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#21 Hakkukakt

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Posted 11 October 2012 - 01:51 PM

bon voilà les photos de mon bureau avec tout le tointoin

http://www.heberger-...-10-11-010..jpg

http://www.heberger-...-10-11-011..jpg

http://www.heberger-...-10-11-012..jpg

et oui ij'ai un bureau au raz du sol :P

Edited by Hakkukakt, 11 October 2012 - 01:58 PM.


#22 Kazooal

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Posted 11 October 2012 - 10:29 PM

Impressionnant..

Et le script, tu le charges comment ? Y a un fichier ? Pas vu le lien...

Et pour info, ça vaut combien en France ?

#23 Hakkukakt

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Posted 12 October 2012 - 12:00 AM

salut le script en fait tu fait un copier coller du fichier qui est mis sous le 2ème spoil de la 1ère page du post dans l'editeur de script du thrustmaster (T.A.R.G.E.T.) et là tu le sauve ... ensuite faut laisser tourner le script en tâche de fond pendant le jeux

j'ai vu en france que vous pouviez le chopper à env. 320 euros


tient voilà le script

//**************************************************************************
//  UNOFFICIAL MECHWARRIOR JOYSTICK SUPPORT
//	    - For the Thrustmaster Warthog
//
//
//	    Written by Jason 'Crescent Fresh' Knobler
//   (http://mwomercs.com/forums/user/164331-crescent-fresh/)
//
//  MechWarrior Online Joystick -> Mouse/Keyboard override
//
//**************************************************************************
include "target.tmh"
float fJOYAXIS_LIMIT = 32767.0;
float fDEFAULT_SENSITIVITY = 10.0;
define UPDATE_RATE 20   // In miliseconds
int  g_iAxisXDir;	   // X-Axis input direction. '-1' = inverted X axis; '1' = normal X axis
int  g_iAxisYDir;	   // Y-Axis input direction. '-1' = inverted Y axis; '1' = normal Y axis
int  g_bIsShutdown;	  // While true, Warthog throttle considers the mech shutdown, and must use Throttle[EORIGN] to power on.
											    // While false, Warthog thottle considers the mech powered up, and must use Throttle[EORMOTOR] to shut down.
float g_fSensMod;		  // Sensitivity modifier on FC Throttle.
int   g_iSlugStage;	  // What stage [1-5] on how to apply procedural sensitiviy. Indicated by LED lights.
float g_fDeadZone;	    // User setting centering deadzone variable
struct sMWOAxis
{
	    //
	    // All the below data members belong to each X and Y axis
	    //
	    float fJoy;			  // The basic (converted) input value from the joystick
	    float fJoyPrev;  // 'fJoy's previous value in the last update
 
	    int iMouse;			  // The emulated, absolute coordinate of the mouse
	    float fSlugPerc;	    // Procedural sensitivity that gains as input persists when in 'JOYSTATE_SLUGGISH'
	    int bSnapDir;	  // Determines whether the joystick is moving away or towards the center when in 'JOYSTATE_SNAP' state. [1 == away; 0 == centering]
 
