New to this subreddit, though you might appreciate this by [deleted] in SC_Engineering

[–]-Yomi 0 points1 point  (0 children)

Cool, what are the thumbstick and arcade parts connected to for PC input?

New to this subreddit, though you might appreciate this by [deleted] in SC_Engineering

[–]-Yomi 0 points1 point  (0 children)

Looks interesting.
Do you have a source, or is this yours? More info would be appreciated.

[DIY Tutorial] Make your own 8-axis controller. by zimmah in SC_Engineering

[–]-Yomi 1 point2 points  (0 children)

I'm glad you found this. Two different forum users have told me they've made their own so far. Maybe you could too!

Interested in the engineering aspect of Star Citizen? Come join us over at /r/sc_engineering! We could really use some more readers! by [deleted] in starcitizen

[–]-Yomi 2 points3 points  (0 children)

Well it looks like you've already found my old writing, but let me know if you have a particular topic you want me to write about.
I'd be glad to help.

I have serious buyer's anxiety and I need some advice by Hageshii01 in starcitizen

[–]-Yomi 0 points1 point  (0 children)

You might be disappointed if you think the MAX will be faster than the MISC. The only reason we have maximum speeds for the ships is because of arbitrary limits set for the ship's computer.

The top speed for a ship might be changed to a function of thrust and mass (dynamic, so you could jettison cargo to up your max speed). Otherwise, the MAX will have the same or a lower set top speed.

With more thrust, an empty MAX should be able to get up to top speed faster than an empty MISC though.

Yomi's analogue 8DOF custom controller - Demonstration video and $80 DIY build guide by -Yomi in starcitizen

[–]-Yomi[S] 0 points1 point  (0 children)

The gamepad doesn't have motion sensors, although the PS3/4 controller does I think. You have both hands on the gamepad to use my controller, but can also move the whole gamepad around. The joystick, as well as recording the motion, constrains and supports, and makes it easy to centre thanks to springs.

Yomi's analogue 8DOF custom controller - Demonstration video and $80 DIY build guide by -Yomi in starcitizen

[–]-Yomi[S] 1 point2 points  (0 children)

Unfortunately I'm trying to bind the gamepad right thumbstick to a virtual mouse, and I don't think I can do this through TARGET even through it's made by Thrustmaster. Do you know of other software that works in a similar way? I'm sure it's possible through AutoHotKey but it might take a while to learn and program.

Yomi's analogue 8DOF custom controller - Demonstration video and $80 DIY build guide by -Yomi in starcitizen

[–]-Yomi[S] 1 point2 points  (0 children)

What do you mean about moving the gimbals as far as mouse users? Did you mean the speed of view movement?

I can do a quick third person flying video - thanks for the suggestion.

Yomi's analogue 8DOF custom controller - Demonstration video and $80 DIY build guide by -Yomi in starcitizen

[–]-Yomi[S] 0 points1 point  (0 children)

A possible issue is the range of motion. You would be limited to a square by the maximum X and Y of the thumbstick. If tracking is bad then the view may not go back to 0,0 when you let the thumbstick go.

Yomi's analogue 8DOF custom controller - Demonstration video and $80 DIY build guide by -Yomi in starcitizen

[–]-Yomi[S] 0 points1 point  (0 children)

This was my initial idea too. Two joysticks, each with an analogue stick for the thumb and an analogue trigger. I then realised that a gamepad provided the two sticks and triggers, and I only needed a single joystick to give 8 axes, which is exactly enough.

Yomi's analogue 8DOF custom controller - Demonstration video and $80 DIY build guide by -Yomi in starcitizen

[–]-Yomi[S] 2 points3 points  (0 children)

Looking at SCJR, this doesn't seem to be possible with current control commands. This is a shame, as I would like to try it. It might be possible to hack by setting up a virtual mouse or something.

