Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Reprobator on November 19, 2009, 03:52:17 am
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Yet another request thread,
If it do not fit that forum, feel free to delete it.
Well, i wondered if it was feasible without too much pain to add an option or remove the mouse axes linking with joystick axes?
I mean when i bind a joystick x or y axes in freespace it automatically bind the mouse x and y axes,
Being able to bind it separately as we wish would give some room to customize control to those who can't use ppjoy (7 64 bit).
to be clear I'll give an example :
Yaw = x joy axis
pitch = y joy axis
bank = mouse x axis
Throttle absolute = mouse y axis
Any chance?
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while youre at it do a complete overhaul of input
oh and ppjoy now kinda works on 64 bit
http://ppjoy.blogspot.com/
you kinda have to put the os into a debug mode but it works.
still i think the game needs to recognize multiple joysticks, mice, whatever. youve seen my rants about input.
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THat's a good news for ppjoy, i'm gonna try it,unfortunatly it seems that we can't use force feedback with ppjoy and we can't mix axis too... so that's just a temporary solution , but i second you, fs2open input need to be upgraded.
And beeing able to set different axis for banking would be cool,
for exemple : one axis to bank right and another one to bank left (rudders pedals can come with sperate axis.)
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i don't think theres any open source api for force feedback, i think its something unique to directx. might be able to do something with glovepie, i know you can with wiimotes. but theres no way to have the game cause a force feedback action.
i use ch and the main reason is entirely software (the hardware aint bad though). ch control manager is just awesome. i use the rudder axis to control bank but then i decided there was too much sbring tension on that axis, so i was able to combine the break axes into one. some other freespace related stuff ive done with ch manager would be to auto-engage the afterburner when the throttle is maxed out, and the z key is pressed when below the reverse thrust detent. my current profile is mapped out to the default keyboard commands so i only have to map a couple axes when setting up a new pilot. my lua cockpit script adds a whole bunch of other functions, lets me use the thumbstick on the trottle or mouse for analog control of lateral and vertical thrusters, the bottom 15% of my throttle contols reverst thrust and other features like joystick/trackir control of turrets.
personally the only reason i ever use ppjoy is so i can have track ir support in mechwarrior 2, making it the oldest game that works well with the device. :D
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Not entirely true, the SDL project has gotten some FF support through some Summer of Code projects. Not sure how far along that support is.
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its good to know theyre working on it.
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Haptic support is available on all three of the platforms. The API for it is specific to each platform however, which means that we would need to code it up 3 times to make it work for Windows, OS X and Linux. The haptic support in SDL 1.3 just provides a unified layer on top of the platform specific code, so we would just have to code for SDL and it would work regardless of which platform the game is being run on. And as far as I know the haptic support in SDL 1.3 is already complete for the major platforms.
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Good to hear, I hadn't been following it so I didn't know how far those projects got with it. I'm assuming the old force feedback code is still there, and might just need some tweaks to use the new SDL layer instead of DirectX calls? Not that I'm saying that will be easy, just verifying the game has some sort of system in place already for generating force events.