	    int bHasPulseCenter;// Used in 'JOYSTATE_ABSOLUTE' to determine when to center torso
}
define AXIS_X 0
define AXIS_Y 1
define NUM_AXIS 2
sMWOAxis g_AxisData[NUM_AXIS]; // Stores per axis data used to manipulate raw joystick input (X and Y axis)
define SLUG_INCREMENTS 0.01 // Sluggish inc/dec amount per stage. Defaults at stage/LED '3'
define SLUG_DEFAULT_STAGE 3
//////////////////////////
// JOYSTICK STATES
//  - NORM:	  Simply taking raw joystick values and converting them 1:1 to "MWO Units".
//  - SLUGGISH: Over a specified duration, a linearly increasing percentage of the input is applied. This resets anytime the joystick is centered.
//  - SNAP:	  Input motions moving away from joystick center are accelerated, and moving back towards center are slowed.
//  - ABSOLUTE: The current input of the joystick maps directly to the yaw/pitch of the torso
//
// NOTE: All joystick states can be tweeked by applying a global sensitiviy modifer using Throttle[THR_FC].
//////////////////////////
define JOYSTATE_NORM  (1 << 0) // = 1
define JOYSTATE_SLUGGISH (1 << 1) // = 2
define JOYSTATE_SNAP  (1 << 2) // = 4
define JOYSTATE_ABSOLUTE (1 << 3) // = 8
// The negates of the states above. (no '~' operator?)
define JOYSTATE_NORM_OFF			    4294967294  // = ~JOYSTATE_NORM
define JOYSTATE_SLUGGISH_OFF    4294967293  // = ~JOYSTATE_SLUGGISH
define JOYSTATE_SNAP_OFF			    4294967291  // = ~JOYSTATE_SNAP
define JOYSTATE_ABSOLUTE_OFF    4294967287  // = ~JOYSTATE_ABSOLUTE
int g_iJoyStates; // A bitmask to represent what JOYSTATE_*'s are enabled
int InitAxis(int iIndex)
{
	    g_AxisData[iIndex].fJoy = 0.0;
	    g_AxisData[iIndex].fJoyPrev = 0.0;
 
	    g_AxisData[iIndex].iMouse = 0;
	    g_AxisData[iIndex].fSlugPerc = 0.01;
	    g_AxisData[iIndex].bSnapDir = 0;
 
	    g_AxisData[iIndex].bHasPulseCenter = 0;
}
// Program Startup
int main()
{
	    if(Init(&EventHandle)) return 1; // declare the event handler, return on error
 
	    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
	    // Initialization code is below:
	    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
 
	    g_iAxisXDir = 1; // X-Axis defaults to NOT inverted
	    g_iAxisYDir = -1; // Y-Axis defaults to inverted
 
	    g_iJoyStates = JOYSTATE_NORM;
 
	    // Start, assuming mech is not shutdown
	    g_bIsShutdown = 0;
 
	    g_fSensMod = fDEFAULT_SENSITIVITY;
 
	    g_iSlugStage = SLUG_DEFAULT_STAGE;
 
	    ActKey(PULSE+KEYON+LED(&Throttle, LED_ONOFF, LED_CURRENT-LED1-LED2-LED3-LED4-LED5));
 
	    g_fDeadZone = 0.25;
 
	    InitAxis(AXIS_X);
	    InitAxis(AXIS_Y);
 
 
	    //--------------------------------------------
	    // AXIS MAPPINGS
	    //--------------------------------------------
	    // We only need to assign the main throttle to be interpreted by MWO, which will control the mech's velocity.
	    // The joystick and THR_FC will be handled in (this) software. Joystick values are converted and used to move mouse.
 
	    MapAxis(&Throttle, THR_RIGHT, DX_Z_AXIS);
 
 
	    //--------------------------------------------
	    // JOYSTICK MAPPINGS
	    //--------------------------------------------
 
	    // Firing weapons
	    MapKey(&Joystick, TG1, '1');   // Wep. group #1
	    MapKey(&Joystick, H2U, '2');   // Wep. group #2
	    MapKey(&Joystick, H2D, '3');   // Wep. group #3
	    MapKey(&Joystick, S1, '4');   // Wep. group #4
	    MapKey(&Joystick, S2, USB[0x31]);  // Alpha Strike ('\' backslash)
 
	    // Target Enemy
	    //MapKey(&Joystick, S3, PULSE+'r');
 
	    // Weapon group toggles
	    MapKey(&Joystick, H4U, PULSE+USB[0x52]);  // Up
	    MapKey(&Joystick, H4R, PULSE+USB[0x4F]);  // Right
	    MapKey(&Joystick, H4D, PULSE+USB[0x51]);  // Down
	    MapKey(&Joystick, H4L, PULSE+USB[0x50]);  // Left
	    MapKey(&Joystick, H4P, PULSE+R_CTL);   // Press -TOGGLE-
 
	    // Jump Jets
	    MapKey(&Joystick, S4, USB[0x2C]); // Spacebar
 
	    // Hold for cockpit look
	    MapKey(&Joystick, S3, L_CTL);
 
