﻿<?xml version='1.0' encoding='UTF-8'?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/"><channel><title>Vuzix Forums / VR920 / Tracking </title><generator>InstantForum.NET v4.1.4</generator><description>Vuzix Forums</description><link>http://forums.vr920.com/</link><webMaster>forums@vuzix.us.com</webMaster><lastBuildDate>Thu, 11 Mar 2010 20:18:44 GMT</lastBuildDate><ttl>20</ttl><item><title>VR920 AND FLIGHT SIMULATOR</title><link>http://forums.vr920.com/Topic4695-8-1.aspx</link><description>i want to buy a VR290 to use it with Flight simulators 2004 and  FSX as a tracking and 3d Device is that possible &lt;br&gt;thanks&lt;br&gt;</description><pubDate>Tue, 22 Dec 2009 12:11:53 GMT</pubDate><dc:creator>rigardie</dc:creator></item><item><title>Vuzix and FSX "set zero"</title><link>http://forums.vr920.com/Topic4798-8-1.aspx</link><description>Ok, after copious experimentation I have finally managed to get this apparatus to function, sort of, on a laptop of mine and I can get the head tracking in FSX. Two significant problems remain&lt;br&gt;&lt;br&gt;1) No matter where I "set zero" (which doesn't seem to me to make any difference, actually) whenever the cockpit view opens in FSX I am facing directly the back of the cockpit when I am facing my computer straight on. In other words, it is totally 180 degrees reversed. Any idea why? I can get a forward view by rotating my chair 180 degrees, but then for cable reasons and the fact that the keyboard is behind me, that isn't much use. Again, I did all the callibration with temples open and facing the computer screen, moving through all axes. The result is consistent...it ALWAYS shows up exactly 180 reversed when the cockpit view appears  ???&lt;br&gt;&lt;br&gt;*As an important aside, let me say that this 180 degree reversal problem is *NOT* solved by simply  turning the Vuzix 180 degrees and doing the calibration like that. Also sometimes it's not 180, but it always seems to be facing somewhere between straight out the right cockpit window round to the very back wall of the cockpit. &lt;br&gt;&lt;br&gt;2) The viewing frame "freezes" often and holds for two or three second before going back into motion again.</description><pubDate>Sun, 17 Jan 2010 02:12:17 GMT</pubDate><dc:creator>lightpanther</dc:creator></item><item><title>Much more accurate mouselooking script (Two of Carl's combined with an important added in part</title><link>http://forums.vr920.com/Topic4679-8-1.aspx</link><description>One problem I've noticed with the improved mouselook and general mouselook scripts Carl gave out is that general gaming lacks one thing: recentering. If your pitch goes out of line, the GlovePIE can't recognize it since it doesn't get feedback from the game. This is a major problem. Whenever you respawn, look around too fast, something moves, something moves you, or something moves where you're looking, your yaw goes out of line, a MAJOR problem that makes it much less realistic. The TRACKIR emulation part of the script allowed for recentering at user level, but anything else requires the mouse to change anything, with varying results.&lt;br&gt;&lt;br&gt;However, I've found one excellent feedback mechanism: No game lets you look down more than, well, DOWN. Same for looking up.This script moves the mouse as far as it can down and up when the VR920's actual pitch is down or up.&lt;br&gt;&lt;br&gt;[b]Use is simple: Calibrate VR920 accelerometer (for crouch detection, no jump), run script, and look all the way up or all the way down. This will line up your pitch, do this every time you respawn, pitch gets misaligned, etc etc[/b] &lt;br&gt;&lt;br&gt;&lt;br&gt;Okay, also, finding that the magnorth thing doesn't really work. &lt;br&gt;&lt;br&gt;I did add something new that's useful though. Previously trying to find out sensitivity values was just guess and check, but I found a way to do it.&lt;br&gt;To use the new feature, face a definate object(something like the edge of a pole, something vertically the same and definate), align your crosshair to that part, and press Ctrl+Shift+[.&lt;br&gt;&lt;br&gt;Next, turn the VR920 clockwise until your crosshair again lines up with the exact same spot (if your sensitivity at that time is off, it won't be the same direction). Press Ctrl+Shift+].&lt;br&gt;&lt;br&gt;The last value of the debug (bar on top) will be something like 948 per degree. That's a rounded to a whole number value for that game at whatever ingame settings you have. To add this make a new entrie in the sensitivity list with the window title as whatever the game is and the sensitivity as that value. Have fun!&lt;br&gt;[hr]&lt;br&gt;[i]pie.FrameRate = 60Hz&lt;br&gt;&lt;br&gt;var.crouch = true //if you want crouching&lt;br&gt;&lt;br&gt;if &amp;#119;indow.Handle &lt;&gt; var.OldHandle then&lt;br&gt;  var.OldHandle = &amp;#119;indow.Handle&lt;br&gt;  var.sensitivity = 900&lt;br&gt;  var.s = &amp;#119;indow.title&lt;br&gt;  var.smoothing = 2&lt;br&gt;  if var.s = "kk" then&lt;br&gt;    var.sensitivity = 450&lt;br&gt;    Say "K Krieger"&lt;br&gt;  else if var.s = "DOOM 3" then&lt;br&gt;    var.sensitivity = 4600&lt;br&gt;    Say "Doom 3, lowest sensitivity"&lt;br&gt;  else if var.s = "Harry Potter and the Chamber of Secrets" then&lt;br&gt;    var.sensitivity = 1500&lt;br&gt;    Say "Harry Potter 2"&lt;br&gt;  else if var.s="Tomb Raider: Anniversary Demo" or var.s="Tomb Raider: Anniversary" then&lt;br&gt;    var.sensitivity = 1270&lt;br&gt;    Say "Tomb Raider Anniversary, sensitivity 10"&lt;br&gt;  else if var.s="Second Life" then&lt;br&gt;    var.sensitivity = 900&lt;br&gt;    Say "Second Life"&lt;br&gt;  else if var.s="F.E.A.R." or var.s="F.E.A.R. Perseus Mandate Demo" then&lt;br&gt;    var.sensitivity = 300&lt;br&gt;    Say "Fear, default sensitivity"&lt;br&gt;  else if var.s="RoboBlitz" then&lt;br&gt;    var.sensitivity = 600&lt;br&gt;    Say "Robo Blitz, default sensitivity"&lt;br&gt;  else if var.s="Left 4 Dead"&lt;br&gt;    var.sensitivity = 1200&lt;br&gt;    Say "Left For Dead"&lt;br&gt;  else if var.s="Portal"&lt;br&gt;    var.sensitivity = 1200&lt;br&gt;    Say "Portal"&lt;br&gt;  else if var.s="Unreal Tournament 3"&lt;br&gt;    var.sensitivity = 600&lt;br&gt;    Say "Yoo Tee Three"&lt;br&gt;  else if var.s="Synergy"&lt;br&gt;    var.sensitivity = 1225&lt;br&gt;    var.smoothing = 4&lt;br&gt;    Say "Half Life Too, Sinergie Mod"&lt;br&gt;  else if var.s="Reminder" then&lt;br&gt;    var.OldHandle = 0 // RoboBlitz demo changes window title&lt;br&gt;  else&lt;br&gt;    //debugprint(var.s)&lt;br&gt;  endif&lt;br&gt;end if&lt;br&gt;&lt;br&gt;if (not mouse.CursorVisible) and (not FakeTrackIR.active) then&lt;br&gt;  var.yaw = RemoveUnits(Smooth((VR920.ContinuousYaw), 2))/90*var.Sensitivity&lt;br&gt;  var.pitch = RemoveUnits(VR920.Pitch)/90*var.Sensitivity&lt;br&gt;  var.mx+=delta(var.yaw)&lt;br&gt;  var.my-=delta(var.pitch)&lt;br&gt;  if vr920.pitch &lt;= -83 then fakemouse.directinputY = -2*var.sensitivity&lt;br&gt;  if vr920.pitch &gt;= 83 then fakemouse.directinputY = 2*var.sensitivity&lt;br&gt;  fakemouse.DirectInputX = var.mx&lt;br&gt;  fakemouse.DirectInputY = var.my&lt;br&gt;    if var.crouch = true then&lt;br&gt;    //begin crouchcode&lt;br&gt;    //Make sure the VR920 accelerometer is calibrated.&lt;br&gt;    //Stand up quickly or it will be detected wrong.