Flight Of Nova

Flight Of Nova

headtracking/trackir?
Hi :)
Just tried it and flying feels really good.
But for the cockpit view to feel perfect, I'd really like to have head tracking support.

Any chance for that?

Cheers,
Robert
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Showing 1-9 of 9 comments
Felris Feb 22, 2022 @ 5:01pm 
+1 for TrackIr support
D-Lloyd  [developer] Feb 22, 2022 @ 11:36pm 
Hey Robert,
Yes at some point I might add trackir support.
But it won't happened for the early release in May.
I hope before the end of this year.
-David
CMDR SmartAss Feb 23, 2022 @ 12:20pm 
That's cool. If it is in consideration then that is already more than enough. :-)

This seems like a super chill break from the hectic of star citizen.
As I said, flying feels really good.

Being able to do all from the cockpit, maybe leaning close to instruments to concentrate on the docking UI, or follow vector marker and docking marker etc would be even cooler.

btw: found your sneaky landing pads in the first scenario: https://www.youtube.com/watch?v=QUvJuaK_C_M&t=90s

Cheers,
Robert
Last edited by CMDR SmartAss; Feb 23, 2022 @ 12:20pm
GurtTractor Feb 23, 2022 @ 3:56pm 
The moment I went into first person mode I instinctively tried to move my head to look around. Please please add support for it :)
Keeper1st Mar 6, 2022 @ 10:29am 
If not native support, you can allow for players to map cockpit view look to joystick axes which translate 1-to-1 stick-to-head position. This is how I use head tracking in Pioneer Space Sim, setting the head tracker to behave like a virtual joystick.
D-Lloyd  [developer] Mar 6, 2022 @ 8:57pm 
Originally posted by Keeper1st:
If not native support, you can allow for players to map cockpit view look to joystick axes which translate 1-to-1 stick-to-head position. This is how I use head tracking in Pioneer Space Sim, setting the head tracker to behave like a virtual joystick.
Good to know! Thanks for your comment Keeper1st!
Kit Mar 7, 2022 @ 6:10am 
If you want simmers attention headtracking support is a must
Keeper1st Mar 9, 2022 @ 11:32am 
It makes more sense to have headlook axis behave that way, rather than as a camera speed controller. Moving the stick left to move it back to center after looking right is just weird, to me. Even if controlling the camera with an actual stick, it feels more intuitive to have the stick position equate to head position rather than to head speed. So you move the stick to the right to look right, then release it to set the look back to center. There's no fiddling about trying to find center again; simply having no stick input equates to center. When flying Pioneer I have a fair amount of deadzone so when I need to be looking "straight" at the forward, back or downward cameras I don't have to be so careful about keeping my head steady, but I still can look around when I need to.

You can see how it looks having the head tracker mapped to joystick axes that equate to head position in Pioneer in my recent Twitch stream of me playing it without using any autopilot. https://www.twitch.tv/keeper1st
Indigenous 🌎 Jun 24, 2022 @ 9:36pm 
Originally posted by Kit:
If you want simmers attention headtracking support is a must

I just tried the demo, and enjoyed it. I'm a hardcore flight simmer--DCS, IL-2, MSFS2020, Rise of Flight, et al., so this game/sim certainly needs Trackir/head-movement support. A must indeed, if you want many of us flight simmers in here. However, since the game is new I understand why it's not implemented yet.

The cockpit view is the only thing I use, and not being able to turn my head to look around, instead, use the Hat-switch is just not the same, not even close. The game shows promise, though.:104:
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Date Posted: Feb 22, 2022 @ 2:10pm
Posts: 9