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Problems with joystick mapping #3

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miguelbarros opened this issue Nov 30, 2010 · 3 comments
Open

Problems with joystick mapping #3

miguelbarros opened this issue Nov 30, 2010 · 3 comments

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@miguelbarros
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In the code a specific joystick is hard-coded to map (for instance) yaw to the 3rd axis and POV to Gaz. I think this should be done for any joystick that supports POV or 3rd axis (wich is testable using the DirectInput class) and not only for the T.Flight Stick X.

I don't know if the following is a problem only for my two joysticks, but the center (zero) point should be 32511 (maybe I need to calibrate them?), not (short.MaxValue - short.MinValue)/2.

@theone1984
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I'll have a look at this ... maybe we could set some standard settings for Joysticks and other standard settings for gamepads.

On your second topic: I'll need to borrow another joystick to figure this out.

@miguelbarros
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I tried with two different joysticks - a sidewinder and a Predator. Both have a center value of 32511 for the roll and pitch axis. However, the predator does have a slightly different value for the yaw axis (the sidewinder doesn't have a yaw axis). Possibly this is just poor calibration on my side...
If you need some kind of test with joysticks feel free to tell me.

@shtejv
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shtejv commented Dec 2, 2010

The JoystickInput.cs file is the place where axis values are determined ... if you want to do a test, just connect the joystick and debug the method GetAxisValues(). For my Flight Stick, all the values are equal as long as I don't move the axes.

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3 participants