&lt;br&gt;    var.gs = |[vr920.gx,vr920.gy,vr920.gz]|&lt;br&gt;    var.moving = smooth(abs(var.gs-1),2)&gt;0.04&lt;br&gt;    var.MoveUp = false&lt;br&gt;    var.MoveDown = false&lt;br&gt;    var.Crouching = false&lt;br&gt;    var.Standing = false&lt;br&gt;    var.Jumping = false&lt;br&gt;    if (abs(smooth(vr920.RelAccY,16))&gt;2.3) and var.moving but not var.samemove then&lt;br&gt;      var.updown = true&lt;br&gt;      if var.dir = 0 then&lt;br&gt;         var.dir = sign(smooth(vr920.relaccy))&lt;br&gt;      end if&lt;br&gt;    end if&lt;br&gt;    if released(var.moving) then&lt;br&gt;      var.deltapitch = vr920.StrictPitch-var.oldpitch&lt;br&gt;      if var.updown then&lt;br&gt;        if abs(var.deltapitch) &lt; 15 degrees then&lt;br&gt;          if var.dir = 1 then&lt;br&gt;            var.MoveUp = true&lt;br&gt;          end if&lt;br&gt;          if var.dir = -1 then&lt;br&gt;            var.MoveDown = true&lt;br&gt;          end if&lt;br&gt;        var.samemove = true&lt;br&gt;        end if&lt;br&gt;      end if&lt;br&gt;      var.updown = false&lt;br&gt;      var.dir = 0&lt;br&gt;    end if&lt;br&gt;&lt;br&gt;    if (not var.moving) and (var.samemove) then&lt;br&gt;      wait 800ms&lt;br&gt;      var.samemove=false&lt;br&gt;    end if&lt;br&gt;&lt;br&gt;    if not var.moving then&lt;br&gt;      var.oldpitch = vr920.strictpitch&lt;br&gt;    end if&lt;br&gt;    if var.MoveDown then&lt;br&gt;      if not var.Crouched then var.Crouching = true&lt;br&gt;      var.Crouched = true&lt;br&gt;    end if&lt;br&gt;    if var.MoveUp then&lt;br&gt;      var.Standing = true&lt;br&gt;      var.Crouched = false&lt;br&gt;    end if&lt;br&gt;  end if&lt;br&gt;&lt;br&gt;  if var.crouched = true&lt;br&gt;     key.ctrl = true;&lt;br&gt;     else if var.Standing = true&lt;br&gt;     key.ctrl = false;&lt;br&gt;  endif&lt;br&gt;else if FakeTrackIR.active then&lt;br&gt;  var.Yaw = vr920.yaw - var.offset&lt;br&gt;  if var.yaw &lt;-180 then var.yaw+=360&lt;br&gt;  if var.yaw &gt;180 then var.yaw-=360&lt;br&gt;  var.Yaw = smooth(var.Yaw,5)&lt;br&gt;&lt;br&gt;  var.LeanHeight = 1&lt;br&gt;  var.NeckHeight = 0.3&lt;br&gt;  var.EyeDist = 0.1&lt;br&gt;  FakeTrackIR.x = sin(vr920.roll)*var.LeanHeight+sin(vr920.yaw)*var.EyeDist&lt;br&gt;  FakeTrackIR.y = (cos(vr920.roll)-1)*var.LeanHeight/2+(cos(vr920.pitch)-1)*var.NeckHeight&lt;br&gt;  FakeTrackIR.z = -sin(vr920.pitch)*var.NeckHeight+(cos(vr920.yaw)-1)*var.EyeDist&lt;br&gt;&lt;br&gt;  var.YawScale = 1&lt;br&gt;  var.PitchScale = 1&lt;br&gt;  var.RollScale = 1&lt;br&gt;  var.PitchOffset = 0&lt;br&gt;  if FakeTrackIR.ProfileID=332DH then&lt;br&gt;    var.PitchOffset = 20 degrees&lt;br&gt;  else if FakeTrackIR.ProfileID=3A35H or FakeTrackIR.ProfileID=3A38H or FakeTrackIR.ProfileID=3A39H then&lt;br&gt;  // Arvoch Conflict, Evochron Alliance, and Evochron Renegade&lt;br&gt;    var.YawScale = 2&lt;br&gt;    var.PitchScale = 2&lt;br&gt;    var.RollScale = 10&lt;br&gt;    FakeTrackIR.z += -EnsureMapRange(vr920.pitch,-30 degrees,-10 degrees,-1m,0)&lt;br&gt;    FakeTrackIR.y += EnsureMapRange(vr920.pitch,-30 degrees,-10 degrees,-1m,0)&lt;br&gt;    FakeTrackIR.x += FakeTrackIR.z*EnsureMapRange(sin(var.yaw),-sin(20 degrees),sin(20 degrees),-1m,1m)&lt;br&gt;  end if&lt;br&gt;&lt;br&gt;  FakeTrackIR.yaw = var.Yaw*var.YawScale&lt;br&gt;  FakeTrackIR.pitch = vr920.Pitch*var.PitchScale +var.PitchOffset&lt;br&gt;  FakeTrackIR.roll = -vr920.Roll*var.RollScale&lt;br&gt;&lt;br&gt;  // Uncomment the next line to enable voice command:&lt;br&gt;  //if said('recenter') or Ctrl+R then var.offset = vr920.yaw&lt;br&gt;&lt;br&gt;  // status display&lt;br&gt;  end if[/i]&lt;br&gt;[hr]&lt;br&gt;&lt;br&gt;Also, an added bonus, a L4D Wiimote script designed to work very well with this.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Press Home and +/- to switch mode, button 2 to voicechat, and swing up to jump.&lt;br&gt;While Survivor swing wiimote sideways to punch back infected.&lt;br&gt;While hunter hold A and punch forward to pounce.&lt;br&gt;While boomer press B to boom.&lt;br&gt;While smoker fire to grapple.&lt;br&gt;While tank press B to throw rocks, punch forward with Wiimote to punch.&lt;br&gt;&lt;br&gt;&lt;br&gt;[hr]&lt;br&gt;[i]pie.Framerate = 60Hz&lt;br&gt;&lt;br&gt;//General&lt;br&gt;WASD = Wiimote.Dpad //Movement&lt;br&gt;if Wiimote.RelAccY &gt; 20 then Key.Space = true else key.space = false //Jump&lt;br&gt;Key.C = Wiimote.Two //Voice chat&lt;br&gt;var.controlsetmax = 4&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;//Control switcher. Click Home to press flashlight, Press and press +/- to switch modes&lt;br&gt;if Wiimote.Home then&lt;br&gt;   if (not Wiimote.Plus) and (not Wiimote.Minus) then&lt;br&gt;   Key.F = true&lt;br&gt;   Key.F = false&lt;br&gt;   wait 250 ms //press F&lt;br&gt;   else if var.controlset &lt;=var.controlsetmax and Wiimote.Plus = true then&lt;br&gt;   var.controlset++&lt;br&gt;   var.say = true&lt;br&gt;   wait 250 ms&lt;br&gt;   else if var.controlset &gt; var.controlsetmax and Wiimote.Plus = true then&lt;br&gt;   var.controlset = 0 //loop to start&lt;br&gt;   else if var.controlset &gt;=0 and Wiimote.Minus = true then&lt;br&gt;   var.controlset--&lt;br&gt;   var.say = true&lt;br&gt;   wait 250 ms&lt;br&gt;   else if var.controlset &lt; 0 and Wiimote.Minus = true then&lt;br&gt;   var.controlset = var.controlsetmax //loop to end&lt;br&gt;   endif&lt;br&gt;endif&lt;br&gt;&lt;br&gt;//Control sets start&lt;br&gt;&lt;br&gt;   /*--------Human---------*/&lt;br&gt;if var.controlset = 0 then&lt;br&gt;  Wiimote.led1 = true&lt;br&gt;  Wiimote.led2 = true&lt;br&gt;  Wiimote.led3 = true&lt;br&gt;  Wiimote.led4 = true&lt;br&gt;  if var.say = true then say("Survivor")&lt;br&gt;  var.say = false&lt;br&gt;&lt;br&gt;  if Wiimote.RelAccX &gt; 15 then RMB = true else RMB = false  //push back infected&lt;br&gt;  LMB = Wiimote.B //Fire&lt;br&gt;  Key.E = Wiimote.A //Use&lt;br&gt;  Key.R = Wiimote.one //Reload&lt;br&gt;  if (not Wiimote.Home) and Wiimote.Plus then Mouse.Wheelup = true //up one weapon&lt;br&gt;  if (not Wiimote.Home) and Wiimote.Minus then Mouse.Wheeldown = true //down one weapon&lt;br&gt;  //Rumble effects&lt;br&gt;  if Wiimote.B = true or Wiimote.RelAccX &gt; 15 then&lt;br&gt;     wiimote.Rumble = true&lt;br&gt;     wait 100 ms&lt;br&gt;     wiimote.rumble = false&lt;br&gt;  endif&lt;br&gt;&lt;br&gt;  /*------------Hunter-------------*/&lt;br&gt;  else if var.controlset = 1 then&lt;br&gt;  Wiimote.Led1 = true&lt;br&gt;  Wiimote.Led2 = false&lt;br&gt;  Wiimote.Led3 = false&lt;br&gt;  Wiimote.Led4 = false //set LEDs&lt;br&gt;  if var.say = true then say("Hunter")&lt;br&gt;  var.say = false&lt;br&gt;&lt;br&gt;  if Wiimote.RelAccZ &gt; 15 and Wiimote.A = true then LMB = true else LMB = false&lt;br&gt;  RMB = Wiimote.B&lt;br&gt;&lt;br&gt;  //rumble&lt;br&gt;  if (Wiimote.RelAccZ &gt; 15 and Wiimote.A = true)&lt;br&gt;  Wiimote.Rumble = true&lt;br&gt;  wait 250 ms&lt;br&gt;  Wiimote.Rumble = false&lt;br&gt;  else if Wiimote.B = true then&lt;br&gt;  Wiimote.Rumble = true&lt;br&gt;  wait 250 ms&lt;br&gt;  Wiimote.Rumble = false&lt;br&gt;  wait 500 ms&lt;br&gt;  endif&lt;br&gt;&lt;br&gt;  /*------------Boomer------------*/&lt;br&gt;  else if var.controlset = 2 then&lt;br&gt;  Wiimote.Led1 = false&lt;br&gt;  Wiimote.Led2 = true&lt;br&gt;  Wiimote.Led3 = false&lt;br&gt;  Wiimote.Led4 = false&lt;br&gt;  if var.say = true then say("Boomer")&lt;br&gt;  var.say = false&lt;br&gt;&lt;br&gt;  