Open Media-Evil opened 2 years ago
Hey @Media-Evil,
What game would you like this behaviour for? Can you describe the scene for us?
I'm having trouble understanding why you expect to 'move' 90 degrees when you hold forward and right down
When you hold W and D buttons pressed, you move at 45 degree angle at full speed, whereas I expect to move right at full speed.
Are you controlling a vehicle with the vehicle accelerator bound to Joystick-Up instead of Right-Trigger?
Hi. I was thinking of games like Skyrim (with a patch), M&B Warband and M&B Bannerlord.
I'm having trouble understanding why you expect to 'move' 90 degrees when you hold forward and right down
Because there are two alternatives that I can see ATM and the way it is now makes precise inputs more difficult that they should be:
pros:
W
, A
, S
, D
controls)cons:
W
, A
, S
, D
than of a gamepadcons:
pros:
W
, S
) and direction control (e.g. A
, D
)Are you controlling a vehicle with the vehicle accelerator bound to Joystick-Up instead of Right-Trigger?
No.
Analog inputs on 60HE could be significantly more responsive, snappier and pleasant to use, approaching the level of gamepads and potentially beating them. The pressure redistribution problem is just too difficult and, I would claim — unsolvable.
I personally dont think its already implemented nicely and as intuitive as possible. To solve the whole unprecise weight distributing you just need heavier springs. Having used 250g springs in older wootings it made the analog a lot more useable. More so the wooting implements analog joysticks exctly as i imagine. controlling one axis at a time.
Hey @Media-Evil,
We're seriously considering more customizable joystick behaviour, and testing how we can make this specific request available without major changes to the current firmware. However, right now we have nothing to show for it yet due to other projects.
We already once made an open-source tool that uses the Analog SDK of the keyboard to create specific joystick behaviour for in competitive Fortnite. If you want to experience this described behaviour in your game right now, you may be able to fork the project and modify or experiment with it:
https://github.com/WootingKb/wooting-double-movement https://github.com/WootingKb/wooting-double-movement/blob/main/src/native/src/controller.rs
Is your feature request related to a problem? Please describe. It is hell difficult to control both direction and velocity by properly distributing pressure on two buttons at once. It could have been a LOT better.
Analog controls with double movement mode are too sensitive and unintuitive:
Describe the solution you'd like Depending on which direction key was pressed first:
Example: https://prnt.sc/9eDJsVXkszU0
Describe alternatives or workarounds you've considered I tried angle adjustment with 90 and 89 degree, but the feature is buggy:
W
W
and thenD
, but skips around 20 degrees in the first quarherD
first then pressW
and start releasingD
, the thing will get stuckAdditional context I, II, II and IV are quarters of a unit circle, containing the movement vector.
Additional information
Try drawing a circle with 1/2 unit radius here and you will understand how convenient current inputs are.
Wootility and Firmware version Wootility v4.4.13 Firmware v2.6.3
Keyboard Type Wooting 60HE ARM ANSI