	    // Digital aimmer --Joystick round HAT
	    MapKey(&Joystick, H1U, REXEC(3, UPDATE_RATE, "g_AxisData[AXIS_Y].iMouse = g_AxisData[AXIS_Y].iMouse - (g_iAxisYDir * g_fSensMod * 0.5); DXAxis(MOUSE_Y_AXIS, g_AxisData[AXIS_Y].iMouse);"));
	    MapKey(&Joystick, H1D, REXEC(3, UPDATE_RATE, "g_AxisData[AXIS_Y].iMouse = g_AxisData[AXIS_Y].iMouse + (g_iAxisYDir * g_fSensMod * 0.5); DXAxis(MOUSE_Y_AXIS, g_AxisData[AXIS_Y].iMouse);"));
	    MapKey(&Joystick, H1L, REXEC(3, UPDATE_RATE, "g_AxisData[AXIS_X].iMouse = g_AxisData[AXIS_X].iMouse - (g_iAxisXDir * g_fSensMod * 0.5); DXAxis(MOUSE_X_AXIS, g_AxisData[AXIS_X].iMouse);"));
	    MapKey(&Joystick, H1R, REXEC(3, UPDATE_RATE, "g_AxisData[AXIS_X].iMouse = g_AxisData[AXIS_X].iMouse + (g_iAxisXDir * g_fSensMod * 0.5); DXAxis(MOUSE_X_AXIS, g_AxisData[AXIS_X].iMouse);"));
 
	    // Fine percision aimmer  --Joystick DPAD
	    MapKey(&Joystick, H3U, REXEC(3, UPDATE_RATE, "g_AxisData[AXIS_Y].iMouse = g_AxisData[AXIS_Y].iMouse - g_iAxisYDir; DXAxis(MOUSE_Y_AXIS, g_AxisData[AXIS_Y].iMouse);"));
	    MapKey(&Joystick, H3D, REXEC(3, UPDATE_RATE, "g_AxisData[AXIS_Y].iMouse = g_AxisData[AXIS_Y].iMouse + g_iAxisYDir; DXAxis(MOUSE_Y_AXIS, g_AxisData[AXIS_Y].iMouse);"));
	    MapKey(&Joystick, H3L, REXEC(3, UPDATE_RATE, "g_AxisData[AXIS_X].iMouse = g_AxisData[AXIS_X].iMouse - g_iAxisXDir; DXAxis(MOUSE_X_AXIS, g_AxisData[AXIS_X].iMouse);"));
	    MapKey(&Joystick, H3R, REXEC(3, UPDATE_RATE, "g_AxisData[AXIS_X].iMouse = g_AxisData[AXIS_X].iMouse + g_iAxisXDir; DXAxis(MOUSE_X_AXIS, g_AxisData[AXIS_X].iMouse);"));
 
 
	    //--------------------------------------------
	    // THROTTLE MAPPINGS
	    //--------------------------------------------
 
	    // Turning the mech  --Thottle side HAT
	    MapKey(&Throttle, MSL, 'a'); // left
	    MapKey(&Throttle, MSR, 'd'); // right
 
	    // Target Enemy
	    MapKey(&Throttle, LTB, PULSE+'r');
 
	    // Toggle zoom
	    MapKey(&Throttle, CSD, PULSE+'z');
 
	    // TEAM SPEAK chat toggle (F8)
	    MapKey(&Throttle, CSU, USB[0x41]); // F8
 
	    // Show scores
	    MapKey(&Throttle, SPDF, USB[0x2B]);
 
	    // Show map
	    MapKey(&Throttle, SPDB, PULSE+'b');
 
	    // Full Stop
	    MapKey(&Throttle, CHB, 'x');
 
	    // Thermal vision toggle
	    MapKey(&Throttle, BSF, PULSE+'h');
	    MapKeyR(&Throttle, BSF, PULSE+'h');
 
