Subnautica
Any way to disable HOTAS?
So I just tried this game out and found myself constantly running forwards. I'm assuming it's my HOTAS. Is there any way to disable input from it or select what controller will provide input. Really not looking to disconnect it being that I use it regularly.
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Εμφάνιση 16-23 από 23 σχόλια
Αναρτήθηκε αρχικά από 2ugly:
Αναρτήθηκε αρχικά από DropnFbombs:

Damn. Well going for refund then. Was already a bit wierded out by the anti-gun thing but I'm not going to deal with plugging/unplugging my system after taking all this time to get it to the point where I physically don't have to. I'm on a flight sim every other day or so and having to connect/reconnect is a pain, especially with IL-2 doing its thing where it uses device input numbers rather than device names (so it can easily mix up the throttle with the joystick).

Thanks for your time guys.

Most HOTAS come with software that provide a method using a few mouse clicks to turn your HOTAS off or make it unmapped. Making games not recognize the device. Or what I do is map only the throttle bottons to keep hands off keyboard, and unmap any axis that might interfere with the game. This game required unmapping the actual throttle axis.

The bad part is the developer who thinks once a device is selected that is the only device the player will use. Turing off your mouse in game if you decide to use a controller to drive, but prefer m/kb for on foot. These type of devs come from the console generation where they can't think past the limitations the consoles had and allow something more suitable for PC games and gamers. Luckily we don't see that here. They've given us good control of how we can use our devices, not perfect but good enough.....if you know how to utilize the software to make the game work for your desired controls.
This seems like it could work, but I haven't found any option like that for the Saitek X-55 Rhino HOTAS and/or Pro Flight Pedals. I'll keep looking though.
Old thread I know, but I'm experiencing the same thing with Thrustmaster T.16000m which I just got recently. I went to play Subnautica with my XB360 controller, thinking why is it always pulling down when in the menu options?! Then played with the pedals and realised it was them. Same goes for when I managed to get in game, my character is spinning like crazy because of this.

I downloaded my TARGET software for the HOTAS and found nothing to switch it off. What I did was have these on a USB box with switches on them. Annoying though, but at least I'm not constantly unplugging the devices.
This kinda thing has been an issue for literally decades - which is why they now sell USB boxes that allow you to switch off without unplugging like the one you're using.

It's really the only option - joysticks, pedals, even some controllers will have drift that causes unexpected stuff. No way around it.
Αναρτήθηκε αρχικά από Cougarific:
This kinda thing has been an issue for literally decades - which is why they now sell USB boxes that allow you to switch off without unplugging like the one you're using.

It's really the only option - joysticks, pedals, even some controllers will have drift that causes unexpected stuff. No way around it.

Or............ they could code the game properly?
Αναρτήθηκε αρχικά από Blaine:
Αναρτήθηκε αρχικά από Cougarific:
This kinda thing has been an issue for literally decades - which is why they now sell USB boxes that allow you to switch off without unplugging like the one you're using.

It's really the only option - joysticks, pedals, even some controllers will have drift that causes unexpected stuff. No way around it.

Or............ they could code the game properly?


Issue for literally decades. Controllers act through a driver on the system. That's it. They don't know if they are being used or not if they have no on/off switch. No switch? They're always on.
The most a game could do is say "hey I can use XInput!" and the controller wouldn't know if that's a dumb idea or not.
Τελευταία επεξεργασία από Flyingbox; 15 Δεκ 2018, 9:13
Unity engine bug. Unity hates Vjoy/Joystick curves. Uninstall Vjoy and unplug device is the only way around this.


Αναρτήθηκε αρχικά από Flyingbox:
Αναρτήθηκε αρχικά από Blaine:

Or............ they could code the game properly?


Issue for literally decades. Controllers act through a driver on the system. That's it. They don't know if they are being used or not if they have no on/off switch. No switch? They're always on.
The most a game could do is say "hey I can use XInput!" and the controller wouldn't know if that's a dumb idea or not.

I was playing games 10 years ago that handled this properly. Each USB input peripheral that has "axis" inputs (like joysticks, HOTAS, etc.) are recognized seperately by Windows in the Device manager. You can see (and calibrate) them individually by hitting Windows+R, and ten launching "joy.cpl".

The way most properly coded games work is to let you map individual keybindings to specific axis' on specific joystick devices. This is how flight simulators work for example - letting you map the throttle axis to throttle controls, the pedal axis to rudder, and the joystick axis to pitch/roll. Since the developers of those games have taken the time to properly handle multiple joystick inputs, you don't have to worry about an extra Xbox controller all of a sudden making your airplane fly in weird ways - since that device is not mapped to any keybinds its' inputs are simply ignored.

Way back in Battlefield 2 for example, you could map your 3 HOTAS inputs to flight controls, a gamepad to tank/vehicle controls, and use KB/M for the FPS stuff.

It's only now that we're seeing lazier developers and ♥♥♥♥♥♥ console ports that this is becoming an issue. Please... don't make excuses for them on a topic you aren't qualified to speak to. This ♥♥♥♥ could have (and should have) been fixed easily YEARS ago if they gave a rats ass. Asking someone to buy extra equipment to work around your janky code is pretty damn sad.
Αναρτήθηκε αρχικά από Blaine:
I was playing games 10 years ago that handled this properly.


It's a 2018 game and you're dealing with Unity 5.3 branch. This is not 10 years ago, and this game isn't any of the ones you played back then (duh?). Get unity to stop noticing the HOTAS driver being used and you'll be fine. Unplug it if you have to.
This fix takes an end user literally seconds to apply, but can take UE much longer to hotfix on the engine side (which is probably fixed in the 2017 extended branch anyway)
Τελευταία επεξεργασία από Flyingbox; 15 Δεκ 2018, 10:01
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