Xbox Controller Pc Calibration

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Antonio Brittenham

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Aug 5, 2024, 11:45:50 AM8/5/24
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Therecalibration tool can be accessed through the Xbox accessories app. On Xbox consoles, this can be found by pressing the Xbox button on the controller > Profile & System > Settings, Devices, and Connections > Controllers and Headsets. For PC users, the Xbox accessories app can be downloaded from Microsoft.

In addition to the recalibration tool, the February update included improved filtering and sorting for games and apps, and touchscreen controls for Xbox remote play. Microsoft recently announced that the entire Xbox catalog will be available for cloud play this year, and the new control options will support that.


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Hi, can someone link me to a help file or explain how to use the thrust calibration? I'm using a standard Xbox controller on Xbox series X. I foolishly clicked a couple of buttons on it now it's all messed up.


Hi, Same here. I also got the TCA Captain Pack X and it's a nightmare trying to get it to work. It jumps from Reverse Thrust straight upto TOGA nothing in between. I have pressed the reset calibration which does not change anything. I then went onto my XB controller and again nothing.


I'm having a similar issue but on PC. When I set the physical control to idle, it goes to max reverse in the sim. It doesn't seem to be able to properly hand reverse thrust, even when "Reverse on Axis" is set to yes. For the time being I just have it set to no, even though it does have reverse on axis, and will just use the Idle, Climb, FLX/MCT and TOGA positions and ignore the reverse thrust until this is fixed.


I have the same problem. Unfortunately, it is not possible to adjust the calibration with the thrust levers. Even if I don't use my HCBravo, i.e. only move the thrust levers with the mouse, it doesn't work. Now everything is so misaligned that I can no longer fly the A320 at all. How can I reset these settings? Deleting the calibration does not work for me.


Ok so I think I've kinda figured it out for Xbox users. Firstly, make sure the 'reverse on x axis' is set to 'no'. Then click on Begin Calibration. That button will then change its name to indicate what thrust you are setting. Now my mistake was to go messing around with the cockpit trust levers, setting them to the position they should be at for the thrust setting you're configuring, and then trying to save that as part of the calibration. But you need to do everything on the EFB, don't muck around with the cockpit levers at all! What you need to do is for each specific speed setting your currently calibrating is to click out of the EFB, point the cursor to a blank space (so that you are not going to click on any other interactive item by mistake) so that you can then use A & B to move the green bars up and down on the EFB (as if you were increasing and decreasing throttle as you would normally do) to the % you THINK that thrust you're configuring should be active at.




So when setting TOGA, for example, you would press A until the green bar goes all the way to the top, then click on the 'set TOGA thrust' button below. Then click on the button that originally said 'begin calibration' to move to the next thrust setting.


So there is some guesswork involved for Xbox controllers in choosing reasonable %'s because folks who have actual throttle controllers can easily just place them in the correct position. We just have A & B to press!


The calibration is done 100% on the EFB itself, using either the actual throttle axis on your hardware, or via buttons if you're using a controller. This controls the green bar. The "SET XXX" buttons on the EFB define the detent position.




The green vertical bars indicate the current position of the axis (0 to 100%).

The white horizontal bars with IDLE, CLB, FLX/MCT, TOGA written on them show the currently configured position of that detent on the throttle lever.


I need some help to figure out the weird message I get into the Joy calibration window; even if I calibrated the joy and double checked all the assigned axes and key, I still get the message in the screenshot below: "Multiple axes assigned to pitch, roll, yaw".


Honestly sounds weird for me having this error message...I keep both Gladiator and XBox controller always plugged in and with other Sims I have no issue at all...since of course I cannot use both at the same time ( Ithink)...MSFS 2020, DCS or other sims give no error messages about that.....


The issue you all have described is precisely the one I've discovered in the process of trying to figure out why XPlane won't recognize pitch /roll/yaw input from my CH flight sim yoke (all other buttons and switches work fine and are fully assignable. Plus, I know the three axes are working as I can observe the inputs in the calibration routine).


I'm inclined to agree with Dan's assessment, that it's a default of some kind. Because, in my case, I have no XBox 360 controller plugged in, nor do I have any additional hdwe plugged in besides a mouse and 2nd monitor (both of which I've run the pgm without - just to be sure). And yet, there's the XBox 360 controller, in every hdwe profile, right alongside the flight yoke and pedals.


The question for me is, how do I get rid of it? The (nonexistent) XBox controller seems to be taking priority over the (extant) CH flight sim yoke and pedals that are plugged in. Either that, or the conflict renders these axes null. I've tried everything I can think of to get rid of the XBox 360 profile (there's no "delete" option in setup), including wiping my preferences folder, selecting "ignore" on all axes for the XBox controller, and deleting the Xbox 360 file from the joystick config folder. Nothing has worked - it stubbornly remains, leaving me no way to control the airplane (I actually made a successful departure from SeaTac and a 1 hr. flight using nothing but throttle, pitch & elevator trim, but that's not a fun way to fly, and I stalled on landing by deploying flaps).


I can only think it's a glitch, or perhaps I was queried at some point during installation and given a list of controllers to choose from? I don't recall this, but that doesn't mean it didn't happen. And it seems rather coincidental that XBox 360 is the culprit in every case. Not sure why I would have chosen that one, anyway, unless it was first on the list - I've never owned an XBox of any kind.


Thanks - I tried that, along with a whole bunch of other things. The XBox 360 controller remains stubbornly omnipresent in every user profile, even though this computer has never had one plugged into it.


However, I am very happy to report that I finally figured out how to disable it... At the top right of each joystick section on the configuration screen is a slider marked "Axis / Hat". I'm a little chagrined that I never noticed them before, but once I slid that little hummer over to "Hat" (apparently assigning the joystick impulses as hat controls rather than axis controls) my flight yoke suddenly worked!


The file contains the diagnostic information that could help answer your question. I can only venture a guess without it and I'll guess that you may have installed X-Plane under a system-owned location or in a folder hierarchy where you may be lacking permissions to save the files in which the calibration information would be saved.


I've been searching extensively for a way to change the sensitivity of my gamepads in Windows.In most games the joystick sensitivity is too high, so unless I very carefully and gently press the joystick, it's always sending a maxed output so my characters will always move at full speed.


Next thing I thought of was to go within the calibration file and manually change values to reduce sensitivity, but all I could find was this reference document in which I tried to see if I could access and change the registry values associated with the calibration, but I can't even find the "GameInput" folder within my registry.


Consider using an emulation software (x360, DS4Windows, etc) which causes your input commands to go through an easy to configure software layer. Such software tend to allow tweaking of sensitivity, deadzones, and other options. See below screenshot of x360ce (right) and DS4Windows (left).


Depending on how a game is coded, it can read joystick input via several ways. Though joystick handling is mostly standardized, with popular standards including XInput, DInput (legacy), Steam Input (if using Steam), or directly as a USB device (not sure how common this but I've seen this).

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