Quote from: Vini on July 11, 2022, 04:42:09 PMDoesn't make sense. And rider lean going to opposite direction of lean happens plenty irl. To a small degree on basically every corner exit and also in braking zones with a kink
Small degree, exactly. And that is what im talking about.
The thumbstick is inherently a relative bad device, at least for this purpose, which is why even car games assist with steering. Console ego shooter players basically make patterns with them rather than being precise (at least not with both of them at the same time since we cant actually multi task contrary to popular believe), which is also why i think controlling lean with the other stick is futile as well.
Anyway maybe my idea isnt quite clear. Just setting sensitivity in a "strange way" isnt addressing the issue of subject matter which is 2 entities working together. It might work for car games, but simulating bikes is obviously much more complex. Im not sure to what extend this open tracker works, but unless it can listen to in-game events, im not sure how this would help
Think of it as toggled asymmetric sensitivity. When right lean is toggled (gamepad pleb user cornering mode, if you wanna call it that), 100% of the left range is as effective as maybe 10% (user configurable), and vice versa. This would allow to make those small degrees of adjustment for line correction etc. Its never going to be perfect, but i think this could help.
And In the same sense, i'd like the sensitivity on the straight to be less. Dont know how difficult its is to implement, but a curve editor to create a sensitivity like this would probably be great
https://cubic-bezier.com/#.03,.5,.99,-0.11
This way, around the center its rather smooth or slow with a strong output at the last 10% or so.
@piboso, linearity 0% and and gain 100%
PS: another option might be thumbstick speed sensitivity. basically moving the stick fast (for straight line mode) results in violent output and slow input in small movement. Like mouse cursor acceleration