Landorin
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Saitek X52 Controller Issues
Landorin replied to taviyo's topic in TAKE ON HELICOPTERS - TROUBLESHOOTING
I got similar issues but I didn't map any buttons yet, using the default setup with Saitek X-52 Pro. The helo heavily rolls left and right in expert mode, no issues in training mode though. I don't know if this is working as intended or way out of balance. I recorded the two modes for a few seconds to show you how much the helo rolls around, maybe you can tell me if that is still within normal parameters? (no issues here, helo stays stright) ("the air waltz" :P )If yes, I need to look into trimming. If no, I wonder what's wrong. Should the helo really roll that fast in a normal situation while stick is idle? -
deleted and added here: http://forums.bistudio.com/showthread.php?p=2054272#post2054272 (just noticed we have an official troubleshooting forum now - and this isn't beta related anymore)
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About the joystick show option you mentioned: they all show 1.0 on the very left, that's the smallest value available. Anyways, I completely unplugged the joystick, fired up the game in expert mode and the helo still rolls to the right way too much that it would end in a crash. Once I switch back to trainee mode everything is fine. So it's something within the game. I can't enable/disable certain settings in expert mode so can't track down the actual cause. I tried to trim but no matter how many times I turned it on/off the behavior remained. :( I got no idea what else I can try, seems I am stuck in trainee mode. :( But I want the real thing! So either that's a bug or I haven't understood how trimming works (if that is the issue anyway).
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Still in trainee mode, everything works super fine. In expert mode, the helo totally rolls/tilts to the right although I am not even touching the stick. Could that be related to the joystick somehow or is that some realism setting I am not paying attention to?
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This may not help much but my X-52 Pro throttle works just all the way fine. I did not change anything in Windows (default config settings) nor in TOH regarding deadzones or anything. Maybe set Windows and TOH joystick settings to default and try again, hopefully that helps.
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Thanks to Steam I learned about this game and already got my credit card out. As an old Operation Flashpoint veteran I knew if this game is from BI it gotta be great. So just checked: Flying helos? Always welcomed, checked! Graphics? Stunning. Checked! A real sim or action? Sim, checked! Bought! :D And after I bought I even learned I can exit the helo and actually do stuff on ground (apparently) and as pilot, doing real missions - and editor included as always! Unlike FSX, now I can do more than just flying from A to B. :D Just finished the training easily, everything looks beautiful and it's fantastic to fly around! Am looking forward to find out more (hopefully I can contribute to beta testing too by finding some bugs left). Thanks Bohemia, keep up the great work, guys, I love your games. :D P.S.: someone mod me a Bell 222 helicopter please, I got a crush on that model since Airwolf. ;)
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I had a similar issue with the same joystick X52 pro. But my major issue was the throttle which wasn't working. So thanks to this forum I started to play around with the controls and realized I need to map the joystick axes to "analogue" collectives, I don't even know yet what the difference between those and the normal ones are. Now the helo flies fine, just as controllabe as in FSX and Arma. edit: just noticed I did the training in trainee mode. Now playing around with Expert and yes, the helo moves to the right by itself as if I pushed the joystick to the right. Not sure yet whether it's the wind or something?
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Ideas for the next version of the Stargate island? Yeah: less addons required (the Stargate mod won't need HKs be standing around, possibly there are more objects that can be cut out; a mission designer can still add that stuff himself in a mission if he wants to but the island addon should require MUCH less addons imho). In case the 3 addons listed on this page are the only ones that are required by the new version then all I can say is "well done". Second: there's a gate (number PCX-4 or so I think in the old SG mod system) with a very green environment and many many trees around it. While that looks really good, it lagged my PC down to 1 FPS or so and it took me forever to get out of there again (Athlon 2800+ with 1.5 GB RAM and ATI Radeon 9600 Pro, not state of the art but fast enough for OFP usually). As a mission designer I could never plan a mission taking place there since it's too slow for most today's computers (except the brand new ones maybe). In case your beta testing includes wanted feedback (not just about bugs) then count me in.
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Why not add it to one of the stargate mod addons? Maybe one of the developers could do that. The amounts of required stargate mods should be kept to a minimum, that's more user friendly (especially when I think of the addon nightmare you just need for the Stargate island). People want a relatively easy access to a mod without being confused too much.
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Unless it's a spoiler from season 9, how is a cloaking thing related to the stargate mod? I mean, in what way is it used for the Stargate mod or is it not related to it and I'm just seeing things?
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Fully agreed. The search function is only limited to threads but you can't search within a thread and not display the postings that contain the words you searched for. Though I'm usually one of the first saying "use the search function" it doesn't make much sense to find specific mod related answers within this thread since you will have to browse every page and manually search the words. The only thing we can do is to keep this thread on topic and only post mod related stuff, everything non related enlarges the thread even more and makes it even harder to find the important informations posted here. The suggestion with the document is a good one, I'll try to get something (along with the bug report for Dingmatt) worked out within the next few days. While I figured out how the mod works I do believe it's not that easy to understand at first (even with the readme). In any case, some kind of tutorial is needed and I'd be willing to create one, just give it a few days or so.
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I don't see any problems with asking questions regarding this mod as long as people don't ask for non related mod questions (how to use triggers etc.) so yeah I agree, we should take the time to answer the questions unless they were answered on the previous page or within the readme. Walmis' test mission should be put up on ofp-sgc.com somewhere very visible so people try it first (the one with the 2 gates on the desert island).
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Calm down guys, I do understand you frustration but I'm pretty sure TheWraith didn't do it because he is a bad guy or because he wanted to piss anyone off (at least from my understanding of his explanations). He probably didn't know that he was causing trouble and just tried to improve the mod. Mistakes happen and I'm sure now that we have some rules pointed out (thanks to KyleSarnik) no one will do that again intentionally. Let's get back to work now regarding the Stargate mods. After all, that's why we are here.
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Just like you I also have RL priorities but I'll try to wrap it up as soon as possible if no one is faster. I'll send it to you via mail once it's done. I'd appreciate if you could acknowledge every possible bug as a bug or telling me if it's a falsely reported bug. That way I can shrink the list and not bother you with bugs that aren't bugs. I'd even help you with the code but apart from mission editing and scripting (for missions) I never looked into that kind of stuff so I don't know if I can be of any help?
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Looks really good, well done!