Trouble with gamepads is that the sticks are so short that the deflection at the thumb is very small. Risers are cheap and help a bit.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#include <iostream>
#include <windows.h>
using namespace std;
int main()
{
cout << "Hello world!" << endl;
// Open serial port
HANDLE hComm;
hComm = CreateFile("\\\\.\\COM9", GENERIC_READ | GENERIC_WRITE, 0, 0, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, 0);
if (hComm == INVALID_HANDLE_VALUE) {
printf_s("\nSerial port failed\n");
cout << "Fail" << endl;
}
else {
printf_s("\nSerial port successful\n");
cout << "Port open" << endl;
}
DCB dcbSerialParams = { 0 }; // Initializing DCB structure
dcbSerialParams.DCBlength = sizeof(dcbSerialParams);
//Status = GetCommState(hComm, &dcbSerialParams);
dcbSerialParams.BaudRate = CBR_9600; // Setting BaudRate = 9600
dcbSerialParams.ByteSize = 8; // Setting ByteSize = 8
dcbSerialParams.StopBits = ONESTOPBIT; // Setting StopBits = 1
dcbSerialParams.Parity = NOPARITY; // Setting Parity = None
//Status = SetCommState(hComm, &dcbSerialParams);
COMMTIMEOUTS timeouts = { 0 };
timeouts.ReadIntervalTimeout = 50; // in milliseconds
timeouts.ReadTotalTimeoutConstant = 50; // in milliseconds
timeouts.ReadTotalTimeoutMultiplier = 10; // in milliseconds
timeouts.WriteTotalTimeoutConstant = 50; // in milliseconds
timeouts.WriteTotalTimeoutMultiplier = 10; // in milliseconds
CloseHandle(hComm);
return 0;
}
Quote from: PiBoSo on August 09, 2020, 11:23:15 PMQuote from: Vini on July 19, 2020, 12:56:24 PMPlease just release a quick VR hotfix before looking into new features like that.
Unfortunately it's not so easy.
So far investigation on the virtual rider changes has been inconclusive, with no difference between the Beta18b and Beta18c behaviour.
Maybe an intermediate ( bugged ) version of the code has been released by mistake?