The Natural Point
TrackIR3 Vector Expansion adds what Natural Point calls 6DOF, or Six
Degrees of Freedom to games that support it. 6DOF is, in essence, full 3D head movement within the game, tracking
not only where you’re looking, but also where your virtual head is within
the cockpit. For a detailed
review of TrackIR3, look here.
This is achieved
through a combination of new features within the version 4 software
(activated by a code when the Vector Expansion is purchased), and a
new reflector system designed to clip to the bill of a baseball-style
cap. It supports only the TrackIR3
series, but both standard and pro.
Currently, the
most significant drawback is support within games. At the time of this writing, only Microsoft Flight Simulator
2004, Microsoft Combat Flight Simulator 3 and Aces High II support 6DOF. Natural Point recently announced that the FIA GT race-sim GTR™
by SimBin will include Vector support. Hopefully, more software will be developed that can use it, as
modifying existing software requires extensive changes, according to
Natural Point.
Minimum
System Requirements:
Windows 2000,
or Windows XP
Pentium 800
Five (5) megabytes
of free hard disk space
128 megabytes
of RAM
USB connection
Microsoft DirectX
8.0 or higher.
The
Hardware:
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Installation:
Simply attach
the expansion to your cap and punch in the activation code. Natural
Point recommends downloading the latest software from their site, as
version 4.0.021 offers an easier licensing method.
First
Impressions:
As the software
is identical to the TrackIR3 without the Vector Expansion module, a
user would have the same reaction to both. Wearing a hat with a large metal clip may not
be a virtual pilot’s first choice, but you quickly forget it’s there
and focus on the gaming. The most noticeable difference is that you
now have X Y Z and Roll axis.
Use:
I ran the software
component, and the same lights activate to show it’s mode (enhanced
or mouse) and that it’s tracking. There are no special Vector Expansion lights,
so there’s no way to tell if the unit and/or game is using the 6DOF
mode until it is checked within software (using the TrackIR3 software’s
virtual heads, or trying it during actual game play).
I then started
up Microsoft Flight Simulator 2004, and began a flight in a Piper Archer
at Gillespie airport – a flight I’ve performed in real life several
times. Centering the TrackIR is a must, and can be
achieved in the same way as a TrackIR3 without the 6DOF features.
Sitting on the
end runway 27R after the flight loads, I switch to virtual-cockpit mode
(as is required to use the TrackIR3 features) and my head motions are
immediately apparent within the cockpit. Many may find the constant motion distracting
at first, but most experienced simmers will likely adapt quickly. Like the TrackIR, turning your head side to
side or up and down pans the view in an exaggerated way, but tilt or
slide your head to one side or raise your head, and the view shifts
laterally as well. Lean forward,
and the dash gets bigger. Lean
back, and the dash gets smaller and more of it becomes visible. It’s actually quite immersive. The motion is slightly exaggerated, but not to the same degree
as the panning.
I release the
parking brake and go full-throttle for take off, and the motion has
become quite natural feeling. I lean to the left slightly and am able to see more of the runway
along the left edge of the plane, just as I do on actual flights. At 65 knots IAS, I pull back and the nose lifts,
and the plane takes off.
Establishing an
80-knot climb, the mountains ahead are blocked from view by the cowling,
making it more difficult to ensure a straight climb, aligned with the
runway. As I would in the actual
craft, I simply stretch my neck and sit up straighter, and I can now
see over the cowling and maintain my alignment. I turn my head to look behind me and encounter
the first, well, oddity.
Sitting on the
left side of the cockpit and looking backwards, the side windows are
on the right side of the screen. In reality, you’d lean closer to the windows
to see further behind, and with the windows on the right side of the
screen you would instinctively lean to the right. However, the Vector software doesn’t adjust for your point of
view, so you must actually lean left, and the screen moves laterally
in the opposite direction. It’s a little disorienting, but not a showstopper
by any means. It may become
more relevant in combat scenarios, though. This issue should be easily
fixed at either the driver level or application developer level.
Planning on doing
some touch-and-go’s, I maneuver to stay in a left closed pattern and
level off at 1,200 feet. In the real aircraft, throttling back to 2300 RPM usually achieves
the proper pattern cruise speed, so I pull back on the throttle and
check the tach. It’s conveniently
placed right behind the yolk, and is blocked from view. Even with the standard TrackIR3, I’d be stuck,
but with the Vector expansion I simply lean forward and look over and
around the yolk, as I would in reality, and can clearly see the gauge.
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I fly the downwind leg and look
over my shoulder to see when I should throttle back and start my descent. As with the non-Vector TrackIR3, I simply turn my head and look
out to the left. At the right
spot, I drop the throttle to 1700RPM and lower the first notch of flaps. Having turned to base, I look out to the left
to see the runway, only to have it obscured by the plane's A-pillar. Again, I'm simply able to move my head back
and to the left and look around it to see the runway. Leaning forward some, I find that I can look through the A-pillar,
which is a bit strange but again, not a showstopper and is purely the
result of the simulation not being written with a moving point of view
in the cockpit in mind. I approach the airfield, land, and do it all
over again.
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NON-6DOF
simulations:
In
simulations that just have TrackIR enhanced support the vector expansion
gives much more stability in view. Shifting left in your chair is no
longer registered as rotating your head left, similarly shifting up
and down in your chair no longer registers as pivoting your head up
and down. A small enhancement but a worthy one nonetheless.
Conclusion:
The Vector Expansion
adds a great deal to using the TrackIR3 in simulations in my opinion,
and I find I have to adjust back to games that "only" support
the TrackIR panning modes. So many times I've been in a combat simulator and found that the
aircraft I'm chasing is blocked from view by the canopy frame, and it
turns while out of my view which delays my reaction. Having a combat sim that supports 6DOF would alleviate that problem,
and add to the immersion of the cockpit. Hopefully there will be more released in the near future.
Is the Vector
Expansion worth the $50.00? - considering that it's not the kind of thing that
should become obsolete due to it's nature it's a fairly safe purchase.
Even though 6DOF support within simulations is currently thin it is
another obvious and necessary step in simulation that will undoubtedly
be supported by developers, much like TrackIR enhanced mode support
is now. |