Steel Battalion controller and win 7 64-Bit drivers
#181
Posted 11 March 2013 - 09:20 AM
played for two hours last night with this. Though im not a huge fan of the joystick to aim, I ended up pulling off the right section of the controller and using my mouse to aim. I really just like pushing all light up buttons. Feels so awesome
#182
Posted 11 March 2013 - 09:25 AM
#183
Posted 11 March 2013 - 09:32 AM
#184
Posted 11 March 2013 - 09:37 AM
Make sure you are using a xbox->usb converter <= 3ft long. We've had some issues with the longer 6 ft ones. Waiting to get my hands on one to try and figure out why. My guess right now is that its a shielding issue.
I'm available if you run into any issues. If you're running Windows 8, check my post a few pages back to see how to bypass the new policies in windows 8 to allow you to run the uncertified libusb drivers.
#185
Posted 11 March 2013 - 09:40 AM
HackNFly, on 11 March 2013 - 09:37 AM, said:
Make sure you are using a xbox->usb converter <= 3ft long. We've had some issues with the longer 6 ft ones. Waiting to get my hands on one to try and figure out why. My guess right now is that its a shielding issue.
I'm available if you run into any issues. If you're running Windows 8, check my post a few pages back to see how to bypass the new policies in windows 8 to allow you to run the uncertified libusb drivers.
Thanks for the information. I'm running win7 64bit, own the 3ft cable and had installed this program a long long time ago back before any bindings were set ;P
Met the author on youtube.
** i'll hit you up via PM if i run into any problems.
Edited by Pando, 11 March 2013 - 09:42 AM.
#186
Posted 11 March 2013 - 09:45 AM
Glad you're a long time follower of the project. The new configuration system is much more powerful than the old ini system I had in place with version 1.0. If you have any specific questions let me know.
#187
Posted 19 March 2013 - 12:36 PM
New profile: BvP-MWO-2.4.cs
Download site (v2): Steel-Batallion-64.zip (local copy)
LibUSBDotNet_Setup.2.2.8 (local copy)
Example: user.cfg <- this is where you adjust sensitivity, deadzone, zoom sensitivity
Notes, explanation, instructions, etc...: notes.txt
MWLL profile and config files: MWLL 2.0
#188
Posted 04 April 2013 - 03:47 PM
This only affects the right stick as analog turning seems OK right now.
Original 'curve'
New 'curve'
You will need to recalibrate as this changes the actual range that the joystick driver reports to Windows.
To properly calibrate here is a simple config file (use this to calibrate and not the MWO config file or your pedals may have problems): BvP-Simple-2.5.cs
And here is the new config file that has a bit of a sensitivity curve to it: BvP-MWO-2.5.cs
Because of how this works you will need to adjust your deadzone in the game's user.cfg file, here is my current config file:
; Joystick Setup ; Gain affects speed of joystick (works with sensitivity) ; Seems like higher number = faster response ;cl_joystick_gain = 4.98 cl_joystick_gain = 5.05 ; Sensitivity (Default seems to be 1.0) ; Higher number = less sensitive (slower) ;cl_joystick_sensitivity = 1.01 cl_joystick_sensitivity = 1.00 cl_joystick_invert_throttle = 0 cl_joystick_invert_pitch = 1 cl_joystick_invert_yaw = 0 cl_joystick_invert_turn = 0 cl_joystick_throttle_range = 0 ; Joystick DeadZone, requires both the i and cl lines to make the joystick deadzone change work i_joystick_deadzone = 0.04 cl_joystick_deadzone = 0.04 ; ZOOM settings (sensitivity of joystick when zoomed) gp_mech_view_look_sensitivity = 0.0090 // Normal view gp_mech_view_zoom_level1_sensitivity_modifier = 0.6 // Zoom 1.5x gp_mech_view_zoom_level2_sensitivity_modifier = 0.4 // Zoom 3x gp_mech_view_zoom_level3_sensitivity_modifier = 0.35 // Zoom 4x
I have only just done this today and am interested in feedback if it helps anybody's aiming (or makes it worse!!!) If you don't like it just go back to version 2.4 (and recalibrate) and let me know in this thread.
