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Thrustmaster T.Flight HOTAS X controller not working as expected #53334

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AgentSmith0 opened this issue Oct 2, 2021 · 7 comments
Closed

Thrustmaster T.Flight HOTAS X controller not working as expected #53334

AgentSmith0 opened this issue Oct 2, 2021 · 7 comments

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@AgentSmith0
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Godot version

3.3.4

System information

Linux, GLES3

Issue description

It looks like the Thrustmaster T.Flight HOTAS X controller (https://support.thrustmaster.com/en/product/tflighthotasx-en/) mapping is incorrect / does not exist. Maybe there is a way to add the correct mapping to the godotcontrollerdb.txt file? I could help with that.

Steps to reproduce

N/A

Minimal reproduction project

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@AgentSmith0
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Here are the mapping strings for the Thrustmaster T.Flight HOTAS X controller:

Linux: 030000004f04000008b1000000010000,Thrustmaster T.Flight Hotas X,platform:Linux,a:b7,b:b6,x:b5,y:b4,back:b10,start:b11,leftstick:+a0,rightstick:a2~,leftshoulder:b2,rightshoulder:b3,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,-leftx:-a0,lefty:a1,rightx:a4,lefttrigger:b1,righttrigger:b0,

Windows: 030000004f04000008b1000000010000,Thrustmaster T.Flight Hotas X,platform:Windows,a:b7,b:b6,x:b5,y:b4,back:b10,start:b11,leftstick:+a0,rightstick:a2~,leftshoulder:b2,rightshoulder:b3,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,-leftx:-a0,lefty:a1,rightx:a4,lefttrigger:b1,righttrigger:b0,

Here is my issue and PR at https://github.com/gabomdq/SDL_GameControllerDB: mdqinc/SDL_GameControllerDB#507, mdqinc/SDL_GameControllerDB#508

@AgentSmith0
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Still present in Godot 3.4. Is there anything I can do about this issue?

@Calinou
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Calinou commented Nov 6, 2021

Still present in Godot 3.4. Is there anything I can do about this issue?

The game controller database PR wasn't merged: mdqinc/SDL_GameControllerDB#508

I'm not sure how we're supposed to handle this. I suppose a similar issue will also occur with steering wheels, but I have neither a steering wheel nor an HOTAS to confirm this.

@AgentSmith0
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I was able to solve this problem by calling Input.set_use_accumulated_input(true). It now detects the input correctly and I can use the InputMap to correctly assign the axes.

@Calinou
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Calinou commented Nov 20, 2021

I was able to solve this problem by calling Input.set_use_accumulated_input(true). It now detects the input correctly and I can use the InputMap to correctly assign the axes.

See #55037.

@akien-mga
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I was able to solve this problem by calling Input.set_use_accumulated_input(true). It now detects the input correctly and I can use the InputMap to correctly assign the axes.

I'm a bit surprised by this because this issue was reported against 3.3.4 initially, which defaults to input accumulation enabled.

Then it did regression in 3.4 (from 3.4 beta 4 onward) where input accumulation was disabled by default. If enabling it manually solves your issue, I would expect that 3.3.4 should have worked fine.

Do you still have the issue on 3.3.4 with and without Input.set_use_accumulated_input(true)?

@AgentSmith0
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Everything works as expected now in Godot 3.5, thank you!

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