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Author Topic: Ultra Stik 360 rotary function  (Read 747 times)

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IconicDave

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Ultra Stik 360 rotary function
« on: January 02, 2024, 12:04:28 pm »
Does the rotary function (when added) cause any issues using the stick as a normal joystick? I would think no, but just trying to satisfy my curiosity. Thanks for your time.

PL1

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Re: Ultra Stik 360 rotary function
« Reply #1 on: January 02, 2024, 03:53:19 pm »
Another thing to consider is that the U360 rotary upgrade is an optical (non-clicky) control, not a mechanical (clicky) control.

AFAIK only five games used an optical rotary stick -- Caliber .50, Exterminator, Fighting Soccer, Touchdown Fever, and Touchdown Fever II.

Users have reported that not having the "clicky" detents makes it harder to reliably control the mechanical rotary stick games like Ikari Warriors.


Scott

haynor666

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Re: Ultra Stik 360 rotary function
« Reply #2 on: January 11, 2024, 02:43:43 pm »
I still have rotary mod for U360 and games like Ikari Warriors are in my opinion unplayable.

However I've bought recently (still didn't arrived) from tsticks GRS Super Joystick. Promises clicky rotarion and arcade faithfull experience.

IconicDave

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Re: Ultra Stik 360 rotary function
« Reply #3 on: January 18, 2024, 01:03:10 pm »
Points well taken. Would it be worth it to add the GRS somewhere else on the CP? I like Ikari and Heavy Barrel and games like that, but I'm going to use the U360 as my main sticks.

haynor666

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Re: Ultra Stik 360 rotary function
« Reply #4 on: January 23, 2024, 03:52:40 am »
I've received yesterday my GRS. So far I made it correctly set up for couple of games.

It's worth to mention that GRS can set up for some Taito games that uses joystick directions for rotating like Front Line. Just like spinner from Thunderstick it also has push/pull option on joystick which again can be used in Front Line.

You can read more:

https://forum.arcadecontrols.com/index.php/topic,163248.0.html