- Absolute Inputs are now available for Joystick players (cl_joystick_absolute_inputs=1 in user.cfg)
- Deadzone for Rudder and Joystick separated (cl_joystick_deadzone and now cl_rudder_deadzone)
Joystick Control Feedback - 1.3.306
#1
Posted 15 July 2014 - 09:37 AM
#2
Posted 15 July 2014 - 09:39 AM
#3
Posted 15 July 2014 - 09:48 AM
#4
Posted 15 July 2014 - 09:56 AM
Nikolai Lubkiewicz, on 15 July 2014 - 09:40 AM, said:
Hmmmm, I am an old school Tesla pods guy. I prefer a HOTA setup when I play MW. Just seems that a mech simulator game would give give better results with joystick, foot pedals and a throttle. Playing with mouse and keyboard is just easier and takes less practice to get good with.
I dont mind keyboard and mouse and I understand that more players have access to them because every PC has em. Just seems that a MW game should cater to a joystick. Or maybe it is part of that minimal viable product model that MWO subscribes to?
#5
Posted 15 July 2014 - 10:51 AM
Overall, absolute control is unusable for me.
There appears to be an enforced deadzone no matter what you do - reading numbers from UJR, it appears about 10%
On anything but super low sensitivities, it seems unusable (way too sensitive), but that is pretty much to be expected, you would probs want a stick with a huge throw to take advantage of absolute aiming.
When you hold CTRL for arm movement, it goes back to RELATIVE input!
On the lowest sensitivites, you cannot achieve full torso twist.
If you have cl_joystick_absolute_inputs=1 in your user.cfg, mouse aiming is unusable (view always snaps back to center).
here is the user.cfg entries I used:
gp_option_ShowCockpitGlass=0
cl_joystick_absolute_inputs=1
cl_joystick_deadzone=0
cl_rudder_deadzone=0
Edited by evilC, 15 July 2014 - 10:57 AM.
#6
Posted 15 July 2014 - 10:56 AM
Holding Ctrl for arm movement switching to relative input sounds like a potential overlooked bug though, I'll take a look at resolving that right away if that's the case.
I'm surprised the sensitivity slider isn't allowing you to get a good setup though.
#7
Posted 15 July 2014 - 11:10 AM
Edit: my config is the same as evilC minus the cockpit glass
Edited by Siepher Hawkins, 15 July 2014 - 11:31 AM.
#8
Posted 15 July 2014 - 11:37 AM
cl_joystick_gain = 8
cl_joystick_sensitivity = 0.50
gp_option_ShowCockpitGlass=0
r_DepthOfField=0
r_HDRGrainAmount=0.0
cl_joystick_absolute_inputs=1
----------------------------------
With the absolute imput enabled, joystick torso twist's reset to center
also mouse/joystick combo is not posible since mouse is all over the place with the absolute value
#9
Posted 15 July 2014 - 11:41 AM
Matthew Craig, on 15 July 2014 - 10:56 AM, said:
Then why call it cl_joystick_absolute_inputs ?
It seems to me that you do some kind of pre-processing or know that info at some point because you have separate mouse and joystick sensitivity sliders.
If you could not tell one kind of input from another, how would that be possible?
Edited by evilC, 15 July 2014 - 11:42 AM.
#10
Posted 15 July 2014 - 12:47 PM
Matthew Craig, on 15 July 2014 - 10:56 AM, said:
It's not the sensitivity slider that's giving me trouble, it's the deadzone even though it's set to zero in the config, and slid all the way left in the config gui.
#11
Posted 15 July 2014 - 01:22 PM
Matthew Craig, on 15 July 2014 - 10:56 AM, said:
Of course there is...
http://docs.cryengin...DKDOC4/CryInput
I think what you really mean to say is, your code was not written to differentiate and would require non-trivial modification to accommodate that.
#12
Posted 15 July 2014 - 01:39 PM
I use the Y axis for throttle, Z rotation (rudder) for turning, and the mouse for aiming. I don't use the X axis. The Z rotation on my joystick is a piece of crap that uses a voltage sensor to detect left/right and I rely on the deadzone to prevent random left movements caused by voltage flux from the wires moving around.
#13
Posted 15 July 2014 - 02:14 PM
Also can't use the full range of the joystick. For example: pulling the joystck back less than a 1/4 of its delection piches the torso all the way up.
Hardware used: CH Fighter Stick, Pro Throttle, and Pro Peddles.
EDIT: Just wanted to say thanks for working on improving joysticks. I also play fine using the old system so please always keep it as an option.
