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Controls threads Everything about controls in CoD

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  #1  
Old 04-15-2011, 03:02 PM
tf_neuro tf_neuro is offline
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Default Antropomorphic Control Needs A Fix

The problem is that many game controllers (including some very popular ones) keep sending small signals to the game all the time. That's usually too little to actually affect gameplay but enough for Antropomorphic control to detect it and freeze all the other controls for the time it's supposed to freeze them... except that before the controls are 'thawed' again, the game controller sends more 'micro-signals' and Antropomorphic control re-freezes everything. This keeps happening all the time, effectively preventing a lot of users from playing the game as long as Antropomorphic control is on.

I guess one solution could be to lower the sensitivity of the Antropomorphic control, like for instance requiring a change of at least "so much" and not faster than "this fast" to freeze the controls. For instance a direct jump from 0 to 100 then back to 0 caused by a spike would be ignored because too fast. A lot of tiny movements caused by buggy game controllers would be ignored as too fast and/or too small, but change made by the player couldnt be faster than 'so' because of limits in the physical univerese, and it would never be smaller than 'so', because of the same limits but also because such a tiny change wouldnt have any effect and the player wouldnt have any reason to make it (except possibly bumping one slider while trying to move another one... but I guess that could be ignored too...)

OK, I admit it, I have no idea what im talking about. Anyways, I'd like to have Antropomorphic Control usable by everyone, including players on those buggy controllers that are pretty much everywhere (even good quality stuff can develop that kind of problem, my CH Throttle Quadrant is an example...)
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  #2  
Old 04-15-2011, 03:56 PM
Retaliator Retaliator is offline
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Default

Quote:
Originally Posted by tf_neuro View Post
The problem is that many game controllers (including some very popular ones) keep sending small signals to the game all the time. That's usually too little to actually affect gameplay but enough for Antropomorphic control to detect it and freeze all the other controls for the time it's supposed to freeze them... except that before the controls are 'thawed' again, the game controller sends more 'micro-signals' and Antropomorphic control re-freezes everything. This keeps happening all the time, effectively preventing a lot of users from playing the game as long as Antropomorphic control is on.

I guess one solution could be to lower the sensitivity of the Antropomorphic control, like for instance requiring a change of at least "so much" and not faster than "this fast" to freeze the controls. For instance a direct jump from 0 to 100 then back to 0 caused by a spike would be ignored because too fast. A lot of tiny movements caused by buggy game controllers would be ignored as too fast and/or too small, but change made by the player couldnt be faster than 'so' because of limits in the physical univerese, and it would never be smaller than 'so', because of the same limits but also because such a tiny change wouldnt have any effect and the player wouldnt have any reason to make it (except possibly bumping one slider while trying to move another one... but I guess that could be ignored too...)

OK, I admit it, I have no idea what im talking about. Anyways, I'd like to have Antropomorphic Control usable by everyone, including players on those buggy controllers that are pretty much everywhere (even good quality stuff can develop that kind of problem, my CH Throttle Quadrant is an example...)
Completely agree with you... Got the same issue. Even if I'm not touching any controls at all on my X45, occasionally throttle, prop pitch and mix get stuck! Please guys at 1C, address this!!
Thank you
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  #3  
Old 04-16-2011, 10:31 AM
Khamsin Khamsin is offline
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Default

In reality, the problem with anthropomorphic controls is much deeper, and will probably NEVER be solved in a computer game.

In reality, a pilot can make a choice in priorities ..... he's diving down on a 109, and in order to maintain his pursuit curve he would need both hands on the stick .... but he also wants to cut throttle to avoid a quick firing solution and quicker overshoot.

He would most likely be willing to give up that perfect pursuit curve in order to get better control over closure rate.

But in a computer simulation, you don't get the choice ..... you are forced to accept the priorities some software designer has selected for you. Can't cut throttle because you have both hands on the stick ..... can't change pitch because you are cutting throttle (notwithstanding the fact that in most aircraft the pitch control is adjacent to the throttle control) etc etc etc.

Anthropomorphic control is a great idea in theory ..... but I just don't see how it will ever work correctly in practice.
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  #4  
Old 05-18-2011, 09:29 AM
Majo Majo is offline
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Default Please do not forget about this.

I have been able to verify these issues with both CH Hotas and Thrustmaster Warthog.

Please do not forget about this.

Could you consider putting this option on hold on multiplayer mode until it is solved?

Could you consider reviewing the number of elements monitored with this anthropomorphic option so the integration in the simulator will be simplified?

I understand that in single player the option should be kept.

Salutes
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  #5  
Old 05-18-2011, 10:38 AM
JG53Frankyboy JG53Frankyboy is offline
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if i would be the developer, i would delete this feature from the realismsetting, meaning deleting it totaly. It might beeing a good idea - but not realy functional with the players gamedevices in general.
Dont put any further effort in it.....

and i doubt that any smart multiplayer host has it enabled
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  #6  
Old 05-19-2011, 03:50 PM
White Owl White Owl is offline
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It occurs to me that the clickable cockpit, combined with the realistic tendency of the planes to constantly roll with no aileron trim available, means a kind of anthropomorphic control just naturally happens anyway. If I want to click on something in the cockpit, I move one hand from the throttle to hold the stick steady and use the other hand for the mouse... very similar to managing controls in a real airplane. This is good.

The anthropomorphic control option just seems to add frustration without enhancing the sim experience, IMO. I'm a mostly full switch player, but I leave that one off now.
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  #7  
Old 05-19-2011, 04:53 PM
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VO101_Tom VO101_Tom is offline
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I agree with this, this thing in a theory great, but causes an irritation only in practice.
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Old 05-19-2011, 05:49 PM
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Plt Off JRB Meaker Plt Off JRB Meaker is offline
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Antropomorphic control is a complete nonsense IMO,and I personally have not used it from the offset of the game.
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  #9  
Old 05-19-2011, 06:11 PM
Blackdog_kt Blackdog_kt is offline
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I would really use it if it could filter out the controller spikes.

If it was working correctly (eg, individualized for each aircraft, if it has controls nearby that can be used with a single hand then they would work simultaneously like the throttles, instead of arbitrarily setting a two controller limit) i would also like to see it used on full switch servers.

Otherwise anyone with half a brain can run around with macros that simplify everything and it doesn't even take an expensive HOTAS set to do that now that we have things like GlovePie.
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Old 05-19-2011, 06:18 PM
ATAG_Doc ATAG_Doc is offline
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I love it actually. Make the person work harder.
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