Los mandos se pueden calibrar tanto conectados por cable como de manera inalámbrica (si lo soporta). Pero es mejor hacerlo por cable para obtener valores más precisos durante el proceso.
La verdad es que la gestión de los mandos en Windows deja bastante que desear. Incluso la de los mandos de la propia XBOX. Pero a pesar de ello, vamos a tener una herramienta para comprobar su funcionamiento y poder calibrarlo.
Podremos ver una ventana donde nos aparecerán todos los mandos y dispositivos que tengamos conectados al PC. Seleccionamos el mando que queremos calibrar, y hacemos clic sobre el botón Propiedades.
En resumidas cuentas estos son los pasos necesarios que necesita el sistema operativo para detectar y calibrar de forma correcta el mando que deseamos conectar a Windows. Esto es un movimientos permiten establecer los límites de los joysticks para así realizar el proceso como tal correctamente. Evidentemente como os podéis imaginar internamente el software de calibración lleva a cabo una serie de procesos para lograr el objetivo que buscamos aquí.
Es evidente que una de las principales ventajas que nos propone esta alternativa es que podremos calibrar el mando que vamos a usar sin necesidad de utilizar software de terceros. Sin embargo, en ocasiones y si no lo logramos, también podemos utilizar algunas soluciones externas tal y como os vamos a mostrar a continuación.
Si vamos a jugar a juegos de Steam, otra forma de calibrar el mando es hacerlo a través de este software. Recordamos que la plataforma de Steam tiene sus propios controladores para todo tipo de mandos, lo que nos permite configurarlos y adaptarlos a cada uno de los juegos a los que vamos a jugar. Las posibilidades que nos ofrece este software son infinitas. Pero nosotros nos vamos a centrar en la de calibrar.
Steam nos abrirá una ventana de su modo Big Picture desde donde configurar y calibrar los mandos del PC. Seleccionamos nuestro mando, y hacemos clic en el botón Calibrar para poder empezar con el proceso como tal.
Si compramos un mando barato, genérico, oem, la única forma de calibrarlo es a través de su propio software. Lo mismo ocurre, por ejemplo, con un mando de PlayStation, ya que no tiene software oficial de configuración. Sin embargo, si compramos un mando PRO pensado para PC, seguramente el fabricante ponga a nuestra disposición un completo programa desde el que poder configurar hasta el más pequeño parámetro del mando.
Esta es una aplicación que básicamente tiene como principal cometido el que podamos probar el correcto funcionamiento tanto de los botones como de los joysticks que forman parte de este elemento para jugar. A la hora de configurar en profundidad y personalizar todos los botones y calibrar el mando como tal, será mejor que echemos mano de otra solución software más concreta para ello.
Cuando vamos a calibrar un mando podemos ver un aviso que nos indica que, durante el proceso, intentemos no mover los controles ni pulsar ninguna tecla para evitar errores en la asignación de controles. Sin embargo, puede ocurrir que, sin querer, lo hayamos hecho. Hemos roto el mando?
I have a Aya Neo 2021 Pro and have noticed an issue with the left joystick. There is what I think is a deadzone around the upper-left region of the joystick where it does not respond to input as it should. For example, when playing a game, I can push the joystick as far as it can in the upper-left direction, but the player character will not be sprinting as it should, but will be walking instead. It is definitely ruining my gameplay experience!
Also, according to an update posted on Aya Space, we can also calibrate without rebooting by pressing the view button+ABXY until the machine vibrates, rotating the sticks, and then pressing the triggers three times to finish the calibration. I have tried that and it does not fix the left joystick issue.
I pulled the plastic throttle on the joystick of my 16000m off to clean under it. When i put it back on, it no doesnt register to full-0 or full-100. In my CH drivers, i am able to calibrate the joysticks, but, in the thrustmaster controller, there doesnt seem to be such an option? Any ideas?
Turns out the thrustmaster software has no calibration option, just a test option which shows you the various axes are moving. It also removes any calibration option from the standard Windows joystick panel.
I uninstalled the Thrustmaster software, restarted PC and fired up the windows joystick panel and found the calibration option had been restored.
Did the calibration as instructed and then for some reason had to repeat it, but since then the spiking X-Axis problem has disappeared.