	    // Night vision toggle
	    MapKey(&Throttle, BSB, PULSE+'n');
	    MapKeyR(&Throttle, BSB, PULSE+'n');
 
	    // Shutdown switch toggle
	    MapKey(&Throttle, EORMOTOR, EXEC("if(!g_bIsShutdown){ ActKey(PULSE+KEYON+'p'); g_bIsShutdown = 1; }"));
	    MapKey(&Throttle, EORIGN, EXEC("if(g_bIsShutdown){ ActKey(PULSE+KEYON+'p'); g_bIsShutdown = 0; }"));
 
	    // Activate 'Shutdown Override' repeat (**** down for always 'ON')
	    ActKey(PULSE+KEYON+REXEC(1, 700, "ActKey(PULSE+KEYON+'o');"));
	    MapKey(&Throttle, EFROVER, REXEC(0, 700, "ActKey(PULSE+KEYON+'o');"));
	    MapKey(&Throttle, EFRNORM, EXEC("StopHeatOverrideRepeat();"));
 
	    // Toggle 'JOYSTATE_SLUGGISH' indicated by shutting off all LED sluggish state lights.
	    MapKey(&Throttle, EFLNORM, EXEC("SlugToggle(1);"));
	    MapKey(&Throttle, EFLOVER, EXEC("SlugToggle(0);"));
 
	    // Cycle 'JOYSTATE_SLUGGISH's duration parameter, indicated by LED lights.
	    MapKey(&Throttle, LDGH, EXEC("SlugDuration(1);"));
 
	    // Set text chat COMMS to associate with auto-pilot controls.
	    MapKey(&Throttle, APENG, SEQ('y', ENT)); // Default
	    MapKey(&Throttle, APPAT, EXEC("MapKey(&Throttle, APENG, SEQ('t', ENT));"));
	    MapKey(&Throttle, APAH, EXEC("MapKey(&Throttle, APENG, SEQ('y', ENT));"));
	    MapKey(&Throttle, APALT, EXEC("MapKey(&Throttle, APENG, SEQ('u', ENT));"));
 
	    // User settings for how much "deadzone" when stick is centered.
	    MapKey(&Throttle, PSF, EXEC("g_fDeadZone = 0.3;"));
	    MapKey(&Throttle, PSM, EXEC("g_fDeadZone = 0.25;"));
	    MapKey(&Throttle, PSB, EXEC("g_fDeadZone = 0.15;"));
 
	    // User settings for which JOYSTATE's to enable
	    MapKey(&Throttle, FLAPU, EXEC("SetJoyState(JOYSTATE_SNAP);"));
	    MapKey(&Throttle, FLAPM, EXEC("SetJoyState(JOYSTATE_NORM);"));
	    MapKey(&Throttle, FLAPD, EXEC("SetJoyState(JOYSTATE_ABSOLUTE);"));
 
	    // User settings for Joystick Axis directions
	    MapKey(&Throttle, EOLMOTOR, EXEC("g_iAxisYDir = 1;")); // Set Y-Axis to normal direction
	    MapKey(&Throttle, EOLNORM, EXEC("g_iAxisYDir = -1;")); // Set Y-Axis to inverted diection
	    MapKey(&Throttle, EOLIGN, EXEC("g_iAxisXDir = g_iAxisXDir * -1;")); // Toggle/**** X-Axis direction
 
	    //--------------------------------------------
	    // START UPDATE LOOP
	    //--------------------------------------------
	    // Enable Joystick->Mouse  - Throttle[APU]
	    MapKey(&Throttle, APUON, REXEC(2, UPDATE_RATE, "UpdateJoystick();"));
 
 
	    printf("All systems nominal!");
}
int SetJoyState(int iState)
{
	    if(0 != (iState & JOYSTATE_NORM))// Throttle[FLAPM]
	    {
			    // Disable JOYSTATE_SNAP and JOYSTATE_ABSOLUTE
			    g_iJoyStates = g_iJoyStates & JOYSTATE_SNAP_OFF;
			    g_iJoyStates = g_iJoyStates & JOYSTATE_ABSOLUTE_OFF;
		 
