![]() ![]() The loosing the keyboard part is for me a big win to a device like this – letting you have many more axis with variable control so you can strafe for instance a little fast/slower perhaps to help match where you are aiming or stay obscured behind an object. A piece of stiff piano wire as a airplane joystick, attach magnets and hall sensors. Nice to realize that simulating a brake on a driving sim requires a force sense and a position pot reading to get to the real feel. Vibrato is made with the bender like in real life not a separate control to an LFO. No dead-band in the center position and more and more tension as pressed either way. My pitch bender on a Casio is really a bender as in a leaf spring that protrudes thru the top of the keyboard. The kind of control needed in music on a variable control is the envy of any gamer if they could try it. I took apart a wireless “console” thinking I could hack the pots in the “stick” to my Arp, only to find that they were tiny trim-pots meant for an occasional screwdriver with a piece of plastic coupling to the “stick”. The thumb is enabled as a last ditch effort to make a piece of plastic usable for cheap. Why? Half of the hand is being used to hold the “console” piece instead of being part of playing with the console. When it leads “he’s all thumbs” comes to mind. The thumb’s best act is to follow the opposing finger. My thumbs like most are not all that agile compared to the finesse of fingers. We are all different, so adopting only one way of interface is poor design in the long term. I might play a game that just used a mouse. ![]() Like a piano player, the lead is in the right hand. Being right handed like most I use that stick in the right hand. I need a joystick I can grasp and has firing buttons and a hat switch as well. I don’t play games though I did in the standup coin days. Where a trackpad playing trackball (or even a curved touch surface if you really want it to feel like a trackball) has no real weight, so you can define how easily it flicks and decelerates in software, being a touch surface only needs that surface cleaning, and the ball can’t fall out… Which leads to a trade off between a bigger a ball for a larger range in precision movements, and the weight of the ball requiring more force to accelerate and stop. There is keeping the ball properly seated as the body tilts, cleaning out the gunk that will build up, and the fact the ball has real mass. I like trackballs anyway, but in a game controller a real physical trackball I don’t think is ideal. Personally I love it – all the fine precision of a mouse (better even), and flick for rapid movements (which is why it can be better fine precision similar to the ‘aim’ button some mice have – setup so the controlled movement is very, very small – go as far as you like on movement to input distance, and then use the flick and stop for bigger moves). Posted in Games, Peripherals Hacks Tagged controller, game controller, gamepad, mouse, thumb mouse Post navigationįor this use I think the best options is a trackball, virtually implemented on the touchpad – in the same way steam controllers do. We see some great controller hacks around these parts the force-feedback mouse is a particularly amusing example. While currently only used on PC, we can imagine such controllers shaking up the console FPS scene in a serious way. We’re amazed at how comfortable the controller looks to use, particularly in the improved second revision. The resulting controller combines the benefit of analog stick movement and the precision aiming of a mouse. ![]() In its place, a cut-down optical mouse is used on a flat 4″x4″ mousepad attached to the controller, strapped to the player’s thumb. The D-pad has been relocated to the left hand side with tactile switches, and the right analog stick removed entirely. The left analog stick and triggers remain untouched, however the face buttons are all relocated using mechanical keyboard switches. The build begins with a standard Xbox 360 wired controller, somewhat of a defacto standard for PC gamepads. Instead, he built a truly impressive hybrid device. was a die hard controller player, but after trying out a mouse, didn’t want to go back. Over time, consoles have refined their own version of the experience, and the gamepad has become familiar territory for many FPS fans. The first person shooter genre found its feet in the PC world, relying on the holy combination of the keyboard and mouse for input. ![]()
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