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Playing 360 degree wheel games with a 270 degree wheel and vice versa

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PL1:

--- Quote from: BadMouth on January 30, 2016, 08:03:41 pm ---Going the other direction is the PITA.  Pole position is the big one, but the game might not play half bad if there was just a way to reset the center point after a crash.

--- End quote ---
If the central portion of the range of motion (blue) was calibrated to cover from one side of the screen to the other, the outer portion (red) would be like moving a mouse to the right after you hit the right edge of the screen.

No matter how much further you try to move it to the right, it takes the same number of left-steps to return to the center of the screen.

By turning the wheel all the way one direction, all the way the other direction, and then returning it to center theoretically the cursor position should be re-centered, right?

If it doesn't work by calibrating the wheel to the width of the screen, it should work by calculating the number of optical transitions in the full range of motion of the game and calibrating the blue area to cover that many transitions.

Obviously, this calculation would have to be done on a per-game basis, but once the information is verified and compiled it would be possible to use it in any other build.   ;D


Scott

Howard_Casto:
Well yes that would center it, but you'd have to do it manually because pp needs a re-calibration at every wreck, at the start of the race, and after every course is completed. 

The big problem though is that the games don't feel right on an analog wheel.  Pole position of course isn't one of those cases, but the off road games where you turn the wheel multiple times to steer... it just doesn't work. 

PL1:
True . . . and some people choose to play Star Wars with a trackball instead of getting a yoke.

It's not the best way to play it, but it's good enough for them.   ;D


Scott

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