AX:EL
Mr. Blue Sky Apr 15, 2015 @ 3:30am
Bad Gamepad Calibration - Anyone else with issues?
Hey all - wondering if it is just me or if anyone else is experiencing a locked X or Z axis causing constant rolling while trying to play with a game pad?

When configuring controls I noticed that the +Y and +X axis on my right analogue where being labed as the sticks button (when you push in on the stick.)

Are they maybe still fine tuning the controls?
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Showing 1-15 of 18 comments
Alex  [developer] Apr 15, 2015 @ 3:33am 
which controller are you using? have you already tried remapping the controls?
Mr. Blue Sky Apr 15, 2015 @ 4:04am 
Originally posted by Alex:
which controller are you using? have you already tried remapping the controls?

I'm using the Logitech F710 set to X-input

I tried remapping with the game's built-in software ensuring to keep pressing the button or stick until only that button or stick displayed as being remapped.

I've just played some Strike Suit Zero and had no problems there so I suspect it's AX;EL
Mr. Blue Sky Apr 15, 2015 @ 4:06am 
Note that Logitech regards the triggers as analogue but other games have been able to work around that denoting the triggers as seperate buttons.

It did feel like calibration was locked. I've had similar issues in only a few other games - Max Payne 3 and Res Evil 6 being two of them where Z tends to get 'stuck' but not sure if that's the issue here because the axis remains stuck in AX;ES
Mr. Blue Sky Apr 15, 2015 @ 4:07am 
Also, as mentioned when mapping the axises some display as the proper axies while the others read as 'gamepad 0' or something like that.
Alex  [developer] Apr 15, 2015 @ 8:55am 
try this:
options->controls->defaults and then try mapping the axies you are having trouble with, with some [joy/sld] control for example Joystick Roll [joy/sld]
Alex  [developer] Apr 15, 2015 @ 9:06am 
Good news: I found a controller around the house which haves same problem.
I'm on it!
Mr. Blue Sky Apr 15, 2015 @ 12:43pm 
Originally posted by Alex:
Good news: I found a controller around the house which haves same problem.
I'm on it!

Thanks, man!

Coming along good so far.

Only other complaint is the ocean is too shallow ...or at least in the MP map I tried against bots. Too easy to dip in and immediately bounce off the ocean floor.
Alex  [developer] Apr 16, 2015 @ 12:28am 
The Archipelago's water is not very deep but I'm planning to add many more maps (Archipelago is about 7 times smaller than some maps already in game).
Also consider the water bit is still missing the props (having them will help depth perception).

About the controller issue: is Windows detecting the problematic axis as "zaxis"?
On my side, seems the engine is not handling correctly that specific axis, but I need you to confirm if it is the same or not: I'll probably have to rewrite part of the engine's input management core so I must be sure to change only where is needed :D
Mr. Blue Sky Apr 16, 2015 @ 2:03am 
Originally posted by Alex:
The Archipelago's water is not very deep but I'm planning to add many more maps (Archipelago is about 7 times smaller than some maps already in game).
Also consider the water bit is still missing the props (having them will help depth perception).

About the controller issue: is Windows detecting the problematic axis as "zaxis"?
On my side, seems the engine is not handling correctly that specific axis, but I need you to confirm if it is the same or not: I'll probably have to rewrite part of the engine's input management core so I must be sure to change only where is needed :D

I think it is the Z Axis as the default settings for Roll are on the left and right "Z" triggers. The main issue is that the plane locks in a constant clockwise roll.

Note that Logitech's handling of the triggers is different from MS's even though set to x-input as Logitech insists on keeping those triggers analogue desptie the input setting.

With some remapping you can get a bit more control but not much and the shield button is missing by default.

The mapping on the right analogue stick in the Right and Down directions doesn't register correctly either when using the in-game mapping software. If you need the specific mapping label the in-game mapper assigns those two directions I can resinstall the game...
Alex  [developer] Apr 16, 2015 @ 2:40am 
Does it have the same issue with DirectInput? The issue I found with the controller I have is a continuous input from right analog stick: is it the same issue you are facing?
Mr. Blue Sky Apr 16, 2015 @ 2:51am 
Originally posted by Alex:
Does it have the same issue with DirectInput? The issue I found with the controller I have is a continuous input from right analog stick: is it the same issue you are facing?

I'll get back to you on that. Gonna install again so I can specify exactly what's happening.

I know continuous input is coming from somewhere; ship keeps rolling into the water and blowing up.
Alex  [developer] Apr 16, 2015 @ 3:39am 
yeah seems exactly the same issue, looking forward for you to confirm! Thank you for helping to fix!
Alex  [developer] Apr 16, 2015 @ 8:37am 
As far as I can see with my joystick, it is sending the data as "rudder" control on the right analog stick as "zaxis" and it is mixed with its rotation "rzaxis" I dug the code and the driver itself is sending that data. fixing this will brake flightstick support so for now, avoid to map that axis if it gives the problem. I'm not saying I'll not fix it, I'm saying I need a better idea to both fix and to keep flightstick support...
Mr. Blue Sky Apr 16, 2015 @ 12:58pm 
I've loaded it up again.

Here's an imgur of the controller set up and how presses on the right analogue stick register:

http://imgur.com/9XqSKEp

If I'm reading the code right it looks like the AX;EL is insisting that pressing Left on the Right Analogue Stick is the Right Analogue Sticks button (when you press in on analogue normally known as the R3 and L3 buttons.)
Alex  [developer] Apr 16, 2015 @ 3:03pm 
Thanks!
Seems like you are binding it to yaw left! thumbX is the xinput mode of saying analog stick X axis.
You should map that to a [joy/sld] control, otherwise it will be managed as a key:

[btn/key] are boolean inputs (true/false 0/1)
[joy/sld] are analog inputs (-1.0 to 1.0 where 0.0 is center)
(sorry for that, is not so intuitive, but is not easy to let players map as they want and at the same time keeping a neat interface)

If you have a non on/off type of control, it have to be mapped to a [joy/sld] command.

I'll receive an Xbox360 controller on Saturday so I can test with triggers.
That will also clarify a bit on the wrongly detected L3/R3 events.
Last edited by Alex; Apr 16, 2015 @ 3:06pm
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