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Worked fine yesterday but now won't let me use the joystick or throttle. #329

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JMTyndall opened this issue Mar 8, 2023 · 7 comments
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needs more info More information is needed from the issue's creator to resolve

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@JMTyndall
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The throttle axis moves buit nothing happens and the joystick doesn't work(this also applies to any controls that require me to hold the joystick or throttle).

@dantman
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dantman commented Mar 8, 2023

If there are no errors in the desktop view I recommend opening up vJoy Monitor and checking to see if it is receiving those axis changes.

@dantman dantman added the needs more info More information is needed from the issue's creator to resolve label Mar 8, 2023
@JMTyndall
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Sorry for slow response.
Elite VR cockpit isn't showing any inputs but it is saying it is connected to VJoy

@dantman
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dantman commented Mar 10, 2023

So the "vJoy Monitor" program doesn't show any changes to axis when you use the joystick?

@emptyhead
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Sorry to hi-jack the thread. I have the same issue - joystick and throttle controls don't appear to work in-game. vJoy Monitor is receiving the inputs on the axes.

First time hearing of and attempting to use this excellent project so unlike the OP the controls have never worked for me.

I'm using Oculus Rift S and the Epic version of the game. Navigating menus (eg, options, setting controls, etc) all work fine.

Let me know if I should start a separate bug report. Thanks. amazing work by the way

@dantman
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dantman commented Jun 8, 2023

Navigating menus (eg, options, setting controls, etc) all work fine.

These are done by faking keyboard input. While joysticks act as a virtual controller hardware using vJoy. So the EVRC overlay interactions are working. But there is something wrong in the path from EVRC -> vJoy -> Elite Dangerous.

First time hearing of and attempting to use this excellent project so unlike the OP the controls have never worked for me.
Let me know if I should start a separate bug report. Thanks. amazing work by the way

Things not working for someone from just setting up is probably a different issue than things working then not working. Unless the issue is that things recently completely broke for everyone. I haven't played recently enough to know.

I'm using Oculus Rift S and the Epic version of the game.

Oculus and maybe Epic have been recurring issues. If you search you might actually find an issue from someone using Oculus/Epic that had the same issue.

@emptyhead
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These are done by faking keyboard input. While joysticks act as a virtual controller hardware using vJoy. So the EVRC overlay interactions are working. But there is something wrong in the path from EVRC -> vJoy -> Elite Dangerous.

Ok. I'm going to do a pull on the code and see if there's anything I can see. Not that I have much hope as my skills are limited, but I'll be able to output some stuff to console at different parts and maybe see something. The movement on the correct axis are being picked up in the vJoy monitor but then it's somehow just not being picked up in ED. I'm sure I saw you mention what version of Unity you used for this in one of the other bug reports on here so I'll check again.

Oculus and maybe Epic have been recurring issues. If you search you might actually find an issue from someone using Oculus/Epic that had the same issue.

Yea, I realise that these two things separately already require workarounds so both together are likely to give problems. I'll have another look, thanks.

@emptyhead
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emptyhead commented Jun 10, 2023

Struggling to get the project running through Unity, I'll look in detail at this later.

In the meantime I discovered that if I use the vJoy feeder to input the axes when defining controls in ED, instead of using the helper menus in the VR Overlay, it works correctly in-game. What's strange about this is that I can see on the vJoy monitor that they are all manipulating the same (correct) axes.

EDIT:
It seems that the default controller settings that are populated after selecting 'Generic Joystick' are using DeviceIndex="0" in the .bind file. So even though it will look correct in-game (eg. Pitch Axis = Joy Y-axis) it's not actually assigned correctly and should be re-bound using the helper overlay. It's possible I didn't actually re-bind the axes in-game using the helper overlay.

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