if Wiimote.RelAccX &gt; 15 then RMB = true else RMB = false&lt;br&gt;  LMB = Wiimote.B&lt;br&gt;  //rumble&lt;br&gt;  if Wiimote.B then&lt;br&gt;  Wiimote.Rumble = true&lt;br&gt;  wait 2000 ms&lt;br&gt;  Wiimote.Rumble = false&lt;br&gt;  else if Wiimote.RelAccX &gt; 15&lt;br&gt;  Wiimote.Rumble = true&lt;br&gt;  wait 250 ms&lt;br&gt;  Wiimote.Rumble = false&lt;br&gt;  endif&lt;br&gt;&lt;br&gt;  /*--------------Smoker-------------*/&lt;br&gt;  else if var.controlset = 3 then&lt;br&gt;  Wiimote.Led1 = false&lt;br&gt;  Wiimote.Led2 = false&lt;br&gt;  Wiimote.Led3 = true&lt;br&gt;  Wiimote.Led4 = false&lt;br&gt;  if var.say = true then say("Smoker")&lt;br&gt;  var.say = false&lt;br&gt;&lt;br&gt;  LMB = Wiimote.B&lt;br&gt;  if Wiimote.RelAccX &gt; 15 then RMB = true else RMB = false&lt;br&gt;  if Wiimote.B = true then&lt;br&gt;  Wiimote.Rumble = true&lt;br&gt;  wait 500 ms&lt;br&gt;  Wiimote.Rumble = false&lt;br&gt;  else if Wiimote.RelAccX &gt; 15 then&lt;br&gt;  Wiimote.Rumble = true&lt;br&gt;  wait 250 ms&lt;br&gt;  Wiimote.Rumble = false&lt;br&gt;  endif&lt;br&gt;&lt;br&gt;  /*------------Tank------------*/&lt;br&gt;  else if var.controlset = 4 then&lt;br&gt;  Wiimote.Led1 = false&lt;br&gt;  Wiimote.Led2 = false&lt;br&gt;  Wiimote.Led3 = false&lt;br&gt;  Wiimote.Led4 = true&lt;br&gt;  if var.say = true then say("Tank")&lt;br&gt;  var.say = false&lt;br&gt;&lt;br&gt;  if wiimote.RelAccZ &gt; 20 then LMB = true else LMB = false&lt;br&gt;  RMB = Wiimote.B&lt;br&gt;  if wiimote.RelAccZ &gt; 20 then&lt;br&gt;  Wiimote.Rumble = true&lt;br&gt;  wait 300 ms&lt;br&gt;  Wiimote.Rumble = false&lt;br&gt;  else if Wiimote.B = true then&lt;br&gt;  Wiimote.Rumble = true&lt;br&gt;  wait 80 ms&lt;br&gt;  Wiimote.Rumble = false&lt;br&gt;  endif&lt;br&gt;&lt;br&gt;endif&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;debug = "X: " + Wiimote.RelAccX + " Y: " + Wiimote.RelAccY + " Z: " + Wiimote.RelAccZ[/i]&lt;br&gt;[hr]&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;[b][center]-----------------------------------------------Problems with glovepie?-----------------------------------------------[/center][/b]&lt;br&gt;&lt;br&gt;&lt;br&gt;[url=http://forums.vr920.com/Topic4663-8-1.aspx]Better calibration method[/url]&lt;br&gt;[url=http://forums.vr920.com/Topic983-8-2.aspx]GlovePIE 0.3 not working? Fix here[/url]&lt;br&gt;[url=http://flightpad.net/files/GlovePIE030.zip]Download GlovePIE 0.30[/url]&lt;br&gt;[url=http://www.iz3d.com/driver]3d game drivers, if you need them- 30 day trial[/url]</description><pubDate>Thu, 17 Dec 2009 19:14:56 GMT</pubDate><dc:creator>Feilen</dc:creator></item><item><title>JUST LEAVING THIS HERE</title><link>http://forums.vr920.com/Topic4690-8-1.aspx</link><description>The yaw drifts when you look up for one simple reason. The earth is round. Magnetic north is not directly north of you, it's north and DOWN.&lt;br&gt;For a long time I've been trying to figure out something to accomodate this, and I MAY have something that can do it. Not promising anything, but if you want this in your things just to mess with it, go ahead...&lt;br&gt;&lt;br&gt;[hr]&lt;br&gt;[i]&lt;br&gt;//DO NOT ZERO OUT THE VR920!!!&lt;br&gt;//The VR defaults to perfect calibration relative to the earth for yaw, and directly away from magnetic north for pitch.&lt;br&gt;&lt;br&gt;var.angle = -26.5 /*Angle between you and the magnetic pole. This is if you were facing that direction exactly, looking forward, how far down it would be. I crudely got it from google maps.*/&lt;br&gt;&lt;br&gt;/*I set 45 for how much it should change because it seemed to be correct. Mess with this if it's wrong, it could be a sensitivity thing.*/&lt;br&gt;debug = Vr920.yaw+(sin(vr920.pitch+var.angle)*sin(abs(vr920.yaw))*45) + ", " + vr920.pitch&lt;br&gt;[/i]&lt;br&gt;[hr]&lt;br&gt;&lt;br&gt;If you wanna use continuousyaw for the tracking, don't change it in the equation. In fact, minus the first VR920.yaw in the line would make it an offset.&lt;br&gt;*EDIT* - IT WORKS! I did something wrong though. Here's the right equation&lt;br&gt;var.yawoffset = (sin(vr920.pitch-var.angle)*sin(vr920.yaw)*45)&lt;br&gt;Add that to the yaw for perfect tracking. However, it goes insane ABOVE the offset degrees.&lt;br&gt;&lt;br&gt;*EDITEDIT* Fixed insaneness. Has some trouble around poles but works excellent otherwise.&lt;br&gt;&lt;br&gt;Going to put up a script for everyone soon.&lt;br&gt;&lt;br&gt;*EDITEDITEDIT* &lt;br&gt;&lt;br&gt;Integrated the code into the improved crouch/mouselooking script I already put up. Enjoy! [url]http://forums.vr920.com/Topic4679-8-1.aspx[/url]</description><pubDate>Sun, 20 Dec 2009 22:39:02 GMT</pubDate><dc:creator>Feilen</dc:creator></item><item><title>calibration problem,</title><link>http://forums.vr920.com/Topic4686-8-1.aspx</link><description>Hi, I can't seem to calibrate it right. I press calibrate, and I turn it left and right, then up and down, and then I roll it left and right. And when I get into Flight Simulator, its completely messed up. And I find the yaw and roll to get filled up while I am "pitching" it up and down, and pitch goes up when I make it go left and right. Is their a how-to video? Am I missing something? The instructions just say, twist it in the directions as illustrated. Thats what I have been trying to do :/</description><pubDate>Sat, 19 Dec 2009 00:36:18 GMT</pubDate><dc:creator>BrandonStore</dc:creator></item><item><title>Driver supported camera-based headtracking?</title><link>http://forums.vr920.com/Topic4515-8-1.aspx</link><description>Hey Devs....&lt;br&gt;&lt;br&gt;    I wanted to ask why head tracking cannot be supported in the same fashion as the custom S3D drivers?&lt;br&gt;    It looks to me like your current method causes the game to load up your custom d3d9.dll from the project&lt;br&gt;    folder since LoadLibrary looks there first, then that dynamically links to the real d3d9.dll and wraps&lt;br&gt;    all the API calls. Most calls probably just pass right through to the correct DLL, but you can selectively&lt;br&gt;    grab information on the way in and back out as needed. And perform fancy end-of-frame code in the Present call.&lt;br&gt;&lt;br&gt;    So I'm guessing you guys just tack on transform matrices to change the fov, and offset to the left and right, &lt;br&gt;    calling the real present inbetween and then notifying the HMD that the specified frame is being drawn. If that's &lt;br&gt;    the case, it seems like you could just tack on the rotation ( and translation would be nice to&lt;br&gt;    have access to through the API so we could add on support for Wiimote positional tracking, just leave it as the identity&lt;br&gt;    matrix for now )&lt;br&gt;    &lt;br&gt;    I'm sure it's way more complex than this because you have to deal with different present call orders, some may even be &lt;br&gt;    ahead of time to render to cubemaps etc... and you have to skip those... But pretend that doesn't need to be handled&lt;br&gt;    and this is sortof how I'd see it working:&lt;br&gt;    &lt;br&gt;[code]&lt;br&gt;// Pseudo VR920 wrapped version of IDirect3DDevice9::Present&lt;br&gt;HRESULT IDirect3DDevice9::Present( CONST RECT *     pSourceRect&lt;br&gt;                                 , CONST RECT *     pDestRect&lt;br&gt;                                 , HWND             hDestWindowOverride&lt;br&gt;                                 , CONST RGNDATA *  pDirtyRegion )&lt;br&gt;{&lt;br&gt;    HRESULT    hr;&lt;br&gt;    D3DXMATRIX mViewOld;&lt;br&gt;    pD3D-&gt;GetTransform( D3DTS_VIEW, &amp;mViewOld );&lt;br&gt;    &lt;br&gt;    D3DXMATRIX mViewNew1, mViewNew2;&lt;br&gt;    D3DXMatrixMultiply( &amp;mViewNew1, &amp;mViewOld,  g_mHMDRotate ); // Rotate the world to view by global HMD rotation matrix&lt;br&gt;    D3DXMatrixMultiply( &amp;mViewNew2, &amp;mViewNew1, g_mHMDTrans  ); // Offset the world to view by global HMD translation matrix&lt;br&gt;    &lt;br&gt;    D3DXMATRIX mLeft, mRight, mTrans;&lt;br&gt;    D3DXMatrixMultiply( &amp;mLeft,  &amp;mViewNew2, D3DXMatrixTranslation( &amp;mTrans, -g_fIPD, 0.f, 0.f ) ); // mLeft  = mViewOld * Left Eye Translation Matrix&lt;br&gt;    D3DXMatrixMultiply( &amp;mRight, &amp;mViewNew2, D3DXMatrixTranslation( &amp;mTrans,  g_fIPD, 0.f, 0.f ) ); // mRight = mViewOld * Right Eye Translation Matrix&lt;br&gt;    &lt;br&gt;    // Render the left eye&lt;br&gt;    hr = g_pD3D-&gt;SetTransform( D3DTS_VIEW, &amp;mLeft );&lt;br&gt;    if( !SUCCEEDED( hr ) ) return hr;&lt;br&gt;    hr = g_pD3D-&gt;Present( pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion );&lt;br&gt;    if( !SUCCEEDED( hr ) ) return hr;&lt;br&gt;&lt;br&gt;    // Notify device and block&lt;br&gt;    IWRSTEREO_WaitForAck( g_StereoHandle, LEFT_EYE );&lt;br&gt;        &lt;br&gt;    // Render the right eye&lt;br&gt;    hr = g_pD3D-&gt;SetTransform( D3DTS_VIEW, &amp;mRight );   &lt;br&gt;    if( !SUCCEEDED( hr ) ) return hr;&lt;br&gt;    hr = g_pD3D-&gt;Present( pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion );&lt;br&gt;    if( !SUCCEEDED( hr ) ) return hr;&lt;br&gt;    &lt;br&gt;    // Notify device and block&lt;br&gt;    IWRSTEREO_WaitForAck( g_StereoHandle, RIGHT_EYE );   &lt;br&gt;    &lt;br&gt;    return hr;&lt;br&gt;}&lt;br&gt;[/code]&lt;br&gt;&lt;br&gt;Any chance something like this could be supported in the future?&lt;br&gt;I think this kind of an implementation would be far superior and standard than say how WoW is currently handled by just offsetting the follow-camera angle with some Lua code. If I'm floating behind my character I want to be able to look around from THAT point, in all directions.&lt;br&gt;&lt;br&gt;Thanks for taking the time to read this!&lt;br&gt;&lt;br&gt;Jack</description><pubDate>Wed, 23 Sep 2009 17:08:31 GMT</pubDate><dc:creator>WebDext</dc:creator></item><item><title>Crysis Warhead Tracking?</title><link>http://forums.vr920.com/Topic4680-8-1.aspx</link><description>Hi, I can't figure out how to get Head Tracking and 3D to work on Crysis Warhead. I am running the 64bit version, and followed the instructions exactly. I press F7 and F8 nothing happens. I am also running on Windows 7 incase that has something to do with it. Also, how does the Head Tracking for Crysis work when it is working? If I look up, will the camera scroll up and the gun position stay the same? Or does the gun move with the camera?</description><pubDate>Fri, 18 Dec 2009 09:12:17 GMT</pubDate><dc:creator>BrandonStore</dc:creator></item><item><title>MSFS and head tracking question</title><link>http://forums.vr920.com/Topic4632-8-1.aspx</link><description>I'm curious as to what most of you do as far as the VR-920 and head tracking when MSFS is concerned?  I know the VR-920 is limited to just 3 axis of movement.....therefor, do most people opt for just using the 920s for the display and 3D, and then still use Track IR for the head tracking?  Or is it better to set up a combination of the VR's tracking, and Track IR's tracking?  I mean, ideally wouldn't it be best to let the VR-920 control the left/right, up/down, roll axis, but then have the Track IR controlling being able to zoom in and out with the head?  Is this possible?  Can't using something like Glovepie achieve this combination setup? </description><pubDate>Mon, 23 Nov 2009 02:32:31 GMT</pubDate><dc:creator>bgaviator</dc:creator></item><item><title>How do I use it in Second Life?</title><link>http://forums.vr920.com/Topic739-8-1.aspx</link><description>I have only one program on the supported list, and that is Second Life.&lt;/P&gt;&lt;P&gt;But I can't get Second Life to work with the VR920.&lt;/P&gt;&lt;P&gt;How do I make it work?&lt;/P&gt;&lt;P&gt;Ctrl+B does nothing.</description><pubDate>Sat, 17 Nov 2007 08:54:53 GMT</pubDate><dc:creator>CarlKenner</dc:creator></item><item><title>yaw problem</title><link>http://forums.vr920.com/Topic4538-8-1.aspx</link><description>hey guys, i really hope somebody can help me with his.&lt;br&gt;&lt;br&gt;I am a commercial helicopter pilot and also a flight simulator enthusiast, when i ran into the vr920 i made some budget for it and bought the goggles&lt;br&gt;&lt;br&gt;i got it a couple days ago and i have been really impressed with the addition to positional awareness have given me during simulated flight. video is great, pc runs great, graphics are excellent... but the only problem i have noticed so far is the following...&lt;br&gt;&lt;br&gt;after several times of calibrating the vr920 i see the same issues in both the calibration tool and glovepie when running the test script; and that is: [b]when i pitch up, the yaw slides to the right 20-25 degrees; and when i pitch down, yaw slides left 10-15 degrees...[/b]&lt;br&gt;&lt;br&gt;it keeps doing that no matter what i do, sometimes more, sometimes less... &lt;br&gt;&lt;br&gt;am i not calibrating this properly??? what i do to calibrate is roll 360, pitch 360 and yaw 360. slowly and steadily... am i missing anything???&lt;br&gt;&lt;br&gt;thnx.&lt;br&gt;&lt;br&gt;</description><pubDate>Mon, 05 Oct 2009 00:55:45 GMT</pubDate><dc:creator>blkout</dc:creator></item><item><title>NEAR PERFECT yaw tracking, howto</title><link>http://forums.vr920.com/Topic4663-8-1.aspx</link><description>I've messed with the VR tracking enough, and never could quite get it perfect, or even close. Yaw drifts with pitch, since the earth's magnetic north is actually at an angle down from you, not just around.&lt;br&gt;However, I was trying to create a glovepie script to accomodate this, but I just happened to stumble upon this gem. Not sure if it will work for everyone, but here goes:&lt;br&gt;&lt;br&gt;1.Open the calibrator, hold VR920 in air in front of you.&lt;br&gt;&lt;br&gt;2.Spin Vr920 ALL the way around all three axis, several times, slowly. It needs calibration for acceleration as well, which will get mussed up with sharp movements.&lt;br&gt;&lt;br&gt;3.Hit Lock Calibration. DO NOT ZERO OUT.&lt;br&gt;&lt;br&gt;4. Place the VR920 flat on a surface that is not magnetic or even near something magnetic. A clear wooden table works, or even just clearing a big spot off a desk.&lt;br&gt;&lt;br&gt;5.Making sure it's flat, Align it with exactly 179° or -179°. Being flat, it will also line up exactly with yaw and pitch.&lt;br&gt;&lt;br&gt;6.Zero it out carefully.&lt;br&gt;&lt;br&gt;The VR920 default yaw is exactly opposite magnetic north. For some reason, forcing it to zero the other direction causes it to be able to accommodate much better.&lt;br&gt;&lt;br&gt;Try this yourself, then post on here if it works. I haven't been able to test anywhere else than where I am, so I need the input.