Loc Nar, on 20 September 2013 - 06:40 PM, said:
Goes back... rereads FIRST LINE... derp. Not sure how I missed that!
LOL...The pictures were probably more interesting.
Loc Nar, on 20 September 2013 - 06:40 PM, said:
Interesting about the X65 being preferable, particularly because you have an injury to your wrist. Most describe using it as being much more fatiguing for extended use...
I should clarify. It is fatiguing in a different way from mice or standard joysticks. With mice and standard joysticks, I experience
wrist fatigue. Those who are new to the X-65f are likely to experience
hand fatigue instead. The hand fatigue for me is no problem because all of the muscles in my hands are in good shape. It's only the outside of my right wrist that is a problem, a point most stressed by using a mouse or standard stick. Now that I am quite accustomed to the X-65f, I no longer experience much of the hand fatigue, though when I first used it, it was pretty serious.
Loc Nar, on 20 September 2013 - 06:40 PM, said:
..., and if it's simply a matter of sensitivity any number of joysticks can be made extremely twitchy.
Actually, the stick is much too twitchy as it is. That issue is twofold. The drivers are inadequate for reducing the sensitivity properly. I can curve how much pressure on the stick sends a signal to the game, but this is insufficient. Increasing the force needed simply increases the amount of pressure I have to put on the stick before the game uses that same signal to move the torso too fast. [EDIT: Further tweaking has significantly reduced the twitchiness.] The real issue, I think, is simple lack of inclusion in MWO of a joystick-sensitivity slider. They did it for the mouse. There's no reason they can't do it for a stick. My workaround is to use the joystick for rapid aiming and the mouse stick on the throttle for fine aiming. This works rather well. Also, I'm still getting used to using the stick for aiming and the pedals for steering. My experience with joysticks goes back to the Atari 2600, and using the X-axis for turning is only natural. With practice, I don't think there will be any long-term problem.
Loc Nar, on 20 September 2013 - 06:40 PM, said:
Also interesting you say there is some movement with yours, cause as I understand the consensus on this is that the stick is static...rigid... not even a hint of deflection. Is it your mounting job that is allowing deflection, or are you saying your example of an X-65 actually has some deflection incorporated into it?
My particular stick has a hint of deflection. Possibly this is a factory defect, mine wiggles from the base slightly. I might give the padding idea a shot just to see how it feels.
Loc Nar, on 20 September 2013 - 06:40 PM, said:
Pedals are indeed a much better option instead of the z axis, and I couldn't agree more that it's a shame MWO was not coded to have parity between controllers. It would have been entirely possible, but they chose to court the kbm crowd instead and die is cast so at this point all we can do is use a mouse or off shelf joystick or make one better suited to this environment.
What is really sad here is the insistence on using the Cry3 Engine. All any gaming company that was serious about updating the MechWarrior gaming franchise would have to do is either license or reverse engineer Activision's MechWarrior 2 engine, tweak it slightly, and update the graphics. The only truly essential tweaks would be to free the (undocumented) POV control from using a toggle and directional keys (the way MWO uses a toggle and the mouse) so that POV and turret could both be changed independently along with adding in completely independent aiming for the arms the way MechWarrior 3 did. Possibly they would also need to configure a separate set of controls for aiming jump jets the way MechWarrior 4 did. It's really sad that all of the proper engine work has already been done but is scattered in bits and pieces between Activision and MicroSoft with the updated graphics resting between the MWLL team and PGI. Also, a fully-integrated radio would be nice.
The worst part is that nearly two decades of consoles dominating the market has led to dumbed-down gaming. That makes me sad because I see some of the creative people in this forum working to make button panels and the like for their simpits when the fact of the matter is that I don't even need all of the functionality of my HOTAS in order to fully operate my mech. Of course, I'm working from a different paradigm. While the simpit builders are working on boxing in a realistic cockpit, I'm waiting with high hopes for the Occulus Rift in conjunction with something like the Razer Tiamat 7.1 surround headphones with an extra subwoofer under the seat. Using an HMD, anything other than a HOTAS is a liability.
Back in 1996, I ran a short-lived virtual-reality business called Total Immersion. The rigs I built featured the Forte Technologies VFX1 HMD, so I know just how awesome an excellent HMD can be. With the development of very cheap high-resolution displays on cell phones and advancements in motion tracking with things like the Nintendo Wii and Kinect, I have been flabbergasted that the HMD has not made a comeback.
Here's how I envision mech gaming. New gaming mobos have analog 7.1+2.0 audio outputs. I put in earbuds for the 2.0. This is for the radio, one channel for team, and the other for all. The HMD incorporates high-quality 7.1 like the Razer Tiamat (stereo sound on the VFX1 was awesome!). This is for the game sounds. All of that would connect to audio analog to bypass the irritating HDCP limitations of HDMI. This would enable easy splitting of the LFE channel for a genuine subwoofer mounted either under the seat or to the back of the seat (I used to have VR subwoofer backpacks that strapped nicely to the bucket car seats I was using for cockpits). The seat of course would have HOTAS and pedals and nothing else (because with the HMD, you couldn't see the rest anyway). Motion tracking on the HMD would take care of pilot POV. Stick moves turret. Pedals steer. Toe brakes crouch, stop, or fire jump jets. Throttle is throttle. Mouse stick on throttle aims arms.
Basically, sit in your chair, put on your HMD, and BE IN THE GAME. Actually, I could mount the computer on the back of my S.T.A.R. Seat along with hooks to hold the HMD, and voila! I would have a fully collapsible and portable Total Immersion gaming rig.
Edited by alanwescoat, 20 September 2013 - 11:58 PM.