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I think someone mentioned this also in some X-Wing/Tie Fighter controller discussion (F4llout?):

I recall noticing earlier that when you check the analog calibration for a modern PC gamepad (e.g. Logitech F310, I presume it is the same also for e.g. XBox360 gamepad), you can't reach the diagonal extremes, as the movement area in the Control Panel calibration screen is square, while the actual movement area on modern analog gamepads is round. You reach the extremes only if you push the stick either directly up/down or to the sides, but not diagonally.

I also notice that with my old PC flightsticks the movement area is square, as well as with my older Directinput Logitech gamepad (as opposed to the newer F310 gamepad). If I recall right, e.g. the PS2 gamepads have round analog movement areas, just like modern PC gamepads.

Isn't this an issue for older PC games? E.g. if you use only the left analog thumbstick for both steering and gas in a racing game (just like you would use a classic joystick), you can't both turn and accelerate at full power at the same time, because you can't reach the diagonal maximum with the stick?

I presume you can work around this in racing games by setting steering and gas to separate controls in the gamepad (e.g. separately left and right analog sticks), but how about all the space combat and flight combat games? Is it so that with such older PC games, you should really use a classic joystick/gamepad instead, with a square area of movement?

I sometimes thought a modern gamepad with dual analog sticks would be perfect for playing e.g. Descent games, but now I am unsure... This also occurred to me as many seem to be thinking of using their modern gamepads with these recent X-Wing/Tie Fighter games, and I presume the same applies to other such games in GOG, like Freespace 1-2 and Wing Commander 1-5.

EDIT: Here, I even made a fancy picture to illustrate the potential problem (see the attached picture).
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Post edited October 31, 2014 by timppu
This question / problem has been solved by Qbiximage
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timppu: I think someone mentioned this also in some X-Wing/Tie Fighter controller discussion (F4llout?):

I recall noticing earlier that when you check the analog calibration for a modern PC gamepad (e.g. Logitech F310, I presume it is the same also for e.g. XBox360 gamepad), you can't reach the diagonal extremes, as the movement area in the Control Panel calibration screen is square, while the actual movement area on modern analog gamepads is round. You reach the extremes only if you push the stick either directly up/down or to the sides, but not diagonally.

I also notice that with my old PC flightsticks the movement area is square, as well as with my older Directinput Logitech gamepad (as opposed to the newer F310 gamepad). If I recall right, e.g. the PS2 gamepads have round analog movement areas, just like modern PC gamepads.

Isn't this an issue for older PC games? E.g. if you use only the left analog thumbstick for both steering and gas in a racing game (just like you would use a classic joystick), you can't both turn and accelerate at full power at the same time, because you can't reach the diagonal maximum with the stick?

I presume you can work around this in racing games by setting steering and gas to separate controls in the gamepad (e.g. separately left and right analog sticks), but how about all the space combat and flight combat games? Is it so that with such older PC games, you should really use a classic joystick/gamepad instead, with a square area of movement?

I sometimes thought a modern gamepad with dual analog sticks would be perfect for playing e.g. Descent games, but now I am unsure... This also occurred to me as many seem to be thinking of using their modern gamepads with these recent X-Wing/Tie Fighter games, and I presume the same applies to other such games in GOG, like Freespace 1-2 and Wing Commander 1-5.

EDIT: Here, I even made a fancy picture to illustrate the potential problem (see the attached picture).
Yes you are correct.
Just imagine the behaviour when you calibrate your joysticks on topleft and bottom right..
The coordinates returned for left,right will then be larger than the calibration values.

I am messing with this in DOSBox at the moment in order to improve it. I am in fact looking for some testing help with non-xbox360 controllers.
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Qbix: Yes you are correct.
Just imagine the behaviour when you calibrate your joysticks on topleft and bottom right..
The coordinates returned for left,right will then be larger than the calibration values.

I am messing with this in DOSBox at the moment in order to improve it. I am in fact looking for some testing help with non-xbox360 controllers.
Ok then, I think I scrap the idea of trying to use the F310 gamepad also for all older PC joystick games. Too bad, because otherwise the dual-stick setup felt perfect for e.g. Sinistar Unleashed... Maybe I still have a functional older Logitech gamepad with square movement, and maybe I need to hold on to classic PC flightsticks.