			    // Enable JOYSTATE_NORM
			    g_iJoyStates = g_iJoyStates | JOYSTATE_NORM;
	    }
	    else if(iState == JOYSTATE_SNAP)// Throttle[FLAPU]
	    {
			    // Disable JOYSTATE_ABSOLUTE
			    g_iJoyStates = g_iJoyStates & JOYSTATE_ABSOLUTE_OFF;
		 
			    // Enable JOYSTATE_SNAP and JOYSTATE_NORM
			    g_iJoyStates = g_iJoyStates | JOYSTATE_SNAP | JOYSTATE_NORM;
	    }
 
	    if(iState == JOYSTATE_ABSOLUTE)// Throttle[FLAPD]
	    {
			    // Disable JOYSTATE_NORM and JOYSTATE_SNAP
			    g_iJoyStates = g_iJoyStates & JOYSTATE_NORM_OFF;
			    g_iJoyStates = g_iJoyStates & JOYSTATE_SNAP_OFF;
		 
			    // Enable JOYSTATE_ABSOLUTE
			    g_iJoyStates = g_iJoyStates | JOYSTATE_ABSOLUTE;
		 
			    g_AxisData[AXIS_X].bHasPulseCenter = 0;
			    g_AxisData[AXIS_Y].bHasPulseCenter = 0;
	    }
}
int SlugDuration(int iStageOffset)
{
	    g_iSlugStage = g_iSlugStage + iStageOffset;
 
	    // Loop stages
	    if(g_iSlugStage > 5)
			    g_iSlugStage = 1;
		 
	    if(0 != (g_iJoyStates & JOYSTATE_SLUGGISH))
	    {
			    // Set appropriate LED light indicator // No 'switch' statement available in TARGET ;)
			    if(1 == g_iSlugStage)
					    ActKey(PULSE+KEYON+LED(&Throttle, LED_ONOFF, LED_CURRENT-LED1-LED2-LED3-LED4+LED5));
			    else if(2 == g_iSlugStage)
					    ActKey(PULSE+KEYON+LED(&Throttle, LED_ONOFF, LED_CURRENT-LED1-LED2-LED3+LED4+LED5));
			    else if(3 == g_iSlugStage)
					    ActKey(PULSE+KEYON+LED(&Throttle, LED_ONOFF, LED_CURRENT-LED1-LED2+LED3+LED4+LED5));
			    else if(4 == g_iSlugStage)
					    ActKey(PULSE+KEYON+LED(&Throttle, LED_ONOFF, LED_CURRENT-LED1+LED2+LED3+LED4+LED5));
			    else
					    ActKey(PULSE+KEYON+LED(&Throttle, LED_ONOFF, LED_CURRENT+LED1+LED2+LED3+LED4+LED5));
	    }
}
int SlugToggle(int bEnable)
{
	    if(bEnable == 1)
	    {
			    g_iJoyStates = g_iJoyStates | JOYSTATE_SLUGGISH;
		 
			    SlugDuration(0);
	    }
	    else
	    {
			    // Disable the Sluggish effect and turn off all LED's
			    g_iJoyStates = g_iJoyStates & JOYSTATE_SLUGGISH_OFF;
			    ActKey(PULSE+KEYON+LED(&Throttle, LED_ONOFF, LED_CURRENT-LED1-LED2-LED3-LED4-LED5));
	    }
}
int StopHeatOverrideRepeat()
{
	    StopAutoRepeat(1);
}
int UpdateJoystick()
{
	    UpdateJoystickAxis(AXIS_X);
	    UpdateJoystickAxis(AXIS_Y);
 
	    // Store current fJoy into fJoyPrev to be used next Update()
	    g_AxisData[AXIS_X].fJoyPrev = g_AxisData[AXIS_X].fJoy;
	    g_AxisData[AXIS_Y].fJoyPrev = g_AxisData[AXIS_Y].fJoy;
}
int UpdateJoystickAxis(int iIndex)
{
	    // Whether or not to apply this Update()
	    int bUpdateAxis = 1;
 
