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Steel Talons still hard to control, with flightstick

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AE35:
Hey all!

Yes I know it's probably not the easiest game in the world to control.

I can get the chopper under control, if I push forward all the time, but if I let go
of the stick the chopper spins to the right forever(no, nothing to do with the stick,
does it without a stick present too)

What I mean is, does anyone have any general advice on how to set the settings for
the game in the MAME settings?

Otherwise, I'll be the only one playing the game:)

Tiger-Heli:
Not sure, but did the game use rudder pedals to control the tail rotor?  And if so, do you have them hooked up?  One of us could check controls.ini as well . . .

AE35:

Control.ini? never seen it, at work now...

Rudder pedals...I have no idea

Tiger-Heli:

--- Quote from: AE35 on September 06, 2006, 07:26:38 am ---Control.ini? never seen it

--- End quote ---
Don't worry, I checked it for you: http://fe.donkeyfly.com/controls/controls_dat.php (No entry for Steel Talons, though)

--- Quote ---, at work now...

--- End quote ---
Yeah, me too!

--- Quote ---Rudder pedals...I have no idea

--- End quote ---
I did find this: http://www.klov.com/game_detail.php?letter=S&game_id=9785 -

Controls:
Other
Joystick: Analog with two buttons
Steering: Rudder Pedals

Which seems to support my theory.

u_rebelscum:

--- Quote from: AE35 on September 06, 2006, 07:26:38 am ---, at work now...
--- End quote ---

Shhh, me too. ;)


--- Quote ---Rudder pedals...I have no idea
--- End quote ---

The source shows the rudder on player two X-axis.  And something called the "collective" on player two Y-axis.

chopped and editted from the source:

PORT_START_TAG("12BADC2")      /* b80000 - 12 bit ADC 2 */
PORT_BIT( 0xff, 0x80, IPT_AD_STICK_Y ) ... PORT_PLAYER(2)   /* collective */

PORT_START_TAG("12BADC3")      /* b80000 - 12 bit ADC 3 */
PORT_BIT( 0xff, 0x80, IPT_AD_STICK_X ) ... PORT_PLAYER(2)   /* rudder */


BTW, notice the original hardware is noted as 12 bit, even though mame is simulating it with 8 bits (the driver shifts it up 4 bits before passing it to the game in machine/harddriv.c, leaving the least four bit as always zero).

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