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Old 02-22-2010, 04:12 AM
julian265 julian265 is offline
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Join Date: Aug 2009
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Quote:
Originally Posted by Wolf_Rider View Post
NP took the time and the effort to create their interface, when there was no other product around... why can't others go and do the same?
Once again, they can and have. But it is a bad way for head tracking to go... It should go the way joysticks/keyboards/mouses have, and use a standardised interface - which already exists. I've been saying this since the first page.

Quote:
Originally Posted by Wolf_Rider View Post
I guess some games only recognise one joystick... one input? which goes back to my earlier comments regarding approaching developers for a patch. Have any actually been approached in a civilsed manner?
Most games recognise a few joysticks, Il-2 included, each with up to 8 axes and at least 32 buttons. There should be no need for any negotiation or approaches - IMO using the joystick or mouse interface is simply THE way to do it. I've been saying this since the first page also. I am unaware of the manner in which other trackers' creators have approached game devs.

My question: "YES or NO, Wolf_Rider: Should "BoB accept generic axis inputs for head angle and position"?"

Your answer: "what happens with third parties seeking inclusion in developer's product is between the developer and the third party." - Which is true, but not an answer to the question. So why write it?

Your second answer: "there should be no problem with any third party software accessing simconnect, devicelink, joystick api, or similar." - Which also avoids the question.

Do you understand the difference between trackers "accessing simconnect, devicelink, joystick api, or similar", and games listening to these protocols?