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scriptowl #1 22/05/2012 - 02h21

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Is there any tutorials that shows how to adjuste rotation and transtaltion curves?

What are we expect by adjesting those curves. I refere Freetrack hand book but it has lack of those information.
Edited by scriptowl on 22/05/2012 at 02h23.
Steph #2 22/05/2012 - 12h28

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Very simple.
Curves are the translation from real head-movements In (Y-axis) to output movements Out (X-axis) in degrees.

For Example:
Posted Image

The Roll translation curve with 40° head-movement gives you 120° output-movement for the skull in the skull-window.

Now, with right-click on curves you can choose predefined curves. And here is what they does:
Yaw is linear
Pitch is 1:1
Roll is large deadzone
Posted Image

Depending on game movements you need and sensitivity in game you can set up every movement independent.
For flight sims try to begin with a curve with medium deadzone and push the curves end up to 180° (red flash), otherwise you can't turn around completely to watch your six.
A deadzone is very useful for a stable view in base position.
Edited by Steph on 08/11/2012 at 09h44.
scriptowl #3 22/05/2012 - 16h06

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Thank you v much..

I got an overall idea.
scriptowl #4 25/05/2012 - 01h10

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Steph @ 22/05/2012 - 14h28 a dit:


Yaw is linear
Pitch is 1:1
Roll is large deadzone



So how do we know proper set up in my case. How to determine that?
Edited by scriptowl on 25/05/2012 at 01h11.
Steph #5 25/05/2012 - 08h19

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Well, that depends on what game do you play and what is the best for you.
You need to try and refine your own profile.
To begin: How many axis do I need and what are the most important.
I play IL-2 sim and I put a medium deadzone on all axis and more sensitivity on roll, pitch and yaw. Not all games support 6DOF.

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