</description><pubDate>Fri, 11 Dec 2009 22:12:57 GMT</pubDate><dc:creator>Feilen</dc:creator></item><item><title>GlovePIE 0.30 officially released</title><link>http://forums.vr920.com/Topic983-8-1.aspx</link><description>I have finally finished and uploaded GlovePIE 0.30 (in time for a 2007 release). &lt;/P&gt;&lt;P&gt;You can download it from:&lt;/P&gt;&lt;P&gt;&lt;A href="http://carl.kenner.googlepages.com/glovepie_download"&gt;http://carl.kenner.googlepages.com/glovepie_download&lt;/A&gt;&lt;/P&gt;&lt;P&gt;Please use this version instead of the pre-release versions that I posted here before.&lt;/P&gt;&lt;P&gt;This version actually includes documentation and other such luxuries.</description><pubDate>Mon, 31 Dec 2007 08:49:59 GMT</pubDate><dc:creator>CarlKenner</dc:creator></item><item><title>VR920 + GlovePie = General Mouse Movements Script?</title><link>http://forums.vr920.com/Topic4289-8-1.aspx</link><description>Hello,&lt;br&gt;&lt;br&gt;I got my VR920 today and have spent over 5 hours searching for a script that will let me use the motion tracking in the headset to function as a mouse for generally any game. Is that possible? it seems like there were various posts that mentioned people who managed to do it, and thus not limited to any game. Rather important for me and a friend of mine who play Aion - on a chinese server, not released for another 6 months in the US. In addition to the 3-D interfaces for Windows OS and Internet Explorer, and so many other uses that their compatibilities may never cover. I know nothing about coding and am dumb struck to try and figure out the GlovePie's native language to do this myself. It would be different if I had a base script to build off of and customize myself.&lt;br&gt;&lt;br&gt;Another question... the Stereoscopic Player that supposedly can give a shallow interpretation of 3-D to a 2-D movie, there were over 40 options to play it in. I started from the top and worked my way down, none of them adding to the quality. That must of been a misunderstanding, both of these situations may not be possible.&lt;br&gt;&lt;br&gt;</description><pubDate>Tue, 09 Jun 2009 03:54:13 GMT</pubDate><dc:creator>Adrealist</dc:creator></item><item><title>Glovepie and Lockon</title><link>http://forums.vr920.com/Topic3892-8-1.aspx</link><description>Hi All - &lt;br&gt;&lt;br&gt;Please help - I've seen on You Tube how great the VR920, Lock on and Glovepie all work together and I want in! Can somebody please give me some simple instructions on how to get it all working? &lt;br&gt;&lt;br&gt;I have version 0.29 of Glovepie, it does not appear to have a VR920 directory, which I noticed was referenced in another post? I've copied a number of scripts into the first page of glovepie and pressed run, then I've ran Lock on, however the emulation does nothing - Nothing happens?&lt;br&gt;&lt;br&gt;Please please please help!&lt;br&gt;&lt;br&gt;Cheers -Dave&lt;br&gt;&lt;br&gt;&lt;br&gt;</description><pubDate>Fri, 09 Jan 2009 17:27:01 GMT</pubDate><dc:creator>kitkat</dc:creator></item><item><title>What FPS games have separate head tracking from movement</title><link>http://forums.vr920.com/Topic3105-8-1.aspx</link><description>Can any body tell me what FPS games have separate head tracking from movement? I believe UT2004 does, any others?&lt;/P&gt;&lt;P&gt;Cheers</description><pubDate>Wed, 06 Aug 2008 14:02:50 GMT</pubDate><dc:creator>Bangemdead</dc:creator></item><item><title>IWRGetTracking returning zeros</title><link>http://forums.vr920.com/Topic4496-8-1.aspx</link><description>I'm trying to get access to the tracking data from the headware using the following code (which compiles with no warnings under mingw gcc) :&lt;br&gt;&lt;br&gt;[quote]#define IWEARDRV_EXPLICIT&lt;br&gt;#include &lt;windows.h&gt;&lt;br&gt;#include "iweardrv.h"&lt;br&gt;#include "iwrstdrv.h"&lt;br&gt;&lt;br&gt;&lt;br&gt;// ***************************** Main windows entry point *******************************&lt;br&gt;int APIENTRY WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow) {&lt;br&gt;printf("started");&lt;br&gt;&lt;br&gt;HINSTANCE m_hIwear = LoadLibrary(TEXT("IWEARDRV.DLL"));&lt;br&gt;if (m_hIwear) {&lt;br&gt;IWROpenTracker = (PIWROPENTRACKER)GetProcAddress(m_hIwear, TEXT("IWROpenTracker"));&lt;br&gt;IWRCloseTracker = (PIWRCLOSETRACKER)GetProcAddress(m_hIwear, TEXT("IWRCloseTracker"));&lt;br&gt;IWRZeroSet = (PIWRZEROSET)GetProcAddress(m_hIwear, TEXT("IWRZeroSet"));&lt;br&gt;IWRGetTracking = (PIWRGETTRACKING)GetProcAddress(m_hIwear, TEXT("IWRGetTracking"));&lt;br&gt;IWRSetFilterState = (PIWRSETFILTERSTATE)GetProcAddress(m_hIwear, TEXT("IWRSetFilterState"));&lt;br&gt;}&lt;br&gt;else {&lt;br&gt;printf("Error opening tracker");&lt;br&gt;exit(1);&lt;br&gt;}&lt;br&gt;&lt;br&gt;printf("opening tracker");&lt;br&gt;&lt;br&gt;DWORD open_res=IWROpenTracker();&lt;br&gt;&lt;br&gt;if (open_res==ERROR_SUCCESS) {&lt;br&gt;printf("tracker opened ok!");&lt;br&gt;long yaw=0;&lt;br&gt;long pitch=0;&lt;br&gt;long roll=0;&lt;br&gt;printf("getting tracking...");&lt;br&gt;//DWORD trk_res=0;&lt;br&gt;DWORD trk_res=IWRGetTracking(&amp;yaw,&amp;pitch, &amp;roll);&lt;br&gt;if (trk_res==ERROR_SUCCESS) {&lt;br&gt;printf("tracker polled ok!");&lt;br&gt;printf("yaw: %lu  pitch: %lu  roll: %lu",yaw,pitch,roll);&lt;br&gt;}&lt;br&gt;else {&lt;br&gt;printf("Error polling tracking location");&lt;br&gt;}&lt;br&gt;IWRCloseTracker();&lt;br&gt;}&lt;br&gt;if (open_res==ERROR_DEV_NOT_EXIST) {&lt;br&gt;printf("Error opening tracker - not connected to computer!");&lt;br&gt;}&lt;br&gt;&lt;br&gt;if (m_hIwear) {&lt;br&gt;FreeLibrary(m_hIwear);&lt;br&gt;m_hIwear=NULL;&lt;br&gt;}&lt;br&gt;&lt;br&gt;printf("finished!");&lt;br&gt;return 0;&lt;br&gt;}&lt;br&gt;&lt;br&gt;[/quote]&lt;br&gt;&lt;br&gt;For output all I get are zeros! Can anyone tell me why? The iWearMonitor seems to be working fine. I can even read version numbers correctly - but not the tracking!!!!!&lt;br&gt;&lt;br&gt;</description><pubDate>Sat, 19 Sep 2009 01:44:50 GMT</pubDate><dc:creator>paco</dc:creator></item><item><title>get error form "HelloTracker2"</title><link>http://forums.vr920.com/Topic4446-8-1.aspx</link><description>hello:&lt;/P&gt;&lt;P&gt;  i have download Iwear sdk. and i study with "HelloTracker2". but when i run it in vc++ 2005, I get error about cant convert to vc2005.   I try build a new project use vc2005 and use code file form "HelloTracker2" . i get some error i can finger out. &lt;/P&gt;&lt;FONT size=1&gt;&lt;P&gt;libcmtd.lib(wwincrt0.obj) : error LNK2019: unresolved external symbol _wWinMain@16 referenced in function ___tmainCRTStartup&lt;/P&gt;&lt;P&gt;1&amp;gt;C:\work\orgeTutorial\vr920\Debug\vr920.exe : fatal error LNK1120: 1 unresolved externals&lt;/P&gt;&lt;P&gt;&lt;FONT size=3&gt;so what can i do. is "HelloTracker2" can run in vc2005. Do i need to change something. by the way, is the right place i ask about this question. &lt;/FONT&gt;&lt;/P&gt;&lt;/FONT&gt;</description><pubDate>Wed, 19 Aug 2009 08:57:42 GMT</pubDate><dc:creator>lw89</dc:creator></item><item><title>Linux driver progress</title><link>http://forums.vr920.com/Topic32-8-1.aspx</link><description>Hi. As some of you might know I've been working with figuring out the data the VR920 sends to the computer to build a Linux driver/programming interface for the head tracking (and hopefully stereo 3D in the future). Well, I've made some progress so far...&lt;br&gt;&lt;br&gt;Here's a link to a picture of what it looks like with my little test program right now. Note that the on-screen object is mimicking the alignment of the VR920.&lt;br&gt;[url]http://cybersanitarium.com/tmp/vr920_Linux_1.jpg[/url]&lt;br&gt;&lt;br&gt;There's a little programming interface I've created that basically just allows a coder to get three vectors (up, right, back, and their inverses) that define the alignment of the VR920, the ability to set a zero alignment, and the ability to get a matrix (to transform an object) or inverted matrix (to transform the world around the viewer, possibly) that can be passed directly into OpenGL as a transformation matrix (see: glMultMatrixd()).&lt;br&gt;&lt;br&gt;Now, I'll be the first to tell anyone that my skills with vector and matrix math aren't quite what they were when I last took a college linear algebra class. So I'm not entirely sure how to get yaw, pitch, and roll values individually without running into problems with "gimbal lock" almost immediately. I think it's probably a symptom of any Euler angle representations like that, but it would certainly help for more simple applications of the tracking features.&lt;br&gt;&lt;br&gt;There's also the problem of calibration that I need some help with if the developers would be so kind as to lend me a hint about this. The tracking works fine for some angles, but starts to get pretty twitchy at others. This is only concerning the yaw rotation, though, as I can almost always seem to accurately determine the pitch and roll. &lt;br&gt;&lt;br&gt;So this is what I determined to be the data that the VR920 was sending to the computer every time it read data from it...&lt;br&gt;3 bytes that do not seem to change&lt;br&gt;3 16-bit integers giving an 'up' vector&lt;br&gt;3 16-bit integers that give a vector going up and to a side&lt;br&gt;1 more byte that does not change&lt;br&gt;&lt;br&gt;Is this (more or less) accurate? Should I be looking at the data a different way? The 'up' vector is there, and I take the cross product of that with the other vector to get the headset's z-axis, then the cross product of that z-axis vector with the 'up' y-axis vector to get the x-axis vector. All the vectors are then normalized so their magnitude is 1. The transformation matrix is then made from that.&lt;br&gt;&lt;br&gt;I was going in a different direction early on, and would find min/max values for each of the 16-bit integers as I thought that's what was going on in the calibration in the Windows driver. It would then turn each number into a floating point number from -1 to 1 from that, meaning that the lowest they would go would always be -1, and the highest would always be 1. I'm wondering, is this an approach I should use? Would it fix the problems of it becoming really unstable at certain angles?&lt;br&gt;&lt;br&gt;Thanks for any input anyone might have. I'm really having a lot of fun working with this thing.&lt;br&gt;&lt;br&gt;As for my code, I'd like to clean it up and solve this instability problem before posting it up. I also need to add more error checking so the test app doesn't freeze horribly when you unplug the thing. :D&lt;br&gt;&lt;br&gt;&lt;br&gt;</description><pubDate>Tue, 31 Jul 2007 23:43:38 GMT</pubDate><dc:creator>Mal</dc:creator></item><item><title>How to make rotation smooth</title><link>http://forums.vr920.com/Topic4457-8-1.aspx</link><description>Hello:&lt;/P&gt;&lt;P&gt;   I got tracking work in my project. i use tracking to rotate camera. but tracking data always changed, even u put goggle on the table. I have convert tracking data into degree. Is any idea that can make rotation smooth, dont too sensitive.</description><pubDate>Fri, 28 Aug 2009 04:39:23 GMT</pubDate><dc:creator>lw89</dc:creator></item><item><title>how to start program tracking!!!!!!</title><link>http://forums.vr920.com/Topic4444-8-1.aspx</link><description>hello:&lt;/P&gt;&lt;P&gt;   I am new here, and i plan use vr920 tracking in my project. so can someone tell me how can i start with it. I use ogre3D and vc++ 2005. I dont have any idea to start it. what do need to do first, or some website have move infromation about program tracking with vr920.&lt;/P&gt;&lt;P&gt;thank you in advanence!!!!!!!!!!!!!</description><pubDate>Mon, 17 Aug 2009 08:23:14 GMT</pubDate><dc:creator>lw89</dc:creator></item><item><title>6-DOF using the VR920 and a Wiimote</title><link>http://forums.vr920.com/Topic3261-8-1.aspx</link><description>Howdy, I'm new here, and I thought of an idea to get 6-DOF using a Wii Remote and the VR920.&lt;br&gt;&lt;br&gt;Okay, so here's what you need.&lt;br&gt;-A Wii Remote&lt;br&gt;-A Sensorbar (or any other kind of infrared-light source)&lt;br&gt;-An iWear VR920 (durr)&lt;br&gt;-A Bluetooth dongle&lt;br&gt;&lt;br&gt;Kay, assuming you have all this junk, let's get started.&lt;br&gt;First of all, connect your Wiimote to your computer. (A lot of people use [url=http://www.bluesoleil.com]BlueSoleil[/url], but I don't care for it)&lt;br&gt;&lt;br&gt;Second, find a way to attach your sensorbar to the VR920.&lt;br&gt;I just used tape to make it stick to it, see.&lt;br&gt;&lt;br&gt;[img]http://img501.imageshack.us/img501/1297/01mo7.jpg[/img]&lt;br&gt;[i]My VR920 with a Wii Sensorbar on top.[/i]&lt;br&gt;&lt;br&gt;Okay, now, put your Wii Remote on top of your monitor, like I did.&lt;br&gt;&lt;br&gt;[img]http://img511.imageshack.us/img511/6095/02hb7.jpg[/img]&lt;br&gt;[i]Don't ask me how I got it to balance on there...[/i]&lt;br&gt;&lt;br&gt;Okay... so using this set up, you can get 6 degrees of freedom&lt;br&gt;Now, the Wiiremote can sense your motions.&lt;br&gt;You can now move up, down, left, right, backward, and forward.&lt;br&gt;Combine that with the 3 degrees the VR920 has, and [i]voila[/i], 6-DOF!!&lt;br&gt;&lt;br&gt;And the last step, download GlovePIE and make it run this script.&lt;br&gt;[CODE]FakeTrackIR.yaw = (vr920.Yaw - var.offset)&lt;br&gt;FakeTrackIR.pitch = vr920.Pitch&lt;br&gt;FakeTrackIR.roll = -vr920.Roll&lt;br&gt;FakeTrackIR.x = -(Wiimote.dot1x-500)/1024&lt;br&gt;FakeTrackIR.y = (Wiimote.dot1y-500)/1024&lt;br&gt;FakeTrackIR.z = smooth((Wiimote.dot1size/5)-0.5)&lt;br&gt;debug = 'X: '+FakeTrackIR.x+', Y: '+FakeTrackIR.y+', Z: '+FakeTrackIR.z&lt;br&gt;&lt;br&gt;//Written by Steffan Mitrovic! :D[/CODE]&lt;br&gt;&lt;br&gt;Please note, I've only tested the script in Live For Speed, but it worked great, so it'll probably work fine for other TrackIR games as well. (You [i]might[/i] need to tweak the sensitivity, though)&lt;br&gt;&lt;br&gt;Hope you'll enjoy my cheap method of being able to get 6-DOF using just a VR920 and a Wiimote. :D</description><pubDate>Sat, 30 Aug 2008 09:30:55 GMT</pubDate><dc:creator>Steffan</dc:creator></item><item><title>yet more head tracking problems</title><link>http://forums.vr920.com/Topic1481-8-1.aspx</link><description>ok i dont want to be a [meanie] but at what point do i finnaly say i think my glasses are pooched? i've been trying and trying and trying and i absolutely CANNOT get turning left and right to work with any kind of reliablility. on the off chance i get it to work in the calibrator it'll be completly useless in fsx or il2, then i'll switch back to the calibrator to see if its functioning and it "seems" to be moving left and right properly, just not within the application.&lt;br&gt;&lt;br&gt;dont say calibrate it for an hour, if i gotta calibrate these sobs for anouther 10 mins i'll run em over with my truck.