[EL 1.0098] X52 Deadzones not well recognized *FIXED 1.0108*

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TheRealBix
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[EL 1.0098] X52 Deadzones not well recognized *FIXED 1.0108*

Post by TheRealBix »

The deadzones I set in windows doesn't seem to be well recognized by the game. (it works well in every other games I use)

for example (sorry, can't upload video atm, so i'll draw some stuff) :

default windows pitch deadzone : [________>|<________]
The ship lower its nose. Ok my x52 is a bit old, the center is not pretty accurate, let's increase deadzone

Increased windows pitch deadzone : [________|><|________]
The ship is still lowering its nose. Mhh lets increase deadzone again

reIncreased windows pitch deadzone : [_______|_><_|_______]
The ship is always lowering its nose... But its a bit more difficult to correct, it's weird.. Let's try something.

OverIncreased windows pitch deadzone : [__|______><______|__]
Ok the ship is still lowering its nose (and I can move my stick up to 75% the ship will not react, which is normal)


That's why I think the game is taking raw input of the joystick's center and keeps it despite the deadzones.

I insisted on "windows deadzones" because ingame deadzones are actually working, but there's not enough levels, the difference is huge between 0 and 1. On zero I have the drift on pitch and roll axes but set on 1 this is really not comfortable to use, not enough accurate for small flight corrections.

Then I found on one of your updates that we could use more accurate values for the ingame deadzones.. But only for the throttle.
Is there a similar process to set fine values for pitch/roll and other axes? We could use this as a fix until you release a patch or something ?


Thanks for reading me ! I'm really looking forward playing this game ! :D
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Vice
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[EL 1.0098] X52 Deadzones not well recognized *FIXED 1.0108*

Post by Vice »

If the deadzones are more banded in that they stretch out the response from a constant center, I could understand that behavior. Otherwise, I'm not sure.

Yes, you can apply finer deadzone values in the stickt.sw file manually. It may take some tuning/tweaking, but here are the numbers. In the stickt.sw file, you'll see values like this:

0,1
0,0
0,2
0,0
0,4
0,0
0,3
0,0
0,0
0,0
0,0
0,0
0
0,9
0,0
0,0
0,0
0,5
0,0
0
0
0
0
0
0
0
0
0
0

And the control function pattern for these values is:

Yaw
Yaw Reverse
Pitch
Pitch Reverse
Roll
Roll Reverse
Throttle
Throttle Reverse
Strafe
Strafe Reverse
Vertical Strafe
Vertical Strafe Reverse
Afterburner Active
Energy
Energy Reverse
Throttle Strafe
Throttle Strafe Reverse
IDS Scale
IDS Scale Reverse
Deadzone Yaw
Deadzone Pitch
Deadzone Roll
Deadzone Throttle
Deadzone Strafe
Deadzone Vertical Strafe
Deadzone Energy
Deadzone Throttle Strafe
Deadzone IDS Scale
Throttle Mode

The values you want are the 9 deadzones and you can adjust the one you want for individual values. The default intervals are 0, 100, 200, 300, 400, and 500. So you can apply a value like 50 for in between 0 and 100, or any other value you might want.
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3D Space Flight and Combat Simulations
TheRealBix
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[EL 1.0098] X52 Deadzones not well recognized *FIXED 1.0108*

Post by TheRealBix »

Thanks for the reply !

It works great with deadzones between 20 and 60, you really should allow players to set deadzones values<100 ingame :)

Let me share your post as I'm not the only one to get this issue.
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[EL 1.0098] X52 Deadzones not well recognized *FIXED 1.0108*

Post by Vice »

I agree, I'll look into increasing the precision of the deadzone options for the next update.
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TheRealBix
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[EL 1.0098] X52 Deadzones not well recognized *FIXED 1.0108*

Post by TheRealBix »

I'm experiencing another "bug", related to deadzones.

It seems that the deadzone for "inertial Fwd/Rev" isn't working, regardless of the axis. It should be easy to reproduce.
The thrusters will respond immediately even if the deadzone is on 500.

edit : I don't know if it's related, but the HUD of this inertial strafe (the one just at the right of the compass (?)) isn't responding with any axis I bind, but works ok when using default keys ; and : (on Azerty).
The behavior on the ship are the same, so it's not critical.

[Edited on 1-21-2016 by TheRealBix]
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[EL 1.0098] X52 Deadzones not well recognized *FIXED 1.0108*

Post by Vice »

Confirmed the forward/reverse deadzone lack of response, fixed for the next update.

Also, good catch on the inertial forward/reverse thruster indicator. It should be displaying values for an axis control. I'll also fix that for the next update.
StarWraith 3D Games
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3D Space Flight and Combat Simulations