You are working on some kind of improvement for DOSBox games, do you think similar is possible for Windows games?
Post edited October 31, 2014 by timppu
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Qbix: Yes you are correct.
Just imagine the behaviour when you calibrate your joysticks on topleft and bottom right..
The coordinates returned for left,right will then be larger than the calibration values.

I am messing with this in DOSBox at the moment in order to improve it. I am in fact looking for some testing help with non-xbox360 controllers.
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timppu: Ok then, I think I scrap the idea of trying to use the F310 gamepad also for all older PC joystick games. Too bad, because otherwise the dual-stick setup felt perfect for e.g. Sinistar Unleashed... Maybe I still have a functional older Logitech gamepad with square movement, and maybe I need to hold on to classic PC flightsticks.

You are working on some kind of improvement for DOSBox games, do you think similar is possible for Windows games?
Well, the implications depend on the (DOS) game in question, with how they handle the joystick.
I am merely focussing on providing as good as possible (DOS style) input to the games in the hopes that all games benefit.

It can be done for windows games as well (might in fact have been done). There are several joystick map/program programs out there. So you'd "only" have to adjust one to have the circle to square mapping in there as option. Of course, this assumes that the games in question use that specific input system that the mapping programs remaps.
Post edited October 31, 2014 by Qbix
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timppu: I think someone mentioned this also in some X-Wing/Tie Fighter controller discussion (F4llout?):
Yup, that was probably me. I keep mentioning it all the time ever since it occurred to me a few years ago. People keep recommending the Xbox 360 controller for everything while being perfectly oblivious to this problem which is potentially game breaking.
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timppu: I sometimes thought a modern gamepad with dual analog sticks would be perfect for playing e.g. Descent games, but now I am unsure...
My experience is that the hybrid pads that support both DirectInput and XInput reach maximum X+Y axis input when tilted diagonally in DirectInput mode. Also any other DirectInput devices with a round physical "spectrum" (don't know how to best call it) I've ever tried provided proper diagonal output. I guess either the firmware or drivers do some neat calculations.

Interestingly enough the problem was also addressed for DualShock 3 pads by MotionInJoy. That one provides an "extend" option that (surprise) extends the output accordingly at diagonal angles. I'm sure that also custom drivers for the Xbox 360 controller exist that do something similar but I can't check it out because I only have the wireless controllers which are unsupported by most (if not all) such tools and custom drivers.
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timppu: Ok then, I think I scrap the idea of trying to use the F310 gamepad also for all older PC joystick games.
Nope. As I said, all DirectInput devices with a circular "spectrum" I've ever tried extend the output accordingly. The last ones to screw this up are Logitech (even the cheapest sticks by no-name brands I ever tried did this properly). I haven't ever used the F310 myself but I'm pretty much certain that you do get maximum X+Y axis when you tilt the sticks diagonally.

Edit: The F310 IS a DirectInput pad, right? If that's the case you should have nothing to worry about and it should work properly out of the box, despite the physical round restrictions.
Post edited October 31, 2014 by F4LL0UT
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timppu: I think someone mentioned this also in some X-Wing/Tie Fighter controller discussion (F4llout?):
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F4LL0UT: Yup, that was probably me. I keep mentioning it all the time ever since it occurred to me a few years ago. People keep recommending the Xbox 360 controller for everything while being perfectly oblivious to this problem which is potentially game breaking.
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timppu: I sometimes thought a modern gamepad with dual analog sticks would be perfect for playing e.g. Descent games, but now I am unsure...
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F4LL0UT: My experience is that the hybrid pads that support both DirectInput and XInput reach maximum X+Y axis input when tilted diagonally in DirectInput mode. Also any other DirectInput devices with a round physical "spectrum" (don't know how to best call it) I've ever tried provided proper diagonal output. I guess either the firmware or drivers do some neat calculations.

