

Does Anyone Currently Use An Xbox 360 Controller?
#1
Posted 11 July 2013 - 06:34 PM
I was using xpadder but somehow that patch negated all my commands. Did anyone else have this problem, how did you get past it? How do you config your controller?
#2
Posted 12 July 2013 - 05:23 AM
I have also seen the xbox controller perform functions even when nothing is bound to joystick (eg right trigger firing a weapon group).
Very annoying for me - I don't actually use an xbox controller for control, I use one on the floor for as my Push-to-talk button for voice comms ("Foot-to-Talk").
Anyways, you may get more mileage from your xbox controller in MWO by using UJR (see my sig).
As a warning though - an xbox controller is about as bad as it gets for aiming. The "throw" (distance of travel of the stick) is way too short for decent accuracy - the only way to get aiming accuracy comparable to a mouse with a joystick is to have an unsprung (or very soft spring), large-throw stick - and an xbox controller is about as far from that as is possible.
For movement / turning though, would be fine.
Edited by evilC, 12 July 2013 - 05:24 AM.
#3
Posted 12 July 2013 - 09:24 AM
I just need to know if ANYONE playing the game right NOW uses an Xbox 360 controller.
#4
Posted 12 July 2013 - 10:23 AM
I just set an xbox controller up for movement and it worked fine.
Does the left stick on an unmodified (ie not thru xpadder) pad move the mouse inside mechlab?
#5
Posted 12 July 2013 - 04:23 PM
In the Mech lab area my left analog stick moves my mouse (unmodified). I can't remember if it did that before the patch or not.
I've actually explained my issue twice:
http://mwomercs.com/...26#entry2335326
http://mwomercs.com/...28#entry2335328
Example: Lets say I have no joystick remapper on and my joystick portion of the MWO in-game keybindings are blank. If I press my left analog stick towards my monitor (forward) my Mech will begin walking backwards. The moment I ease off my analog stick my mech will immediately go back to zero KPH (throttle decay). This happens despite having nothing, apparently, bound to my analog AND having throttle decay off (toggling it on/off has no effect with my left analog stick - although it works with my normal keys).
Edited by Mech The Dane, 12 July 2013 - 04:37 PM.
#6
Posted 13 July 2013 - 03:29 AM
It sounds like you had settings in user.cfg that maybe got wiped?
I am not an expert on joystick settings, but I think you want to put some of the cl_ settings in your user.cfg
Try
cl_joystick_invert_throttle = 1
cl_joystick_throttle_range = 0
But in reality, an xbox controller should work with nothing in user.cfg
Have you maybe got some stuff in user.cfg that should be deleted?
Edited by evilC, 13 July 2013 - 03:30 AM.
#7
Posted 13 July 2013 - 03:34 AM
It may be worth looking in your windows controllers config to see which stick is set as the "Preferred device". I think you want your xbox controller to NOT be the preferred device.
If you still get no joy, maybe politely ask Loc Nar for some help - he da man when it comes to stick setup.
#8
Posted 13 July 2013 - 03:38 AM
If you have an xbox controller plugged in, but no joystick movement configured, the left stick on the xbox controller still moves your mech in the way you describe (inverted throttle with decay)
#9
Posted 13 July 2013 - 04:21 AM
Pls ignore what I said about cl_ vars in the user.cfg - for me they seem to have unpredictable results with the xbox pad.
I also re-read what you said, and in game parlance, what you need is to set your throttle to be "relative" not "absolute".
I can replicate your issue 100% - when I said "it worked OK", what I meant was it worked OK in absolute throttle mode.
I tried all the settings I could, I could not get relative throttle working with any stick, let alone an xbox pad.
If you set "cl_joystick_throttle_range = 1", you get a sort of relative throttle, but it is in the "reverse mode" where full stick down is stop, full stick up is accelerate, however stick middle is half speed, not "No change in speed".
I am not sure how to achieve this, but someone should be. As mentioned before, I bet Loc Nar would know.
Edited by evilC, 13 July 2013 - 04:22 AM.
#10
Posted 13 July 2013 - 02:44 PM
I guess i should send a message to Loc Nar then? If i actually was able to set my throttle to 'relative' that would allow me to not have to deal with the 'reverse mode' issue?