</description><pubDate>Wed, 06 Feb 2008 23:45:16 GMT</pubDate><dc:creator>tzetsin</dc:creator></item><item><title>No Tracking</title><link>http://forums.vr920.com/Topic4318-8-1.aspx</link><description>Greetings, &lt;/P&gt;&lt;P&gt;I am just looking for some insite as to why the tracking does not work in any game, I can calibrate it just fine, however when in games like IL2, or Warbirds, Even the Bonus Games that came with the installation CD have no tracking, &lt;/P&gt;&lt;P&gt;Am I missing something?</description><pubDate>Tue, 23 Jun 2009 09:00:40 GMT</pubDate><dc:creator>Rascal</dc:creator></item><item><title>Tracking in opengl</title><link>http://forums.vr920.com/Topic3118-8-1.aspx</link><description>The vr920 comes with example software in the sdk, and i want to use this in opengl, so&lt;/P&gt;&lt;P&gt;1) Has anyone used the vr920 in opengl, i am only talking about the head tracking capabilities?&lt;/P&gt;&lt;P&gt;2) How do you do it?&lt;/P&gt;&lt;P&gt;3) how do you load a webcam into opengl?</description><pubDate>Thu, 07 Aug 2008 09:51:38 GMT</pubDate><dc:creator>tavigan</dc:creator></item><item><title>Headtracking in FSX... Yet again.</title><link>http://forums.vr920.com/Topic3854-8-1.aspx</link><description>Hello.&lt;P&gt;My apologies for bringing this subject up once again. I have read through all the topics in this forum regarding the headtracking feature. So far, I haven't found a single post, with advice that worked for me. I may have missed something... but here goes:&lt;/P&gt;&lt;P&gt;&lt;STRONG&gt;Rig:&lt;/STRONG&gt; A shuttle PC model SX38P2 Pro (Intel X38 chipset) running on an Intel Q9300 CPU, 4 GB ram, and a 8800GT. OS is Vista Ultimate (32 bit).&lt;/P&gt;&lt;P&gt;Although I do have other games, that supposedly support headtracking, FSX has been my primary concern. (FSX, standard edition, updated to SP2.) I managed to get the headtracking to work once. When version 2.3 of the drivers came out. I have absolutely NO idea how. My pc was recently reinstalled, so FSX is now a clean install also. I have of course tried downgrading the drivers from 2.4 to 2.3, but the tracking in FSX still doesn't work now. I have tried all the suggestions I could find on this forum; copying the files manually, pointing to the directory, where FSX is installed (not the default one). No go.&lt;/P&gt;&lt;P&gt;When I booted up FSX the first time, after I used the Iwear monitor to install the files automatically, it did ask me whether I wanted to run Itracker.dll (forgot the exact name...) and make it run everytime FSX started. I clicked yes. No go though. No tracking inside the game whatsoever. And furthermore, I noticed that it, for some reason, disabled the normal mouselook function of the game. (When you hold space and move the mouse, you can look around...) The little cross appears as normal, when spacebar is pressed, but no view panning when the mouse is moved. Dont know if this has anything to do with anything. &lt;/P&gt;&lt;P&gt;I KNOW for a fact, that the tracking works. It calibrates just fine, and those little applications, that comes with the driver downloads nowadays, works just fine too. (that psychedelic music player for instance...) :-)&lt;/P&gt;&lt;P&gt;Anyway: If there is anyone in here, preferably someone running Vista as well, that has this thing working as it should, I would be profoundly greatful, if you could give me the exact instructions as to how you got it working... Cause this thing is starting to get on my nerves. :w00t: :hehe:&lt;/P&gt;&lt;P&gt;/Anders</description><pubDate>Mon, 29 Dec 2008 03:44:18 GMT</pubDate><dc:creator>Cronoz[DK]</dc:creator></item><item><title>error in tracking</title><link>http://forums.vr920.com/Topic4168-8-1.aspx</link><description>hello, i'm currently doing my research project on the vr920 and i have found a problem. &lt;br&gt;&lt;br&gt;i am monitorizing the yaw, pitch and roll when i move the glasses. i have created a program in matlab that shows the variations of each of them in degrees when i move. the problem is that when i move the glasses horizontally on a table (no rolling it), about 20-30 cm, i find a deviation of around 15 degrees in yaw only. i understood that it should be constant. otherwise, how do i diferenciate whether i'm moving horizontally or rotating? is it a problem of the glasses?&lt;br&gt;&lt;br&gt;thanks in advance&lt;br&gt;</description><pubDate>Mon, 06 Apr 2009 05:58:59 GMT</pubDate><dc:creator>jordi</dc:creator></item><item><title>As much as I like looking at the sky...</title><link>http://forums.vr920.com/Topic4152-8-1.aspx</link><description>I'm trying to use the VR920 with glovepie for mouse look on unsupported games. I've got it working pretty well but I've come across a stubborn problem. The Y axis gradually drifts up when I look left or right, so after looking side to side a few times I'll be looking skyward. I've tried recalibrating using the Vuzix calibration tool but I always encounter the same subtle drift up whenever I look left or right.&lt;/P&gt;&lt;P&gt;I figure the best way to solve this problem would be to write something into the current script I'm using (&lt;A href="http://forums.vuzix.com/Topic3215-8-2.aspx"&gt;found here on the forum&lt;/A&gt;) that counteracts this upward pitch whenever the yaw changes. I know nothing about scripting however so I was hoping someone here could help me out or has an alternate solution.</description><pubDate>Fri, 27 Mar 2009 22:18:08 GMT</pubDate><dc:creator>sketchystories</dc:creator></item><item><title>All the issues with FSX and tracking</title><link>http://forums.vr920.com/Topic4138-8-1.aspx</link><description>Hi!&lt;br&gt;&lt;br&gt;Ive been reading dosens of post about problems with tracking in FSX, but still havent found the solution to my problem...&lt;br&gt;&lt;br&gt;Ive finally managed to calibrate the glasses so that they apperar to work properly according to the calibration software, also after the zero settings, BUT, when i start FSX it always points to the right section of the cockpit, and if i try to turn to the left, it barely moves that direction.&lt;br&gt;&lt;br&gt;It doesnt seem so react the same way in FSX as in the calibration software, why, and what im i doing wrong?&lt;br&gt;&lt;br&gt;Ive alos noticed dozen of similiar post but no solutions or reply to them, does that mean that FSX isnt fully supported with the VR920?&lt;br&gt;I assume so sine support left the answers to it unreplied...&lt;br&gt;&lt;br&gt;Would be nice to get a honest answer and not "pretending" it should work answers....&lt;br&gt;&lt;br&gt;&lt;br&gt;Thx&lt;br&gt;&lt;br&gt;Chris</description><pubDate>Sun, 22 Mar 2009 11:31:32 GMT</pubDate><dc:creator>daytonabeach</dc:creator></item><item><title>Zero Set Not Seeming to Work</title><link>http://forums.vr920.com/Topic3803-8-1.aspx</link><description>Hi,&lt;/P&gt;&lt;P&gt;I've gone through the forum posts with finding someone complaining of a similar issue but no answer as to a solution.  So I thought I'd start a new post.&lt;/P&gt;&lt;P&gt;I'm having a problem where it doesn't seem to record where I set the zero set.  I'll face east and zero set, or face south and zero set, but when I pull up the monitor the Yaw values turn zero at the same yaw angle (south-east).  I'm annoyed because it's tracking great except not seeming to zero set properly.&lt;/P&gt;&lt;P&gt;By the way, I'm not sure if there is a correlation to where you use zero set and where zero Yaw is reported by the manager.  