![]() Even a 360 controller will not consistently output 100% when you have the trigger all the way, each individual controller is slightly different due to the nature of the hall effect sensor in the triggers. Generally, most games actually have a decent sized dead zone at the end of the pull. ![]() Beyond that, there isn't a lot that can be done without digging through INI files to fix the game. ![]() Yeah, if that doesn't work out then it has to be the game adding its own trigger outer dead zone, or lack thereof in this case. So say in-game tells you the exact throttle position-if it's 98% right before the click, then set the trigger end to 98% and it should start reading 100% at the same point. So if you adjust the end range to right before the click starts to activate, you'll get full range with no part of the throw not actually producing output. So say you have beginning set to 50% and end set to 60%, 0-50 will output 0, 55% will output 0.5, 60-100% will output 1.0 (assuming the analog scale is 0.0-1.0 and linear). ![]() Regarding what Cammelspit is saying, if you adjust the trigger end range down, it scales the full analog range between where you have beginning and end. That click-through will do that last little bit, it will read as fully pulled if you click (even if you leave both soft pull and full pull unbound-these two bindings are separate from the analog output, and in fact, if you are going to use analog output, it's probably better not to bind soft pull ANYWAY). What I'm saying is that the actual click IS part of the analog trigger throw. ![]()
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