Weekly Update #23

#22

It has to be the same controller. I was able to assign all 6 axis.
Do all axis register in the built-in windows “USB-Gamecontroller” tool?

I think the game could handle two controllers but the launcher only allows for the selection of one.

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#23

I was unsuccessful as well. So unsuccessful in fact, that my modified profile caused the game to crash upon launching.

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#24

It’s a thrustmaster T.Flight X. The build-in windows tool shows all axises, and they work in all other games too. The game seems to ignore the input from the right stick twist axis and the shoulder switch axis throttle axis. I confirmed this with the inovae input mapper tool. The tool doesnt recognise the axis.

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#25

So both sticks are listed as a single device? What do you select when you start the game?
Can’t say why the I-Novae tool can’t recognise it … we’ll see if it’s a bug.

#26

Its a single device. A throttle-stick with a shoulder-button axis and a regular stick with a additional twist axis.

#27

That’s odd, I got twist working (I have T-flight X as well).

I had:

Yaw = “Joystick0Axis5”
Pitch = “Joystick0Axis1”
Roll = “Joystick0Axis0”

I’m pretty sure that the reason the game crashed was that I was trying different axis numbers for the use of the throttle. I had axis 6+7 to see if that would work, but it crashed.

I’m going to test that theory now.

EDIT: Okay, well the higher number didn’t cause the crash, I lowered it 2+3, but it still crashed. So I’m going to scrap that and rebuild the profile…

2 Likes
#28

It would have to be ‘Little Fighterceptor’ and ‘Big Fighterceptor’.
Sounds legit to me.

2 Likes
#29

Yes you are right. Sorry I was confused. My memory was so wrong. I got everything working as intended except the throttle stick. The throttle stick was the one not recognised. If you get it to work please share your profile.

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#30

np, I’m going to try to change the Joystick# and see what happens.

EDIT: I wish there was some sort of in-game profile editor or profile tester program, as the game takes ~ 10 minutes to load, which makes trial and error testing a little frustrating lol. :wink:

Also @Playbenni you got all the buttons working? I’ve been focusing on the axis and haven’t gotten around to the buttons.

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#31

I tried every number multiple times, no luck. The inovae input tool didn’t react to the input from the throttle stick at all, I think that is the problem. Maybe the input from that specific throttle axis is not supported in the directinput api or there is a bug that prevents it from beeing recognised.

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#32

The devs posted a input mapper tool on the forum a while ago. Pressing a button or moving a stick shows the number/axis that is triggered in the game. If I remember correctly the button number that are printed on the device match up with the games buttons -1. So the printed button on the stick is 1 but 0 in the profile settings, 4 on the stick is 3 in the settings and so on.

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#33

In that case there isn’t anything that can be done, just hope that Flav gets to it.

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#34

I googled a little and read that the throttle on the stick is Z as DirectInput HID Mapping, this axis is absent on the default gamepad mapping, maybe that is the reason why it does not work.

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#35

If it’s Z it should work, on gamepad the Z axis is usually mapped to the triggers.

One thing we currently don’t support from Direct Input is the “slider” control. It wasn’t used by gamepads, but it might be used by HOTAS, the problem is that I have no way to test it atm so I’d have to implement it “blindly”…

3 Likes
#36

Thanks for your reply!

I tried multiple joystick test applications, all of them recognize the throttle/z-axis and also the shoulder-whip-slider on the throttle stick.

On this site for example the axis shows as axis 2: http://html5gamepad.com/

Your test application doesn’t react to the input of the z-axis from this particular thrustmaster stick unfortunately.
What I found out however is that if I install vjoy and use a button remapper application such as UJR (http://evilc.com/joomla/articles/9-code/autohotkey/1-ujr-universal-joystick-remapper) the game/inovae test tool recognizes the z-axis without problem and without remapping anything. My only guess is that the tool/game partially doesn’t handle the input from this particular stick correctly.

I included the log-file from the test tool (log without the vjoy workaround).

