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Still Waiting For Full Joystick Support
#81
Posted 07 February 2013 - 09:26 AM
#82
Posted 07 February 2013 - 03:24 PM
Mister Blastman, on 07 February 2013 - 09:26 AM, said:
There's a workaround to end up where you want I think.
Select the Axis you want to remove. At the prompt change it to a keystroke, let's say "C". The game will tell you that key is already in use, Recenter Torso, do you want to change it anyway? Say yes. Now change "C" back to Recenter Torso. Confirm you want to do that. Now look and that Axis is blank with no command in it.
Not sure if that is what you were trying to do, but that removes the Joystick Axii input from the Axii commands.
#83
Posted 07 February 2013 - 04:14 PM
Or better yet full set pedals and HOTAS.
The fact that they have ignored support and focused on making the FPS bois all happy is yet another "this isn't mechwarrior".
Just add weapons and health pack lying all over the ground, then throw in respawn and you have any ten year old generic FPS with robot skins.
Yes, until they get serious about a Mechwarrior game and not a generic shooter, I'll be snippy.
It is a fine generic close combat, low tech, squad brawler.
It is fun.
It is even worth spending money on.
It is, however, not Mechwarrior.
Perhaps they shall fix that. But signs still point to no.
#84
Posted 07 February 2013 - 05:59 PM
Lightfoot, on 07 February 2013 - 03:24 PM, said:
There's a workaround to end up where you want I think.
Select the Axis you want to remove. At the prompt change it to a keystroke, let's say "C". The game will tell you that key is already in use, Recenter Torso, do you want to change it anyway? Say yes. Now change "C" back to Recenter Torso. Confirm you want to do that. Now look and that Axis is blank with no command in it.
Not sure if that is what you were trying to do, but that removes the Joystick Axii input from the Axii commands.
Nah I'm trying to remove the default joystick axii input in the joystick column. No matter what I press there, it doesn't go away.
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#85
Posted 08 February 2013 - 10:55 AM
#86
Posted 08 February 2013 - 11:05 AM
#87
Posted 08 February 2013 - 11:06 AM
You have to select an entry, remap it to a joystick control and then remap it again.
It will clear out the entry
#88
Posted 08 February 2013 - 11:31 AM
Johnny Morgan, on 08 February 2013 - 11:06 AM, said:
You have to select an entry, remap it to a joystick control and then remap it again.
It will clear out the entry
Yes but this doesn't work in the default joystick column?
Edit:
Nevermind. You just press a button on one entry and then keep pressing the button on all the rest and it deletes them, eventually leaving just that one button bound in one entry, including the axes.
Edited by Mister Blastman, 08 February 2013 - 11:35 AM.
#89
Posted 08 February 2013 - 12:01 PM
Lightfoot, on 07 February 2013 - 09:15 AM, said:
cl_joystick_gain = 7 cl_joystick_sensitivity = 2.7 cl_joystick_throttle_range = 0 cl_joystick_invert_throttle = 0 cl_joystick_invert_pitch = 0 cl_joystick_invert_yaw = 0 cl_joystick_invert_turn = 0 I_joystick_deadzone = 0.077 I_joystick_buffered = 0
This is dependent on your other Joystick settings so most likely you will want to adjust it to fit your stick.
Only other thing I have run across is MWO's Digital Turn is so snappy you need to make the Turn Deadzone a little larger than you would in other games. MWO's axii are all independent of each other, but if the Turn axii gets bumped the Mech turns fast, skewing your aim.
Also, the "C" key will recenter your torso, legs, arms in a second so keep that handy.
Ok I run saitek and I can agree to the snappy and its frustrations in aiming. When I tried to make the turn deadzone a liitle bigger using the control panel my mech would constantly turn left in the game and I tried to recalobrate many times. Do you have another way of doing so?
JuiceKeeper, on 07 February 2013 - 03:46 AM, said:
As players mentioned atm mouse is much more intuitive then using stick.
