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Aimpad

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  1. Gotcha, if you are going to make your own keypad, you could just wire up the keys to a microcontroller that is seen as a gamepad with a bunch of buttons so they would be unique. Direct Input supports 128 joystick buttons, so that should be plenty. There are a bunch of tutorials out there on how to program an Arduino or other similar microcontrollers to behave like a joystick. It would be a fun project.
  2. I'm working on a keyboard that behaves like an xbox 360 controller. You get analog movement based off how far down you press the keys and get analog direction combining two keys at the same time. As for the digital presses, you can assign any xbox digital button to any keyboard press. It all happens in hardware though so may not exactly be what what you are looking for. If I were to take a guess this is probably more what you are looking for: https://autohotkey.com/boards/viewtopic.php?t=12249
  3. Cool, should be a fun project. Aimpad is still progressing very well. I unfortunately don't have anything to announce yet. Hopefully soon!
  4. I just wanted to pop in and make a few comments. From what I have read, the current design of the XMIT keyboard does not allow for analog input unfortunately. The sensors are mounted perpendicularly to the movement of the switch. So, it can only detect a set activation point of a normal digital activation. I believe XMIT mentioned wanting to add analog capabilities but this will require a complete physical redesign of the switches and a bunch of firmware coding. Good luck and have fun with your project in the meantime!
  5. Aimpad

    Feedback Wanted Analog Keyboard Used in Star Citizen

    Okay, thank you very much for the feedback!
  6. Aimpad

    Feedback Wanted Analog Keyboard Used in Star Citizen

    ESDF I have you covered already. I already created features specifically to allow you to use ESDF instead of WASD for this very reason. This is done by pressing FN+Alt and it switches to an alternate layout for ESDF gamers since there are are noticeable number of people that play this way. While using ESDF are you able to reach left CTRL? I was talking to one of our engineers today about adding more analog keys without making it too expensive or compromising what we have up to this point and so he is going to evaluate adding more keys and what it will take. I was thinking of adding ZXCV, Le
  7. Aimpad

    Feedback Wanted Analog Keyboard Used in Star Citizen

    Understood. Out of curiosity, which analog keys would you use for Star Citizen?
  8. Aimpad

    Feedback Wanted Analog Keyboard Used in Star Citizen

    Thank you for pointing that out. Right now the QWERASDF and 4 arrow keys are analog. I can add two more analog keys without changing anything significant in our design and LCTRL and Space are actually two strong contenders because even in FPS games Space is almost universally "jump" for "up" and CTRL is almost universally crouch for "down", so intuitively from that perspective it would make a lot of sense. I'll have to check out the landing pads. Great idea. I'm really looking forward to Star Marine for just that reason!
  9. Aimpad

    Feedback Wanted Analog Keyboard Used in Star Citizen

    About a year ago I posted in these forums about an analog keyboard I've been working on for a couple of years. I have made some sizeable changes in the keyboard to make it more usable in Star Citizen and posted a video highlighting how to get full analog control over 6dof using an analog keyboard and mouse: I'd love to hear your feedback!
  10. Aimpad

    Feedback Wanted Aimpad - Analog Keyboard Suggestions

    I spent a chunk of time last night trying different configurations and I think I have a pretty good handle on things now. The best configuration I found up to this point was: Q/E - Roll Left/Right A/D - Strafe Left/Right W/S - Strafe Up/Down (Vertical) Mouse X - Yaw Mouse Y - Pitch I set two mouse buttons to be throttle increase and throttle decrease (with double tap of these buttons set to 100% or 0%). So I have analog control over 5 degrees of freedom of movement and an okay control over throttle. On another note, I found "relative mode" provided the best amount of control over Yaw and Pi
  11. Aimpad

    Feedback Wanted Aimpad - Analog Keyboard Suggestions

    You could use some textured key caps or something like that to help orient your fingers, but yeah, doing any kind of significant typing or key finding on a full keyboard while using Oculus is going to be a bit difficult. It wouldn't be an issue with simple games, but the vast amount of key bindings available in SC that I've seen so far is pretty complicated. Granted, a lot could be done with voice commands or something like that so it would help minimize the need to use the keyboard for a lot of things. Just some thoughts.
  12. Aimpad

    Feedback Wanted Aimpad - Analog Keyboard Suggestions

    Our original plan was to make an Orbweaver/G13 type device but the overwhelming feedback was "This is great, but it would be better if it was in a full keyboard". So, we scrapped that idea and started over. Ultimately it was for the better because we have improved everything in the process, but we are at the point where we have to move forward with the full keyboard design and can't deviate from that. Sometime in the future I would like to revisit the gaming keypad though. As for a refit in the Orbweaver, unfortunately, it requires an entirely new circuit board to properly support our analo
  13. Aimpad

    Feedback Wanted Aimpad - Analog Keyboard Suggestions

    Okay, I'll dig around and try to figure it out. Thanks!
  14. Aimpad

    Feedback Wanted Aimpad - Analog Keyboard Suggestions

    That was EXACTLY my thought when I was trying to take off. I remember several months back there used to be an auto center on the mouse control to behave kind of how it was in Free Lancer, did they get rid of that?
  15. Aimpad

    Feedback Wanted Aimpad - Analog Keyboard Suggestions

    Ah, okay cool. No worries. It is certainly very good for driving games (GTA V is MUCH better with analog keys). It is good to know that SC doesn't have much throttle control. Each Cherry MX switch has 4 mm of throw. So for a full x,y axis you have 8 mm of throw to use. The sensors we are using combined with the micro controller we are using provides greater precision than an xbox 360 controller. In addition, because we don't need to worry about centering the stick against two springs (there is a single spring that each key engages) the deadzone is around 1-2% versus 20-30% of an xbox 360
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