	    // How much to move the mouse this Update()
	    float fMouseDelta = 0.0;
 
	    //--------------------------------------------
	    // Check to see if this axis's input value (fJoy)
	    // is lower than the user specified deadzone (g_fDeadZone)
	    //--------------------------------------------
	    if(abs(g_AxisData[iIndex].fJoy) < g_fDeadZone)
	    {
			    g_AxisData[iIndex].fSlugPerc = 0.01;
			    g_AxisData[iIndex].bSnapDir = 0;
		 
			    if(0 != (g_iJoyStates & JOYSTATE_ABSOLUTE))
			    {
					    // Only center torso if both X and Y axis hasn't Pulsed and both X and Y are centered
					    if(g_AxisData[AXIS_X].bHasPulseCenter == 0 & g_AxisData[AXIS_Y].bHasPulseCenter == 0)
					    {
							    if(abs(g_AxisData[AXIS_X].fJoy) < g_fDeadZone & abs(g_AxisData[AXIS_Y].fJoy) < g_fDeadZone)
							    {
									    ActKey(PULSE+KEYON+'c');
								 
									    g_AxisData[AXIS_X].bHasPulseCenter = 1;
									    g_AxisData[AXIS_Y].bHasPulseCenter = 1;
							    }
					    }
			    }
		 
			    bUpdateAxis = 0;
	    }
	    else
	    {
			    //--------------------------------------------
			    // Apply 'SLUGGISH' if state enabled
			    //--------------------------------------------
			    if(0 != (g_iJoyStates & JOYSTATE_SLUGGISH))
			    {
					    g_AxisData[iIndex].fSlugPerc = g_AxisData[iIndex].fSlugPerc + SLUG_INCREMENTS + (g_iSlugStage * SLUG_INCREMENTS);
					    if(g_AxisData[iIndex].fSlugPerc > 1.0)
					    {
							    g_AxisData[iIndex].fSlugPerc = 1.0; // clamp proc sens at 1.0
					    }
					    fMouseDelta = fMouseDelta + (g_AxisData[iIndex].fJoy * g_AxisData[iIndex].fSlugPerc);
			    }
			    else if(0 != (g_iJoyStates & JOYSTATE_NORM))
					    fMouseDelta = fMouseDelta + g_AxisData[iIndex].fJoy;
				 
			    //--------------------------------------------
			    // Apply 'SNAP' if state enabled
			    //--------------------------------------------
			    if(0 != (g_iJoyStates & JOYSTATE_SNAP))
			    { 
					    if(g_AxisData[iIndex].fJoy > 0.0)
					    {
							    if(g_AxisData[iIndex].fJoy >= g_AxisData[iIndex].fJoyPrev)
									    g_AxisData[iIndex].bSnapDir = 1; // Moving away from center
							    else
									    g_AxisData[iIndex].bSnapDir = 0; // Moving towards from center
					    }
					    else
					    {
							    if(g_AxisData[iIndex].fJoy <= g_AxisData[iIndex].fJoyPrev)
									    g_AxisData[iIndex].bSnapDir = 1; // Moving away from center
							    else
									    g_AxisData[iIndex].bSnapDir = 0; // Moving towards from center
					    }
				 
					    if(g_AxisData[iIndex].bSnapDir == 1)
							    fMouseDelta = fMouseDelta * 2.0;
					    else
							    fMouseDelta = fMouseDelta * 0.5;
			    }
		 
			    //--------------------------------------------
			    // Apply 'ABSOLUTE' if state enabled
			    //--------------------------------------------
			    if(0 != (g_iJoyStates & JOYSTATE_ABSOLUTE))
			    {
					    g_AxisData[iIndex].bHasPulseCenter = 0;
				 
					    fMouseDelta = g_AxisData[iIndex].fJoy - g_AxisData[iIndex].fJoyPrev;
					    fMouseDelta = fMouseDelta * 100.0;
			    }
	    }
 
