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ImmersionRC Vortex - Gaming (Beta); Gaming Mode History; Gaming Mode Operation; Enabling Gaming Mode

ImmersionRC Vortex
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Gaming (Beta)
The Birth of a Gaming Mode - The History
In the Spring of 2015, A bunch of Vortexes (Vortices?), were racing around a field somewhere
in Western Switzerland, while an observer watched.
What the observer noticed is that there was no penalty for high altitude in typical quad racing,
other than when forced through/under obstacles. Racers gained altitude as they gained
speed.
The side-effect of this, is that quad racers don’t often ‘see’ each other during a race, except
near the above mentioned obstacles.
So what if racers were rewarded for being in the same Altitude ‘plane’.. and penalized for
flying too high?
A quick coding session in the Vortex OSD and we had our answer we had synthesized pure
adrenaline, directly injected into a quad racer’s veins, with no contact required. The entire
dynamics of the race had changed.
How Does It Work?
The concept is simple. Use the altimeter installed in every Vortex to give points for low
altitude, and take points away for high altitude. Every meter of altitude below a threshold (of
10 meters by default) doubles the speed of point accumulation. This creates an enormous
interest in pilots flying just above ground level, at high speeds.
Yes, not every race track is perfectly flat, but all pilots fly the same course, and therefore this
doesn’t really matter.
At the end of the race, the time is shown, along with the points accumulated. How to combine
these two scores is going to wait until the second firmware release, once we have enough
user feedback.
The final score needs to be some fusion of these two scores, in a way that points for low
altitude are rewarded, and fast track times are also rewarded.
Enabling Gaming Mode
Enter the OSD menu, and change the Landscape to Gamer.
Fly a few laps around your course, and get a rough estimate for the lap time. Enter this value
into the Game Setup menu, along with the number of laps you wish to fly.
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