Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: foolfromhell on June 02, 2008, 05:12:03 pm

Title: Does this game allow forcefeedback?
Post by: foolfromhell on June 02, 2008, 05:12:03 pm
Does this game allow force feedback for joysticks?
Title: Re: Does this game allow forcefeedback?
Post by: Vretsu on June 02, 2008, 05:15:36 pm
Apparently. There's an option for it under "Audio/Joystick."
Title: Re: Does this game allow forcefeedback?
Post by: foolfromhell on June 02, 2008, 05:37:57 pm
Apparently. There's an option for it under "Audio/Joystick."

Just because there's an option doesnt mean it actually supports it.

Does anyone who uses a joystick know?
Title: Re: Does this game allow forcefeedback?
Post by: colecampbell666 on June 02, 2008, 06:00:53 pm
Yup. And directional feedback, which is pretty cool. Are you the one who just bought an EVO?
Title: Re: Does this game allow forcefeedback?
Post by: foolfromhell on June 02, 2008, 06:22:36 pm
Indeed.

It's coming tomorrow.
Title: Re: Does this game allow forcefeedback?
Post by: Mr_Maniac on June 03, 2008, 12:30:05 am
Good Choice!
It's fun to play with. The only things that disturbs me so far:
The blue lights, that CANNOT be turned off :(
And that it always needs to be connected to your (outlet? Don't know the real word right now).
Title: Re: Does this game allow forcefeedback?
Post by: Grizzly on June 03, 2008, 06:31:36 am
What IS directional feedback?
Title: Re: Does this game allow forcefeedback?
Post by: Shade on June 03, 2008, 06:35:08 am
Quote
The blue lights, that CANNOT be turned off
No artificial lights exist that cannot be turned off through the proper application of a heavy-duty screwdriver.
Title: Re: Does this game allow forcefeedback?
Post by: Wobble73 on June 03, 2008, 06:50:47 am
Quote
The blue lights, that CANNOT be turned off
No artificial lights exist that cannot be turned off through the proper application of a heavy-duty screwdriver.

Or hammer!  :P :lol:
Title: Re: Does this game allow forcefeedback?
Post by: colecampbell666 on June 03, 2008, 01:10:18 pm
What IS directional feedback?
Means that the joystick moves in different directions instead of vibrating like a 10 year old after too many Red Bulls.
Title: Re: Does this game allow forcefeedback?
Post by: foolfromhell on June 03, 2008, 04:41:08 pm
Urrgh. Controlling the fighter is so much harder than the numpad!!
Title: Re: Does this game allow forcefeedback?
Post by: colecampbell666 on June 03, 2008, 04:42:31 pm
Blasphemy!
Title: Re: Does this game allow forcefeedback?
Post by: Fenrir on June 03, 2008, 04:45:10 pm
I`d imagine you`ll get used to it. Go play with the sensitivity and deadzone sliders if you need to. And then just get used to it.

*Misses playing FS2 with his Sidewinder 2*
Title: Re: Does this game allow forcefeedback?
Post by: foolfromhell on June 03, 2008, 04:53:39 pm
Not only that,

The "Next target", "Escort", etc. buttons and shield changing is harder.
Title: Re: Does this game allow forcefeedback?
Post by: colecampbell666 on June 03, 2008, 05:00:21 pm
What? I find it perfectly easy to press those. Unless you configured them to use the joystick buttons, which is a no-no. put one hand on tab, the other on the stick.
Title: Re: Does this game allow forcefeedback?
Post by: foolfromhell on June 03, 2008, 05:06:08 pm
I guess.

Then, I cant point at the lead reticle accurately. I keep overshooting. Where do I change the sensitivity? The main properties and setup only allows like Deadzones and "Gain".

None of which makes sense to me.

Gain is at 100%.
Title: Re: Does this game allow forcefeedback?
Post by: WMCoolmon on June 03, 2008, 06:40:13 pm
"Gain" sounds like sensitivity to me...unless they use a different term for joysticks than they do for all other analog/digital signals.
Title: Re: Does this game allow forcefeedback?
Post by: foolfromhell on June 03, 2008, 07:36:13 pm
"Gain" sounds like sensitivity to me...unless they use a different term for joysticks than they do for all other analog/digital signals.

I have been playing for the last few hours. I'm a lot better now than I was when I started. I could get used to this!
Title: Re: Does this game allow forcefeedback?
Post by: colecampbell666 on June 03, 2008, 07:40:36 pm
I could get used to this!
That's what you needed in the first place.
Title: Re: Does this game allow forcefeedback?
Post by: Polpolion on June 03, 2008, 07:42:32 pm
What? I find it perfectly easy to press those. Unless you configured them to use the joystick buttons, which is a no-no. put one hand on tab, the other on the stick.

You're crazy man. :p I have all of my controls bound to my stick. My right hand is on the actual stick, with my index controling primarys, and thumb controlling secondaries, burners, countermeasures, POV controller, and hostile/reticle targetting.

My left hand rests of the left side of my stick, with my thumb on the throttle controlling speed. My index finger is on the next button to the left, which is escort, then middle on the next button which is for bombs, and then the next button is for equalizing sheilds.

I wish I could add in controls for playing with the energy levels onto the stick, but I'm stuck with the insert/del/home/end/pgup/pgdown. But actually, most of the time, I set that before combat and my hands never leave the stick during.

Of course, this is all different person to person.



BTW, the lights are the best part of the evo. :drevil:
Title: Re: Does this game allow forcefeedback?
Post by: colecampbell666 on June 03, 2008, 07:54:09 pm
BTW, the lights are the best part of the evo. :drevil:
Shiny...