	    // Manually set mouse position if passes above checks
	    if(bUpdateAxis)
	    {
			    g_AxisData[iIndex].iMouse = g_AxisData[iIndex].iMouse + fMouseDelta;
		 
			    if(iIndex == AXIS_X)
					    DXAxis(MOUSE_X_AXIS, g_AxisData[iIndex].iMouse);
			    else
					    DXAxis(MOUSE_Y_AXIS, g_AxisData[iIndex].iMouse);
	    }
 
	    return 0;
}
//event handler
int EventHandle(int type, alias o, int x)
{
	    if(&o == &Joystick & (x == JOYX | x == JOYY)) // if the event came from Joystick X or Y axis
	    {
			    g_AxisData[AXIS_X].fJoy = Joystick[JOYX] * g_iAxisXDir;
			    g_AxisData[AXIS_X].fJoy = g_AxisData[AXIS_X].fJoy / fJOYAXIS_LIMIT;
			    g_AxisData[AXIS_X].fJoy = g_AxisData[AXIS_X].fJoy * g_fSensMod;
		 
			    g_AxisData[AXIS_Y].fJoy = Joystick[JOYY] * g_iAxisYDir;
			    g_AxisData[AXIS_Y].fJoy = g_AxisData[AXIS_Y].fJoy / fJOYAXIS_LIMIT;
			    g_AxisData[AXIS_Y].fJoy = g_AxisData[AXIS_Y].fJoy * g_fSensMod;
	    }
	    else if(&o == &Throttle & x == THR_FC) // if the event came from the Throttle's friction control trim wheel
	    {
			    g_fSensMod = -Throttle[THR_FC];
			    g_fSensMod = g_fSensMod / fJOYAXIS_LIMIT;
			    g_fSensMod = (g_fSensMod * fDEFAULT_SENSITIVITY) + fDEFAULT_SENSITIVITY;
	    }
	    // Allow the system to handle incoming events and do its thing.
	    DefaultMapping(&o, x);
}

Edited by Hakkukakt, 12 October 2012 - 12:10 AM.


#24 Hakkukakt

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Posted 13 November 2012 - 08:54 PM

View PostHakkukakt, on 11 October 2012 - 01:51 PM, said:

bon voilà les photos de mon bureau avec tout le tointoin

http://www.heberger-...-10-11-010..jpg

http://www.heberger-...-10-11-011..jpg

http://www.heberger-...-10-11-012..jpg

et oui ij'ai un bureau au raz du sol :P


bon après quelques semaines/mois

voilà l'upgrade de mon bureau

Posted Image

donc en même temps ma config complète

i5 3570K boosté à 4 Ghz
RAM 16 Go
120 Go SSD
SLI GTX680 4Go
Thrustmaster Warthog
Saitek Pro Pedal Rubber
3 Screen 27" AOC D2757
1 Screen 24" Acer X243

franchement c'est de la balle :)

Edited by Hakkukakt, 13 November 2012 - 08:58 PM.


#25 Kazooal

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  • LocationNeuchatel, Switzerland

Posted 14 November 2012 - 01:34 AM

Impressionnant !

Et le coût final pour cette merveille :) ?


PS : en fait, je viens de remarquer que tu es Suisse aussi ! Tu as acheté où ton matos ?

Je suis de Neuchatel, mais je bosse à Lausanne, donc tu pourrais même me faire voir une fois... :)

Edited by Kazooal, 14 November 2012 - 01:37 AM.


#26 Hakkukakt

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Posted 14 November 2012 - 11:03 PM

salut

hum ben la plupart du matériel a été acheté chez www.Stegcomputer.ch à Renens

=> tour pc + CM + RAM + CPU + Alim + SSD


une autre partie a été prise chez www.pctop.ch à Crissier parceque Steg n'avait pas en stock ce que je voulais à l'époque, ils sont aussi sur certaines pièces meilleure marché

=> 2xCG GTX680 4Go + Ventilo CPU Noctua NH-D14

=> env 2500.- pour le pc


les 3 écrans viennent de chez www.techmania.ch

=> 3x27" AOC Style D2757PH ici http://www.techmania...Style%20D2757PH
=> env 1000.- pour les 3