I can make a larger sensitivity curve as well if anyone is interested (I fear it may be too much so you should test this one first.)
#189
Posted 11 April 2013 - 12:27 PM
I have made the profiles v3.0 to differentiate them from the previous setup...
I find that I do not use the FILT switch (Alpha Strike) so I will probably assign it a new function unless someone tells me to leave it alone...
You will need to recalibrate as this changes the actual range that the joystick driver reports to Windows.
To properly calibrate here is a simple config file (use this to calibrate and not the MWO config file or your pedals may have problems): BvP-Simple-3.0.cs
And here is the new config file that has a bit of a sensitivity curve to it: BvP-MWO3.0.cs
Because of how this works you may need to adjust your deadzone in the game's user.cfg file, here is my current config file:
; Joystick Setup ; Gain affects speed of joystick (works with sensitivity) ; Seems like higher number = faster response ;cl_joystick_gain = 4.98 ;cl_joystick_gain = 5.05 cl_joystick_gain = 5.75 ; Sensitivity (Default seems to be 1.0) ; Higher number = less sensitive (slower) ;cl_joystick_sensitivity = 1.01 cl_joystick_sensitivity = 1.00 cl_joystick_invert_throttle = 0 cl_joystick_invert_pitch = 1 cl_joystick_invert_yaw = 0 cl_joystick_invert_turn = 0 cl_joystick_throttle_range = 0 ; Joystick DeadZone, requires both the i and cl lines to make the joystick deadzone change work i_joystick_deadzone = 0.04 cl_joystick_deadzone = 0.04 ; ZOOM settings (sensitivity of joystick when zoomed) gp_mech_view_look_sensitivity = 0.0090 // Normal view gp_mech_view_zoom_level1_sensitivity_modifier = 0.6 // Zoom 1.5x gp_mech_view_zoom_level2_sensitivity_modifier = 0.4 // Zoom 3x gp_mech_view_zoom_level3_sensitivity_modifier = 0.35 // Zoom 4x
Any feedback is appreciated...
Edited by von Pilsner, 11 April 2013 - 12:28 PM.
#190
Posted 22 April 2013 - 04:52 AM
I'm just unsure of how customized this can get, and honestly, if we can make that POV hat move the arms, then I'd get right on setting this up for my gameplay. As the only issue I've run into with MWO and Joysticks is torso pitch is too restrictive to beable to utilize a joystick properly when a light comes up and decides to give your atlas a hug.
#191
Posted 22 April 2013 - 12:53 PM
Jade Kitsune, on 22 April 2013 - 04:52 AM, said:
I just took a quick look at the source and I see the mouse key emulation but do not see any mouse movement code. It's not my project though, so I could be missing something obvious.
Maybe HnF will drop by again...
I mapped F3 on the controller as a toggle for the arms, but I don't think many people use it, I like the idea of remapping the POV hat.
Edited by von Pilsner, 22 April 2013 - 01:01 PM.
#192
Posted 22 April 2013 - 12:57 PM
Playing with UAC5's and I noticed they jam too much. All the other profiles (before this one) seem to double fire if you use the MAIN WEAPON button to fire the UACs.
Solution 1 - map them to SUB WEAPON and they work as intended
Solution 2 - New profile: BvP-MWO-3.1-uac5.cs (this profile uses the same calibration as the previous: BvP-Simple-3.0.cs)
NOTE: on the new profile the FILT needs to be in the down position! (It's not Alpha strike anymore, it is an experimental UAC timer to reduce jamming - only activate FILT toggle when using UAC5 or your MAIN WEAPON button will be quite frustrating).
Edited by von Pilsner, 22 April 2013 - 01:02 PM.
#193
Posted 22 April 2013 - 12:59 PM
#194
Posted 22 April 2013 - 04:04 PM
Quote
This is not specific to the Steel Battalion controller, but people using emulator based controls are the only non kbm users that don't get wiped out whenever there's a patch or an update to the controls. It's also pretty much the only way to have enough control over the x/y axis to have a *viable control scheme rather than one that merely works...
