

Problems, E.g. Adjusting Jostick
#1
Posted 17 January 2013 - 03:02 PM
Although I've played MechWarrior 4 a long time ago, I'm new to MW:Online. While back in Vengeance I used a joystick and it worked very good, I'm experiencing some problems with it now.
The first thing is, I can't invert the y-axis. I'm used to looking down when pushing the stick forward and watching the clouds when pulling it back; just the way you would steer a plane. The problem is that it's not happening like this: when I push the handle forward, my mech looks up and vice versa. I've also tried to use the "invert y-axis" button in the options menu, but it didn't seem to have any effect to my problem.
Another problem with the steering is the throttle. My joystick features a slider for this, and I assigned that one to the throttle in the options menu. But for some reason, it turns up speed when I move the slider down, while when I move it up nothing happens at all.
Last but not least i'm experienceing a serious input lag: moving the joystick does not make my crosshair move immediately, it takes about a second. Of course, it's quite hard to hit anything with these conditions. I've already turned down visual options to the minimum, but the lag's still there...
Are these common problems? Does anyone know, how to solve them? As you see, I can't actually play as for now, which is quite sad... So please, if someone has answers for me, feel free to post!
Thanks!
TheLastUn1c0rn
#3
Posted 18 January 2013 - 05:37 AM

#4
Posted 18 January 2013 - 10:23 AM
This is what it's all about, expressed by some staff member:
Paul Inouye, on 23 October 2012 - 10:53 AM, said:
Remember, turning a Mech (it's feet) is a DIGITAL (on/off) movement at the moment. This means when you press left or right to turn your Mech, it turns just like you're pressing the A or D key on the keyboard. Slight movements on the joystick react like a key press. We know this is not how sim players want it and it should be small movements = slow turns. The problem is, the fix requires a huge code update on Mech movement. This is something we cannot tackle at the moment but it IS going to be addressed. We just can't give you a confirmed date of delivery.
So I'll just have to wait for them to "deliver"... sadly
#5
Posted 18 January 2013 - 11:58 AM
There's a couple threads out there about modding your user.cfg file for inverting the axis. I think that's what I did, but that was back in closed beta, and they've made some changes since then.
I will say though, that as a joystick player I find that missiles and ballistic weapons work best for me. Because of the digital nature of some of the movements, it's hard to do a slow move to keep your crosshairs targeted on the enemy. I end up using LRMs, where lock doesn't require dead-on aiming at a mech, or SRMs and ballistics (or PPCs) where you lead the target, fire and forget.
And I do keep my mouse nearby, especially if I'm trying to hit someone at a distance, the fine control of a mouse really helps sometimes.
#6
Posted 18 January 2013 - 12:22 PM
cl_joystick_throttle_range = 0 ;this makes you stop in the middle, pull back to reverse and push to accelerate
cl_joystick_invert_throttle = 1
cl_joystick_invert_pitch = 1
; cl_joystick_invert_yaw = 0
; cl_joystick_invert_turn = 0
the input lag sounds plain wrong though, but have no idea there
#7
Posted 19 January 2013 - 03:35 AM
TheLastUn1corn, on 18 January 2013 - 10:23 AM, said:
This is what it's all about, expressed by some staff member:
So I'll just have to wait for them to "deliver"... sadly
The only problem is, for joysticks to be actually able to fight a mouse user you'd need dual joysticks and probably peddles, which most people just aren't going to get.
Edited by jakucha, 19 January 2013 - 03:36 AM.
#8
Posted 19 January 2013 - 07:23 AM
jakucha, on 19 January 2013 - 03:35 AM, said:
The only problem is, for joysticks to be actually able to fight a mouse user you'd need dual joysticks and probably peddles, which most people just aren't going to get.
Especially since the arm movements are locked to the mouse pointer and the torso basically just follows the circle till it hits a yaw or pitch limit.
#9
Posted 19 January 2013 - 12:25 PM
It just feels wrong to control a big steel coloss with something as tiny as a mouse...
Back in Mechwarrior 4 the Joysickt controls worked really well and I was quite precise with it. Turning the stick meant turning the torso, while moving it... well, you understand. For me it was just easier to target an enemy than using a mouse, which was also possible back then.
#10
Posted 19 January 2013 - 01:06 PM
jakucha, on 19 January 2013 - 03:35 AM, said:
baloney, I have only played MW games with a joystick (Sidewinder) and nostromo n52 and have been very competitive against KB&M players. In fact, some wondered during MW4 days what mouse I used.
You can tune the JS easily if you use the software that came with it. I now use the Logi Extreme 3D Pro with no problems. I use the software that came with it
#11
Posted 20 January 2013 - 10:23 AM
Gremlich Johns, on 19 January 2013 - 01:06 PM, said:
You can tune the JS easily if you use the software that came with it. I now use the Logi Extreme 3D Pro with no problems. I use the software that came with it
I played past MW games with joystick as well, but as far as I remember none of them had separate arm movements the way this does. You won't have as fine accuracy with just joystick in this.
#12
Posted 21 January 2013 - 12:32 PM
I believe, Piranha games have to find a solution for the joystick problem as the joystick is a very important input tool that has been with the series... well, basically since day one. I hope they are not intended to let this worthy tradition die out! It would just be wrong, if a joystick user as the person, who technically employs the more advanced device, would lose to a MouseWarrior...
Edited by TheLastUn1corn, 21 January 2013 - 12:33 PM.
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