Crazy RADAR Curser
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Are you talking about the AG radar ?
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Radar cursor in FCR I have that Problem, runs endless, only with keys to stop
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Works just fine as a pair of directX axes…
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Ditto, I use the thumbstick on my CH Products Pro Throttle and the radar cursor moves as expected.
It’s a little sensitive but that’s down to my poor calibration. -
Have You set deadzone to max?
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I have tried dead zone clear to -26.
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Either assign it to directx axes, or change the keypresses so that it doesnt use a modifier key (shift, ctrl, alt). No worries then.
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How is everyone working around the crazy cursor situation? Kolbe posted a workaround but I can’t make heads nor tails of what he says to do. So I was wondering how you guys are getting around the issue.
My solution was to make the microstick a banded control, and resassign the cursor commands to single, not combination, commands
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Best advice is to use analog axis mappings for the HOTAS left thumb cursor control if you possibly can. There are a couple of reasons to avoid using keystrokes:
- Moving the cursor is a press-and-hold operation to effect a slew and if you map keys to the cursor cardinal directions that include modifiers (SHF/ALT/CTL) you are practically begging for unintended side effects and/or stuck key issues; and
- Only one cardinal direction input at a time can be seen by the game if you use key mappings. That means that even if you move the physical control diagonal up and left, the game will only see one of up or left at a time meaning you have to zig-zag the cursor across the MFD surface in effect. Analog mappings do not have this issue and as a result you get finer grain movement of the cursor that is far more intuitive to control (use it once and you likely will never go back to using keys ;)).
Now the limp noodle junk analog pot that Thrustmaster put in for the cursor control on its HOTAS products (for one example that I know, other brands may differ in this regard) is notorious for “droop”. That is to say the springs don’t precisely re-center the control every time you release it to an extent that Windows can detect apparent difference in position for what you intuitively think of as centered (hey, I let it go, it returns to center, right?? Well, no, actually not so much). As a result, it is often advisable to set a larger than default dead zone in the set up UI page for these axes. I myself use the LARGEST deadzone size with the Cougar I use on my build/test machine because that’s the only way the cursor will sit still reliably on that machine. Now I have a MILSPEC grip with the yummy Mason Electric cursor transducer in the sim rig…that feels so much nicer that the Cougar thing and it centers mechanically super-precisely, well beyond Windows’ resolution detection capability. Of course the price of that one transducer would buy you quite a few sets of consumer flight sim controllers so you can’re really fault TM for not replicating that…
Note that all of the above is shorthand for: there aren’t known bugs against the cursor control code in the game. If you have issues, it’s likely your controller programming or the state of your physical controller and how that interacts with Windows DirectInput.
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You can set up most if not all HOTAS’ to use their ministick as an analogue axis, too. Just takes more effort for some.