#195
Posted 27 April 2013 - 09:36 AM
HackNFly, on 22 April 2013 - 12:59 PM, said:
People are for one, complaining that the Right stick on the controller does not allow for fine enough movement control over aiming. Mapping the hat stick to mouse, to allow it to move the arms, while everything else controls torso, may be the fix we need.
I've yet to install everything and get my VTC up and running for this, so I can't say from a personal standpoint, however it stands to reason, that using the hat stick may be the fix... Have it auto center, allowing you fine control when you need it.
Edit: It may require additional control options implimented by PGI apon further thinking... basically you'd utilize the left stick for left/right turning... the right stick for torso movement, and the hat stick for arm control...
I'm not sure if MWO at present would allow for 3 input's to those 3 functions, as torso and arm's seem tied currently.
Edited by Jade Kitsune, 27 April 2013 - 09:39 AM.
#196
Posted 27 April 2013 - 03:15 PM
As far as the solution you're suggesting, I did something similar to that for MW4. I artificially increased the resolution by combining the right stick and the left thumbstick for controlling aiming, its actually really simple to do. It takes some getting use to. What you do is use the right stick for rough controls and then use the left thumbstick for fine control.
#197
Posted 29 April 2013 - 05:08 PM
i also would like to say i have tried deleting and reinstalling everything only to have the same stuff happen.
Edited by Abend, 29 April 2013 - 05:11 PM.
#198
Posted 01 May 2013 - 03:17 PM
Abend, on 29 April 2013 - 05:08 PM, said:
i also would like to say i have tried deleting and reinstalling everything only to have the same stuff happen.
It sounds like you need to recalibrate. If you are using my profiles, I suggest you download the newest profile: BvP-MWO-3.3-autocannon.cs.
You will actually need to use this profile to calibrate: BvP-Simple-3.3.cs (after calibration just load the BvP-MWO-3.3-autocannon.cs into the SB-64 driver software).
These profiles allow a logrithmic responce in the axes and I have had much better aiming using them over the 1.x and 2.x profiles.
Original Curve:
New Curve (version 3.x)
I tried a larger curve (x^3) and it was not good...
I am going to stick with the x^2 curve unless I discover something that gives me more fine control in the center.
Here is my current user.cfg file (this helps set the speed and sensitivity of the stick)
; Joystick Setup cl_joystick_gain = 4.08 ; Higher number = less sensitive (slower) cl_joystick_sensitivity = 1.00 cl_joystick_invert_throttle = 0 cl_joystick_invert_pitch = 1 cl_joystick_invert_yaw = 0 cl_joystick_invert_turn = 0 cl_joystick_throttle_range = 0 ;i_joystick_buffered disables the Joystick buffering which greatly increases the joystick's sensitivity ;i_joystick_buffered = 0 ; Joystick DeadZone, requires both the i and cl lines to make the joystick deadzone change work ; Increase in 0.02 incriments if you get an unstable center point on either stick (0.08 works for some) i_joystick_deadzone = 0.04 cl_joystick_deadzone = 0.04 ; ZOOM settings (sensitivity of joystick when zoomed) gp_mech_view_look_sensitivity = 0.0090 // Normal view gp_mech_view_zoom_level1_sensitivity_modifier = 0.6 // Zoom 1.5x gp_mech_view_zoom_level2_sensitivity_modifier = 0.4 // Zoom 3x gp_mech_view_zoom_level3_sensitivity_modifier = 0.35 // Zoom 4x
Controller Button Mapping Pic
Edited by von Pilsner, 01 May 2013 - 03:45 PM.
#199
Posted 01 May 2013 - 04:29 PM
#200
Posted 17 May 2013 - 02:22 PM
Can you imagine playing TIE Fighter with the SBC? Shivers! As it is, trying to fire the main weapon triggers the eject sequence in TF, which is...shall we say, inconvenient? The ability to use the SBC independent of premade or community-made profiles and instead quickly and easily use the buttons to trigger new keystrokes or minor macros with ease sounds like the proverbial Geek's wet dream to me.
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