kosmosima on gunfighter base.
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kosmosima on gunfighter base.
The top right had/stick has a weird issue. When I have it in stick mode (little red light is on) both axis work fine, except when I move to the top right. Then one of the two axis only goes to 50% instead of 100/100. So depending on which angle I aproach the edge, either RotX or RotY will not get to 100%. When I move it around the edge, best I can get is both at 75%, but not 100%. If I try any of the other edges they all get to 100%. I have tried recalibrating several times with the same result. Is it supposed to be like that? In both pictures I have the joystick in the top right position. It also feels like there is a little notch in the top right corner, but the top left corner has the same notch. The bottom doesn't feel like it has the same notches.
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Re: kosmosima on gunfighter base.
I think the problem is the shape of the ministick button. It is too "fat" to go into upper corner.
He advise to remove this part to solve the issue.
He advise to remove this part to solve the issue.
VKB Devcie Config v0.91.26 - Firmware version: v1.994
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Re: kosmosima on gunfighter base.
This is where calibration exists. It is she who fixes the real movement of the axis.
If you remove your hat, it turns out that the move is a bit more. But this does not stop working with a hat in full range.
If you remove your hat, it turns out that the move is a bit more. But this does not stop working with a hat in full range.
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Re: kosmosima on gunfighter base.
I don't think calibration can solve that. As I understand the problem (I don't have the SCG myself) is that the ministick can not, physically, reach upper corners, due to the round shape around the top part of the ministick or the ministick stem being too wide.
Here is my poor atempt at illustrating the problem
Edit : Note that I have the same problem with my MCG PRO. The shape isn't perfectly square and if I want to be able to reach 100% on both axes at the same time then I need to add high deadzone. I need about 13% high dz to solve that on my MCG PRO.
Here is my poor atempt at illustrating the problem
Edit : Note that I have the same problem with my MCG PRO. The shape isn't perfectly square and if I want to be able to reach 100% on both axes at the same time then I need to add high deadzone. I need about 13% high dz to solve that on my MCG PRO.
VKB Devcie Config v0.91.26 - Firmware version: v1.994
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Re: kosmosima on gunfighter base.
Okay, I'll try again.
During calibration, you specify the end (extreme) points of the range for the controller.
And then he “stretches” them from 0 to 65535.
For example, do not move the X axis (roll) or Y (pitch) of the GF from lock to lock during calibration, but do it only halfway.
And after that, your axes will reach 0 and 65535 exactly at the boundaries that you set during calibration. A.
If you remove the cap from the left stick of the MCG, you will see that its maximum stroke is much greater than with the cap.
What does not stop her from working in the whole range.
During calibration, you specify the end (extreme) points of the range for the controller.
And then he “stretches” them from 0 to 65535.
For example, do not move the X axis (roll) or Y (pitch) of the GF from lock to lock during calibration, but do it only halfway.
And after that, your axes will reach 0 and 65535 exactly at the boundaries that you set during calibration. A.
If you remove the cap from the left stick of the MCG, you will see that its maximum stroke is much greater than with the cap.
What does not stop her from working in the whole range.
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Re: kosmosima on gunfighter base.
Ron61 wrote:Better show a screenshot of the Profile-Axes tab. There will be more information. Need a full window, not a fragment.
I am attaching the profile, 3 and 4 are the axes I am talking about.
hon0 wrote:I don't think calibration can solve that. As I understand the problem (I don't have the SCG myself) is that the ministick can not, physically, reach upper corners, due to the round shape around the top part of the ministick or the ministick stem being too wide.
Here is my poor atempt at illustrating the problem
Edit : Note that I have the same problem with my MCG PRO. The shape isn't perfectly square and if I want to be able to reach 100% on both axes at the same time then I need to add high deadzone. I need about 13% high dz to solve that on my MCG PRO.
Exactly this, but the weird thing is the top left does get to 100%/100% but the top right doesn't.
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Re: kosmosima on gunfighter base.
I have different hats, they are in the photo. That with one, that with the other - the same result. Both in different angles reach either 0 or 65535. Depending on the angle, of course.
True, I have extreme software - both firmware and the configurator. Try changing too. Located here.
True, I have extreme software - both firmware and the configurator. Try changing too. Located here.
Re: kosmosima on gunfighter base.
Wth??? How did this get through quality control? Utterly shocking.
My lower left stick has never worked properly and it ain’t something any calibration of ANY KIND could EVER fix. The values are never the same. Sometimes it returns to 0, others it returns to 0 WAY EARLY, then goes to full at 0, others it never goes full nor returns 0, others it goes full but returns half. It’s pathetic
My lower left stick has never worked properly and it ain’t something any calibration of ANY KIND could EVER fix. The values are never the same. Sometimes it returns to 0, others it returns to 0 WAY EARLY, then goes to full at 0, others it never goes full nor returns 0, others it goes full but returns half. It’s pathetic
Re: kosmosima on gunfighter base.
First of all look here http://forum.vkb-sim.pro/viewtopic.php?f=25&t=2762.
Руководство пользователя по контроллерам VKB (VKB controllers User Guide) Ru&En
https://disk.yandex.ru/d/LlqiYtIrIetBOQ
https://disk.yandex.ru/d/LlqiYtIrIetBOQ
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