And I find it natural to have them that way, even before playing FPSes. It just feels natural to have them that far apart, and there's more choice for button layouts.
Title: Re: Does this game allow forcefeedback?
Post by: Zacam on June 03, 2008, 08:06:47 pm
Heh. I went HOTAS with the Saitex X-52 Pro. May not have anf feedback (yet), and it may not have quite enough buttons for EVERY function of the game, but I have yet to use the keyboard any more.

Which is good, sine the keyboard mapping in Freespace ignores the windows Regional Options and doesn't understand that I am using a Dvorak layout.
Title: Re: Does this game allow forcefeedback?
Post by: Fenrir on June 03, 2008, 08:07:28 pm
I have been playing for the last few hours. I'm a lot better now than I was when I started. I could get used to this!

Told ya. =)
Title: Re: Does this game allow forcefeedback?
Post by: CaptJosh on June 04, 2008, 02:19:49 am
Heh. I went HOTAS with the Saitex X-52 Pro. May not have anf feedback (yet), and it may not have quite enough buttons for EVERY function of the game, but I have yet to use the keyboard any more.

Which is good, sine the keyboard mapping in Freespace ignores the windows Regional Options and doesn't understand that I am using a Dvorak layout.

Zacam, I hate that it can't tell I'm using Dvorak too. I've tried to engage cheat mode a couple times, but I can't remember qwerty enough to type it fast enough to engage it. Aside from that, when I go to type in a pilot name, it reads the keys like I'm using QWERTY. I think it's time for a feature request to properly abstract the keyboard interface for the game engine under Windows.
Title: Re: Does this game allow forcefeedback?
Post by: griffon67 on June 04, 2008, 02:28:30 am
just buy a x52 and you'll have all your control on your joystick.
I know 3 POV can be a bit too much but look. the first POV is for seeing around the ship, the second one allow me to change shield settings (like the arrow on the keyboard) and the third one allow me the change energy settings (more gun at left, more shield (down), more speed(left), equalize(up)) and all the other buttons assigned to the same functions as everyone.
to have more buttons than the game provide, just use the SST to use all the 3 modes+pinkie (that make all the buttons on the joystick X 6 possibilities , which should be more than enough)
Title: Re: Does this game allow forcefeedback?
Post by: CaptJosh on June 04, 2008, 02:36:46 am
You do realize than an X52 costs well over US$100, right?
Title: Re: Does this game allow forcefeedback?
Post by: griffon67 on June 04, 2008, 06:33:35 am
if you love (but really truly love) simulation games. US$100 is not too much compared to a joystick you'll buy US$50 and have to buy another 2 years later....
if you don't play too much simulation games, I agree, US$100 is too much
Title: Re: Does this game allow forcefeedback?
Post by: CaptJosh on June 04, 2008, 12:20:15 pm
I play this a lot. 100+ is still too much. There's  this thing I have, called a budget. Perhaps you've heard of budgets before? Right now mine is limited. After my basic living expenses (you know, food, housing), my first priority is to get an additional DVD drive so I can set my Linux box back up. It's the only part I'm missing from building my Athlon64 X2 5400+ system to be a windows box only, while leaving the old board for a stand-alone linux box. That could be around 30 bucks right there. Next is a dynamic microphone for doing voice acting for here. That's going to set me back around $50 or $60 for the mic and cabling. As I currently have an FF2 stick, that means the Saitek X52 is an item that would be nice, but it just can't be a priority right now.
Title: Re: Does this game allow forcefeedback?
Post by: colecampbell666 on June 04, 2008, 12:54:34 pm
What is Dvorak? It's obviously another keyboard layout, but for what? Laptops?
Title: Re: Does this game allow forcefeedback?
Post by: CaptJosh on June 04, 2008, 01:35:18 pm
It's a specific layout that is supposedly faster than QWERTY to type on. The rows have different keys:

`123567890[]
',.pyfgcrl/=
aoeuidhtns-
;qjkxbmwvz

as opposed to qwerty layout, which you doubtless can see by simply looking down at your keyboard.
Title: Re: Does this game allow forcefeedback?
Post by: colecampbell666 on June 04, 2008, 01:38:55 pm
Why use it? I mean, it can't be that much faster.
Title: Re: Does this game allow forcefeedback?
Post by: Swifty on June 04, 2008, 02:56:10 pm
In QWERTY, the most oft used letters are biased towards one side of the keyboard. The Dvorak layout evenly spreads those letters out. I don't use Dvorak myself but I can completely understand why people use it and how faster typing speeds can be achieved with it.
Title: Re: Does this game allow forcefeedback?
Post by: WMCoolmon on June 04, 2008, 04:11:37 pm
Rumor has it that QWERTY was made back in the days of typewriters, because it actually slowed down people's typing speed so that the heads wouldn't get caught on each other. (Don't tell me I have to explain how a typewriter works, that would scare me...)
Title: Re: Does this game allow forcefeedback?
Post by: CaptJosh on June 04, 2008, 04:46:59 pm
More to the point it kept common letter groupings apart so that the hammers wouldn't lock with eachother.
Title: Re: Does this game allow forcefeedback?
Post by: colecampbell666 on June 04, 2008, 07:55:38 pm
Rumor has it that QWERTY was made back in the days of typewriters, because it actually slowed down people's typing speed so that the heads wouldn't get caught on each other. (Don't tell me I have to explain how a typewriter works, that would scare me...)
Wh-What--s a wrr-t-write---typer????