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IL-2 Sturmovik: Birds of Prey Famous title comes to consoles. |
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#1
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I'm sure in real life WW2 pilots also struggled to keep a target steady in their sights. |
#2
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But when they put input on the stick, it didn't do nothing... do nothing... do nothing.. AIM OVER TARGET! Push it back down, nothing... nothing... nothing... AIM UNDER TARGET!
Repeat. Drives me a bit nuts, I actually tip it 45 deg when lining up so I can use my rudder (which has NO dead zone at all) to fine tune my aim. Why aileron / elevator dead zone but no rudder? I've had the stick apart, its the same pot for each axis... Its not realistic. I fly lots of RC and have been up in several small aircraft, and they are much more responsive to slight inputs for fine tuning your "aim" as it were. |
#3
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its a mechanical deadzone stop crying
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#4
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The stick cheap, but deadzone is fine. It feels jerky due to the base sticking a bit. Rub a bar of soap on the rim of the base some where the cup/plate slides around and it'll feel a little better.
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#5
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If you follow the other threads, its definately not a mechanical dead zone, its built into the MS driver. And its annoying as all get out when your trying to line up a shot
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#6
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Hello Everybody!
Same problem of Deadzone for me, on PS3, with my brand new "Thrustmaster FlightStick X" (bought only for this game...). It's quite unplayable like this... The only way to make it playable is to reduce the elevator sensitivity (by 4 or 5 clicks... depending of the aircraft...). For information, no deadzone problem with the sixaxis... At the beginning, I thougt it was a mechanical problem with the stick, so I tryed it on my PC, and........... NO deadzone at all... It is perfectly working!! So, dear devs, don't you think it is a software solvable problem?? I used to play all previous version of IL2 on PC, and I never had this deadzone problem before... Thank you for your great work!! |
#7
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He is referring to the console (both PS3& 360) disregards slight flight stick input toward the center which normally moves the elevator just a little. It jumps from no elevator input to a lot of input. It would be the same as if the console wouldn't read the throttle until it was half way which gives 50% power. Thus there wouldn't be no adjustment in between , just 0% or 50%+. So when it comes to slight moving of the stick it acts more like digital input (off or on) instead of analog.
Last edited by Smidlee; 09-25-2009 at 10:05 PM. |
#8
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Watch that video. You can't make those kind of shots on the console version with the deadzone as it is. This is why some people would go back to the PC version. This is also why MS sucks. They try way to hard to control your game experience. Also notice the player's control over point of view in that video - we don't have that level of POV control either. This game needs head tracking. Last edited by fuzzychickens; 09-27-2009 at 02:32 AM. |
#9
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Nice vid mate but I beg to differ. Ive made shots from similar angles even using the pad never mind using a stick. Yes they were in realistic and against the AI but they are doable. However I fully agree taht the deadzone is an issue, but do remember this; The way the Xbox is made is so that the stick is essentially just a big control pad. Because of that the same level of deadzone is applied across both devices, even though a stick has a larger window of operation (ie more movement range). While on a pad the current deadzone is fine, the stick suffers because of it. It would need MS themselves to re-write the entire control code to allow for devices with individual settings. Theres not much that Anton and the team can do at this point about it.
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#10
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I can make nasty deflection shots on the PC like those shown in the video again and again. I can make those shots on the PS3 with a success rate about 30% of what I could do on the PC. It matters a lot. |
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