Hard Light Productions Forums
General FreeSpace => FreeSpace & FreeSpace Open Support => Topic started by: Zapp on July 05, 2010, 02:11:41 pm
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Hi!
I am using a "Sony Playstation3 DualShock" Controller with the "MotionInJoy" driver to play.
This GamePad has motion-sensors, which are mapped as additional analog axes.
I can bind these axes to a function in the options menu.
So I click a function, click bind, tilt my GamePad and the axes are recognized as rX and rY.
So far so good, but when I start a mission, my ship doesn't move :(
All GamePad-inputs are still doing their job, but rX and rY do nothing.
Does anyone have an idea how I can make them work?
Thanks,
Zapp
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I use a USB- Playstation 2 adapter, but i'm not sure whether those drivers would help you?
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isn't FSO currently limited to 4 axis at the moment?
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isn't FSO currently limited to 4 axis at the moment?
This.
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I use a USB- Playstation 2 adapter, but i'm not sure whether those drivers would help you?
Do you use it in Freespace? You have my respect if you do :)
I really tried to hit something with those little joysticks, but even on easy it takes me years to actually kill someone.
Maybe I am just not talented, or I am too used to the motion-sensing... however, playing Freespace with my thumbs is no fun :)
Back in the days I had a "real" Joystick, but since gameports became obsolete I threw it away ;)
FSO [is] currently limited to 4 axis at the moment
Bollocks.
I will have to play with my mouse then, which generally would be no problem, but if you played X3 before it feels kinda dull.
Thanks for the answers, guys.
Nevertheless, it's a great game, and I am happy to have found this project :)
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There is some hope that, at some point, one of our benevolent coders will have the right know-how and enough free time to overhaul the input system. I do know that there are long-standing plans to rewrite the pilot code, which I seem to remember (perhaps incorrectly) being a requirement for input tweaks.
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Do you mean they're also planning to implement a moving crosshair like they have in X³?
This would be by far my favorite way to steer a spaceship.
There seem to be a lot of new campaigns to play, so maybe I will still be on it by the time one of the mighty developers finishes this new code.
If not, it will definitely be a reason to dig the game out again and try to finally beat it on very hard :)
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Do you mean they're also planning to implement a moving crosshair like they have in X³?
This would be by far my favorite way to steer a spaceship.
There seem to be a lot of new campaigns to play, so maybe I will still be on it by the time one of the mighty developers finishes this new code.
If not, it will definitely be a reason to dig the game out again and try to finally beat it on very hard :)
Uh... Making campaigns doesn't involve programming. In fact, I reckon most of the campaigns around are made by people who haven't got a clue how to program.
They're unrelated skills, and for the most part, the people who make campaigns aren't the same people who do the programming. Oh, and 3d modeling, that's also an unrelated skill.
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Do you mean they're also planning to implement a moving crosshair like they have in X³?
This would be by far my favorite way to steer a spaceship.
There seem to be a lot of new campaigns to play, so maybe I will still be on it by the time one of the mighty developers finishes this new code.
If not, it will definitely be a reason to dig the game out again and try to finally beat it on very hard :)
Uh... Making campaigns doesn't involve programming. In fact, I reckon most of the campaigns around are made by people who haven't got a clue how to program.
They're unrelated skills, and for the most part, the people who make campaigns aren't the same people who do the programming. Oh, and 3d modeling, that's also an unrelated skill.
He knows that, you nincompoop. He's saying that maybe he can pass the time until such a feature is coded by playing campaigns.
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He knows that, you nincompoop. He's saying that maybe he can pass the time until such a feature is coded by playing campaigns.
"nincompoop" :lol:
Never heard that one before.
Let's not be too harsh though. Maybe what I was trying to say got lost somewhere in my §#%$& English.
But you're right. Although I don't know how active this project is, I am aware that it might take years from one update to another and if you're not actually playing the game, you might easily miss out completely on new features. So it's a good thing all these new campaigns keep you from uninstalling and forgetting about the game... as long as they're good, of course.
I'm not too sure how long it will take me to burst through all these campaigns, though, considering the fact how Blue Planed got me hooked.
(By the way... did I already thank you for that? ;))
But let's not get too carried away here;
More Joystick axes and/or advanced mouse-movement: implement that as soon as possible!
I am waiting ;)
YAY!
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More Joystick axes and/or advanced mouse-movement: implement that as soon as possible!
I am waiting ;)
YAY!
Here's a bit of friendly advice. Most coders working on the SCP are rather busy with their own projects. Demanding a feature to be implemented that is only of marginal interest to most people (and make no mistake, using bold text and saying "implement as soon as possible!" IS demanding something) is NOT the best way to go about it. In most cases, demands like these will be ignored.
Also, you can change the mouse behaviour using scripting, if you really want. Read this thread for further info: http://www.hard-light.net/forums/index.php?topic=44634.0
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(and make no mistake, using bold text and saying "implement as soon as possible!" IS demanding something)
And I tried so hard to mark my bold comment ironic (yes, its boldness is part of the irony).
Didn't mean to offend someone.
Thanks for the Link!
This might be exactly what I was looking for; sadly I cant get it to work yet.