Forums » Bugs
XBOX One controller deadzones and calibration
Not sure if this has been reported or not, can't find a specific mention of it, but some reports come close.
Just been and bought an XBOX One controller to use with my Galaxy S8 and Gear VR as the VR controller is a little bit too limited. I am having issues with calibrating the left stick and setting a deadzone for it. No matter what I do, the deadzone is almost non existant and VO thinks the stick is pulled back slighty, so reverse thrusting all the time.
I have been into config.ini and proven that changes to either the GUI or the config.ini file are reflected in the other. However, it doesn't matter if I set it manually or using the GUI, or what settings I use, the left stick still behaves exactly the same way.
It's like VO doesn't can read and write and calibrate the numbers, but then ignores them.
Just been and bought an XBOX One controller to use with my Galaxy S8 and Gear VR as the VR controller is a little bit too limited. I am having issues with calibrating the left stick and setting a deadzone for it. No matter what I do, the deadzone is almost non existant and VO thinks the stick is pulled back slighty, so reverse thrusting all the time.
I have been into config.ini and proven that changes to either the GUI or the config.ini file are reflected in the other. However, it doesn't matter if I set it manually or using the GUI, or what settings I use, the left stick still behaves exactly the same way.
It's like VO doesn't can read and write and calibrate the numbers, but then ignores them.
https://www.vendetta-online.com/x/msgboard/1/34446
RAYBONDO:
Thanks for the report. The current state of those settings is incomplete and the feature was released prematurely.
The settings work in Windows and iOS but not on other platforms.
On Linux and Mac, the settings are always "Linear", and on Android it's always "Default Gamepad".
Sorry about the problem. We'll try to clean that up soon.
you were allready linked to that in the android subforum; its a known issue, and the devs are working on adding it in.
Yes, Incarnate said he'd try to release this later in that thread - it hasnt happened yet, so I imagine they found more hiccups when trying to port it over, or something else important got in the way.
RAYBONDO:
Thanks for the report. The current state of those settings is incomplete and the feature was released prematurely.
The settings work in Windows and iOS but not on other platforms.
On Linux and Mac, the settings are always "Linear", and on Android it's always "Default Gamepad".
Sorry about the problem. We'll try to clean that up soon.
you were allready linked to that in the android subforum; its a known issue, and the devs are working on adding it in.
Yes, Incarnate said he'd try to release this later in that thread - it hasnt happened yet, so I imagine they found more hiccups when trying to port it over, or something else important got in the way.
Yeah, though I figured this is where it should have gone in the first place.
Probably is a better place for it Racer, as you know the devs prefer bugs to go into the bug forum. Dunno whats up with Luxen though, sounds like he is turning into one of us bitter vets huh? lmao. Maybe I just read it the wrong way but uhum, it's a good idea to poke the devs every-now-and-again with unresolved bugs.
I don't mind it being duped here, for thoroughness.
I have talked to Ray about it a couple of times, it just hasn't made the cut due to recent time constraints.
I have talked to Ray about it a couple of times, it just hasn't made the cut due to recent time constraints.
This situation should be greatly improved in tonight's release. Cross-posting from motd:
- Enhanced gamepad support across all Android platform devices. The "sensitivity curve" of the analog sticks are now defaulting to a different, improved curve, but can be switched back to "linear" (previous default) or "cube-root" alternative curves. This should enhance flight control when using gamepads on Android devices. There is also now a slightly larger default "dead-zone" for game controllers, which should help situations where game controllers have manufacturing flaws. If necessary, the dead-zone of the analog sticks can now be adjusted in Options -> Advanced -> Controllers -> Calibration.
- Enhanced gamepad support across all Android platform devices. The "sensitivity curve" of the analog sticks are now defaulting to a different, improved curve, but can be switched back to "linear" (previous default) or "cube-root" alternative curves. This should enhance flight control when using gamepads on Android devices. There is also now a slightly larger default "dead-zone" for game controllers, which should help situations where game controllers have manufacturing flaws. If necessary, the dead-zone of the analog sticks can now be adjusted in Options -> Advanced -> Controllers -> Calibration.
Are there trim-pots inside an Xbox one controller? Given that Microsoft went and used the cheapest joystick modules available I would be surprised if there aren't.
I have no clue how else they would get more then half of them to work correctly out of the box unless they expect the user to go through some calibration routine for each new controller. (A poor but workable solution)
I have no clue how else they would get more then half of them to work correctly out of the box unless they expect the user to go through some calibration routine for each new controller. (A poor but workable solution)
The Xbox One could have some special handling and deadzone stuff that's based around their design spec, or perhaps reads from some rom data that's written based on device-testing during manufacturing.
But, all that kind of crap goes out the window when it's used on something totally foreign like Android.
I think the Xbox controllers are actually fairly high quality, I wouldn't be surprised if they're decent modules internally. But there may be some tradeoff when using them off of an actual Xbox or Windows PC.
On the other hand, there's also just an inherent sample failure/defect rate to all devices, everywhere, no matter how well designed they may be. We have a bunch of Xbox One controllers, and ours all work fine. So.. it could also just be a one-off hardware problem that Racer is dealing with.
But, all that kind of crap goes out the window when it's used on something totally foreign like Android.
I think the Xbox controllers are actually fairly high quality, I wouldn't be surprised if they're decent modules internally. But there may be some tradeoff when using them off of an actual Xbox or Windows PC.
On the other hand, there's also just an inherent sample failure/defect rate to all devices, everywhere, no matter how well designed they may be. We have a bunch of Xbox One controllers, and ours all work fine. So.. it could also just be a one-off hardware problem that Racer is dealing with.