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Showing results for tags 'trackir'.
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CoolSpy posted a topic in Feedback & SuggestionsI would love to see TrackIR support for the game! Are you devs planning to implement it anytime soon ? I think getting in touch with www.trackir.com should make implementation a breeze ArmA and all Flight Sims without TrackIR is just not the same, let's hope Squad will be the next title to support this great feature!
I am very much looking forward to the development of helicopters and I know many other people are. However, once they are introduced to Squad, I would very much like to see TrackIR v5 and Joystick control available with helicopters as it would be an easier approach for getting used to aircraft. Though it will take more time and resources, I ask that the developers take into consideration my request for introducing these with helicopters and are making it one of their future goals. I use a Logitech Extreme 3D Pro and TrackIR 5 Headset clip for my setup.
Hi everyone, first of all: sorry if I opened this topic in the wrong forum, didn't know where to put it. Mods please move accordingly – thanks! I was looking for a solution to use the roll axis of my TrackIR for leaning in Squad. After searching a bit on the internet I stumbled upon FreePIE, which is a free alternative to GlovePIE, and essentially allows for programmatic access to and redirection of TrackIR input data via Python scripting. I then quickly wrote the following generic script which allows for binding of TrackIR axis input data beyond a given threshold to keys. I use it to bind my TrackIR roll axis to the keys "U" and "I", which I in turn then bind to "Lean Left" and "Lean Right" in game (Lean Toggle OFF). The key bind only gets triggered if the axis input data is either below -50 or above +50 respectively – which equals to a deadzone of 100 in the center of the axis. Key binds, axis and thresholds can easily be changed to other people's likings. I don't know if this is of interest for anyone but thought I might as well share. The code can be found in this GitHub Gist, but I'll simply paste it here as well. Feel free to use it and ask any questions you might have here. EDIT: I changed the script to allow for an arbitrary number of axis - threshold - key combinations. # FreePIE TrackIR AxisToKey## Author: loenze (https://github.com/loenze)# Bind axis value beyond given threshold to key.## I wrote this for leaning in Squad,# but the script should work in any game with any action.## SQUAD forums discussion: http://goo.gl/mVh6E7## To configure your key binds simply add config lists with the according parameters# to the AxisToKeyConfig list at line 31. You may add as many as you wish there.## AxisToKeyConfig = [# [trackIR.roll, Key.U, -50],# [trackIR.roll, Key.I, 50]# ]## This example consists of two bindings for the TrackIR roll axis.# If the head is tilted to the left beyond a value of -50, the U key will be pressed.# Likewise for tilting to the right beyond a value of 50 and the I key.## Possible axis values are: trackIR.x, trackIR.y, trackIR.z, trackIR.pitch, trackIR.roll, trackIR.yaw# Available keys can be found here: https://github.com/AndersMalmgren/FreePIE/wiki/Reference## To find the right threshold values for you, you might want to turn on debugging for# FreePIE's Watch window by uncommenting line 77.# CONFIGURATION# Add lists consisting of [axis, key, threshold]AxisToKeyConfig = [ [trackIR.roll, Key.U, -50], [trackIR.roll, Key.I, 50]]class AxisToKey: def __init__(self, axis, key, threshold): self.axis = axis self.key = key self.threshold = threshold self.type = 'pos' if threshold > 0 else 'neg' def press(self): keyboard.setKeyDown(self.key) def release(self): keyboard.setKeyUp(self.key) def over_threshold(self): if self.type == 'pos': return False if self.axis < self.threshold else True else: return False if self.axis > self.threshold else True def update(self): self.press() if self.over_threshold() else self.release()AxisToKeyBindings = [AxisToKey(*c) for c in AxisToKeyConfig]class Debug: info = '' @staticmethod def read(binding): Debug.info += """Axis\t""" + str(binding.axis) + """Thres\t""" + str(binding.threshold) + """Key\t""" + str(binding.key) + """Status\t""" + ('PRESSED' if keyboard.getKeyDown(binding.key) else '') + """ """ diagnostics.watch(Debug.info)def update(): for binding in AxisToKeyBindings: binding.update() # UNCOMMENT FOLLOWING LINE FOR DEBUGGING #Debug.read(binding)if starting: trackIR.update += update
So DevilDogGamer put up a video about EyeX which looks interesting and seems like something we could use in Squad. I'd definitely want a way to suppress the tracking so I could look at different spots on my screen without changing my view, but this has real potential I think. At $100 it seems to be reasonably priced as well.
So I have been using FaceTrackNoIr for awhile now on flight sims and games like Arma 2 & 3. In terms of immersion this is right up there for me with VR without the massive paywall. Also adds a cool edge to combat when you can look over your shoulder without disengaging the enemy. Just thought it would be cool to have support in my new favorite tactical shooter :) Lemme know what you guys think.
Will Squad support any types of VR? Coming from being a full time Arma player I really would like to know if I can or will be able to make use of my Track IR when playing squad. I believe this is crucial to be able to look left and right and not be so horse blind when playing shooters. Any information would be appreciated!