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Gamepad companion compatibility
Gamepad companion compatibility








  1. Gamepad companion compatibility full#
  2. Gamepad companion compatibility software#

The keys ‘play/pause, stop, backtrack and next track’ are designed to work with Microsoft® Windows® Media Player version 6.4 or higher.

Gamepad companion compatibility full#

The GamePad provides a full set of multimedia control keys, including volume control (+, -, and mute), play/pause, stop, backtrack, and next track.

gamepad companion compatibility

To get the most updated User Guide and other documentation visit.

Gamepad companion compatibility software#

If you purchased a GamePad and did not receive the installation CD, please download the latest software at. This also results in having to re-load the config every time you restart the game, as this 'broken' syntax is cached as active config.Package contains USB GamePad, Documentation, and Installation CD. Once loaded up and working, re-exporting this config will result in broken syntax: If you export such 'custom' bindings again, the modifier section syntax is incorrect, and must be re-edited by hand.Įx, working 'custom' modifiers (LT & RB, in addition to the default LB) If you want to add custom modifier keys - you must modify the XML by hand to add these with the correct syntax. will trigger both the new binding, and landing gear at the same time). Some functions can't overlap with others as they remain 'active' at all times in any combination (ex, dpad_down for landing gear, combined with a modifier for binding. There's also some bugs: turrent aim is using 'flight aim' at the moment. Modifier+(L) x-axis was used in the original gamepad layout, and this works well enough, alternating between roll & yaw input, as it still allows for combinations of roll+pitch. Roll - for true 6DoF, left/right would now need to be bound to the corresponding bumper buttons to allow mixture with the other flight inputs - However, as left/right is also 'either/or', and this control greatly benefits from an analog axis input, it makes little sense to tie up 2 buttons for movement along 1 axis. Strafe up/down/left/right should be bound to the (unmodified) joystick (R), to allow combined manipulations with (L) for omnidirectional control. Pitch & yaw should be bound to (L), to allow the right thumb (and control scheme) to make easy use of the ABXY buttons, while maintaining constant left thumb contact on the pitch/yaw control. As forward/back are mutually exclusive (you can not travel in both directions at once), it is acceptable to require a modifier to enable 'reverse mode' on the same input. This also feels very natural, akin to 'driving' in most games, where 'right trigger' = 'accelerate forward'. This is deadly in a dogfight.Īreas for improvement, towards proper 6DoF control:įorward/back are along one axis of travel: this maps well to an analog trigger, ex, (RT) - a one-axis analog input. Triggering the 4 main ABXY buttons (in the normal fashion) requires breaking thumb contact with the (R) joystick, effectively "letting go" of pitch/yaw flight control for a brief moment (problematic when trying to maintain an enemy in your sights).

gamepad companion compatibility

The modifier (LB) also alters the trigger actions, halting and preventing weapons from firing until released. (*this may have changed in 3.5LIVE vs 3.5PTU) However, The modifier (LB) with (R) activates strafe - which means it is simply not possible to combine roll with either pitch and/or yaw: another requirement for 6DoF control. 'Roll' requires modifier (LB)+ (L) x-axis, despite the close relation of 'roll' to 'yaw' (both handle rotational orientation), which is bound to the opposite joystick. This is particularly noticeable with the joystick actions while the modifier (LB) is pressed - for example: However, when it comes to "flight mode", some of the most basic flight controls require modifier combinations that overlap with other functionalities in a negative way. This also imitates a HOTAS setup, where the left stick manages the throttle, and the right stick handles direction. The current gamepad flight mode layout was designed to match the "on foot" controls, where up on the left-stick = "move forward", and right-stick "looks around". IMO, the default gampad layout is good on foot, but *horrible* for flight.

gamepad companion compatibility

I maintained one of the first alternative layouts for gamepad. I've been using an xbox controller since 0.8.










Gamepad companion compatibility