![]() OK, most of this stuff is niche stuff and lots of games don't support them- but every one of my racing games supports at least one of these things. Doesn't support CXC Shift Light Indicator. ![]() Doesn't support a CrystalFontz LCD, doesn't support the G15 LCD. Game doesn't support multiple controllers at once. It involved disconnecting my G25, rebooting, firing up the game, exiting, and then plugging the G25 back in and going back into the game and doing it all over again. I have a lot of probs setting up my G25 and I'm not quite sure how I did it. 1999 called and it wants it's controller settings back! And setting up a controller is a nightmare. ![]() Yes that's right kids- a modern racing game that doesn't have separate axes for the gas and brake. The controller gas and brake is on the same axis. the only title I've looked forward to all year and it doesn't even have a menu option to exit the game. I think it is a smart move that toggling mouse-look allows you to readjust the view as well.Wow, I've tried the full PC game. On thing that confused me initially is that if the mouse is set to not move your viewpoint (by right clicking) and then you're walking, W,A,S,D can be in the wrong direction but now I know that right-clicking will get the viewpoint back where it should beĮdit again: The more I use it in TSW2 the more I like it (not surprising as I hate flying without it now for example), but still. When in the cab, right-clicking the mouse seems to work well because then you can use the mouse to point at things, and TrackIR to move your head. Did I mishear? Also (and probably OT) is there a video for using the external cameras on PC? I still seem to struggle with it and it all feels a bit clunky, whereas Matt or Sam seem to be smooth as anything with it.Įdit: Actually, using TrackIR with it doesn't seem that tricky after all. I think I heard one one of the streams that there was a video that DTG (probbaly Matt) had put up about using it in TSW2. I had a go yesterday with it and it works pretty well. Train sims are slightly different to flight sims or ETS2 in that you don't need to look to the side as often usually, however it is nice. I hope that implementation of Track IR can lead to eventual VR support. I know other players will and that's good on them. Jokes and sarcasm aside, I personally don't like Track IR and wont be using it. That might be a bit more immersive and fun that a had with some LED's on it. If that particular unit where along to have sold an estimated 2 million units this year alone as well as similar units breaking the 5 million units sold. I found this video of such a device being used in a flight simulator. Having that 1:1 head movement ratio is way more intuitive.Ībout my previous statement of some sort of mythical goggles equipped with screens. I've used this in other train sims, flight sims, racing sims, tank sims, and truck sims. Meaning I still couldn't see 100% around me, but I could move my head and see what I needed to see. Even if only with in a fixed but larger area. Which in-turn lead to an undesirable game time.īut from my experience with ultra wide 3 monitor set ups with out Track IR the ability to do a cross check and move my head 1:1 was great. On top of that, if I wanted to get a drink from the left side of my desk, turning my head to see my drink meant the Track IR saw a ton of head moment and had no idea what do to. To get my altimeter centered in my view I had to be in the exact spot between looking down to the altimeter, and looking out the back of the plane. Doing a simple cross check of my gauges was next to impossible. ![]() But as soon as I tried to track an enemy aircraft the camera was all over the place. This was fine so long as I kept my head perfectly still. ![]() Meaning that if I moved my head to the right 1 degree, it was 10 degrees of rotation in game. I had it set up with something like 1:10 ratio. ![]()
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