Control movement with rotation?
Posted: Sun Sep 25, 2005 4:13 pm
I have been using The TrackIR/Vector in IL-2 for a while now, and love it for the yaw/pitch view rotation.
Recently, I started to play Aces High, and even after a few weeks, I can't say I feel the same about the other movement and rotation modes.
I do like the freedom, but I don't like the input method, so I was wondering if it could be possible to also control the view translation with head rotation.
While, it's cool and all to really have full freedom of movement, it's not very practical in something like a flight sim. The only times I really ever need to move my head is to look over the side edges of the cockpit or around the seat when I check my six. In either of those cases I will be turning and moving my head at the same time, and always the same way.
Why not simply combine those two actions into a single control?
I can imagine this being done in a two different ways:
1. Let us set more than one action per head axis, though this could cause a problem if the translation is still relative to the view.
2. Or make it an automatic feature, by adding a checkbox to the yaw/pitch settings to have them also control a seat-relative translation. This one doesn't have to interfere with the current 6DOF, and that could be used as well if desired for more control.
I prefer the second, because again, this isn't really something we need so much control over. There is a pretty linear relationship between the need for translation to go along with rotation.
An example (imagine this as a top view where the player is only rotating his head left and right):
A third option would be to actually position the camera slightly ahead of the pivot, which is how BF2 does it with its useless mouselook, but while that looks pretty cool, it may not be as useful, since a full 180 degree turn will still have you looking at your seat.
[ September 25, 2005, 11:18 PM: Message edited by: albundy ]
Recently, I started to play Aces High, and even after a few weeks, I can't say I feel the same about the other movement and rotation modes.
I do like the freedom, but I don't like the input method, so I was wondering if it could be possible to also control the view translation with head rotation.
While, it's cool and all to really have full freedom of movement, it's not very practical in something like a flight sim. The only times I really ever need to move my head is to look over the side edges of the cockpit or around the seat when I check my six. In either of those cases I will be turning and moving my head at the same time, and always the same way.
Why not simply combine those two actions into a single control?
I can imagine this being done in a two different ways:
1. Let us set more than one action per head axis, though this could cause a problem if the translation is still relative to the view.
2. Or make it an automatic feature, by adding a checkbox to the yaw/pitch settings to have them also control a seat-relative translation. This one doesn't have to interfere with the current 6DOF, and that could be used as well if desired for more control.
I prefer the second, because again, this isn't really something we need so much control over. There is a pretty linear relationship between the need for translation to go along with rotation.
An example (imagine this as a top view where the player is only rotating his head left and right):
A third option would be to actually position the camera slightly ahead of the pivot, which is how BF2 does it with its useless mouselook, but while that looks pretty cool, it may not be as useful, since a full 180 degree turn will still have you looking at your seat.
[ September 25, 2005, 11:18 PM: Message edited by: albundy ]