Interestingly enough the problem was also addressed for DualShock 3 pads by MotionInJoy. That one provides an "extend" option that (surprise) extends the output accordingly at diagonal angles. I'm sure that also custom drivers for the Xbox 360 controller exist that do something similar but I can't check it out because I only have the wireless controllers which are unsupported by most (if not all) such tools and custom drivers.
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timppu: Ok then, I think I scrap the idea of trying to use the F310 gamepad also for all older PC joystick games.
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F4LL0UT: Nope. As I said, all DirectInput devices with a circular "spectrum" I've ever tried extend the output accordingly. The last ones to screw this up are Logitech (even the cheapest sticks by no-name brands I ever tried did this properly). I haven't ever used the F310 myself but I'm pretty much certain that you do get maximum X+Y axis when you tilt the sticks diagonally.

Edit: The F310 IS a DirectInput pad, right? If that's the case you should have nothing to worry about and it should work properly out of the box, despite the physical round restrictions.
F310 is a hybrid with a switch to select either XInput or DirectInput. Not sure if that would make a difference or not.
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F4LL0UT: Nope. As I said, all DirectInput devices with a circular "spectrum" I've ever tried extend the output accordingly. The last ones to screw this up are Logitech (even the cheapest sticks by no-name brands I ever tried did this properly). I haven't ever used the F310 myself but I'm pretty much certain that you do get maximum X+Y axis when you tilt the sticks diagonally.

Edit: The F310 IS a DirectInput pad, right? If that's the case you should have nothing to worry about and it should work properly out of the box, despite the physical round restrictions.
F310 has both DirectInput and XInput modes, selectable with the switch at the bottom. However, unlike my older DirectInput-only Logitech gamepad, it has a round analog "spectrum" (physically). My older Logitech gamepad had a square one I think; I recall thinking how odd it is that it has a square area while the real PS2 gamepad has a round one, but I didn't put more thought to that.

I think I tested the F310 in Control Panel and saw it also unable to reach the diagonal maximums, but now I am not 100% certain I tested it both in XInput and DirectInput modes. It would be great if it was able to reach the maximums in DirectInput-mode. I guess I'll check it later today.
Post edited October 31, 2014 by timppu
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EnforcerSunWoo: F310 is a hybrid with a switch to select either XInput or DirectInput. Not sure if that would make a difference or not.
It should. I remember some noname pad handling this properly, I don't see the slightest chance that Logitech would screw this up.
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timppu: It would be great if it was able to reach the maximums in DirectInput-mode. I guess I'll check it later today.
Cool, remember to report in here. I'm curious. :D
Post edited October 31, 2014 by F4LL0UT
Semi off topic: i have a somewhat modern logitech controller (looks like an xbox 360 controller) and I actually have that issues with some modern games too. Not in all games but in some when I try to run diagonally the character walksm I can easily get around this buy changing the camera and it is only an issue when i try to run in the exact middle spot between pressing the stick up and left or right. Does anybody know how to fix that?
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xxxIndyxxx: Semi off topic: i have a somewhat modern logitech controller (looks like an xbox 360 controller)
Which model exactly?
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xxxIndyxxx: Does anybody know how to fix that?
The problem you're describing is exactly what we're talking about (thus not at all off-topic) and what usually happens when you try to play an older game (designed for DirectInput) with an Xbox 360 style pad (using XInput).

Like was mentioned before in this thread, these modern Logitech gamepads allow you to switch between DirectInput and XInput. I haven't used one of those yet but from what I gather you just need to press the "mode" button before launching the game (so the lamp is on). This *should* make diagonal movement work properly.

Also it should make the triggers work properly as buttons.
Post edited October 31, 2014 by F4LL0UT
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xxxIndyxxx: Semi off topic: i have a somewhat modern logitech controller (looks like an xbox 360 controller)
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F4LL0UT: Which model exactly?
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xxxIndyxxx: Does anybody know how to fix that?
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F4LL0UT: The problem you're describing is exactly what we're talking about (thus not at all off-topic) and what usually happens when you try to play an older game (designed for DirectInput) with an Xbox 360 style pad (using XInput).

Like was mentioned before in this thread, these modern Logitech gamepads allow you to switch between DirectInput and XInput. I haven't used one of those yet but from what I gather you just need to press the "mode" button before launching the game (so the lamp is on). This *should* make diagonal movement work properly.