[ 0.506 s, 8 / 10296] Installing IKernel
[ 0.507 s, 8 / 10296] Working directory is ‘C:\Users\Playbenni\Downloads\I-Novae DetectInput’
[ 0.562 s, 8 / 10294] Raw monocore performance: 1789 points [16120.129]
[ 0.562 s, 8 / 10294]
[ 0.562 s, 8 / 10294] x87 FPU Flags
[ 0.562 s, 8 / 10294] -------------
[ 0.562 s, 8 / 10294] Precision Control: 64-bit extended precision
[ 0.562 s, 8 / 10294] Rounding Control: Round to nearest
[ 0.562 s, 8 / 10294]
[ 0.562 s, 8 / 10294] [ 0.562 s, 8 / 10294] Fast operations tests: passed
[ 0.562 s, 8 / 10294] SIMD Noise test
[ 0.562 s, 8 / 10294] Expected: -0.078250 -0.082621 0.191137 -0.080354
[ 0.562 s, 8 / 10294] Got: -0.078250 -0.082621 0.191137 -0.080354
[ 0.562 s, 8 / 10294] SIMD Noise test success!
[ 0.562 s, 8 / 10294] Installing IInput
[ 0.562 s, 8 / 10294] Installing IRenderer
[ 0.565 s, 10 / 10292] Creating DInput8 device
[ 0.684 s, 13 / 10289] DInput Joystick found: ‘T.Flight Hotas X’ from T.Flight Hotas X
[ 3.493 s, 14 / 10287] Joystick ff12fa40 caps: 5 axes, 12 buttons, 1 arrows
[ 3.493 s, 14 / 10287] Joystick enumeration: Object ID 0: Taste 0 (Button) (PushButton)
[ 3.493 s, 14 / 10287] Joystick enumeration: Object ID 1: Taste 1 (Button) (NoColl) (PushButton)
[ 3.493 s, 14 / 10287] Joystick enumeration: Object ID 2: Taste 2 (Button) (NoColl) (PushButton)
[ 3.493 s, 14 / 10287] Joystick enumeration: Object ID 3: Taste 3 (Button) (NoColl) (PushButton)
[ 3.493 s, 14 / 10287] Joystick enumeration: Object ID 4: Taste 4 (Button) (NoColl) (PushButton)
[ 3.493 s, 14 / 10287] Joystick enumeration: Object ID 5: Taste 5 (Button) (NoColl) (PushButton)
[ 3.493 s, 14 / 10287] Joystick enumeration: Object ID 6: Taste 6 (Button) (NoColl) (PushButton)
[ 3.493 s, 14 / 10287] Joystick enumeration: Object ID 7: Taste 7 (Button) (NoColl) (PushButton)
[ 3.493 s, 14 / 10287] Joystick enumeration: Object ID 8: Taste 8 (Button) (NoColl) (PushButton)
[ 3.493 s, 14 / 10287] Joystick enumeration: Object ID 9: Taste 9 (Button) (NoColl) (PushButton)
[ 3.494 s, 14 / 10287] Joystick enumeration: Object ID 10: Taste 10 (Button) (NoColl) (PushButton)
[ 3.494 s, 14 / 10287] Joystick enumeration: Object ID 11: Taste 11 (Button) (NoColl) (PushButton)
[ 3.494 s, 14 / 10287] Joystick enumeration: Object ID 0: Mehrwegeschalter (POV)
[ 3.494 s, 14 / 10287] Joystick enumeration: Object ID 0: X-Achse (AbsAxis) (Axis)
[ 3.494 s, 14 / 10287] Joystick enumeration: Object ID 1: Y-Achse (AbsAxis) (Axis) (NoColl)
[ 3.494 s, 14 / 10287] Joystick enumeration: Object ID 2: Schieberegler (AbsAxis) (Axis) (NoColl)
[ 3.494 s, 14 / 10287] Joystick enumeration: Object ID 5: Z-Rotation (AbsAxis) (Axis) (NoColl)
[ 3.494 s, 14 / 10287] Joystick enumeration: Object ID 6: Z-Achse (AbsAxis) (Axis) (NoColl)
[ 3.494 s, 14 / 10287] Joystick enumeration: Object ID 33: 33 unbekannt (NoColl) (NoData) (Output)
[ 3.494 s, 14 / 10287] Joystick enumeration: Object ID 0: Sammlung 0 - Joystick (Coll) (NoData)
[ 4.149 s, 14 / 10287] Calibrating axes ranges…
[ 5.847 s, 14 / 10287] IRenderer uninstalled
[ 5.847 s, 14 / 10287] IInput uninstalled
[ 5.897 s, 12 / 10288] IKernel uninstalled

3 Likes
#37

As a dual stick user myself, I would love to hear a solution to this problem. :no_mouth:

#38

I’ve implemented those sliders ( effectively, up to 2 additional axes ) and I’ll make a new build of the detect tool tomorrow, hopefully that will do the trick.

9 Likes
#39

Awesome! You’re the best, Flav. :smiley:

#40

New updates to input & Detect tool:

  • added KeyPadEnter key ( previously: was detected as Return )
  • Numlock state no longer affects KeyPad keys (ex.: pressing 4 on the keypad will now always return KeyPad4 ; previously it returned left arrow if numlock was enabled )
  • Fixed bug with Alt-Gr generating a LeftCtrl key event;
  • Fixed a bug with gamepad arrow up which didn’t generate an arrow key event;
  • Added sliders ( basically, 2 extra axes ) to Direct Input

https://battlescape.blob.core.windows.net/prototype/misc/I-Novae%20DetectInput%20v2.rar

10 Likes
#41

Thanks Flavien and Keith for all the hard work and keeping us up to date. And a massive thank you for the good news about the upcoming patch this week. :+1::grinning:

5 Likes