Controls

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Raveen
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Re: Controls

Postby Raveen » Wed Apr 08, 2015 2:48 pm

It was very cute.

"It's fun to crash, but only in a game so people don't get hurt"
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Re: Controls

Postby Raveen » Mon Apr 27, 2015 3:18 pm

So I bought a G13

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So my controls are:

Right hand - FF2 stick with twist for yaw. fire buttons fire + boost and weapon groups on stick. Hat does targeting (nearest hostile, next ship, target centre and next subsystem).

Feet - Pedals for throttle, right foot forward, left foot back.

Left hand - G13. Analogue stick for side/up/down thrusters. WASD for energy management and UI controls. Also one there, system map, target next system in route, jump and buttons for the UI screens.

I need to retrain my left hand for combat, too often I change my power settings instead of sidethrusting.
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Adept
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Re: Controls

Postby Adept » Tue Apr 28, 2015 6:55 am

Rav, can you adjust response curves on that analogue thumb controller? It looks pretty good :)

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Re: Controls

Postby Raveen » Tue Apr 28, 2015 7:03 am

I have no idea. Probably not in the Logitech software but I suspect that vjoy could do it. Sadly vjoy doesn't work in windows 10
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Re: Controls

Postby id3nt1ty » Tue Apr 28, 2015 8:10 am

I was about to suggest Joystick Curves but that also uses vJoy. Is it because the driver is unsigned?

Looks good though.
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Re: Controls

Postby Raveen » Tue Apr 28, 2015 11:10 am

I can't remember now. I tried VJoy to get my Strategic Commander to work but it wouldn't install properly. I think I did get it to install but it still wasn't working.
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Re: Controls

Postby Raveen » Tue Apr 28, 2015 11:10 am

I can't remember now. I tried VJoy to get my Strategic Commander to work but it wouldn't install properly. I think I did get it to install but it still wasn't working.
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Re: Controls

Postby Adept » Tue Apr 28, 2015 11:17 pm

Does it need much deadzone in the game? I have a steep S-curve on the thumb stick for more fine control. Nicer for landing and such.

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Re: Controls

Postby Raveen » Wed Apr 29, 2015 9:28 am

I've set it to one step above 0 deadzone in the game and that seems to work well enough for me. I still need to work on my muscle memory.

On a different tack I've been experimenting with opentrack and using my phone as input. It was a bit disorienting so I think I need to work on the calibration and curves. It did work though. The phone is a bit heavy so I might invest in an EDTracker assuming they're lighter.
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Re: Controls

Postby Adept » Wed Apr 29, 2015 9:38 am

The ED Tracker build looks tiny. It should be light.

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Re: Controls

Postby id3nt1ty » Wed Apr 29, 2015 9:58 am

Now, I don't beleive in gyros and accelerometers for head tracking - but only because I work with them as part of my job and I know how much of a PITA they are to get right. That's not to take anything away from what the ED Tracker people have done - there's just no cheap or easy solution to gyro drift, even using magnetometers. If I was doing a head tracking solution from scratch, I would probably go for something using FaceTrackNoIR and a web cam. I used it for a bit, but it was a bit slow for my liking. I''ve been meaning to but together a little IR LED clip to go on my headphones to use with this as it is supposed to be faster to compute your heead orientation, but haven't got around to it yet.

Once I get one working to my satisfaction, I'll send you guys out some if you wish - you'll just need to get a webcam.
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Re: Controls

Postby Raveen » Wed Apr 29, 2015 12:35 pm

That'd be awesome Id3. I'll stick with the phone as a proof of concept for now and see if I can get comfortable with it.
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