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Found 10 results

  1. WarWulf

    Ongoing Discussion Force Feedback in a new generation

    Is immersion, and are haptics, still relevant? Sony has recently revealed their new controller... and it looks like they've replaced the usual rumble pad with actual haptics and force feedback. In their blog post, Sony detailed the "variety of powerful sensations" haptic feedback can bring to gameplay, like "the slow grittiness of driving a car through mud." Haptic feedback is the same technology behind the Nintendo Switch's HD rumble and we know the Xbox Series X controller will make use of it as well. Probably the most famous haptic controller in this community will be the Microsoft Sidewinder Force Feedback 2, which hasn't been available commercially since 2003. This controller is now much sought after by a relatively small group of people, and although haptic feedback is not widely supported, it is still incorporated into some of the more detailed flight sims even after 20 years. So what were some of the features that this provided? It's been a long time since I let mine go, but I do remember the demos which were part of the joysticks toolkit. This allowed you to feel simulated experiences such as a something similar to dragging a pencil over corrugated cardboard (intermittent resistance), feeling a difficult spot within the joysticks range of motion, resistance in one direction, etc. It might be nostalgia, but I definitely recall being impressed by these demonstrations. I was even more impressed when I fired it up in my first flight simulation haptic experience. I had never had the experience of fighting the winds before and it was obviously something that Microsoft had spend time refining. So why, if this controller was as legendary as its fans would tell you, did it die off? Patents. The company Immersion Technology had developed the technology and owned the patents to it, and Microsoft and Sony were not paying to license the patents. It would be easy to see this is a patent troll manoeuvre, however the truth is that without these licenses, innovations would probably be fewer and far between. There were a number of court cases, Microsoft settled early paying a dividend and purchasing a portion of the company. Sony were more resistant. The court cases went on for a number of years, during which they were appealing a court decision that would have ceased production of the PlayStation line until the patented technology was removed. Eventually it all closed down and while it never really made any big headlines, even those outlets following the situation lost interest. No console had haptic feedback, favouring the rumble technology instead, and immersion continued to produce technology aimed towards industrial production and military products. Now we're caught up in the timeline, what is the latest development? The patents for a number of applications for haptic technology, including those used in the Sidewinder FF, have finally expired after being extended by the holding company. Those die hard fans have been theorising about a resurgence of this niche technology. However there has largely been radio silence on the subject. Theory-crafting was simply that. Until the consoles announced that they were going to be providing their own haptics. This changes the lay of the land. As any good PC gamer knows (even if they may not like it) a large portion of the industry is motivated by console technologies above those on PC. There are always areas which are PC-centric, and the PC is always at the forefront of the technology curve, but frankly consoles and mobiles are where the big money is these days. And you can't argue with profits. So with this possibly becoming something that will be developed for and supported again, the big question is; Is it still relevant? And how would we want it to be implemented? This isn't an attempt at an opinion piece, although my opinion will bleed into it. I'm genuinely interested in whether or not this has piqued enough curiosity for people to vote with their wallets. How will people want it to apply to Star Citizen, if it is implemented? Feeling the buffeting of atmosphere and the kiss of the tarmac when flying on atmosphere and landing? Simulating faults in the system making controls sluggish and less responsive? Or perhaps something more in-depth? Is this even relevant enough for people to notice? I look forward to your comments, if any.
  2. I have gone through several changes on my HOTAS over the past day. Finally, I just printed a dozen blanks to make it easier to keep track of things until I stop moving things around and am happy with the setup. I had previously made PRINTABLE defaults from the manual, but they are already obsolete, so no hope there. I imagine that as the modules are released we will be expanding on what we can do with these controls. This may assist you in keeping track of any changes you or CIG make in the future. So here are some Printable Blanks that you can fill in and use for reference as you set up your XML control files. - DRUM out EDIT Sept 9,2016: Cheat Sheets added at: https://forums.starcitizenbase.com/topic/9923-printable-blanks-for-hotas-and-other-controllers/?do=findComment&comment=338668 Here are the Default FPS Keys in a printer friendly format. (May 11,2015) - Dec 12,2015 near end of PAGE 2 Blank Keypad Controller Blank Joystick Blank Warthog Hotas NEW Detailed WARTHOG (thanks @typicalmale) 4-18-2015 Blank X52 Hotas Blank X55 Hotas Blank X55 Thruster ONLY ADDED G940 7/3/2014: Blank G940 NEW SCU 2.0 Flight Keyboard (Dec 12,2015) ROLL YOUR OWN KEYBOARD - Total Blank for those heavy modified key binds...
  3. This looks like it will be useful for SC/SQ42/ED if you aren't one for a throttle-type left hand controller
  4. The Microsoft Strategic Commander The control compared to my normally hyperspace tuned control on my orbweaver is startling. I use the thing for strafing and there is even some left/right turn that I'm gonna try to set for strafe up/down. Coupled with my JS and voice attack, I'm having much less frustration with flying. If the strafe up/down idea pans out, the hatswitch on the JS will be used for speed selection (V) and some other things. I now have 2 of these. One in the box, even. Not sure how much abuse it'll take, though.
  5. Switch

    Ongoing Discussion Novint Falcon 3d Touch

    Awhile back someone posted about this on Reddit, it looks great for a second stick. It's a 3DF stick and I've heard of a 6DF but still this is the type of second stick I've been looking for but does have a high price tag at around $250 US dollars, it has a few buttons on the ball on the top which is a big plus from others I've seen. Adds to the list of "need to get before SC release" list. lol UPDATE: Heard this brand is discontinued, fun thought. Buy Noviant Falcon Controller Reddit link (Pictures) Amazon reviews
  6. Hey guys, I ended building my own controller for Star Citizen that I wanted to share. Enjoy, 64
  7. Looks like we're going to get a Saitek-made controller. Wonder if it'll be worth it? http://globenewswire.com/news-release/2015/08/04/757593/10144478/en/Mad-Catz-R-Teams-Up-With-Cloud-Imperium-R-Games-to-Create-Dedicated-Saitek-R-Branded-Star-Citizen-R-Hardware.html
  8. I just stumbled across this while hunting for a high contrast 1.1 keyboard and mouse template and thought it was a really neat solution. Their Kickstarter was successful and I'd like to see what they've done. https://d2pq0u4uni88oo.cloudfront.net/assets/001/804/368/d2507d0b6a5f8cdd06c65e5238ca4c99_h264_high.mp4 There's also AimPad which unfortunately has failed in Kickstarter attempts but wants to bring analog input to the keyboard allowing you to use the WASD keys more granularly. Something anyone who has been playing Witcher 3 with a keyboard might recognize would be a huge benefit. Then there's the Delta Throttle which is a 6DOF controller which you can build yourself right now. This looks amazing, but only has a single button. Use it as a modifier for a many-button mouse to gain added functionality. And then there's Travel Trousers 6DOF controller and joystick in one. The same guy is working at Feel Three on a VR motion chair that would be really neat for SC. Have you found anything out there that would make for a great alternative control device?
  9. http://www.gamesradar.com/ps4-keyboard-mouse/ it'll be great for Elite: Dangerous after it gets ported to the PS4.
  10. Rumor: Oculus Will Unveil A Handheld Virtual Reality Controller At Its Conference <<<--- see article
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