Also it should make the triggers work properly as buttons.
This sounds exactly the issue (sometimes indeed also issues with trigger), I'll check the model and if I can find a way to change these settings. There's no mode button on the controller I think...
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xxxIndyxxx: Semi off topic: i have a somewhat modern logitech controller (looks like an xbox 360 controller)
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F4LL0UT: Which model exactly?
Hmmm I can't find a setting for it. it's a logitech chillstream controller...
Post edited October 31, 2014 by xxxIndyxxx
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xxxIndyxxx: This sounds exactly the issue (sometimes indeed also issues with trigger), I'll check the model and if I can find a way to change these settings. There's no mode button on the controller I think...
Oh yeah, sounds like you may have the ChillStream, or rather a very specific revision of the ChillStream that doesn't have that button.

I just gathered from user reviews that this particular ChillStream (which happens to be the one most similar to the Xbox 360 controller) doesn't have that button and you will need some external software to make it work properly as a DirectInput device, just like in case of the original Xbox 360 controller.

Frankly I don't know which software may be of help here, though, because I myself have an old Rumblepad 2 lying around for such cases and never needed it.

Edit: Edit Ninja'd.
Post edited October 31, 2014 by F4LL0UT
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xxxIndyxxx: This sounds exactly the issue (sometimes indeed also issues with trigger), I'll check the model and if I can find a way to change these settings. There's no mode button on the controller I think...
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F4LL0UT: Oh yeah, sounds like you may have the ChillStream, or rather a very specific revision of the ChillStream that doesn't have that button.

I just gathered from user reviews that this particular ChillStream (which happens to be the one most similar to the Xbox 360 controller) doesn't have that button and you will need some external software to make it work properly as a DirectInput device, just like in case of the original Xbox 360 controller.

Frankly I don't know which software may be of help here, though, because I myself have an old Rumblepad 2 lying around for such cases and never needed it.

Edit: Edit Ninja'd.
yup that's the one...
Couldn't you just unscrew your gamepad to remove the plastic plate, and then have access to the full movement range? The circular design was intended for consoles where the gamepad does not need to be calibrated. My Logitech 3D Extreme Pro flightstick (yes, that's the actual name), which is clearly intended for PC games has a square movement range.

I have a Logitech F310 gamepad myself and I take it apart routinely for cleaning, it's really dead simple, you can't break anything. I haven't tried it myself, but if all you want to do is calibrate the gamepad it should be enough to open it, calibrate things and then re-assemble it again.

Another idea, and this works only on the F310, is to press the "mode" button, it will swap the left analogue stick and the D-pad. Pressing diagonally on the D-pad is like pushing both axes to the maximum. You can calibrate using the D-pad and then press "mode" again to use the stick.
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timppu: It would be great if it was able to reach the maximums in DirectInput-mode. I guess I'll check it later today.
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F4LL0UT: Cool, remember to report in here. I'm curious. :D
Unfortunately, at least my F310 doesn't seem to reach the extremes diagonally, in either XInput or DirectInput mode. In Windows 7, I run "joy.cpl" (in DirectInput mode F310 is recognized as "Logitech Dual Action", while in XInput mode it is recognized as "Gamepad F310"). Well, at first it did reach one of the corners, but if I rotated the stick a few times, apparently only then it properly calibrated itself, after which the corners were not reachable anymore.

I checked the same movement also with my MS Sidewinder Precision 2 flightstick, and it reaches the diagonal extremes (but then its physical area of movement is square, not round).

One caveat though: I haven't installed any separate drivers for F310, I've always used it just plug'n'play. Maybe I'll still check Logitech pages if there are some F310 drivers or utilities for it that may change this behavior. But at least out of the box, my F310 can't reach the diagonal extremes.

Too bad... Oh well, I guess I should use my flightsticks with older PC games then, and maybe try to find my old DirectInput gamepad, which I think had square movement (so I presume it reaches the extremes similarly as my Precision 2 flightstick).

BTW, do you recall which gamepads with round area reached the corners fine?
Post edited October 31, 2014 by timppu