Bolitho Posted September 16, 2019 Posted September 16, 2019 Is there a way to remove any and all head movement (except when paning of couse). Like when you pull back hard on the stick and the cockpit moves down, and vice versa.? I want it 100% fixed in place.
Panzerman Posted September 16, 2019 Posted September 16, 2019 Yes. You can remove head shake in the camera options.
JonRedcorn Posted September 16, 2019 Posted September 16, 2019 3 hours ago, Panzerman said: Yes. You can remove head shake in the camera options. That's not what he was talking about.
356thFS_Melonfish Posted September 16, 2019 Posted September 16, 2019 9 hours ago, Bolitho said: Is there a way to remove any and all head movement (except when paning of couse). Like when you pull back hard on the stick and the cockpit moves down, and vice versa.? I want it 100% fixed in place. You're really going to hate the next few updates! 11
Panzerman Posted September 16, 2019 Posted September 16, 2019 7 hours ago, JonRedcorn said: That's not what he was talking about. I think it might be. Just trying to help. 1
Mollotin Posted September 16, 2019 Posted September 16, 2019 18 hours ago, Bolitho said: Is there a way to remove any and all head movement (except when paning of couse). Like when you pull back hard on the stick and the cockpit moves down, and vice versa.? I want it 100% fixed in place. I too would like to know if there is any way to do this. This feature often ruins my aim. 1
SharpeXB Posted September 16, 2019 Posted September 16, 2019 With TrackIR you can just shake your head and recenter it. That’s what makes the effect feel broken. It feels like you lost head tracking, not like anything natural. Which it’s not anyways because your spine wouldn’t compress like a spring.
Mollotin Posted September 17, 2019 Posted September 17, 2019 please tell me there is no head movement like this in VR. Surely there cant be, right? right?
Blackhawk_FR Posted September 17, 2019 Posted September 17, 2019 Head movements are so light/soft that I'm surprised someone wants to remove them 1 5
Gretsch_Man Posted September 17, 2019 Posted September 17, 2019 2 hours ago, Mollotin said: please tell me there is no head movement like this in VR. Surely there cant be, right? right? I haven't noticed any head movement in VR.
Lusekofte Posted September 17, 2019 Posted September 17, 2019 15 hours ago, Mollotin said: I too would like to know if there is any way to do this. This feature often ruins my aim. It is ment to mimic reality of g forces. I always wondered what going on in peoples head when they talk about realistic flying. We sit static and fly planes that in some manouvers need a lot of force input to the controllers, yet we do it with our fingers. Features like this is the only way to implement some g force simulation 4
Mollotin Posted September 17, 2019 Posted September 17, 2019 5 hours ago, Gretsch_Man said: I haven't noticed any head movement in VR. Glad to hear. 5 hours ago, LuseKofte said: It is ment to mimic reality of g forces. I always wondered what going on in peoples head when they talk about realistic flying. We sit static and fly planes that in some manouvers need a lot of force input to the controllers, yet we do it with our fingers. Features like this is the only way to implement some g force simulation Yeah, i see the point why its implemented but still i dont like it. Even light, but rapid, pulling or pushing the stick messes ur aim cause the crosshair will be all over ur screen and not centered. Something like 4G or 6G pull up from dive i could understand, but when I am trying to follow enemys rapid evasive maneuvers not even pulling high Gs and i have to aim first the crosshair at the top of my screen and second later the crosshair at the very bottom of my screen, it feels stupid. But anyways it seems VR is the only way to avoid this movement.
Blackhawk_FR Posted September 17, 2019 Posted September 17, 2019 42 minutes ago, Mollotin said: Yeah, i see the point why its implemented but still i dont like it. Even light, but rapid, pulling or pushing the stick messes ur aim cause the crosshair will be all over ur screen and not centered. Something like 4G or 6G pull up from dive i could understand, but when I am trying to follow enemys rapid evasive maneuvers not even pulling high Gs and i have to aim first the crosshair at the top of my screen and second later the crosshair at the very bottom of my screen, it feels stupid. Get closer to your gunsight.
Lusekofte Posted September 17, 2019 Posted September 17, 2019 1 hour ago, Mollotin said: Yeah, i see the point why its implemented but still i dont like it. If you could turn it off. How could it be comptetive? If all turned off what we dont like this sim would be more arcadish than warthunder. Its suppose to simulate realistic airwar
Mollotin Posted September 18, 2019 Posted September 18, 2019 12 hours ago, F/JG300_Faucon said: Get closer to your gunsight. now actually that might be a decent tip. 11 hours ago, LuseKofte said: If you could turn it off. How could it be comptetive? If all turned off what we dont like this sim would be more arcadish than warthunder. Its suppose to simulate realistic airwar I was just asking if there was already an option to turn it off. Cause it would be just stupid to leave it on if everyone else is flying it off. As it turns out there is no such option.
Blackhawk_FR Posted September 18, 2019 Posted September 18, 2019 3 hours ago, Mollotin said: I was just asking if there was already an option to turn it off. Cause it would be just stupid to leave it on if everyone else is flying it off. As it turns out there is no such option. On an online server everyone has the same realism settings so it can't happen.
