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  • multiple actions on key

    Hello,
    I'm trying to improve Star Citizen experience using reWASD to manage my controller. I used to play Elite Dangerous with a DS4 (and then DualSense), and move my head inside the cockpit with its gyroscope. It's just very nice, even better than head tracking actually (it's quite natural and you can keep your eyes on the screen). I'd like to reproduce the same behavior on Star Citizen. In this game, input management isn't as advanced as Elite, but I'm sure reWASD can fix that. The may problem is that you don't have a Free-look input directly. You can push "Z", and while it's pushed, move the head with the mouse, or the second option is to use a head-tracker like Opentrack.
    Do you think you could add an Opentrack output from reWASD on a next release ? Assigning gyroscope (or controller stick, or mouse, ..) and then output Opentrack compatible data directly to Star Citizen would be great, and could also be adapted for other games. As a side note, managing this protocol, the opposite could be interesting for some people, like using an Opentrack device to control mouse or joystick, moving the head with the remap power of reWASD.
    In the meantime, I'm trying to configure a profile, so that when I push DualSense microphone button, it toggles gyroscope activation as well as toggle "Z" (I don't want gyro active by default, as I'm using mouse/keyboard - or PS3 Nav controler, and don't want gyro to interfere). How could I do this? I was trying with no success to jump to layer 1 where gyroscope is mapped to mouse and push "Z", while gyro isn't mapped on default layer. But for now, the "Z" key isn't kept down. I'll continue to try, but is there a different option?
    Also, I wanted to use layers to simplify shortcuts (shift-mode layers pushing X / O / ... buttons, and assign Navigation/Targets/Armament/.. commands), so wouldn't using a layer for gyro limit me? Would I need to assign commands with shortcuts instead?
    Thank you very much!

  • #2
    Hey there!

    Thank you for your suggestion. We will discuss it with our team; however, we can't promise anything.

    You need to go to Preferences, open the Gamepads section, and set 'Gyro initial state' to 'Off'.
    After that, you can create the mapping you need using different Activators.​

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    • #3
      Thank you very much for your answer. I'm alaways happy to see how reWASD is getting more features.
      My mapping problem was that I wanted to assign 2 actions for the same button : Turn gyroscope on and start to keep "Z" pressed (and the opposite as they would both be toggle). Is this possible?
      Anyway, it looks like the game isn't very firendly, as if I press "Z", the right stick from my controller change assignment to move head position (even if it's not configured like this). Which means my only option is to find a way to bind gyro to a head-tracking protocol like Opentrack. Is gyro position sent to "UDP server for emulators"? I coudl try to make an adapter if so...

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      • #4
        Originally Posted by peio View Post
        Thank you very much for your answer. I'm alaways happy to see how reWASD is getting more features.
        My mapping problem was that I wanted to assign 2 actions for the same button : Turn gyroscope on and start to keep "Z" pressed (and the opposite as they would both be toggle). Is this possible?
        Anyway, it looks like the game isn't very firendly, as if I press "Z", the right stick from my controller change assignment to move head position (even if it's not configured like this). Which means my only option is to find a way to bind gyro to a head-tracking protocol like Opentrack. Is gyro position sent to "UDP server for emulators"? I coudl try to make an adapter if so...
        Yes, gyro input is sent over UDP.

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