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Suggestions for Gyroscope Activators (and other things)

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  • reWASDer
    replied
    Hello!

    Both Trackball mode and Flick Stick are already implemented!

    Please check our latest reWASD 6.2.1.

    Leave a comment:


  • 1ncorrect
    replied
    Originally Posted by CDrewind View Post
    reWASDer, any news concerning flick stick?
    Hello.
    We have it in the plans, but it's hard to talk about approximate dates yet. Stay Tuned!

    Leave a comment:


  • CDrewind
    replied
    reWASDer, any news concerning flick stick?

    Leave a comment:


  • flowerdealer
    replied
    None of the your answers works though. The touchpad can't be enabled as a shift activator, and the start press and release press do the opposite, as I described above.

    Leave a comment:


  • Support Agent
    replied
    Originally Posted by flowerdealer View Post
    I'm trying to get this suggestion to work, but only the opposite of the desire behavior works. There should be a separate on and off mode, as what happens is that the gyro is left enabled, and as soon as I touch the touchpad it gets disabled, and as I remove my thumb it gets enabled again. So the opposite of what I want. Any ideas of how to get this to work in the correct order?
    Answered here.

    Leave a comment:


  • flowerdealer
    replied
    I'm trying to get this suggestion to work, but only the opposite of the desire behavior works. There should be a separate on and off mode, as what happens is that the gyro is left enabled, and as soon as I touch the touchpad it gets disabled, and as I remove my thumb it gets enabled again. So the opposite of what I want. Any ideas of how to get this to work in the correct order?

    Leave a comment:


  • Hugofirst1994
    replied
    Great, thanks!

    Leave a comment:


  • reWASDer
    replied
    Hello! You can switch Gyro only when the trigger is pressed. You need to map Gyro inside Shift mode and set a trigger as a modifier. Please learn more here.

    Leave a comment:


  • tr3472
    replied
    Unless I am missing something. Can I not just map the Gyro to kick in with pulling the trigger to its full extent. I would also like this to be used as a shift "trigger" I would love to use this over Steam but Steam has Gyro implementation nailed. Overlays, radials and buttons mapped to touch pads (Steam pad and DS4) would be great too.

    Leave a comment:


  • reWASDer
    replied
    Also, I would suggest you to check Tilt mode too, in some games it is a better option, because Tilt is actually a Stick.

    Leave a comment:


  • reWASDer
    replied
    Yes, remapping Gyro to controller should be much better in the games that support a controller.
    I hope you will find your perfect settings for this type of mapping

    We will also try to re-check the game to see what happens with a virtual controller there.

    Leave a comment:


  • giallone1970
    replied
    Hello,
    Yes, Gyro works very well for me when i map it to mouse and i use "yaw" in the global reWASD options. But, if i map it to "right stick" for example, it barely works, but i admit i didn't played a lot with the sensibility options since i normally set the gyro to mouse mapping. Would be mostly a "cherry on the cake" option to help new people setting up their controller to try out gyro without having to create a full K/M mapping or even worse trying to do an hybrid configuration where most games will just mess with onscreen glyphs (or worse). What i asked was if is possible to still map gyro to mouse but, masking/hiding "mouse" so the game thinks is a stick and doesn't try to change the onscreen button glyphs evey half second. Curerntly i'm doing the tests with "remnant: from the ashes" because is exactly that kind of game where mixed inputs are a mess (just do a controller full mapping with gyrop on mouse and you will see what i mean) but, there are really really lot of problematic games like this (or even worse) out there. Ofcourse, full k/m mappings will solve most of the problems but, this is mostly for advanced users. New players that "want to try out all those gyro things i see on the web" will just find it problematic/not worth if they have to tinker 2 hours for every single game they want to play just to create a full k/m configuration. At least, reWASD community has made a lot ready to use configurations

    Leave a comment:


  • reWASDer
    replied
    Hey there!

    We are happy to know that you get used to our UI. Yep, it is not the same as Steam, but hope with a bit of time spent here, you will find all needed things.

    "Spring mode" for a gyro (when the emulation stops when you stop rotating your controller) is Gyro mode (you can select it from main window, where you add mappings to the directions).

    "Non-spring mode" for a gyro (when the emulation stops if you get your controller back to the deadzone) is Tilt mode.

    In reWASD, you can add mouse or stick mappings to gyro, so it seems the answer is yes, the game will see a stick.

    Here are all those ones:

    Click image for larger version

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  • giallone1970
    replied
    Yes,
    It also permits "new users" to have relevant "on screen" controller button glyphs helping them checking out gyro aim without forcing them to create a full k/m configuration from the start of a new game.

    back on track, i tried your suggestions and here are my toughts:

    1. Yes, you were totally right, i was able to obtain "hold/release" to obtain gyro on/off using "Enable/Disable Gyro to both the Start and Release Press"..isn't intuitive as you said but works!!

    2. I tried "spring mode" and the results are interesting, definitely can be used as "joystick as mouse". I don't see this option on the Gyro, for obvious reasons. Would be great to have something similar on the gyro, but this is mostly for new users and maybe some pesky game that have UI change problems/lag when switching to m/k and controlelr inputs on the fly.
    On this subject i was thinking, since reWASD also allows "stick emulation for mouse", wouldn't be possible to make "gyro mouse" be seen by games as a stick move (or totally hidden maybe) so to avoid the annoying on screen UI input lag, button glyphs constant change, etc? This could also solve the eventual need for a Joystick as mouse option. I don't think is doable but i just ask in case

    Leave a comment:


  • CriticalComposer
    replied
    You're good, man. I honestly forget that new users don't instantly become aiming gods and that crutches help in some cases. I typically hear about SC users and Splatoon players who seems to quickly understand how awesome gyro aiming is and just put in the work to get better. But I agree that that using Joystick as Mouse allows new users to experience gyro aiming with the help of aim assists and can greatly improve first impressions.

    Leave a comment:

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