Tanto Windows 10 como Windows 11 quieren que utilices el nuevo menú de Configuración, pero si realmente quieres calibrar tu gamepad, deberás ir al Panel de Control clásico. Una vez allí, ingresa a la sección Dispositivos e impresoras, busca el gamepad, haz clic sobre él con el botón secundario, y entra a Configuración del dispositivo de juego.
found it , its right click on the controller and it opens up the calibration page . in the calibration windows all functions fine , go back to game and its the same mess . why is it perfect in IL2 ?? i dont even have to calibrate there . i tried to assign other keys but same result . the key does accept the axis but wont calibrate and when you are lucky that it does when you go into the game it corrupts on start up .
Make sure something isn't conflicting with the throttle within the IL2 keymapper. Ensure the joystick throttle is responding correctly in the IL2 keymapper. There is no reason the T16000m joystick throttle should not work properly unless it is physically defective.
Prepar3D is most realistic when you use a joystick, yoke, or other controller. You can fly more precisely, and the buttons and controls make it easy to change views, adjust the throttle, extend or retract the landing gear and flaps, and operate other aircraft controls.
Prepar3D is compatible with joysticks, yokes, game pads, and other controllers supported by Microsoft Windows and the DirectInput device standard. Use the device that works best for you as your primary control, and customize it to suit your needs. Many products feature different configurations, so refer to your controller's documentation for its button assignments.
"Sensitivity" refers to how sensitive the joystick is for a given axis. For example, with high sensitivity, the slightest movement of the joystick will have a large effect on the aircraft's controls in Prepar3D.
"Null Zone" refers to how much "dead space" there is in a given joystick axis center position. For example, with a large null zone, you will be able to move the joystick slightly before it has an effect on the aircraft's controls in Prepar3D.
I just got back from Radioshack with an analog joystick , and there seems to be a need for calibration. Whenever I track it's movements from the Serial Monitor, the minimum values I get for my y-axis is 75, and my x-axis is getting nothing less than 125. I've never used a joystick with my Arduino before and I have no idea what I'm doing.
/dev/input/jsX maps to the Joystick API interface and /dev/input/event* maps to the evdev ones (this also includes other input devices such as mice and keyboards). Symbolic links to those devices are also available in /dev/input/by-id/ and /dev/input/by-path/ where the legacy Joystick API has names ending with -joystick while the evdev have names ending with -event-joystick.
As you can see, there are many different modules related to getting your joystick working in Linux, so everything is not covered here. Please have a look at the documentation mentioned above for details.
You need to load a module for your gameport (ns558, emu10k1-gp, cs461x, etc...), a module for your joystick (analog, sidewinder, adi, etc...), and finally the kernel joystick device driver (joydev). You can load the module at boot, or simply modprobe it. The gameport module should load automatically, as this is a dependency of the other modules.
The new 'evdev' API can be tested using the SDL2 joystick test application or using evtest from evtest or evtest-qt from evtest-qt-gitAUR. Install sdl2-jstest-gitAUR and then run sdl2-jstest --test 0. Use sdl2-jstest --list to get IDs of other controllers if you have multiple ones connected.
The easiest way is using jstest-gtk from jstest-gtk-gitAUR. Select the joystick you want to edit, click the Properties button. On this new window, click the Calibration button (do not click Start Calibration after that). You can then set the CenterMin and CenterMax values, which control the center deadzone, and RangeMin and RangeMax, which control the end of throw deadzones. Note that the calibration settings are applied when the application opens the device, so you need to restart your game or test application to see updated calibration settings.
This rule will automatically run /usr/bin/jscal -s 1,1,1,1 /dev/input/js%n whenever you connect a joystick with vendor id 054c and model id 09cc. The /dev/input/js%n part is required to automatically determine the correct joystick, so do not remove it.
Imagine that you tested your gamepad with evtest-qt, and find out that your left joystick cannot reach the maximum read value when you direct it to top most position. The side effect of this is that in some games (for example, HITMAN 2) the character cannot run.
Nice thing about xboxdrv is that it exports resulting device as both old Joystick API and new style evdev API so it should be compatible with basically any application. You can now see in jstest that the values of axis 1 (corresponds to vertical axis of left joystick) is read from 0 to -32767, and in evtest-qt that you can reach the maximum value. And your character in game can run.
dd2b598166