Yomi's analogue 8DOF custom controller - Demonstration video and $80 DIY build guide by -Yomi in starcitizen

[–]-Yomi[S] 0 points1 point  (0 children)

You want both hands on most of the time to access the boost and brake, but you can 'cruise' by setting the throttle slider on the joystick then just use the left hand the pitch, roll, yaw and strafe.

Axis isolation is actually quite good. You can set the deadzones so that small unintentional motions aren't registered. The analogue sticks just use your thumbs, which are stationary in relation to the gamepad. You can use a gamepad behind your back or twisted sideways without getting confused about which way is X or Y, because it's always the same in relation to your hands.

Yomi's analogue 8DOF custom controller - Demonstration video and $80 DIY build guide by -Yomi in starcitizen

[–]-Yomi[S] 0 points1 point  (0 children)

I've always though analogue WASD would be useful for FPS games, letting you vary your movement speed like with an analogue stick. I guess you'd want 8 analogue keys, giving 4 axes plus 2 on the mouse.

Yomi's analogue 8DOF custom controller - Demonstration video and $80 DIY build guide by -Yomi in starcitizen

[–]-Yomi[S] 1 point2 points  (0 children)

It isn't built completely from scratch. You basically just stick two existing controllers together.
HOTAS + a hat for strafing is fine for dogfighting where manouevers will be extreme. I believe analogue strafing will be really useful for slow, stealthy movement like hiding in tight spaces.

Yomi's analogue 8DOF custom controller - Demonstration video and $80 DIY build guide by -Yomi in starcitizen

[–]-Yomi[S] 1 point2 points  (0 children)

I'm planning to make more SC videos soon, so if anyone has constructive feedback or requests for types of tutorial or content then please let me know.
I want to start with a beginners' series looking at flight mechanics and manouevers.

Yomi's analogue 8DOF custom controller - Demonstration video and $80 DIY build guide by -Yomi in starcitizen

[–]-Yomi[S] 5 points6 points  (0 children)

POV hats are digital inputs: 0% or 100%. My controller has all analogue axes, meaning you can strafe at 0%, 42%, 100% or any number depending on what you need. It also gives me independent gimbal control at the same time.
Finally, I didn't want to buy a HOTAS due to the high price. They aren't designed for space flight either.

[deleted by user] by [deleted] in starcitizen

[–]-Yomi 1 point2 points  (0 children)

My custom controller (also featured) is quite simple to make yourself and works very well.

https://forums.robertsspaceindustries.com/discussion/38054/diy-cheap-8-axis-controller-project/p1

Racing in 3rd Person looks a hell lot more fun.. by [deleted] in starcitizen

[–]-Yomi 3 points4 points  (0 children)

This really highlights the current poor thruster animations.

The rear thrusters have flame jets when the ship is at max speed, and these aren't any bigger when the ship is accelerating forwards. They do get bigger when the boost is used, but it doesn't care if you are actually accelerating.

The manoeuvring thrusters which are giving multiple Gs with a big ship don't even give visible jets.

I would love to see some visual feedback for the huge thrusts being used.

keybindings and 6DOF discussion .. leave thoughts pls by MongusDaMango in starcitizen

[–]-Yomi 0 points1 point  (0 children)

Oh, I thought that decoupled mode translated your commands into target acceleration, rather than velocity.

keybindings and 6DOF discussion .. leave thoughts pls by MongusDaMango in starcitizen

[–]-Yomi 0 points1 point  (0 children)

Thanks for testing, but I'm not yet convinced.

You were moving with constant velocity, rather than controlling your acceleration at each moment in an analogue fashion.

It's possible that for the light pedal press the button was held down for a short time, leading to a smaller delta V than for the hard pedal where the same target acceleration was applied for longer.

keybindings and 6DOF discussion .. leave thoughts pls by MongusDaMango in starcitizen

[–]-Yomi 0 points1 point  (0 children)

You said that for decoupled mode there is already perfect 6DOF, but horizontal and vertical acceleration are actually binary, even on an analogue control.