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| Which controls on which CP? - Multiple CP's. |
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| Silver:
I'm planning a multi-control panel cab. I'm trying to design what controls to put on which cp to maximise amount of games to play but minimise costs and hassle (ie I don't really want to buy lots of 1 control type just to have it repeated on different cp's....but we shall see!) I realised there may be some games that need a certain combo of controls - eg a trackball and a joystick? - and I want to be prepared. I was thinking: CP A) 2x 8-ways, 6 buttons each. 1x 4-way. (possibly 4x 8-ways for SmashTv, depends on space) CP B) Dual trackballs and dual spinners. (how many buttons needed here?) CP C) Driving panel. (360wheel) Some comments I've had include: 1) not having the spinners available with the wheel means that they can't be used for players 2 and 3 in driving games. 2) Having a trackball and/or spinner on the CP with joysticks would reduce the amount of panel swapping... But I think dual trackballs would need WAY too much space (These are 3" Happs). 3) Some games need a spinner and joystick (tron) - are there many? Also I was wondering about an analogue joystick. Any suggestions for which panel? Any feedback/thoughts appreciated. |
| Hoagie_one:
I've planned on doing the same thing, but i have a fairly small CP space. CP1) Street fighter 6 button with start buttons (t-stick plus's for 4 way) CP2) dual stick 2 player for smash tv style games. CP3) top fire (or trigger stick), trackball, spinner, a few buttons for tron and all 1 player trackball\spinner games CP4) 270 degree wheel, stick shift (and maybe also a 360 wheel) |
| Percipio:
Have you checked out Doc's Modular Mame? http://www.beersmith.com/mame/index.htm I'm modelling my modular concept after his. |
| NoOne=NBA=:
A modular system solves ALL of the problems presented here. It cuts down the amount of CP space needed. It limits the amount of controls that need to be bought. It allows game-by-game configuration of the controls used. It also allows YOU to pick which controls YOU think should be used on a game, not just the ones that are available on the current panel. (A good example of this would be Moon Patrol, which I still think should have used two buttons for Fast/Slow, rather than the Joust/Defender stick that it DID use in the arcade). It requires less storage space for the same number of controls. It allows for "future" additions to be used with existing controls. And, given enough modules, allows you to play EVERY game. Modular is truly a "no compromise" solution to this. The ONLY downside I have found to a modular system is that it does require you to change modules to swap from Game A, to Game B, if the controls are not the same. That is a very small price to pay for complete control over everything, in my book. Having done swappable CP's for awhile, I wouldn't switch BACK to them for ANYTHING. |
| Silver:
Thanks for all the good feedback. I had forgotton about top-fire joysticks :o. I've already hacked 2 jsticks to be rotary on CP A though. Although I could re-do it with t-sticks.... I've seen Docs modular mame (I've been researching this a LONG time!) and it nearly single-handedly converted me to modular. Unfortunately, I think that --- Quote ---it does require you to change modules to swap from Game A, to Game B --- End quote --- is a big issue for me, and I'm aiming for 2/3 panels I can swap quite easily to cover most bases. |
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