Ui2.0 And Joysticks?
#1
Posted 16 January 2014 - 10:58 AM
#2
Posted 16 January 2014 - 11:41 AM
My stick runs in mouse emulation (to allow absolute inputs... it's not a flightstick but a dedicated positional controller scheme called master/slave/replica but that is matter of protracted discussion in it's own right) so is unaffected by this, but analog controls are uprooted and this does not bode well given the track record here.
#3
Posted 16 January 2014 - 12:00 PM
#5
#6
#7
Posted 16 January 2014 - 03:05 PM
#8
Posted 16 January 2014 - 03:23 PM
#9
Posted 16 January 2014 - 04:21 PM
Zerik1, on 16 January 2014 - 03:05 PM, said:
And this is what's wrong with America.
#10
Posted 17 January 2014 - 03:01 PM
So I will prepare flaming pitchforks, but not light them just yet....
#11
Posted 17 January 2014 - 03:45 PM
Foust, on 17 January 2014 - 03:01 PM, said:
So I will prepare flaming pitchforks, but not light them just yet....
Interesting, my pedal's axes was recognized and worked, but it was applied to my mechs torso x-axis instead of my legs and no way to re-assign. btw, I noticed you were on and tested the chat system but didn't hear back so got back to the shooty parts, did you get the messages? For the afternoon test I had reverted my pedals back to using Saitek's software to generate 'a' and 'd' and used TARGET to make my analog throttle generate digital events (keyboard emulated) so was able to play pretty much normally for that session (dat cockpit glass!).
In forward, my digital throttle is nearly the same as analog because the numpad commands are broken down in linear 10% increments so the gradient is almost the same and all-stop command behaves the same, however reverse is noticeably inferior like this since there is no gradient option and it takes much longer for 's' keypress events to add up to full reverse than it takes to slam it to full rev with an absolute mapped throttle and mechs are noticeably sluggish in reverse than analog throttle can be.
My flaming pitchforks are on standby, but even if they totally blow it my own control scheme will look almost identical to what I use anyhow and would be yet another example of why using TARGET is preferable since emulated controls are only affected by what affects kbm.
#12
Posted 17 January 2014 - 04:58 PM
#13
Posted 17 January 2014 - 05:04 PM
"Russ Bullock @russ_bullock
@MWORoadbeer @bryanekman Joystick mapping will be in for feb 4th"
https://twitter.com/...913917060886530
#14
Posted 17 January 2014 - 05:35 PM
Roadbeer, on 16 January 2014 - 12:00 PM, said:
I was able to "use" a Wingman 3D (with serial to USB no less) on standard windows found drivers including reassigning twist. In fact the built in throttle being mental was the killer for me (with the other flaws as a given)..
Loc Nar, on 16 January 2014 - 11:41 AM, said:
My stick runs in mouse emulation (to allow absolute inputs... it's not a flightstick but a dedicated positional controller scheme called master/slave/replica but that is matter of protracted discussion in it's own right) so is unaffected by this, but analog controls are uprooted and this does not bode well given the track record here.
Though I still plan on building standalone MechPit at some point (good ol time and fund constraints), I may attempt gutting a decent keyboard (with serviceable keys{what can I say.. Im a bit hard on micro switches.. you learn to rebuild them}) and going Dr. Frankenstein on an optical mouse to build a joystick. Having the optic looking down from the stick into a graphed spherical field (I believe one of your write ups lead to that as an option{that someone had used in other sim settings}).
However.. it is still very tempting to try your hall settup and wiring up switchboards to a programmable controller and have the Pit recognize itself as part of its control scheme at some point. I could settle with it seeing its parts as a keyboard and mouse.. I am still torn on pedal function. Not so much as their being there, I know I want pedals. But a pot in the middle or separate linear.. foot actuators as switches or linear.. or do I...
#15
Posted 18 January 2014 - 03:23 PM
You light the torches, not the pitchforks. The pitchforks you either sharpen, or leave rusty and then coat the tines in your choice of farm animal dung (Depends on how much you want them to suffer...).
I hope you guys regain the functionality that was in there before, (such as it was). If it improves beyond that, even better.
#16
Posted 22 January 2014 - 06:01 AM
Roadbeer, on 16 January 2014 - 12:27 PM, said:
This is good news
CyBerkut, on 18 January 2014 - 03:23 PM, said:
You light the torches, not the pitchforks. The pitchforks you either sharpen, or leave rusty and then coat the tines in your choice of farm animal dung (Depends on how much you want them to suffer...).
I hope you guys regain the functionality that was in there before, (such as it was). If it improves beyond that, even better.
I thought pitch burned
#17
Posted 23 January 2014 - 04:14 AM
#18
Posted 04 February 2014 - 06:01 PM
I am in idiot. Controls are fine. Settings can be viewed/altered from the lower right of the screen in the UI.
Edited by Loc Nar, 04 February 2014 - 10:21 PM.
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