Post by Trip Rodriguez on Sept 10, 2014 0:48:58 GMT
I'm somewhat cross posting from an X-sim post I made, I hope you don't mind.
Does anyone know if using any of the available motion software I can set up the platform to move based on joystick axes movement and joystick button presses WHILE playing a game using the joystick as a controller? I just need to know if I can do it, not debate whether or not it's a good idea .
I'd like this functionality for playing Star Citizen. In that game there is no gravity and also no atmospheric "lift" so the motion cues would be very different from anything else. I'd like to use this solution during the long wait for Star Citizen to get motion export functionality.
Cross posted portion below:
I want to program the platform to move when I move the stick while playing. I also need some of the joystick buttons to move the platform, such as the "afterburner" boost button and the left/right/up/down strafe functions.
In all I need to program the platform to react to six axes in the long run. For now three of the axes are by necessity operated by keypress emulations so right now I need to program the platform to move according to three axes and six buttons. Current setup would be: Axes- pitch, yaw, roll. Buttons- forward thrust, afterburner, reverse thrust, strafe left, strafe right, strafe up, strafe down.
In case it matters:
I'm running a Thrustmaster Warthog stick (right hand) and a Thrustmaster Cougar stick (customized for left hand grip) on the left hand. Both controllers are being run as a single "virtual" joystick by the Thrustmaster "TARGET" software.
The "roll" function is on Saitek Combat Pro pedals so that is a completely separate controller. If this is a problem I can wire the pedals axis into the Cougar on a presently unused axis so the pedals too are part of the TARGET virtual joystick. I'm planning to do this eventually anyhow, but wasn't planning to bother doing it any time soon.
My platform by the way is under construction and is a modified version of Ian's "Built For Fun" mini motion 3 platform. I plan to add a yaw axis to the design making it 4DOF but I'm going to get the 3DOF working before I buy the fourth motor. I'm mostly planning to add yaw for simulated traction loss in racing but it will be nice to have in Star Citizen as well.
It's important the software be able to monitor the joystick controls without causing significant control latency in game or preventing the game from seeing the joystick controls.
Thanks!
Trip
Does anyone know if using any of the available motion software I can set up the platform to move based on joystick axes movement and joystick button presses WHILE playing a game using the joystick as a controller? I just need to know if I can do it, not debate whether or not it's a good idea .
I'd like this functionality for playing Star Citizen. In that game there is no gravity and also no atmospheric "lift" so the motion cues would be very different from anything else. I'd like to use this solution during the long wait for Star Citizen to get motion export functionality.
Cross posted portion below:
I want to program the platform to move when I move the stick while playing. I also need some of the joystick buttons to move the platform, such as the "afterburner" boost button and the left/right/up/down strafe functions.
In all I need to program the platform to react to six axes in the long run. For now three of the axes are by necessity operated by keypress emulations so right now I need to program the platform to move according to three axes and six buttons. Current setup would be: Axes- pitch, yaw, roll. Buttons- forward thrust, afterburner, reverse thrust, strafe left, strafe right, strafe up, strafe down.
In case it matters:
I'm running a Thrustmaster Warthog stick (right hand) and a Thrustmaster Cougar stick (customized for left hand grip) on the left hand. Both controllers are being run as a single "virtual" joystick by the Thrustmaster "TARGET" software.
The "roll" function is on Saitek Combat Pro pedals so that is a completely separate controller. If this is a problem I can wire the pedals axis into the Cougar on a presently unused axis so the pedals too are part of the TARGET virtual joystick. I'm planning to do this eventually anyhow, but wasn't planning to bother doing it any time soon.
My platform by the way is under construction and is a modified version of Ian's "Built For Fun" mini motion 3 platform. I plan to add a yaw axis to the design making it 4DOF but I'm going to get the 3DOF working before I buy the fourth motor. I'm mostly planning to add yaw for simulated traction loss in racing but it will be nice to have in Star Citizen as well.
It's important the software be able to monitor the joystick controls without causing significant control latency in game or preventing the game from seeing the joystick controls.
Thanks!
Trip