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Controls threads Everything about controls in CoD |
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Thread Tools | Display Modes |
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#1
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It occurs to me that the clickable cockpit, combined with the realistic tendency of the planes to constantly roll with no aileron trim available, means a kind of anthropomorphic control just naturally happens anyway. If I want to click on something in the cockpit, I move one hand from the throttle to hold the stick steady and use the other hand for the mouse... very similar to managing controls in a real airplane. This is good.
The anthropomorphic control option just seems to add frustration without enhancing the sim experience, IMO. I'm a mostly full switch player, but I leave that one off now. |
#2
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I agree with this, this thing in a theory great, but causes an irritation only in practice.
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#3
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Antropomorphic control is a complete nonsense IMO,and I personally have not used it from the offset of the game.
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#4
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I would really use it if it could filter out the controller spikes.
If it was working correctly (eg, individualized for each aircraft, if it has controls nearby that can be used with a single hand then they would work simultaneously like the throttles, instead of arbitrarily setting a two controller limit) i would also like to see it used on full switch servers. Otherwise anyone with half a brain can run around with macros that simplify everything and it doesn't even take an expensive HOTAS set to do that now that we have things like GlovePie. |
#5
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I love it actually. Make the person work harder.
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#6
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Controller axes get sampled according to the position of a particular pot. The problem is that quite often it happens to rest in between two values (i.e. Between 244 and 255) so the computer "jitters" between them. You van sometimes see this in the calibration software.
Of course it can be filtered out quite easily by the devs by simply ignoring changes of less than 1 or two points I'd imagine but this could be the "spiking" you guys are talking about. Tbh I've left it off from the beginning as the last thing I need is further buggy features to distract from having some fun with my limited time but the feature is intriguing, at least as a means of stemming the script-whores online, if they get it sorted out. |
#7
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remove it from the sim.... try telling a piano player they can't have both hands and a foot going at the same time, a rally driver they can't steer/ change gear/ heel 'n' toe the brake and gas all at the same time (crikey, even the knee can come up help with the wheel on ocassion)
as most people realise, that when the hands have learned where to go, the hands can get there quite quickly... the hands can also adapt with one hand able to do two functions. ie hold the throttle and thumb the pitch with the other holding the stick on acm... so setting the AC to account for spikey controls may in reality be dumbing down the function
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#8
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Yes I would also remove it from the game. The frustration it creates is not worth the slightly extra realism. Ignoring user input without any feedback is stupid. Just get rid of it.
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#9
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#10
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It's like Athos says: Quote:
This feature needs to be corrected, not discarded. If people want to use their macros they can fly on servers that don't use anthropomorphic control, or add delays between their macro commands to ensure they will work and be stuck waiting for them to finish before they can issue another (not good if something changes mid-combat and one needs to alter their inputs). There's two things needed to fix this: 1) Filter out the spiking from our game controllers: For example, give the anthropomorphic controls algorithm a bigger deadzone, maybe after measuring the amount of spiking in a controller through a tool in the options in order not to have people abusing it to sidestep the algorithm. For example, the allowable deadzone for anthropomorphic controls would be the measured jitter zone plus X% of that range either way to ensure smooth function of the algorithm, even if the actual joystick deadzone is different. This means that a small motion of the stick would still register on the control surfaces and not on the anthropomorphic control algorithm but it would be a very small one, not useful for combat but only for slight corrections during level flight or cruise. It's not completely unrealistic either, it's like the pilot is holding the stick steady in level flight with his knees for a moment, while operating a couple of other controls with his hands ![]() 2) Make it a custom-tailored function for each aircraft. If the aircraft had the oil and water rad controls right next to each other, or the flap and trim controls side by side (like the 109), or the throttles/pitch/mixture levers are side by side (every twin engined aircraft) in order to enable the pilot to operate them with a single hand then this should be reflected in the anthropomorphic control modeling: it should be possible to use such controls simultaneously with one hand. However, if the oil rad control is on the left console of the cockpit and the water rad control is on the right one (again like the 109), or the water rad controls in a twin are rotating switches that have to be individually squeezed between a thumb and index finger and turned (like the 110) operating both at the same time should register as two hands being used and disable any input on the stick. This is more or less what i would do if it was my choice: Side by side levers: Throttles on a twin-engined plane, or throttle and mix/pitch for one engine at a time. Usable with just one hand if they are situated close enough (they usually are). Close-by push-buttons or spring loaded switches: Usable with 2-3 fingers if they are part of the same section/instrument of the cockpit, they should count as one hand again. Any of the above types of levers or switches/buttons that are more than an average hand's size away: Using them simultaneously counts as two hands. Rotating switches: Since they need to be grabbed/held and rotated, operating more than one at any time should count as two hands being used and disable other inputs. Last edited by Blackdog_kt; 05-24-2011 at 07:34 PM. |
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