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Regarding the scuttlebutt, just for those who don't know, ***** uses NP's method of COMMUNICATING head position to games. There is a good reason behind this:
The problem is that unlike for joysticks and the like, games often don't have generic axis inputs for the 6 degrees of head freedom, when they bloody well should. NP has made their own tracker-game interface (which is now encrypted), which on it's own is OK. However NP seems to exert influence on game designers, to prevent them from allowing generic axes inputs. This was the case with DCS:BS (at least the western version). From reading forums, I get the impression that because game developers want to support TIR, they need NP's permission, which means that NP has some bargaining power, thus holding back progress, IMO. The simple fact is that games should treat head position and angle just like joystick angle - and give them generic input axes, that any head tracker manufacturer or programmer can use. **** already allows this (and has their own API), but most games don't. ---------------------------------- Flying online as 453_Whittle E8400 @3.8, 9800gtx+ Phenom II X4 B50 @ 3.4 Uni-joint / hall effect sensor stick guide: http://www.jpfiles.com/hardware/uni_stick.pdf |
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I bought my TIR 2 a long time ago. I think it was about $150 dollars (U.S.).
Was it worth the money? Absolutely! I wouldn't spend too much on it, though. Maybe try to find a used one? Everyone that says that once you own one you will never go back to flying without it, is right. It really is that good. |
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