I had a chance to use the operator controls last night and they really just don't make sense. We need to change this tonight and not wait to see if the drivers are ok with the current scheme because there are some potential serious consequences for leaving it as-is. Here are all of my problems with it:
1) A is typically a primary action button, and it's also green which usually means "go". Presently, it must be pressed to stop the shooter.
2) LB, a button on the left that in many games/control schemes denotes some kind of reverse action, runs the intake forward.
3) Shooter and intake commands are both split into multiple areas of the controller. Logically, the LB/RB buttons typically go together, the A/B/X/Y buttons go together, and the L/R Triggers go together. Currently LB, and B are grouped as the intake forward/reverse, RB, Y, and A are grouped together for shooter commands.
4) R Trigger is used to open the gear mechanism. If we open that when we don't mean to we can really screw up a match. Triggers are fairly easy to bump accidentally, especially when the other controls don't make much sense.
Here's my proposed control scheme:
RB: Intake Forward
LB: Intake Reverse
A: Prep to Shoot
B: Disable Shooter
R Trigger and/or Y: Shoot
HAT RT: Gear Deploy
LY: Climb (Currently mapped to LX)
Start/Back: Leave as they are
The only class that will need to be changed to make these changes is OperatorController.java. We can discuss some more directly on this issue or at the meeting tonight.
Updated Operator Controller Mapping. Pushed to Branch "OliS_UpdateOperatorCTRLMap"
Kept arrangement in Issue description except GearDeploy is done using the Right Stick Button.
I had a chance to use the operator controls last night and they really just don't make sense. We need to change this tonight and not wait to see if the drivers are ok with the current scheme because there are some potential serious consequences for leaving it as-is. Here are all of my problems with it: 1) A is typically a primary action button, and it's also green which usually means "go". Presently, it must be pressed to stop the shooter. 2) LB, a button on the left that in many games/control schemes denotes some kind of reverse action, runs the intake forward. 3) Shooter and intake commands are both split into multiple areas of the controller. Logically, the LB/RB buttons typically go together, the A/B/X/Y buttons go together, and the L/R Triggers go together. Currently LB, and B are grouped as the intake forward/reverse, RB, Y, and A are grouped together for shooter commands. 4) R Trigger is used to open the gear mechanism. If we open that when we don't mean to we can really screw up a match. Triggers are fairly easy to bump accidentally, especially when the other controls don't make much sense.
Here's my proposed control scheme: RB: Intake Forward LB: Intake Reverse A: Prep to Shoot B: Disable Shooter R Trigger and/or Y: Shoot HAT RT: Gear Deploy LY: Climb (Currently mapped to LX) Start/Back: Leave as they are
The only class that will need to be changed to make these changes is OperatorController.java. We can discuss some more directly on this issue or at the meeting tonight.