Steam Controller

Steam Controller

Emulating Joystick Movement on Keyboard Only Game
Let me explain what I want to do and hopefully someone will know how to do it. I want to play RTCW with my Steam controller. The game originally only had keyboard mouse support as far as I know. I know how to map the buttons to the controller for movement, that's no problem. The problem is the control over the movement. There is no range like on the joystick. It's either on or off. Jumpy if you know what I mean. I want to simulate the control a game with joystick support has where the zones of the stick move at different rates. To do this I'm thinking that if I can set a very rapid keystroke that is faster than a regular push I could cut the amount of movement in the game. Then assign different repeat rates depending on the zone. I am not sure this is even possible in the game because I don't know how to cut the keystroke back to try it. Is there this kind of setting in the Steam Controller setup? TIA
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Showing 1-6 of 6 comments
Cerebrum123 Jul 9, 2021 @ 4:34pm 
Analog emulation setting uses "pulses" to try and get this effect.
shadowboy813 Jul 9, 2021 @ 6:36pm 
Originally posted by Cerebrum123:
Analog emulation setting uses "pulses" to try and get this effect.

To add to this, it may not be a good experience. You'll get jittery movement and animation and it may be way more annoying than having a digital movement experience.

At a basic level, you could set the outer ring binding to sprint while moving, and an inner binding to walk. Although I can't remember if you can do a 3-stage analog stick setup.
ugafan Jul 9, 2021 @ 7:53pm 
Originally posted by shadowboy813:
At a basic level, you could set the outer ring binding to sprint while moving, and an inner binding to walk. Although I can't remember if you can do a 3-stage analog stick setup.

You can if there is a key for walk slowly.

W - Walk
Alt - Walk Slowly
Shift - Sprint

Go to the outer ring binding and add a soft press for Alt. Invert on. That will be your innermost ring. Increase soft press threshold to where you want walk slowly to end.

Add another soft press for sprint. Invert Off. That will be your outermost ring. Increase soft press threshold to where you want sprint to begin.

The downside is this only works for games that have a key for walk slowly.
Cerebrum123 Jul 10, 2021 @ 5:00am 
Originally posted by shadowboy813:
Originally posted by Cerebrum123:
Analog emulation setting uses "pulses" to try and get this effect.

To add to this, it may not be a good experience. You'll get jittery movement and animation and it may be way more annoying than having a digital movement experience.

At a basic level, you could set the outer ring binding to sprint while moving, and an inner binding to walk. Although I can't remember if you can do a 3-stage analog stick setup.

This is true in some games I tried. In others it seemed to be more finely tuned and worked well. System Shock 2 seemed to work ok with the configuration I tried a long time ago, but I think I ended up switching to a new configuration later.
The Muffin Man Jul 11, 2021 @ 11:44am 
Originally posted by Cerebrum123:
Analog emulation setting uses "pulses" to try and get this effect.
This is what I was looking for. Initially this helped a lot. After I looked more closely at the settings in the game I noticed "always run" was set to "on" by default. Turning it off slowed things down and made it much better with the keyboard but with the joystick mapped to the buttons it was still a little jumpy. Turning on analog emulation made it more controlled again although not as smooth as a game with joystick support. I will have to experiment more with the settings with "always on" on vs off and the outer ring set to run to see which one I like better. The is no setting for walk slow as mentioned in post #3.
Stumpy Oct 19, 2024 @ 10:41am 
If only steamdeck could modify with Pulse Width Modulation inside analogue emulation.

Lets divide the forward movement range into 5 levels (or more for that matter)
0%
25%
50%
75%
100%

Now the pulses are very jittery but if the pulse millisecond amount is controlled by the range so that it pulses less at lower ranges and more at higher ranges then we could effectively smooth out those jittery on/off pulses. I think.
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Showing 1-6 of 6 comments
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