I tried that, AD. However, DXT2 doesn't allow my minimum to be a larger value
than my maximum! How did you manage to get DXT2 to allow this? Maybe you have
an updated version? The one I'm using came from www.wingmanteam.com and the
version shown at the top is 4.30.229.
> BRH i have played about with DXT2 on your behalf and found out what you have
> to do...
> Just manually swap the linear Y axis it is so easy i dont know why i didnt
> think of it before...
> At the moment when you click the Y axis you see 3 figures at the top under
> Calibration...mine read as :-
> Min 22 Cen 128 Max 254
> If i change them to :-
> Min 254 Cen 128 Max 22
> i have reversed action...LOL
> Simple :) have fun mate
> AD
> > Thanks AD. I played a bit more with DXTweak2 and got full range on the
> brakes,
> > but they still are reversed. 8( Unfortunately, I also did something
> which
> > resulted in the throttle not being recognized (within game) anymore. --
> Double
> > 8(.
> > Oh well, I guess that I'll just have to use my Logi peds with this sim
> until a
> > patch comes out that fixes this.
> > Thanks!
> > > BRH....DXTweak will make any axis do what you require it to and not what
> it
> > > is supposed actually wants to do.....i have used it many time to do
> various
> > > things but i have never needed to reverse/invert an axis so i dont know
> if
> > > it will/can do that..i am sure it probably can...might be worth going to
> the
> > > Wingman webpage where DXTweak2 is from and reading whats there...they
> might
> > > even have a forum...
> > > AD
> > > > "Uwe Schrkamp" wrote...
> > > > > <snip>
> > > > > Why should a gameport device need its own drivers? Those ports
> > > > > have been standardized since when, 1980? ;-) Developers simply
> > > > > should take a bit more care, that's all.
> > > > Problem 1: gameports used to be standardised NE555 monostable
> > > multi***s
> > > > where the joystick pot was the timing element, but they were too slow
> to
> > > > really work with our modern day, high update rate simulations, so now
> pots
> > > > are sampled by A/D conversion and scaled to provide the correct values
> for
> > > > DirectX. As far as I know this "layer" of the API is manufacturer
> > > specific.
> > > > Problem 2: Windows XP's achitecture doesn't allow applications to talk
> to
> > > > hardware directly (for damn good reasons, IMO).
> > > > So games end up using the codemonkeys' interpretation of the API,
> which
> > > may
> > > > or may not be exactly right or compatible with all gameports/devices
> > > > (assuming those were constructed/written correctly to support DirectX
> in
> > > the
> > > > first place).
> > > > But I agree, if some developers can get it right, their competition
> should
> > > > get it right too.
> > > > I was impressed by the ISI/SimBin guys recently. I wanted to show GPL
> and
> > > > GTR to a friend, only to find the pedals on my MOMO were dead
> (connection
> > > to
> > > > the wheel broken). So I broke out my trusty LWFF. So far so good, but
> the
> > > > pedals are wired differently, so I had to recalibrate. I got annoyed
> when
> > > I
> > > > noticed the pedals were both reported as combined (Y) and individually
> (RX
> > > > and RY) by the drivers and GPL would only select the combined axis for
> gas
> > > > and brake. GTR, however, didn't miss a beat and recognised the wheel
> in
> > > > split axis mode. Good stuff.
> > > > I've since repaired the MOMO and consigned the LWFF to the rubbish bin
> > > > (*** covering wheel had gone tacky and the movement had all but
> seezed
> > > up
> > > > through non-use).
> > > > Jan.
> > > > =---