=> clavier logitech K750 sans fil solaire + souris Saitek Mad Catz RAT9 + Razer Nostromo

=> le 4ème écran est mon ancien LCD 24" d'avant l'upgrade ^^

=> et le must Joystick/Hotas Thrustmaster Warthog + Saitek Combat Rudder Pedal (bon le joystick je l'ai eu d'occasion à un bon prix ^^)

=> env 2000.- de périphériques divers, y compris le bureau et le siège-HP :ph34r:


hum hum ... il est clair que je n'ai pas tout acheté en même temps hein ... ça s'est rajouté au fur à mesure de mes moyens et de mes envies ... on va dire que ça m'a prit environ 1 année pour réussir à tout réunir

donc si on fait les comptes totaux, c'est vrai qu on tousse un peu quand on voit le chiffre final (d'ailleur peut-être pour ça qu'on achète petit à petit, sinon on achèterait jamais rien :D ) ...

ben si un jours t'as du temps après ton job, pourquoi pas, j'habite pas loin de Lausanne ... on se boira une ptite binch en même temps :ph34r: ... fais moi savoir une fois et je te filerais mon adresse par MP

Edited by Hakkukakt, 14 November 2012 - 11:23 PM.


#27 Hakkukakt

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Posted 11 December 2013 - 04:00 PM

petit upgrade matos

- clavier Mad Catz Strike 7
- souris Mad Catz MMO 7
- Logitech 3D connection
- Track IR5

- kensington trackball




Posted Image

Edited by Hakkukakt, 11 December 2013 - 04:00 PM.


#28 Valer

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Posted 15 December 2013 - 06:06 AM

Wow le matos ! :(

J'ai moi aussi l'hotas warthog et les saitek pro pedal rubber. Alors j'ai essayé de tester et modifier ton script, mais j'ai trouvé aucune trace de l'auteur...

Bref j'arrive pas à configurer le script pour les pédales, et mon palonnier marche pas (tout les boutons marche en revanche).

Quand je lance le script pourquoi mon clavier se met'il à écrire "o" toute les 32ms ?oo
ooo
c'oest opaorfoiso oasseoz oemboettaontooo

Comment tu as fait ? il y a t'il un index quelque part qui expliquerai a quoi correspondent les mots "MSL" "MSR" "EORMOTOR" EORIGN" dans le script ? parce que j'aimerai aussi changer certaine commandes.

genre la seconde gâchette est inutilisé, et je binderai bien l'alpha-strike sur le trigger en position enfoncé.

C'est con, j'étudie le Java mais pas le C++ :x

Edit: A quoi te sert ton nouveau Trackball ? :lol:

Edited by Valer, 15 December 2013 - 06:22 AM.


#29 Hakkukakt

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Posted 15 December 2013 - 05:36 PM

heu arf que de grande question ^^

l'auteur à disparu avec la disparition de l ancien forum, dslé et je ne retrouve pas son nom non plus ...

1. "MSL" "MSR" "EORMOTOR" EORIGN" correspondent aux boutons de ton Hotas ... si tu regardes tu retrouves plus ou moin ces écrits en dessous des boutons correspondant, donc après suffit de blinder la touche que tu désires dans ces fonctions.

une petite image des bouttons du warthog et leur nom pour t'y retrouver et quel nom correspond à quoi

http://ivanw.pagespe..._button_num.png

2 . le script ne correspond pas du tout aux fonctions du pédalier, celui-ci tu dois le blinder directement dans les parametres option de MWO ... je crois qu'il y a une option "turn analogique" et c'est là que tu blind ton pedalier.

3. tu peux desactiver la repet des touches quand tu n'es pas en jeux en pushant l'interrupteur vers le bas qui s'appelle "APUON" => en mm temps si cet interrupteur est vers le bas, le manche du joystick ne fonctionne pas ^^

4. le trackball est pas là pour MWO, mais pour le futur Star Citizen :excl:

voilà, j'espère que ça t'auras un peu aidé ;)

Edited by Hakkukakt, 15 December 2013 - 05:45 PM.






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