State
When assigning the axis, two assignments appear. It is only possible to assign an axis when using the upper half of the range of motion for an axis assignment. If using the lower half, the action is inverted.
Besides this, it is also not possible to assign a single axis to a motion, as the actions are split. (collective, steering etc.)
Examples:
Assigning vehicle steering input:
to assign the left steering action I have to turn the wheel to halfway to the left and then go to max input, then return to the halfway position again. This then has to be repeated for the right, instead of being one single continuum.
Expected behaviour: assign the steering input by starting from neutral position, then go to the max left position, max right position and then return to the neutral position, thereby assigning the steering input as one continuous motion with one assignment.
Assigning collective control for helicopter:
This is split into two actions, instead of being one single continuum. First the collective up is assigned by going to three quarters of the throttle range, then up to max, then back to three quarters. For collective down the throttle is moved to one quarter range, then to min and then back to one quarter range.
Expected behaviour: Set throttle to minimum range and move to max range, then back to min range and have one continuum of motion instead of a split action. Or, if a pull action is desired, as to mimic the pull action of a real collective: Set throttle to maximum range and move to minimum range, then back to max range.
Perhaps it is also a good idea to assign the possibility to invert input as a tick box in the advanced keybinding modal.
Relevant Hardware:
Thrustmaster Warthog HOTAS with F/A-18 grip
Thrustmaster Warthog Throttle
Logitech G920 wheel and pedals
Custom made rudder pedals (based on FreeJoy)
OS/Software:
OpenSUSE Tumbleweed with kernel Linux 7.2.6-1-default
Proton Experimental
Activity
Hello.
There do not seem to be issues, rather misunderstanding from your end.
Please check the guides here:
youtube: https://www.youtube.com/watch?v=zrZ00_wqwCM
discord: https://discord.com/channels/105462288051380224/1549489659602538536/1550575443390894080
I´ve viewed the part of the video where the collective gets assigned. I get wholly different results for slider type assignments. If I use the full range I get a combined split range, e.g. for the accelerator pedal on my G920, where neutral is at min range, I get "1 up positive + 1 down negative". This results in the axis counteracting itself in game. Only when I press the pedal to slightly past +50% of the range before the assignment, start the assignment and then go to full range and then back to +50% of the range, I get 1 down negative, which corresponds to normal axis behaviour. The same is true for all other axis assignments where slider-type inputs are involved. If I then go into the advanced assignment to tune the axis, it shows no axis modifier, nor is there any clue that something like that is required at all. It shows "none", and no hint of any options for axis modification. Not even a greyed out option with a hint or anything. You'd expect that an analog axis has the proper modifier for it shown if it is active, and since it is an axis, you can also already set up the binding as an analog assignment. If you do that, it instantly becomes a lot more intuitive. Same for button assingments. Make them click or press. (BTW. why is there press when click does the same, but with more options?)
In other games you assign the axis and then maybe change a curve in the advanced settings. The way it works in Reforger is not the way most other games work. As it is now, assignment of axis is very confusing and not following established practices. It is utterly unusable unless you start experimenting extensively. No good advice is given in the game. You're left clueless.
For illustration, consider the following: I tested with a friend and both of us were initially unable to assign things until we started comparing his custom profile made in the workbench with the assignments made through the settings in the game. Only then it became clear that you had to manually assign the input type. This took us about an hour before we were able to figure out even this basic fact, as the game leaves no clues at all.
If you want to see how it's done properly, take a look a the likes of DCS, War Thunder or Assetto Corsa. They do match the expectations set by years of implementation according to well established practices. Please follow suit.
This also means getting rid of split assigments for inputs which are continuous on a USB game controller. Don't have steer left and steer right. Just have steering. Same for inputs for the collective, cyclic and rudder on helicopters. It might be necessary for keyboards or even gamepads, but the intermediate layer should be able to handle the different schemas without trouble.
As for Discord, I have the following to say: I don't have a discord account, nor will I ever make one. They're a company which should be avoided like the plague. Since day one they have been violating the privacy of their users in many ways and this has been well documented. If you think using Discord as a primary channel is acceptable, think again. In short, any link to discord is utterly unusable and irrelevant to anyone who cares about their privacy and can't be relied upon for communication to your whole audience. Websites can. Forums can. It's debateable if youtube, with its very restrictive usage policies and extensive profiling can be considered as such, and I avoid it if I can, but through proxies like invidious etc it still can be used sporatically.
Another hint that the current manner of assigning an axis is confusing: https://steamcommunity.com/app/1890860/eventcomments/581683203528584817/?tscn=1791272209#c581684201210975056
You are not signed in. Please sign in to see more details and to reply.
State