Amazing!

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gvdgvdgvd

FNG / Fresh Meat
Jul 12, 2010
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watch the whole video the most interesting part is in last second
[url=http://www.youtube.com/watch?v=rPv35iRLq0k&feature=related]YouTube - Freeaim Ironsights in Armed Assault 1.05 w/ TrackIR[/URL]

look how the soldier moves his head independant from the body and the weapon!!
system used is trackir or free track!
it uses your webcam and few LEDs or IR LEDS mounted on your head (using a casual HAT or something else) to track the movement of your head.....and then implement it in game-move your head in front of PC- move sodliers head-move the mosue-move the weapon and AIM!!!
AMAZING!

[url]http://www.free-track.net/english/[/URL]

:)
probably the furture of RO!!
 

gvdgvdgvd

FNG / Fresh Meat
Jul 12, 2010
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Also parts of the bod are seen and reloading animation and feet moving...it is so realistic.
 

gvdgvdgvd

FNG / Fresh Meat
Jul 12, 2010
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Why is no one interested in seperate weapon and head movement....
you can look araound without moving a weapon....:p
 

Nezzer

FNG / Fresh Meat
Feb 3, 2010
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Man, that would be fantastic if implemented in HoS! So unique and awesome. TWI is going to use TrackIR, so they might as well implement all the features seen in the vid :D
 

The_Emperor

FNG / Fresh Meat
May 9, 2009
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Wrong gun holding! When shooting past the corner of the building, he's holding the gun in a way the ironsights won't function in the way they were designed. Hopefully I don't see this (anymore) in Red Orchestra.
I know this from personal experience that you will miss if you hold and fire a gun like that.

The rest is quite cool, that the hands and the head can be moved independent from the rest of the body.
 

Pig

FNG / Fresh Meat
Oct 2, 2010
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That is a feature that was already in Operation Flashpoint if iam not wrong.

The character movement is really good but isn't it abit imbalanced if you can use this while other can't use it.

Also the tanking in ArmA series is not so complex as in RO

So every game has his pro's/con's
 

Ermac

FNG / Fresh Meat
Jul 19, 2007
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I hate the way ARMA feels and wish that none of it is replicated in HOS.
 

Dwin

FNG / Fresh Meat
Jun 10, 2007
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I hate the way ARMA feels and wish that none of it is replicated in HOS.

ARMA feels the way it does because the movements are realistic. Players expect their in game avatar to be able to perform instantly any input they send. But realistically, your body has limitations. ARMA's movement system accounts for these limitations, which is why it feels so clunky.
 

Xendance

FNG / Fresh Meat
Nov 21, 2005
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ARMA feels the way it does because the movements are realistic. Players expect their in game avatar to be able to perform instantly any input they send. But realistically, your body has limitations. ARMA's movement system accounts for these limitations, which is why it feels so clunky.

I can't do stuff in ArmA like I could do in the Finnish Defence Forces (no, not the mod), with the same speed and ease. ArmA is not realistic in that sense
 

Dwin

FNG / Fresh Meat
Jun 10, 2007
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I can't do stuff in ArmA like I could do in the Finnish Defence Forces (no, not the mod), with the same speed and ease. ArmA is not realistic in that sense

Well of course. That's because it's a game where you have to hit buttons in order to make your character do something. Until we can control games directly using brain inputs/nerve signals, that will always be a problem.
 
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Zetsumei

Grizzled Veteran
Nov 22, 2005
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People are accustomed with their own body functions heck we all practised constantly since birth.

Even though its realistic that a body in a game behaves like a multiple order dynamical system, its gets a lot harder to control. Its possible to learn over time but ends up more difficult than in regular life. Because beside your own dynamical system you use to control your mouse you must control another dynamical system of your character on top of that.

As people are really experienced with handling their own body and have proprioceptive receptors in their muscles (to measure positional data). It would generally be more intuitive and easy if a movement of 4 cm turns your camera X degrees, and a movement of 8 cm turns your camera 2X degrees.

Damping and Inertia properties make the behaviour of the system non linear and more difficult to control for our brains than it should be. Especially since we lack force feedback (real feedback not that stuff in games), and state information and thus cannot use direct muscle reflexes in a game.

Requiring us to use slow visual feedback for the game as our primary input. A linear input output system for the controls of the mouse would be the most intuitive and in my opinion most realistic method of implementing the control over your character. As then you allow your body to use its muscle memory to move around rather than require iterative sampling of your vision to see where you end up.

