Is There Any Chance Xbox Controller Triggers Could Be Recognised As Axes As Well As Buttons?

By default, the triggers are configured as buttons for left and right yaw.
However, the SRV uses the triggers as Accelerate and Decelerate _axes_.
Is there any chance that the Options->Controls menus could be modified to allow triggers to also be recognised as axes for yaw?

Pretty please FDev? with sugar on?
 
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By default, the triggers are configured as buttons for left and right yaw.
However, the SRV uses the triggers as Accelerate and Decelerate _axes_.
Is there any chance that the Options->Controls menus could be modified to allow triggers to also be recognised as axes for yaw?

Pretty please FDev? with sugar on?
AFAIK this is already possible, take another look at the controls menu.
 
Bindings are a bit weird that way. IIRC for some controls, it's not possible to really use XInput trigger axes for a "split throttle" with one trigger doing reverse and the other forward. That's something I'd really really like for the camera.
 
AFAIK this is already possible, take another look at the controls menu.

No matter how hard I look at the controls menu, the option to use the triggers as axes for yaw don't appear.
Should I be crossing my fingers too, or wishing on a star, or maybe thinking _really_ happy thoughts :)

Actually, it _is_ possible to achieve this, but you have to use vJoy and UCR to remap the trigger input to a virtual joystick and then manually configure yaw to the virtual axis by editing the bindings file.
It's a pain to setup and maintain, especially as ED and vJoy don't appear to "play nice" together in some instances (See Here)
 
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No matter how hard I look at the controls menu, the option to use the triggers as axes for yaw don't appear.
Should I be crossing my fingers too, or wishing on a star, or maybe thinking _really_ happy thoughts :)

Actually, it _is_ possible to achieve this, but you have to use vJoy and UCR to remap the trigger input to a virtual joystick and then manually configure yaw to the virtual axis by editing the bindings file.
It's a pain to setup and maintain, especially as ED and vJoy don't appear to "play nice" together in some instances (See Here)

Just checked it and you are right, it doesn't really work. You can set the triggers as yaw axis, however you'll only be able to yaw into one direction because the game recognises both triggers as individual axis.
 
That's perfectly normal behaviour. The poster didn't configure vJoy correctly.

Hi the100thmonkey, can you share how vJoy might have been misconfigured there, I was the OP and it baffled me for ages (and probably still is :))
Should it be possible for vJoy / EyeX / XBoxOne Controller to all play nice as far as ED is concerned (without having to uninstall/reinstall the XBoxOne controller, each time the vJoy config is amended)?
 
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Just checked it and you are right, it doesn't really work. You can set the triggers as yaw axis, however you'll only be able to yaw into one direction because the game recognises both triggers as individual axis.

Yup - When assigned to yaw, ED seems to be interpreting the triggers as two distinct axes, rather than two halves of a single axis - which is what it looks like they actually are from looking at joy.cpl
In UCR I can do a direct Axis to Axis mapping i.e. XBox Z-Axis to Jovstick Z-Axis, and when yaw is configured to the virtual joystick axis, the input works as anticipated in ED, i.e. left trigger yaw left and right trigger yaw right. So ED isn't "interpreting" the actual control when its a joystick axis, like it does when it knows its the Xbox triggers.

What I'm hoping is that FDev might consider adding Yaw-Left-Axis and Yaw-Right-Axis options to the controls menu, similar to the SRV Accelerate-Axis and Decelerate-Axis.
Or, even better, just treat the two triggers as a single axis when assigned to a control axis.
 
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Just checked it and you are right, it doesn't really work. You can set the triggers as yaw axis, however you'll only be able to yaw into one direction because the game recognises both triggers as individual axis.

Well how would you map 2 axes of movement to 1 trigger anyway? Each trigger is a separate hall effect sensor, so I can't think of a way around that. I assumed the sought after benefit was to be able to control how fast you Yaw at the end of the day (which I don't care about since nothing yaws fast anyway).

I'd be interested in turning my triggers into a split throttle IF they could be utilized as a range and not just a button press though (like they would work in a racing game for example). Is this possible with vJoy?
 
