Forums » Bugs

Loosing thrust power using Joystick and sticks

Apr 06, 2018 Cospley link
Hello. When using a funion in an axis, if I tilt the stick to 45 °, it loses about 20% thrust. That is, I have full power in 4 directions (up down right and left), but not so diagonally (south-west, south-east, north-west, north-east).
The problem is not in the calibration of the stick because I have already done it ... it is VO that does not recognize the calibrated joystick.

So my question is, should i use mouse + keybord to use full thrust on all directions or maybe is possible to fix for the Joystick use ?
Apr 06, 2018 Luxen link
Perhaps its an issue with the joystick not actually sending max scores to the pc when pushed diagonally? Ill post a program up here to show you raw numerical input of joysticks, and see if that program shows what i mean. If it does, its not VO's fault, but the hardware.
Apr 06, 2018 Luxen link
Here ya are, Use this tool to test your joysticks.

Basically, you want to put the joystick at a max X or Y, then see if numbers decrease when you make it go diagonal. If it does, then the controller is reporting that value to VO, and you'll have to find another way to fix that. or you'll have to put up with it.

Sometimes the fault lies with the design of the controller; take my XBOX 360 controller for example. the joysticks have a round area, and due to that the controller is incapable of giving "max" input when set diagonally, as though the controller were a box.
May 08, 2018 Cospley link
Ok, it's not a bug: simply VO works with the thrust power on a single direction, so you can't have che max power in more than one axes.
Example.
Thrust power value = T
In the 45° direction you will have T, so each axis must be T/(root of 2 = 1,41...). (Pythagoras)

(Anyway my Joystick now doesn't work well).
May 10, 2018 raybondo link
The game converts the two axes into a vector and normalizes it anyways, so having 100% in both axes results in 70.7% in both axes (sin(45) and cos(45) is 0.707). At least that's how it's supposed to work.
May 24, 2018 jordanmorgan14f link
Is there any way to introduce a square input option (100% capable in all directions) for game pads, like the linear and cube root options? Or is that already how it is? I know DS3 Controllers are the only controllers who naturally have a square input shape but not sure how the game translates game pads.
May 25, 2018 raybondo link
I don't think I understand what that means. How would that work?
May 25, 2018 jordanmorgan14f link
Well most controller have a circle or cross input shape, which in some games cause the diagonals to only input at about 70%. DS3 Controllers have a square input shape. Meaning the diagonals reach 100, or the corners. Some games translate to compensate to a square input for non-DS3 Controllers. I was just wondering if that was an option. I noticed with my Xbox Elite controller that on Default controller input settings, there had to be only 30% input on the diagonals, but with the Linear setting, I was getting a somewhat normal input, though I think I was getting 70% on the diagonal. I guess I'm asking if there's a way to compensate in the game engine to reach that 100% threshhold, to make gamepads a more natural feel.

For a visual picture, imagine a circle being stretched at the corners in terms of input. I wouldn't say it's a huge issue or bug, and for those getting the extremely slow diagonals, switch to linear. But it'd be nice to get a consistent input shape
May 29, 2018 raybondo link
Ah, I understand now.
We'll have to take a look at adding that option.