in FB. Go into your registery using REDEDIT and do a search for "viewlimiting" without the " ". You will find this key under the Natural Point section of the registry. Right click that key and select modify. Change the 1 to a 2 and ensure that HEX is clicked. Now just close the registery, fire up the TIR software, launch FB, and look straight back!

Let me know if tweaking the speed did not fix your stutter issues and we can look at something else.
Aardvark892
Posts: 4
Joined: Sun Nov 16, 2003 5:00 am
Location: Kunsan AB, ROK

Re: FS2004 Motions Too Rapid

Post by Aardvark892 »

I had already set the viewedit to 2, thanks for the info. Actually, I don't like being able to see straight back... seems a bit unrealistic. I've just finished adjusting the speeds of each edit point. I've probably set them too high, but it's a start, now that I know how to edit the speed. Thank you for the information, and I'll post here again with a "progress report".
Aardvark892
Posts: 4
Joined: Sun Nov 16, 2003 5:00 am
Location: Kunsan AB, ROK

Re: FS2004 Motions Too Rapid

Post by Aardvark892 »

It worked! I reset the viewedit to 1 to get an accurate test of how the point editing affects view. With horizontal and vertical linked, I set the points to:

Points / Value
0 20
2 25
5 30
10 35
20 40
30 45
40 50
50 55

A rather linear scale, but I think I hit it dead on first try. The stutter is gone, and although it's a bit jittery due to such high speeds, I think I'll prefer it that way once I'm used to it. Thanks for your help Terry... you've just solved an extremely annoying issue for me!

[ November 17, 2003, 11:56 PM: Message edited by: Tim Schuster ]
Charlie251
Posts: 955
Joined: Fri Jan 03, 2003 5:00 am
Location: Melbourne, Florida

Re: FS2004 Motions Too Rapid

Post by Charlie251 »

No problem Tim. I am glad you got it all taken care of.

One thing I can suggest is to make a slight deadzone. This will really help when it comes time to trying to hold still!

Set the first two edit points to speed = 0. Set the third to something a little off 0, like 5 maybe. Then build up from there.

This will keep you from jumping all over the place with your head perfectly straight forward. Then when you move your head, your speeds are high enough to swing your view around quickly.

Excellent news that you have it working!
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