#11
Posted 13 July 2013 - 03:06 PM
#12
Posted 13 July 2013 - 04:43 PM
I have no idea how to do that. Could you tell me what you did?
In exact terms..
#13
Posted 14 July 2013 - 01:21 AM
Mech The Dane, on 13 July 2013 - 02:44 PM, said:
I guess i should send a message to Loc Nar then? If i actually was able to set my throttle to 'relative' that would allow me to not have to deal with the 'reverse mode' issue?
Yes, that is correct.
mwhighlander, on 13 July 2013 - 03:06 PM, said:
This is a separate issue to the throttle working in relative mode. This is the original reason I suggested UJR, as it fixes this issue, but this is not the user's problem.
#14
Posted 14 July 2013 - 01:46 AM
Anyways i am gonna message Loc Nar right now with a link to this thread.
#15
Posted 14 July 2013 - 02:51 AM
Mech The Dane, on 14 July 2013 - 01:46 AM, said:
Anyways i am gonna message Loc Nar right now with a link to this thread.
Quite possibly not. There is nothing wrong with absolute mode throttle, and relative mode is not as efficient as absolute.
With absolute, you can set the throttle to whatever you desire instantly. The mech may take some time to reach that speed, but you can move the stick to a point you want and then instantly put your brain to another task.
With relative, you have to hold the stick in a position until it gets where you want, then release. This takes more concentration away from fighting.
Obviously absolute has the disadvantage that you have to hold the stick in place to keep moving forwards, but in terms of pure efficiency, it is better.
Edited by evilC, 14 July 2013 - 02:51 AM.
#16
Posted 14 July 2013 - 03:00 AM
Keep it on absolute throttle, but also map the d-pad to digital movement.
When walking long distances, use the dpad to throttle up to full and steer.
As soon as you get into action, start using the analogue stick and it will override the dpad.
ie you can use both methods together
if you set speed with dpad up/down, then as long as you do not move the analogue stick, it will keep that speed setting. You *may* need to alter the deadzone settings on the stick to make sure it is not sending anything when sitting untouched.
Then, when you start moving the stick, it will override the speed set with the dpad.
You *might* even be able to use analogue steer with dpad set speed, if you could be accurate enough with stick input to not move it up or down at all, or if you set a big deadzone.
UJR will let you see the actual output coming out of the virtual stick to test this. Dunno if xpadder does that.
Edited by evilC, 14 July 2013 - 03:08 AM.
#17
Posted 14 July 2013 - 09:11 AM
Also, for whatever reason, the D-pad is less sensitive than my analog and doesn't work as well at the subtle nuances of speed alterations.
And with the analog stick..the thing that really kills it for me is Throttle Decay. I could probably train myself to get used to it being in "reverse" mode. But its throttle decay is too different from my play style. I use a constant speed to set up precision aiming. Variable speeds that require constant attention is just too demanding for my skill-set.
#18
Posted 14 July 2013 - 09:22 AM
The xbox controller has a circular aperture, meaning you cannot do a full turn at anything other than zero speed.
So definitely, you need relative throttle or to solve that problem a different way.
You could apply a sensitivity curve, but the throw is already short enough without losing extra range so that is non-ideal.
I did, however, get analog jumpjets working on the XBOX controller left trigger by using a macro to strobe space at various rates.
I may see if I can write a script to iron all these issues out.
As it stands, the problem seems to be:
Maths to optimally map a round range to a square one.
Map the physical absolute range to a virtual relative one.
The first of those, I don't know how to solve, the second I do.
#19
Posted 14 July 2013 - 09:28 AM
evilC, on 14 July 2013 - 09:22 AM, said:
Yes. It is pretty unplayable at-the-moment.
I sent a message to MWO but all they said is joysticks are more or less unsupported at the moment and I am on my own. I wish there was a way to make it so that MWO didn't even register my controller as anything other than buttons that did nothing. Then my xpadder remapper would take care of the rest.
Edited by Mech The Dane, 14 July 2013 - 09:36 AM.
#20
Posted 14 July 2013 - 03:15 PM
Sigh. I just wanted to be able to use my controller again =/
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users