CAFulcrum Posted September 20, 2019 Posted September 20, 2019 Get opentrack or trackir, makes it much easier to adjust to the cockpit swing.
Zooropa_Fly Posted September 21, 2019 Posted September 21, 2019 With tracking, putting a big deadzone in the 'head down' axis (not pitch) I think can help reduce this effect. And why is it not replicated in vr ?
[CPT]Crunch Posted September 21, 2019 Posted September 21, 2019 Because you don't want induced seizures.
jokerBR Posted June 23, 2020 Posted June 23, 2020 Easy fix: disable Y axis on TrackIR. Con: you loose the ability to "duck" inside the cockpit and look to instruments or "under upper wing", etc. More sophisticated: adjust so you have minimum movement (i.e., like -5% to -8% or so) on Y axis (down direction). Sometimes you'll still need to quickly "nod" to regain your sight. Cheers
BornToBattle Posted June 23, 2020 Posted June 23, 2020 I fly VR practically exclusively now and never noticed this. On 9/15/2019 at 8:16 PM, Bolitho said: Is there a way to remove any and all head movement (except when paning of couse). Like when you pull back hard on the stick and the cockpit moves down, and vice versa.? I want it 100% fixed in place. Interesting, but upon pulling BACK hard on the stick wouldn’t that induce positive g forces thus having the line of sight in relationship to the cockpit appear to move up instead of down? I would think pushing the stick hard towards the firewall would have this effect the OP described.
ShamrockOneFive Posted June 23, 2020 Posted June 23, 2020 On 9/20/2019 at 9:02 PM, Zooropa_Fly said: With tracking, putting a big deadzone in the 'head down' axis (not pitch) I think can help reduce this effect. And why is it not replicated in vr ? VR is already a bit of a thing that can mess with people's heads. You're basically giving your brain visual stimulus that is not backed up with the associated balance changes that the rest of your inner ear and muscles are sensing. It takes a while for people to learn the disconnect and the illusion works because it's registering every little head movement you make - it's why VR is so smooth when you're wearing the set but watch a VR recording on YouTube and its nausea inducing. The sync between eyes, brain, and head position help make it work. On 9/15/2019 at 9:16 PM, Bolitho said: Is there a way to remove any and all head movement (except when paning of couse). Like when you pull back hard on the stick and the cockpit moves down, and vice versa.? I want it 100% fixed in place. As others have suggested you're best off moving your camera position closer to the gunsight. I like having the movement personally but it never obscures the gunsight for me ever which suggests you've probably got your position too far away to effectively see it. I do recommend a TrackIR solution. It'll avoid a lot of this issue altogether. TrackIR is expensive and very good while there are other less expensive solutions as well such as Delanclip which I use. It's made such a dramatic difference to my flying and my enjoyment of the sim that I wonder why I took so long to get it.
jokerBR Posted June 23, 2020 Posted June 23, 2020 2 hours ago, BornToBattle said: I fly VR practically exclusively now and never noticed this. Interesting, but upon pulling BACK hard on the stick wouldn’t that induce positive g forces thus having the line of sight in relationship to the cockpit appear to move up instead of down? I would think pushing the stick hard towards the firewall would have this effect the OP described. The sight shows where your bullets will hit (that's why when you pull hard, it goes "below your airplane's nose". What the OP is saying is that this game (and *all others* by the way) do this but doesn't return the sight to the correct place after you end your maneuver. I don't know if this is something related to the TrackIR software or the way the games communicate with it, but your virtual head never returns to the same spot, like you have acquired permanent spine injury. There's more: I can almost swear that, in some cases, after pulling hard and start to fly perfectly level again, if you don't correct the sight with a quick nod, pressing the trigger will make bullets go under the nose (where the sight is "stuck") instead of straight away from the plane. Call me nuts. 2
PaladinX Posted June 24, 2020 Posted June 24, 2020 (edited) On 9/21/2019 at 3:02 AM, Zooropa_Fly said: With tracking, putting a big deadzone in the 'head down' axis (not pitch) I think can help reduce this effect. And why is it not replicated in vr ? Yes, thats the point. I have a small deadzone in all 3 axis, so when my view is in a certain position, it "snaps" a little bit to this position. Just a little bit, because not with every fart in my office chair, the camera moves. (only when experiencing heavy ones...) Helps me to keep the crosshair where i want it to have. Edited June 24, 2020 by PaladinX 1
BornToBattle Posted June 25, 2020 Posted June 25, 2020 On 6/23/2020 at 6:04 PM, jokerBR said: The sight shows where your bullets will hit (that's why when you pull hard, it goes "below your airplane's nose". What the OP is saying is that this game (and *all others* by the way) do this but doesn't return the sight to the correct place after you end your maneuver. I don't know if this is something related to the TrackIR software or the way the games communicate with it, but your virtual head never returns to the same spot, like you have acquired permanent spine injury. There's more: I can almost swear that, in some cases, after pulling hard and start to fly perfectly level again, if you don't correct the sight with a quick nod, pressing the trigger will make bullets go under the nose (where the sight is "stuck") instead of straight away from the plane. Call me nuts. Huh. Thanks for clarifying the OP’s statement. Very interesting indeed! Hmm...
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