martyr
2004-11-19, 03:48 PM
here's what i would have talked about at ATD.
looking for feedback and refinement before i send it across to the people that care.
from my blog (http://staff.planetside-universe.com/martyr/blog/):
if i do discuss the joystick implementation, i'll make two requests; the ability to disable/override the joystick in the menu (and perhaps a toggle key) and a negative throttle region.
more specifically, i want the joystick to be disabled when i'm on foot, so that if i bail in a right bank, i don't start turning right while i'm falling and when i hit the surface. i was able to abuse the settings to behave this way by setting one axis to 'unknown,' one axis to 'disabled' and one to the twist axis on my stick, then removing the sensitivity on that setting, so inputs wouldn't register.
however, i'm sure some NC besides Hayoo are going to want to play with their joysticks too, and i doubt they'll be able to figure that out. so i think there should be a "disable js" checkbox under each input configuration category (air, ground, hover, soldier, bfr, max, lightning).
as for the negative throttle region... think descent. we should be able to apply reverse thrust as easily as we have been in the past (hitting S, usually) - so that the 0% thrust setting is at around +10%. 100% at 100% and -100% thrust at the 0% setting. i take this assymetrical position because it's not descent exactly, and air vehicles can only reverse as fast as their vertical and strafe speeds, so that 100% reverse thrust in a mosquito is less than 20kph.
there is a flaw here, of course... that is, finding your 0% thrust point (5-15% throttle location if you throw in a nice dead zone). if you aren't willing to fish for it, define a js button to the 0% thrust setting (keyboard thrust settings do override throttle slider axis at this point).
besides these two things that i think are needed... the JS setup interface is spectacular, and i'm thrilled to finally have support for joysticks in the game. it makes flying much more interesting, i had a blast zipping around in VR while calibrating.
looking for feedback and refinement before i send it across to the people that care.
from my blog (http://staff.planetside-universe.com/martyr/blog/):
if i do discuss the joystick implementation, i'll make two requests; the ability to disable/override the joystick in the menu (and perhaps a toggle key) and a negative throttle region.
more specifically, i want the joystick to be disabled when i'm on foot, so that if i bail in a right bank, i don't start turning right while i'm falling and when i hit the surface. i was able to abuse the settings to behave this way by setting one axis to 'unknown,' one axis to 'disabled' and one to the twist axis on my stick, then removing the sensitivity on that setting, so inputs wouldn't register.
however, i'm sure some NC besides Hayoo are going to want to play with their joysticks too, and i doubt they'll be able to figure that out. so i think there should be a "disable js" checkbox under each input configuration category (air, ground, hover, soldier, bfr, max, lightning).
as for the negative throttle region... think descent. we should be able to apply reverse thrust as easily as we have been in the past (hitting S, usually) - so that the 0% thrust setting is at around +10%. 100% at 100% and -100% thrust at the 0% setting. i take this assymetrical position because it's not descent exactly, and air vehicles can only reverse as fast as their vertical and strafe speeds, so that 100% reverse thrust in a mosquito is less than 20kph.
there is a flaw here, of course... that is, finding your 0% thrust point (5-15% throttle location if you throw in a nice dead zone). if you aren't willing to fish for it, define a js button to the 0% thrust setting (keyboard thrust settings do override throttle slider axis at this point).
besides these two things that i think are needed... the JS setup interface is spectacular, and i'm thrilled to finally have support for joysticks in the game. it makes flying much more interesting, i had a blast zipping around in VR while calibrating.