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In UCR I can do a direct Axis to Axis mapping i.e. XBox Z-Axis to Jovstick Z-Axis, and when yaw is configured to the virtual joystick axis, the input works as anticipated in ED, i.e. left trigger yaw left and right trigger yaw right

Actually - I've found out that I CAN'T use vJoy and UCR with the Xbox One controller after all.
After hours of trial and error - error is the end result.
Whichever way I've tried to make it work, the XBox one controller just will just not map to a vJoy device (neither using the vJoy Device Driver nor the SCPVBus device)
I also tried rolling back the XBox drivers to an earlier version, but this still didn't work, and also doesn't support the chatpad.

So unless someone already had this working and can give me some tips, it looks like I'll have to wait to see whether FDev will allow the triggers to be used as analogue yaw controls.

It's been very frustrating because, vJoy/UCR just works with an Xbox 360 controller.
 
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Well how would you map 2 axes of movement to 1 trigger anyway? Each trigger is a separate hall effect sensor, so I can't think of a way around that. I assumed the sought after benefit was to be able to control how fast you Yaw at the end of the day (which I don't care about since nothing yaws fast anyway).

I'd be interested in turning my triggers into a split throttle IF they could be utilized as a range and not just a button press though (like they would work in a racing game for example). Is this possible with vJoy?

If you look at joy.cpl, and fiddle with your triggers, you'll see that both triggers are attached to the Z axis.
Effectively one trigger's input value is the inverse of the other and the Z axis reflects the sum of those two inputs, so if both triggers are all the way out, or all the way in, the pointer stays in the middle.

By default, the SRV is configured with the triggers as a split throttle, so _All_ I'm asking for really is to duplicate that functionality on the yaw axis :)
 
If you look at joy.cpl, and fiddle with your triggers, you'll see that both triggers are attached to the Z axis.
Effectively one trigger's input value is the inverse of the other and the Z axis reflects the sum of those two inputs, so if both triggers are all the way out, or all the way in, the pointer stays in the middle.

By default, the SRV is configured with the triggers as a split throttle, so _All_ I'm asking for really is to duplicate that functionality on the yaw axis :)

But why? I mean, I guess my question is what's the benefit VS having them set as digital buttons? Personally I use an elite controller, so I mapped left and right yaw to X and B, then mapped those to paddles on the back, so that's how I yaw. That said, I know I can set left yaw to left trigger and right yaw to right trigger as digital buttons without any outside config app so I just don't understand why it matters if it is read as an axes or not....
 

Personal preference, I guess.
I mostly use yaw to fine tune approaches, and digital yaw doesn't really work for me.

I have X52Pro HOTAS for desktop use, so I'm geared for finely tuned control inputs.

But I find myself more and more away from the desktop, and a controller is so much easier to to travel with.
I still find I want fine control, and the controller axes are ok, except for no analogue yaw :)
 
Personal preference, I guess.
I mostly use yaw to fine tune approaches, and digital yaw doesn't really work for me.

I have X52Pro HOTAS for desktop use, so I'm geared for finely tuned control inputs.

But I find myself more and more away from the desktop, and a controller is so much easier to to travel with.
I still find I want fine control, and the controller axes are ok, except for no analogue yaw :)

Ok I guess, but even my 600+ m/s Courier doesn't yaw fast enough for me to overshoot, nor does any ship in my experience have Yaw Drift (since yaw thrust is always weakest), believe me I use Yaw constantly now that I have it mapped to paddles and don't have to sacrifice any axes of movement, but digital button press has 100% effective and functional for me using it for approaches, combat, and every other thing. I'd consider any more time or brain power spent complicating it/sorting out axis mapping to be a waste since it already works. I hope someone else it able to help shed some light on what you want it to do specifically because I don't know what "isn't working for you" with digital yaw.
 
I hope someone else it able to help shed some light on what you want it to do specifically

It's great that the Elite paddles are working well for you ;)

And I have found a solution to my issue too :)

Rather than trying to using vJoy with Universal Control Remapper, I've switched to Joystick Gremlin
This tool also allows you to merge the input from the two triggers into a single axis and map it to a vJoy joystick axis.
However, Joystick Gremlin keeps the mapping active when the focus is on ED, which UCR didn't seem to be able to do when using the XBox One controller.

Job Done - off into the black now :)
 
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