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Apologies if this has been asked before, but is there any way to configure or map controls to get twin stick style controls, either with an XBox controller or otherwise?
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I think that's only in the N64 version.
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bladeforge: Apologies if this has been asked before, but is there any way to configure or map controls to get twin stick style controls, either with an XBox controller or otherwise?
What do you mean by "twin stick style"?
Post edited May 05, 2018 by Tairetsu
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bladeforge: Apologies if this has been asked before, but is there any way to configure or map controls to get twin stick style controls, either with an XBox controller or otherwise?
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Tairetsu: What do you mean by "twin stick style"?
The N64 version of the game allowed you to plug a controller into port 1 and 3 (for player 1) and port 2 and 4 (for player 2). This would then let you use the stick on each controller to control each engine's thrust. I believe dustyjo is correct in that it was a feature only found on the N64 version, though I'd love to find out otherwise (maybe modding?)....
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Tairetsu: What do you mean by "twin stick style"?
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BebopFox: The N64 version of the game allowed you to plug a controller into port 1 and 3 (for player 1) and port 2 and 4 (for player 2). This would then let you use the stick on each controller to control each engine's thrust. I believe dustyjo is correct in that it was a feature only found on the N64 version, though I'd love to find out otherwise (maybe modding?)....
Oh, I tough he was talking about that, but I wasn't sure since I never owned an N64.

I was a bit dissapointed to find out that it didn't had it here tho, because I bought the sequel on the PS3 the other day and I was having a lot of fun playing like that, and I figure maybe this version had it too and I never realized as a kid. I think modding would be hard seeing how long it even took to get this game to get to run on modern computers, but it may be possible. Did the Dreamcast port had that feature?

Either way, you could always emulate the N64 version or get the sequel on PS2, 3 or 4 if you need that kind of gameplay (and I realize it's a sub-optimal solution, but it's the only one for now).
Alternatively, you could maybe use a third party program to map fowards to both analogs, break to both analogs back, and turn to one fowards and one back. I'm not sure of what program would work well for this porpuse tho.

It would probably also be a bit odd, but it might work and it might not even be necesary to wait for a mod.
Post edited May 05, 2018 by Tairetsu
Growing up on this game I always wanted controls like the arcade version, now I'm making my own! Initial tests are very positive.
Agh, I was just about to come in here and ask the same thing. I adore the arcade version of Star Wars Racer, so being able to play the PC version in a similar way with two joysticks would have been perfect. I was genuinely surprised by how well the GOG version supports Xinput controllers though, so I'll manage with that for the time being.
Here's hoping NobleBrutus comes up with something soon!
I have a solution for most of it but the challenge is trying to get something that will incorporate roll and nose axes intuitively.

I used my design prototype to beat the first two tournament levels and the twin sticks are very satisfying. I've ordered in some components to make a more polished version reminiscent of the arcade design. The current one is wires and sellotape.
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NobleBrutus: I have a solution for most of it but the challenge is trying to get something that will incorporate roll and nose axes intuitively.

I used my design prototype to beat the first two tournament levels and the twin sticks are very satisfying. I've ordered in some components to make a more polished version reminiscent of the arcade design. The current one is wires and sellotape.
Can you tell us how you set up the software so we might be able to try it with our own controllers?
It's mostly hardware, using a micro-controller to show up as a standard game controller.

I'm translating my two linear axes into a combination of the X (turning) , Y (nose) and Z (throttle) axes on the micro-controller. Such that the throttle is calculated as the average displacement of the axes, the X calculated by a scaled difference and Y I currently use for the nose and have set it up to point the nose down (charge the boost) when the throttle is above a certain threshold.

Then I have a few buttons and switches for repair, boost etc.