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also havn't found any settings to calibrate the gyro :/
This happens for every game.
it looks like its only the yaw-axis.
for example in Portal 2 with motion controls enabled when you put the controller on the desk so it stands perfectly still the camera will still slowly turn to the sede when the gyro is active.
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Nikita, did you manage to assign all 3 gyro axis to yaw/pitch/roll in AC?
for me it looks like it's only possible to assign only 2 axis at a time... (one stick)
it's precise, but because there are no haptics it sucks. There is no 'feel' to it. at least for me, and I loved the wii u gamepad for aiming in WWHD
If so and you aren't getting any feedback, you've found a bug. It works fine for me, and has a nice textured feel that makes aiming a joy. I've taken to adding it to any game with 3D camera controls, and haven't met one yet it didn't improve.
So I only ever tried to assign 2 axis. So I have yaw and pitch on the gyro and the grip paddles as "roll" , then I use the right pad as a mouse to aim independently of my direction of flight. It works surprisingly well. The gyro and accelerometer are amazingly sensitive. Especially, once you engage the anti-deadzone. Flying is super precise. Like a joysitck without friction. However, the lack of calibration destroys the experience :(
Wait you can use haptics on the gyro ?
How about recalibrating the gryo do you know anything about how to achieve that ?
Oh I am going to have to give this a try ! Thanks man.
I think it happens when the cursor hits the edge of the screen. With the gyro acting as mouse, when you "point" the controller too far and the cursor hits the edge of the screen, it doesn't keep moving with the controller since it's stuck at the edge. When you bring your controller back from the edge, it immediately comes off the edge, regardless of how far past the edge you moved the controller.
In effect, you could "point" the controller 90 degrees right, and then it would end up "pointing" sideways since the cursor didn't travel beyond the screen along with it.
Some sort of coding is being called for here, but I'm not sure what.
But it's not impossible that a game could be using pointer screen position, it's just pretty impractical for anything other than UI control. Also, if this is what were happing, you'd see the exact same effect moving a mouse too far. From the game's perspective there's no differece in the singal being recieved from an actual or emulated mouse.
It sounds like your gyro still has trackball on. Make sure gyro input is set to mouse and trackball is set to off.
Check out my Live for Speed settings. They got me close to a good steering emulator.
https://vizionvr.files.wordpress.com/2015/10/lfs-gyro-steering.jpg