Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Better throttle feedback/locking #20

Open
InsaneGrox opened this issue Aug 25, 2023 · 3 comments
Open

Better throttle feedback/locking #20

InsaneGrox opened this issue Aug 25, 2023 · 3 comments

Comments

@InsaneGrox
Copy link

Currently the throttle movement is, well, hard to control, complete stopping is impossible without a reset throttle to 0 holo button, I've got a few potential solutions (which should probably be optional and not forced upon players)
1: have a deadzone near the center where you can snap the throttle at 0, in addition, have a haptic pulse when entering/exiting this deadzone (this I think would work the best in most situations, also the original elite VR cockpit actually did the first part of this)
2: have the throttle reset to 0 upon being let go, this would not be ideal for long trips like hutton orbital but this would be a solution for stopping.
3: changing the throttle from position based to rotation based, the thrustmaster hotas X throttle is basically an analog lever mechanically speaking, and rotation is easier to remember where you are, would also be less susceptible to tracking issues.

@boyestrous
Copy link
Owner

You're absolutely right. I've gotten used to using the Throttle Zero holo button, but it's not ideal.

I really like the idea of the deadzone + haptic pulse. I had a working version at one point, but I had to scrap it because it interfered with a different (more important) change I needed to make. I could probably bring it back relatively quickly.

I was also considering a detent style lock that could be toggled by the user, so the throttle would stop at zero and not proceed into reverse until the player pressed a button.

Options 2 and 3 are bigger changes and I can't quite see that they offer tangible advantages over Option 1, so that seems like the logical place to go in the near term. I do see the possibility of adding them as options that could be configured by the player, if they wanted it that way.

I'm going to take a look this weekend and see if I can re-implement the haptic feedback/deadzone. Maybe I can roll it into the release with the OnFoot controls.

@InsaneGrox
Copy link
Author

InsaneGrox commented Aug 29, 2023

Gonna just give context for what I mean by rotation based throttle by showing the physical equivilant for anyone who's wondering what I mean (also how I got the idea)

20230829_024022.mp4

@boyestrous
Copy link
Owner

I'm glad you sent this, I was picturing something more like a motorcycle throttle, where the twisting action is what accelerates. I think this might be do-able with the existing assets. I still need to build some of the interface for allowing users to set their own settings (deadzone, bindings, etc.) and I'm planning for that to happen soon!

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants