Granted, I've never programmed a full game before, but is proper controller
configuration really that hard to program? I see no reason why split axis
isn't supported in games if manufacturers are making split axis pedals...
Analog Clutch support, I can almost understand... now that's something
fairly rare.
I love the way LFS handles controller config. You see all the axises (or
whatever :)) and all their labels. You can move them realtime so you can see
which is which. Then you can assign each to whatever function you want, and
you can reverse and split the axis if it is wired in an opposite direction.
That takes care of all possibilities as far as I'm concerned. Plus there's
all sorts of other options to control deadzone, and rates and curves and all
that. But I'm just talking about being able to assign the axis to the
function and how easy it is.
Mike
http://mikebeauchamp.com
> OMG...another title without split axis...the sure sign of a useless
console
> port without even the slightest hint of realism.
> Marc
> > A few other concerns about the Demo--
> > Mainly, the fact that split axis does not work. I have to go into my
> wheel
> > settings (LWFF, Red) and set the axis for combined. That's the only way
> > things work. If I don't do that, stages begin with the accelerator
revved
> > and the brake and gas are reversed. Doesn't matter if I flip the two in
> the
> > settings in CMR3.
> > Steering is awful, from what I can see. I haven't messed with the
> steering
> > settings at all, though. Force Feedback is bad. Demo, I realize.
> > Also, if anyone wants me to post the demo on, say,
> > alt.binaries.simulators.autos I can do so.
> > Thanks,
> > Alanb