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| Multi Lightgun Game Arcade : USB2Gun with Recoil |
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| sgtsocko:
--- Quote from: Jollywest on August 09, 2014, 05:10:57 pm --- When I go into controller settings Player 1 Gun (seen as a Analog Joystick) has 14 buttons and Player 2 Gun has 6. Trigger on-screen is button no.1, Trigger off-screen is 2 and start is 3 on both guns. 4, 5 and 6 are unknown for both guns and the rest of the buttons on player 1 are the rest of the cab stuff, ie. coin slot, service panel buttons etc... Would it be plausible that either 4, 5 or 6 is the recoil? If so, is there anyway to remap them or run a script to have button 4 for example activate when Button 1 (trigger on-screen) is pressed? --- End quote --- Any luck with this theory? Not sure if there would be a way to trigger those buttons off hand, I'll take a closer look when I get some free time. According to this http://nanotechent.s3.amazonaws.com/support/OptiGun-User-Guide.pdf Pins 5 and 7 are used for force feedback in conjunction with a 24V input (J2). I should note also that this document shows a different layout for the USB2Gun than what my board looks like, so I'm going look for something that can confirm this information. I'm pretty sure I've seen a document that explained how to hook up recoil though. I'll have a look through my manual and check the web again for anything relevant. I'm curious Jollywest, how many pins are your guns? Mine are 4. If the pinout information is correct, it could be that in order to get force feedback you would need 6 pins and an external 24V power input. I know my optical boards in my guns only have 4 pins out as I've replaced one board. So maybe the other 2 pins come right from the recoil mechanism? Hopefully someone with some experience can answer that question. |
| Jollywest:
--- Quote from: sgtsocko on August 12, 2014, 05:29:26 pm --- --- Quote from: Jollywest on August 09, 2014, 05:10:57 pm --- When I go into controller settings Player 1 Gun (seen as a Analog Joystick) has 14 buttons and Player 2 Gun has 6. Trigger on-screen is button no.1, Trigger off-screen is 2 and start is 3 on both guns. 4, 5 and 6 are unknown for both guns and the rest of the buttons on player 1 are the rest of the cab stuff, ie. coin slot, service panel buttons etc... Would it be plausible that either 4, 5 or 6 is the recoil? If so, is there anyway to remap them or run a script to have button 4 for example activate when Button 1 (trigger on-screen) is pressed? --- End quote --- Any luck with this theory? Not sure if there would be a way to trigger those buttons off hand, I'll take a closer look when I get some free time. According to this http://nanotechent.s3.amazonaws.com/support/OptiGun-User-Guide.pdf Pins 5 and 7 are used for force feedback in conjunction with a 24V input (J2). I should note also that this document shows a different layout for the USB2Gun than what my board looks like, so I'm going look for something that can confirm this information. I'm pretty sure I've seen a document that explained how to hook up recoil though. I'll have a look through my manual and check the web again for anything relevant. I'm curious Jollywest, how many pins are your guns? Mine are 4. If the pinout information is correct, it could be that in order to get force feedback you would need 6 pins and an external 24V power input. I know my optical boards in my guns only have 4 pins out as I've replaced one board. So maybe the other 2 pins come right from the recoil mechanism? Hopefully someone with some experience can answer that question. --- End quote --- I haven't had much time on this lately but I'll get time tonight to have another go on this. My board also looks different. Your theory is right there are 4 pins from the guns and 2 direct from the solenoid, and a 24v power supply connected to the USB2Gun to power the recoil. The recoil works fine in the dedicated Americas Army Linux side of things, it's getting it to work in windows somehow. |
| Jollywest:
I did have some time on this last night, unfortunately I'm no further forward on the recoil element. I've tried Auto HotKeys scripts and Xpadder to map the keyboard buttons to the joystick but so far it's a no go, I can map the joystick to keyboard buttons easily enough but not the other way round. I've had slightly more success in Demul, using Xpadder to map the joystick to mouse. I had to select the 'spring' option in xpadder mouse settings and reduce the deadzone to 1% in normal settings, now about the first 5 inches in every direction around the centre point of the screen are accurate, but then the cursor accelerates past this and the accuracy is about 2 inches off by the time it gets to the edge of the screen. I'm using Windows 8.1 and have tried a registry hack to stop mouse acceleration but it makes no difference. |
| Purple Tophat:
Hello all, As mentioned previously by Jollywest, I have been working on sourcing these boards at a discount price. There is good news and bad news on this front. I have started a thread about it here: http://forum.arcadecontrols.com/index.php/topic,140666.0.html Thanks! |
| Howard_Casto:
BadMouth gave me a heads up. Just FYI, anytime you need help with something mamehooker related, post in the software forums... I don't check the main forum anymore. ;) Why don't you PM me what you are trying to do exactly and I might be able to help. I did glance over the document on the optigun briefly. If it's needing a generic data string sent to a hid device, then mamehooker already supports this. It's the "Generic HID Send Data" function. Or at least in theory it'll work for you. When I wrote the function I tested it on some generic usb devices I had lying around like Missile Launchers and ect and they all responded. A little work might be necessary. |
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