Edited by Airic Gryphon, 15 July 2014 - 02:40 PM.
#14
Posted 15 July 2014 - 06:53 PM
I have tryed cl_joystick_absolute_inputs=1 and it does not work... same as it was before.....
i also like useing the mouse for those long range shots in advanced zoom, so having them both work at the same time is inpeartive....
I use a X52 pro
Edited by Lazor Sharp, 15 July 2014 - 07:12 PM.
#15
Posted 15 July 2014 - 07:04 PM
I spent a bit over a hour tweaking the config file and the values in the GUI. It's close. It really is, however there are some show stoppers.
- There are no values on the sensitivity sliders. While I can say "somewhere around a third of the way up" I can't reference a repeatable number.
- Even with the dead zone slider full left (at zero value) there remains a dead zone in the game. (Further note on this below)
- I had to add cl_joystick_gain=0.75 cl_joystick_sensitivity=1 before I started to get a reasonable control of the mech
- Different mechs require different sensitivity settings to achieve their maximum traversal.
cl_joystick_absolute_inputs=1 cl_joystick_gain=0.75 cl_joystick_sensitivity=1 cl_joystick_deadzone=0 cl_rudder_deadzone=0.5
In the GUI I had the X sensitivity somewhere around a third of the way up, with Y sensitivity just barely on.
These settings were for the Ember I was using to test with to start. As I was typing this up I realized I had not tested with a different chassis. I loaded up the Hunchback 4G. I had to go from around a third to almost full right on the slider to get full traversal + arms. (To test I set my heading to 0 North and twisted right.) We need to be able to use the same sensitivities across every chassis.
On the topic of the dead zone it almost acts like it is reporting no movement up to a certain value but then instead of starting from that value it jumps to that position. So lets say a centered stick reports 0 and full right deflection reports 16383. (This is what my stick reports) It seems like once I would hit say a value of 500 the game will suddenly jump to that value instead of starting movement at that value. What this looks like in game is a area around the centered stick that you simply can not put your site on. This is on both the X an Y axis.
Minor bug
- Occasionally when binding joystick buttons it will look like all your settings went blank. If you save and return to the binding screen your settings are still there.
Edited by Foust, 15 July 2014 - 07:09 PM.
#16
Posted 15 July 2014 - 09:49 PM
With sensitivity sliders pushed all the way down to Zero, and deadzone set anywhere except Max:
- Pitch works fine
- Sensitivity seems useable
- Torso has severly limited range, only turns a few degrees left or right of centre
- Torso range is restored
- Sensitivity is extremely over sensitive
- Any movement of the joystick causes the mech to twist/pitch immediately to the stops
- I believe the left or right torso twist may have been engaging free look
#17
Posted 15 July 2014 - 10:26 PM
Matthew Craig, on 15 July 2014 - 10:56 AM, said:
I bet there are many players that would use joystick/gamepad support if it could be combined with mouse aiming. Joystick for throttle/turning and mouse for torso / arm twisting.
#18
Posted 15 July 2014 - 11:43 PM
Kmieciu, on 15 July 2014 - 10:26 PM, said:
I bet there are many players that would use joystick/gamepad support if it could be combined with mouse aiming. Joystick for throttle/turning and mouse for torso / arm twisting.
Huh? That's exactly what I'm doing. Right hand on the mouse, left hand on the stick, with the keyboard to the left of the joystick for the misc buttons. The difference is that I use the Z-rotation axis for turning the legs instead of the x-axis because it is more responsive.
#19
Posted 15 July 2014 - 11:47 PM
JimboFBX, on 15 July 2014 - 11:43 PM, said:
Huh? That's exactly what I'm doing. Right hand on the mouse, left hand on the stick, with the keyboard to the left of the joystick for the misc buttons. The difference is that I use the Z-rotation axis for turning the legs instead of the x-axis because it is more responsive.
Can you use absolute imputs with that? So that when you let go of the joystick your mech stops?
#20
Posted 16 July 2014 - 03:32 AM
Quote
- Turning and Throttle controls are now possible when using the Battlegrid
- Any Turning/Throttle controls that have been rebound from the defaults will need to be rebound to allow movement in the Battlegrid screen. This is due to the introduction of a new action map for the Battlegrid and is unavoidable.
I didn't have to rebind my alternate keyboard keys for e.g. 70% and 100% throttle. Why not?
Also, these do not work with the battlegrid open, while WASD work.
EDIT:
Or, while these do work w/o the battlegrid, I HAVE to rebind them to make them work with the battlegrid open?
Edited by GoldenFleece, 16 July 2014 - 03:35 AM.
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