![]() The way they have the analog stick working in game is the problem. I literally have one to one plunger to analog stick via x360ce working PERFECTLY outside of the game. I consider Pinscape in its many incarnations with or without gamepad emulation to be the standard and they should support it. Zen should be embarrassed that people are having to resort to Rube Goldberg style mice on a leash to get a working plunger in FX3. I've seen the mouse plunger setup and if I understand your post correctly that's what you're currently using.Īnd while I definitely appreciate the advice and you taking the time to write it I won't be doing that. I would have used this simple mouse option. If I had not already worked hard on potentiometer & Pinscape controller setup which included nudge. My setup just simple potentiometer connected to real plunger using printed part from this forum topic on "Simple Mouse Plunger": But sometimes need recalibration in Pinscape for deadzone. Output showing on X360ce as Right analog stick fully back. I have my plunger working fine with FX3, TPA & Wicked. Opprinnelig skrevet av No_CLU:Payback time Yamfinger for the nudge tip Considering that you take three or more skill shots a game it's as important to me as accurate flipper physics when I comes to suspending my disbelief that I'm playing a simulation. I'd seriously love to crown Zen Studios as the peak virtual pinball creator despite the controversy over art censorship etc but this plunger stuff is really amateur hour. Just give us the option to turn off the internally imposed deadzone on a Xbox controller's analog stick and I imagine it would work perfectly!Īnd if they don't have a Pinscape controller to test with it probably costs all of $50 to build one! I imagine the code involved hasn't been touched in ages but they could probably still fix it in a day. I'll be screaming bloody murder about this until they fix it. This is a common practice with new accounts so I'm not entirely ready to cry conspiracy but I've never had a legitimate post wait this long to go live and this isn't my first internet rodeo. I created an account on their official forums to discuss this and so far everything is blocked behind mod approval. Zen is actually starting to get on my #$&+ list about this. It may be easy for me to say this as I already have a code but I'd gladly pay a small fee for a cabinet code if it meant you guys would take cabinet mode more seriously! Which is a shame considering some of the cool skill shots you've designed. This defeats the whole purpose of a physical plunger and I end up just using a button. Pull plunger out about 1-2 inches before in game plunger moves at all.travel is then apparently linear and maxes out in game when the physical plunger does. Without the ability to toggle or calibrate this IN GAME we are pretty much dead in the water. This probably makes sense as a 360 analog stick might otherwise appear too finicky but we need to turn this 'feature' off for plunger use. But within FX3 you apparently apply a deadzone that doesn't allow for one for one physical/virtual plunger movement. The controller emulator (in most cases x360ce) sees them properly. I tried posting this in their official forums but almost 24 hours later and the mods haven't approved it (my account there is new).Ĭould you fix Pinscape plunger support via 360 controller emulators on a PC? Cabinet owners have been asking for this for well over a year now.
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