I only notice that where zero Yaw is reported in the monitor is where dead-center is in FSX.&lt;/P&gt;&lt;P&gt;Thanks for any help!</description><pubDate>Tue, 23 Dec 2008 07:31:14 GMT</pubDate><dc:creator>bobxor</dc:creator></item><item><title>How To setup COD4 for head tracking</title><link>http://forums.vr920.com/Topic3215-8-1.aspx</link><description>I´ve just a little problem. &lt;br&gt;&lt;br&gt;I buyed VR920 and all functions done, but in cod4 only the &lt;br&gt;stereoscopy is functional. &lt;br&gt;&lt;br&gt;I installed VR920 v2.2 and updated my nvidia grafic drivers. But the&lt;br&gt;head tracking wouldn´t work in cod4......why.....??&lt;br&gt;&lt;br&gt;could someone help me?</description><pubDate>Tue, 26 Aug 2008 14:08:46 GMT</pubDate><dc:creator>djjoke</dc:creator></item><item><title>AV 230 XL</title><link>http://forums.vr920.com/Topic4060-8-1.aspx</link><description>Hi there i am a new customer to the vuzix experience and have just bought a AV 230 XL  that simulates a 44'' screen from 9 foot away can any one please tell me if is compatable with the xbox 360? thank you for your time and replies.</description><pubDate>Thu, 05 Feb 2009 12:53:14 GMT</pubDate><dc:creator>Leo</dc:creator></item><item><title>Tracking not working in any game</title><link>http://forums.vr920.com/Topic3863-8-1.aspx</link><description>Is there a trick to getting tracking to work in FPS'?  I have calibrated my glasses and they seem to line up quite well with the indicators onscreen, but one I start playing the game they do not work at all.  For example, in both COD4 and TF2, large motions will only result in a strange yaw jerk (often in the wrong direction) and no pitch change.  I have toyed with the mouse settings in each game, but it does not help.</description><pubDate>Fri, 02 Jan 2009 21:29:35 GMT</pubDate><dc:creator>Lifespan</dc:creator></item><item><title>Glovepie VR920 Scripts missings</title><link>http://forums.vr920.com/Topic3896-8-1.aspx</link><description>Hi - &lt;br&gt;&lt;br&gt;IS it me or are the Glovepie VR920 folder missing from the Glovepie download site?&lt;br&gt;&lt;br&gt;Cheers - Dave</description><pubDate>Sat, 10 Jan 2009 05:39:37 GMT</pubDate><dc:creator>kitkat</dc:creator></item><item><title>FSX and GlovePIE with vr920 any clue ?</title><link>http://forums.vr920.com/Topic1746-8-1.aspx</link><description>Hi folks,&lt;br&gt;I have a problem with headtracking while playing FSX, it shakes a bit in yaw axis and didnt managed to figure out how to fix it. Ive tried to calibrate it for 5 minutes etc... so I decided to have a look at GlovePIE, managed to smooth the script for faking the mouse so the cursor is not shaking and not moving by itself but have no clue how to get it into FSX. Is there any dll needed by trackIR or FSX itself has support for trackIR so I might use Faketrackir function from GlovePIE ? Did anybody get it work ? Thanks for help</description><pubDate>Fri, 22 Feb 2008 15:10:29 GMT</pubDate><dc:creator>LukeDuke</dc:creator></item><item><title>Any one knows what this means??</title><link>http://forums.vr920.com/Topic3927-8-1.aspx</link><description>Does anyone know what this means, "IWRProxy: startup IWRProxy: Locking 1, RenderMethod 0&lt;br&gt;IWRProxy: Shutdown".  I found this in the FSX directory under VR920flight.log.. &lt;br&gt;&lt;br&gt;I have no tracking in FSX, but the 3D stereo works well.... Is there anything I could do to make the tracking work???  I currently have FSX SP 1 &amp; 2 installed with updated drivers for the VR920 (2.4)... I have tried removing the modules in FSX to see what happens, but no luck... I have also tried the steps in the info package in the VR920 iWear, but nothing helped...&lt;br&gt;&lt;br&gt;Also, I have notice that every time I try to add FSX in the IwearMonitor, it seems to load forever and nothing happens...almost like if it freezes...any one have this problem before and solved it???  &lt;br&gt;&lt;br&gt;These are my specs: Intel core 2 Quad, 8800GT, and Windows Vista 64...Thanks for any help..&lt;br&gt;</description><pubDate>Tue, 13 Jan 2009 18:37:12 GMT</pubDate><dc:creator>pilotguy22</dc:creator></item><item><title>Combat Flight Sim 3 - Tracking</title><link>http://forums.vr920.com/Topic1935-8-1.aspx</link><description>I'm having real problems getting CFS3 to work with headtracking, has anyone got any suggestions ?&lt;/P&gt;&lt;P&gt;I've got stereo3D no probs with and have been using Glovepie perfectly with other titles however I cant find an option in CFS3 to enable TrackIR ? Am I missing something ?&lt;/P&gt;&lt;P&gt;Regards&lt;/P&gt;&lt;P&gt;Des</description><pubDate>Mon, 24 Mar 2008 12:46:01 GMT</pubDate><dc:creator>DesH</dc:creator></item><item><title>Very Disappointed with FSX and VR920</title><link>http://forums.vr920.com/Topic3883-8-1.aspx</link><description>Hi -&lt;br&gt;&lt;br&gt;Just got my VR920 a few days ago, its kept me up most evening since! Unfortunately for the wrong reasons! Nothing works with FSX! I've done the CRTL F7 and CTRL F8, I've upgraded FSX to SP2, the drivers and firmware on the VR920 appear to be the latest, I've taken it off the application monitor list then re-added it. After reading the posts the only conclusion I can come to is that the device asks you to put a DLL file in a FSX directory - that file structure does not exist on my windows XP system. I've noticed a lot of posts about FSX and the majority of them appear to be not answered.&lt;br&gt;&lt;br&gt;I may have not bought the device had I known that it was going to be so much trouble.&lt;br&gt;&lt;br&gt;Could the Techies sort a simple crib sheet for setting up FSX on the VR920? Is this too much to ask?&lt;br&gt;&lt;br&gt;Ta - Kitkat</description><pubDate>Thu, 08 Jan 2009 17:03:54 GMT</pubDate><dc:creator>kitkat</dc:creator></item><item><title>GlovePie and Vr920</title><link>http://forums.vr920.com/Topic3202-8-1.aspx</link><description>Hi,&lt;br&gt;   I just got vr920 and would like to use it for Trakmania and other games. I heard there is this program called GlovePie that enables us to do just that(use vr920 in games not supported by vuzix drivers).&lt;br&gt;   Aparently, we have to configure a specific file for each game, question is: &lt;br&gt;Aren´t there users of Glovepie who have already configured this files and are ready to share them?</description><pubDate>Sat, 23 Aug 2008 14:32:18 GMT</pubDate><dc:creator>sf</dc:creator></item><item><title>Linux Driver</title><link>http://forums.vr920.com/Topic3776-8-1.aspx</link><description>First of all sorry about my english. So, Mal, how's it going? I would like to help you with the driver, in my free time XD. I'm about to have one VR920 so after that I'm ready. &lt;br&gt;&lt;br&gt;Maybe you can give me the latest version of your driver, that would be a good beginning. Im working with ubuntu linux, by the way.</description><pubDate>Sat, 20 Dec 2008 06:12:37 GMT</pubDate><dc:creator>MWorks</dc:creator></item><item><title>No FSX Tracking</title><link>http://forums.vr920.com/Topic2163-8-1.aspx</link><description>My FSX tracking is not working, can anyone help? Thanks :)&lt;br&gt;BTW, mouse look in general isn't working in FSX, when it was working fine before booting into the  vr920. Also, is there a test for stereoscopy?</description><pubDate>Wed, 23 Apr 2008 17:26:23 GMT</pubDate><dc:creator>Justis</dc:creator></item></channel></rss>