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USE MORE THAN ONE JOYSTICK ?

Posted: Sat Feb 15, 2014 1:41 am
by ezee
NEW GAMEPLAY ?

I CAN IMAGINE 1 left stick for " roll and bank " and 1 right stick for " yaw and pitch " .
FOR A NEW KIND OF VESSELS ?
Also , a new Ingame menu page options for config the joystick(s) .
Thank you !
:lol:

Re: USE MORE THAN ONE JOYSTICK ?

Posted: Sat Feb 15, 2014 5:34 am
by TBeholder
Movement in 3D space is 6-DoF, because it involves 3x axis to move along and rotate around:
Roll: Image Pitch: Image Yaw: Image
Therefore, if you end up with 4 identifiers for rotary components, something has gone wrong. ;) In this case, "roll" is the same as "bank".
Also, the reason why usually one axis is distinctively deprioritized in controls, or done via switch only is that without having to deal both with gravity and atmosphere most of the time you don't need it at all, because choosing a direction is equivalent of choosing a point on spherical surface, which involves only 2 coordinates - pitch+roll (Elite style) or pitch+yaw (WC style, and turrets everywhere). 3rd axis is added for at least one of 3 reasons:
- Visual convenience.
- In a fight, matching orientation with an opponent, if most AI maneuvers are single-axis (WC);
- Needlessly fancy docking procedure (Elite).

As to in-game calibration - yes, and IIRC was discussed a bit. Would be best done via Python interface rather than engine - also, easier to customize.

Re: USE MORE THAN ONE JOYSTICK ?

Posted: Sat Feb 15, 2014 5:44 am
by loki1950
I have used a 3-axis joystick with throttle any changes to the config file would require a restart ATM so it needs some work on the C++ side as well for proper initialization of all the engine sub-systems.

Enjoy the Choice :)

Re: USE MORE THAN ONE JOYSTICK ?

Posted: Sat Feb 15, 2014 6:12 am
by ezee
Okay !
No prob , i will experiment that in my future dev .
Thank you Loki .
:wink:

Code: Select all

Therefore, if you end up with 4 identifiers for rotary components, something has gone wrong. ;) In this case, "roll" is the same as "bank".
mmm...
Ah ah ah , you are right !
Thank you for the correction .
But the use of 2 or more Joysticks is cool , that also could be a step beyond , to the trackIR thing ...
I mean , a dedicated menu page to Joysticks/TrackIr
As to in-game calibration - yes, and IIRC was discussed a bit. Would be best done via Python interface rather than engine - also, easier to customize.
Roger that !
8)

Re: USE MORE THAN ONE JOYSTICK ?

Posted: Sat Feb 15, 2014 10:16 am
by TBeholder
Yes, Python interface needs some love. Badly. Especially because it can give not only to good in-game menu, but to lots of fun stuff for which there's no point or no way to use plain binding. (created ticket... badly formatted... oh, well.)

As to manipulators more than "2D+throttle+HAT", it's not exactly like there's nothing to do with them until we'll implement separate interface pointer or manual gun tracking. ;)
Right now VS got: full 6 DoF thrust/attitude (yes, direct unclamped thrust on every axis is here) + set velocity (separate from these) + 3x axis of pan camera control = 10 DoF total. :twisted:

Re: USE MORE THAN ONE JOYSTICK ?

Posted: Sat Feb 15, 2014 11:50 am
by ezee
woaw !
:D

Edit : I like very much your idea of walkable ship !
I was thinking also at the I-War multi seats system ( you press key 1,2,3,4 and go to different areas of the vessel ) , but your idea of point and click is nice too !

Re: USE MORE THAN ONE JOYSTICK ?

Posted: Mon Feb 17, 2014 3:27 am
by ezee
I close the thread saying that :

ONE JOYSTICK IS GGOD ENOUGH WHEN WELL CONFIGURED !
yep , now that i can swith the roll/yaw in the horizontal axis ( by pressing a joy btn ) ,
the gameplay is fantastic !
:D