But i would like to ask if somebody with x52 pro tried to use only throtle part and setup throtle and left and right moving for upper POV and using mouse for second hand.
Anyway would be amazing to have proper joystick control.
Yes many have done this. Plug in your complete controller use options menu in the game client to map in your left hand throttle and buttons as with any other game. Now you will have to add a few lines into your "user config" file to optimize how the axis will respond to your input. These lines are plastered all over the forums including the above qoute. You can change the response by changing the number values. PM me for further assistance.
While I understand the need for a user friendly interface for JS support I have found enough info around here to be able to do just about anything in game with any input device. The only hurdle I would like to see PGI overcome is the digital turn. I read somewhere Paul saying (paraphrasing) "it would take a massive amount of technical rubbish to implement analog and is still being considered or looked into".
If they get this worked out I would be just fine with what we have.
Edited by BLUPRNT, 08 February 2013 - 12:14 PM.
#90
Posted 07 March 2013 - 03:52 PM
Having played mechwarrior games in the past, I fully expected this game to be a "sim" and not an FPS game with robots instead of soldiers. I believe the company wants the FPS feel to the game to get a broader audience, which is really too bad. Plus, in playing MWO and Hawken - Hawken does FPS much better. I would love if the company would implement full support for joysticks and even TrackIR support. But, I'm not holding my breath. I wish I knew it was really just another FPS game - I wouldn't have given $125 bucks for the legendary founder's package.
Did someone say there's another mech game in production?
Edited by Forged, 07 March 2013 - 03:53 PM.
#91
Posted 07 March 2013 - 03:58 PM
In the interest of brushing up on my joystick skills, I would LOVE to purchase one for MWO.... As soon as I hear that joystick support is fully implemented and optimized (the biggest offender is lack of analog turning of the entire 'mech, which I would likely assign to pedals.)
+1 for joystick support!
#92
Posted 18 April 2013 - 04:22 PM
SO, I'm discovering that the XY controls are all the same - in other words, currently there does not seem to be a way to control your POV with "free look" using the mouse and simultaneously use your joystick to move the targeting reticle.
That SUCKS, in all caps. I know a lot of people think this is useless, but it would be AWESOME to be able to do this. I am currently building a "Neurohelmet" (instead of a SimPit) similar in concept to the Oculus Rift. For head tracking, however, instead of using TrackIR or some other nonsense (no offense, TIR is awesome) I am using a Wiimote and GlovePIE. This allows me to mount the Wiimote to the helmet and then use it as a mouse input (the mouse script I'm running for the Wiimote is NOT dependent on the IR sensor bar, its super sensitive and works really well).
SO if the two things (free look and targeting reticle) could be operated simultaneously, it would allow me to use this properly, allowing me to glance around my cockpit and out my side view ports while piloting and aiming. As it stands, it looks as if I will have to disable the head tracking aspect of my helmet, however.
Does anyone know a current workaround for this? Maybe some user.cfg commands that could make it happen?
My last bit on JS piloting: Battletech Canon (and I'm sure plenty of you have had it "up to here" with the "BT Canon" crap, heh) describes a 'Mech as having a joystick for each hand and rudder pedals. Now, since we cannot control the arms independently of each other (no big deal) its a reasonable switch to HOTAS + Rudder. The Joystick should control the torso, the throttle controls the... well, throttle, and the rudders control turning left/right. Its a very natural feeling way to pilot a machine like this. I haven't owned a set of rudder pedals since the old gameport days either, but its next on my list of purchases!
#93
Posted 19 April 2013 - 05:20 AM
Some feedback:
Currently fine joystick movements are still far too fast to facilitate sniper aiming, even with a Warthog. Faster torso movements when circle jerking are fairly quick if you bump gain up to 10 or more. In my case 13. Using sensitivity adjustments on the joystick itself leads to larger deadzones, not less movement.
Also analog rudder turning makes less difference to my gameplay than I thought it would, but then I am a middling player at best.
And good luck to you with your plans Odinson. Have fun.
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