![]() But you will never get the accuracy are speed you get with a mouse when it comes to Infantry, But the pad setup has some advantages over K/M.And YOU WILL ALWAYS need a keyboard and mouse by your side for your inventory and command system and map. I find it works fine for infantry and its great for flying and tanks etc. But you can design a profile for your controller that suits you and your play style. And that's why you wont ever get full controller support. You have to keep in mind Arma was never designed to be played with a game pad and its Impossible to do every thing you need to do with a game pad in this game. Lots of people may have disability's be it from real war are birth are fingers like hammers are poor memory for keys, and this programme helps them play Arma, The more people playing PC games the better :) with any luck BIS will improve the user interface in future. This is a guide for those that want to use a xbox controller for Arma3 basics like infantry and vehicles. Hopefully that provides some helpful info, happy to provide any other testing info you need.NOTE SINCE THE BETA UPDATE I NEED TO REWORK THIS, WHEN I GET TIME Maybe it's just that Qt has a smaller scale baked into it, so anything a little less than perfect will cause this? I compared WX and Qt (at 1.0x axis scale), and noticed in Qt I had to push the stick a fair amount further before 'walking' became 'running'. Like butterbutts said, changing the axis scale seems to be an okay workaround (1.05x eliminated the problem for me on the DS4), but no adjustments are needed on the WX build. SDL and XInput also produce the same results, so it's probably due to how the Qt pad plugin polls the controller? I also tried another controller (newer DualSense) and while the problem wasn't as noticeable, it still occurred occasionally on the down-right direction, so there might be a modicum of controller jank in play as well. Testing seems to indicate the the problem is specific to the Qt build. Character runs in most directions, down-left will randomly flip to walking, down-right will always walk Result: Same as other Qt tests on both SDL and XInput. Enabled both SDL and XInput, used controller auto-config to map SDL and test, then map XInput and test) (fresh install, brand new configs, added my memory card and BIOS file. Result: character runs in all directions, same as other WX tests (fresh install, brand new configs, nothing changed from default except adding my memory card and BIOS file) ![]() Result: character runs in all directions, same as previous WX versionĪnd just to be exhaustive and rule out configs being the problem ![]() (Pulled existing configs from previous WX install for consistency expected behaviour should be the same as ) Same as previous, just with SDL instead of XInput) (Checked control options: Enable SDL Input Source Result: character runs in most directions, switching to walking randomly with down-left, always walks on down-right ![]() (Checked control options: Enable XInput Input Sourceįairly new config, just started it yesterday attempted to match my existing config in the WX build) Running my existing config that has been carried through 3+ years of PCSX2 updates) (Checked control options: XInput, Monitor when in background Wired DualShock 4, running DS4 windows as an Xinput wrapper, calibrated in Windows USB Game Controller optionsĪll PCSX2 installs are portable, no configs buried in User files (Documents, etc)Īctions: Boot game, load save file, multiple slow full 360 motions on left stick Sure thing! Sorry, 'legacy' = the WX build I suppose it's not legacy since it's still being actively developed, I just wasn't sure of the lingo to differentiate between the two (even though it's right there in the download link ^_^ ) OK, now we are getting somewhere - are you able to bisect between this "legacy" build and the current one to find when did it start breaking? Or if it's a Qt build, is the current wx one fine?
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