I cannot come up with ONE good reason why a controller setup for a given
game/sim shouldn't contain the following functionality:
1) The ability to cope with *any* number of axis' on *any* number of
game controllers
2) The choice of calibrating all axis' in-game OR OS, since some setups
are impossible to calibrate in OS (Logi FF with custom pedals for
instance, since Logi FF panel has no option for calibration of pedals)
3) The ability to adjust the slope of any axis, linear or logarithmic
both ways
I would say, given the *extremely*, almost ridiculously, simple
programming controllers with DirectInput, that there is simply NO EXCUSE
for not having these aspects of controller setup in *ANY* game out there.
I am OK with the ambition to let new customers race at the click of a
button as long as I can get all my stuff to work. Why is to such a
terrible thing to let customers choose whatever axis they have connected
to whatever function they like? Why is this so stupidously difficult to
do???
I would also claim that anyone contradicting me on this hasn't got a
complicated setup, OR the aptitude to see things from several angles.
The only game I have YET to see do this is GPL, albeit GPL is not
perfect by any means either. Slope is only controllable for steering,
for one.
---Asgeir---
>>Exactly. How can you expect people to look up "controller +NSR2005"
>>when they just bought the same game for their hard earned money in
>>order to get it right?
>>If I bought a car, and had to do a google search before I could get it
>>to behave properly, I would have demanded a refund, fer crying out
>>loud.
>>---A---
> The problem is...the controller code DOES work correctly. It works
> very well. ISI handles more axis, more buttons, more inputs and gives you
> dozens of options not even remotely available from Papyrus.
> But...it does work DIFFERENTLY than what you may be used to. So if you
> buy a car that has a starter button instead of a key, do you take it back?
> dave henrie