Of course to stop things looking silly you can add constraints to stop someone from making super fast 360 turns. But at least say the first 30 degrees of movement should remain linear.
 
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VariousNames

FNG / Fresh Meat
Aug 6, 2009
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Of course to stop things looking silly you can add constraints to stop someone from making super fast 360 turns. But at least say the first 30 degrees of movement should remain linear.

Let's say, hypothetically, that we have a system like RO Ost without free aim in ironsights.

Would you be opposed to an inertial sim on top of that, e.g. you have to overcome motion in one direction before turning in another?

BTW seems to me that the property of inertia is such that it becomes easier to move in a given direction after you're already in motion in that direction, whereas the initial force needed to force movement in a given direction would be more significant because there was not already an acceleration of that object in place.

So I'm not sure I agree with the principle of having dampening on quick 360 turns. My feeling on it is you'd get faster as you continued to accelerate in a given direction.
--
I think this is particularly important considering friction....

If you have an object resting on a ledge, for instance, friction would make quick turns difficult plus your feet on the ground. If you were prone your whole body would have contact with the frictional surface of the ground and thus quick spins like we see in Ost while prone would be much more difficult.

I think motion should start slow and end fast, and the velocity of a turn in a given direction should be overcome before you have velocity in the opposite direction.

I also think this is important for crouching. Crouching down would be easy, standing from a crouch would take significant force, particularly if you have not yet overcome the velocity of the crouch. Crouch spam was a real issue in Ost and it could be exploited easily. Inertia = fix.
 

REZ

Grizzled Veteran
Nov 21, 2005
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That video looks similar but not quite all the way to the idea I have been preaching for a more realistic Ironsight aiming mechanic with TrackIR. The front and rear reticle still looked locked to each other in that vid, but it seems to be getting closer to the vision I have of actually having to aim your gun. At 2:08 when he starts looking around with TrackIR while in Ironsights... imagine using small head movements to line up the front and rear reticle just like you have to do when you aim a real gun, and then larger head movements would result in the looking around you see him doing there in game.

However, when I look down the sights of my rifle, it seems like my eye is much closer to the rear reticle, or rather, it takes up much more of your field of vision. I think it would help with the TrackIR aiming mechanic if that was reflected on screen. The guns in most FPS games seem so far away from your face when you go into IronSights. Having the rear reticle take up more of the screen, as though your face was touching the gun like it does in real life, would help with the small head movements necessary for lining up the tip of the front reticle with the center bottom of the rear reticle.

I think someone will go all the way with this idea here in the near future and the developer that does will usher in a whole new level/era of gameplay in FPS's.
 

Zetsumei

Grizzled Veteran
Nov 22, 2005
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So I'm not sure I agree with the principle of having dampening on quick 360 turns. My feeling on it is you'd get faster as you continued to accelerate in a given direction.

In game moving your mouse controls your eyes, your head, upper body and lower body pretty much. So the first 30 degrees could be seen as moving your head where later you really start to move the rest of the body. Thats why I think it would be reasonable to get an inpact of inertia once you do big turns but for small ones I think it shouldn't be there just to make the control over your character more natural.

Inertia goes against changes (accelerations/deaccelerations), so if you're turning fast its not easier to go faster but its not easier to go slower either.

Delays in body movement due to inertia are not that problem I mean moving from A to B generally isn't that much of an issue, and inertia can stop you from zigzagging and other types of jerky motion, so there I think inertia could be nicely in place. The same for large rotations that you actually need to side step or whatever.

But for actually looking around, aiming and shooting I think that inertia should be zero. So that the muscle memory of the actual player between the keyboard and chair can be utilized.

One of my fears for first person free aim is that it will feel like i continuously have mouse acceleration on.
 
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213

FNG / Fresh Meat
Jul 22, 2009
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detailed movement, shame the mechanism for implementing it is so clunky. people flipping into the air from the slightest bump in terrain, impossible to maneuver...not to mention numerous optimization fails. awful framerate all around.
 

Hans Ludwig

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Jan 13, 2010
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If you think Arma2 infantry mechanics suck, which they do and are no where even realistic, try playing WWIIONLINE infantry. It's like Arma2 but you are walking through syrup instead of air.
 
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Capt.Cool

FNG / Fresh Meat
Jan 5, 2010
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I remember this game needed highend hardware that even my brandnew PC
could not play the game with decent speed or grafix settings. :mad:

Well, IF i spent another 800 - 1000 $ i might be able to play it all maxed out. :rolleyes:

I really hope RO2 will NOT go this way...