Hello
I've been trying to play MWO off and on via an X52 and keep going back to KBM, It's mostly caused by the fact that despite the deadzone being set to 0, there's still a deadzone to the joystick no matter what I bind it to (torso twist, turning, pitch). Throttle seems to be okay. Is there a way to rectify this?
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X52 Joystick Deadzone
Started by August55, Jan 31 2016 03:35 PM
1 reply to this topic
#1
Posted 31 January 2016 - 03:35 PM
#2
Posted 01 February 2016 - 11:21 AM
No. There is no way to truly remove the joystick deadzone in the MWO settings.
Even if you use clever trickery such as remapping the physical stick to a virtual vJoy stick, and applying an "anti-deadzone" (have the virtual stick jump straight to where the MWO deadzone ends) then the motion of movement will not gradually kick in, so it still doesn't feel right.
The only way to do it would be to remap joystick input to mouse output, but very few people have gotten that to work properly (Ask Loc Nar, he may have).
Until PGI properly implement "Absolute" stick input (They made a horrible mess of it first time), the only reason you should be aiming with a stick anyway is if you value immersion over actually being any good at the game.
If and when PGI properly implement absolute stick mode, then a stick *may* be comparable aiming device to a mouse, but you would probably need an extended shaft to get the level of granularity that you would need to compete with mouse, plus you would probably need to remove the centering spring.
Even if you use clever trickery such as remapping the physical stick to a virtual vJoy stick, and applying an "anti-deadzone" (have the virtual stick jump straight to where the MWO deadzone ends) then the motion of movement will not gradually kick in, so it still doesn't feel right.
The only way to do it would be to remap joystick input to mouse output, but very few people have gotten that to work properly (Ask Loc Nar, he may have).
Until PGI properly implement "Absolute" stick input (They made a horrible mess of it first time), the only reason you should be aiming with a stick anyway is if you value immersion over actually being any good at the game.
If and when PGI properly implement absolute stick mode, then a stick *may* be comparable aiming device to a mouse, but you would probably need an extended shaft to get the level of granularity that you would need to compete with mouse, plus you would probably need to remove the centering spring.
Edited by evilC, 01 February 2016 - 11:22 AM.
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