Orbital 2 Joystick

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Dallas Querry

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Aug 3, 2024, 11:38:26 AM8/3/24
to trojcoskaci

I have reciently recieved a Logitech G13 and have fully assigned Keyboard shortcuts to all of the keys. I would like to assign 'shift-middle button' to the joystick but I can figure out what controls the Orbit comand.

Since this is a third party piece of hardware its unlikely that development tested on it. However, I did find this post that may help: -Series-Gaming-Keyboards/G13-Joystick-to-mouse-movement/td-p/840146

Hi, Sorry for the way I typed it it was unclear - 3Dconnexion spacemouse has build in functionality in revit. It would appear that if they could get testing and support as an add on then others should be able to as well... The G13 is not a 3D controller but it has greatly expanded the ability to add keyboard and macro comands to Revit. I have 25 programable keys with 3 modes including a joystick that gives me 75 comand entries under my hand with one or two keys to hit.

I'm assuming the 3Dconnexion spacemouse utilized the API or other code within the application. Technically any of this would be unsupported are all are third party hardware. Beyond contacting the vendor directly or possible finding a post I'm not sure what else I can offer.

The Orbital Engine is an interface that offers excellent volume and parameter adjustment.
It is an interface that seamlessly realizes multiple parameter adjustments by combining the three actions of "tilt," "turn," and "push," and can register up to eight dials and switch functions.
In Orbital Engine mode, each function is selected according to the direction in which the joystick is tilted, and the function is executed by turning the dial left or right. In joystick mode, the function is executed the moment the joystick is turned over.

The Flat Ring is an interface consisting of eight switches.
It supports keyboard key assignments, repeated key presses, and long presses. In addition, a UI menu with a screen overlay accelerates keystrokes in creative scenes. For the switch, we selected a sensor that provides a "click" feedback while operating at an extremely light weight. Through intensive testing, we have achieved specifications that do not strain the user even after long hours of use.

The default settings of Orbital2 include only the very basic ones. This is because only you can create your own profile settings to fit each and every creator. Enjoy the try and error process and create your very own Orbital2.

We have prepared "Recommended Profiles (Presets)" that incorporate recommended settings for common creative software used by creators. You can skip the troublesome settings and start using Orbital2 right away.

A driver package from the manufacturer needs to be presented in a way that SketchUp can read, packages as an .RBZ So the answer to the question is no. But there is another product that can do the job, a Spacemouse Product.

They have products for about $150. and less. As pointed out in an earlier post: A driver package from the manufacturer needs to be presented in a way that SketchUp can read. This does not come from SketchUp but from the folks who made the joystick.

Make the most out of your time spent programming with the Orbital 2 Next-Generation Creative Joystick. This high-tech controller provides 200 shortcuts in a single device, allowing you to operate with only one hand. Additionally, The Orbital 2 joystick reduces the physical and operational aspects of using a regular keyboard and alleviates fatigue. Orbital 2 features a Flat Ring interface that includes eight switches, allowing you to consolidate all functions into them. To use the Orbital 2, simply tilt the joystick to choose functions. You can also press the top button to reset or perform other commands and press the flat ring to open an overlay menu or choose tools. Furthermore, the LED light adds colored illumination to your work desk. An ideal companion for your pen tablet, mouse or keyboard based device, Orbital 2 easily connects to your device via USB.

Also sorry to ask again sir but when increasing the sensitivity of the right joystick which controls the camera tapping on the screen to move it is fine but when you tap/hold and then move the camera moves too quickly.

I have been trying to do it like buttons as you first suggested, the values are reading NaN always. Do I need to set up an x and y axis for the buttons for it to work? I also did that and then it was NaN again.

I dont know I just tested again and the camera zaps from 1 position to another (I did 1000 sensitivity though) also I use move to first touch and drag so I can use a wider area of the canvas instead of just the joystick.

In your version I think just pressing the sides of the joystick moves it nicely however when you drag it a bit it happens like above. I want just taps but also drag but not like the video I posted above, in the video above when you move joystick and drag it a bit and leave your finger on the camera keeps moving. What I want to achieve is you can drag joystick to move camera but if you leave your finger on it I want it to stop but only move when you drag your finger.

I had some time to do this today and managed to use the orbit camera you linked instead of the joystick. It is working well however when I move with the movement joystick the camera stops moving and is buggy. However when not interacting with the joystick the camera moves perfectly.

Hi, everyone.

I just bought a HOTAS joystick/throttle set up, and I'm really enjoying it while I'm learning SSTOs and spaceplanes. However, I'm stuck still using the keyboard for anything but spaceplanes--while planes use pitch and roll as their primary axes in flight and the joystick maps these to left/right and fore/aft stick, rockets use pitch and yaw as their primary axes in flight, and using fore/aft and twisting-of the stick doesn't make for a very ergonomic experience. On orbit, the intuitive "stick left to swing left" movement just initiates a spin around the long axis. Twisting the stick would be perfectly intuitive, however, for rolling a spacecraft. I guess I probably could get used to it, but considering how much of my flight time is spent on orbit vs. in atmosphere, I'd really like to have a way to toggle "swap yaw/roll inputs."

Does the "plane mode" mod work for joystick users?

...Side note, does anyone know how the control inputs were mapped for the Space Shuttle on orbit? I've never thought of it until now.

Thanks!

As you can see in this image, I've set left-right on my stick to apply roll while in "staging" mode, but apply yaw when in "docking" mode, and the opposite for my twist. This is backwards from what you're going to want to do because you'll want to be able to stage while in "rocket mode" and are less likely to need to do so in "plane mode" (space bar is stage in staging but switches between rotation and translation in docking mode), but this is how you'd be able to switch on the fly using only the in-game options available to everybody.

The Brain Magic Orbital 2 comes with a companion software for Windows and macOS where you can edit every single function of the joystick in detail, allowing you to make an individual profile for every software you use. Aside from shortcuts and macros, the joystick can also be used to assign text blocks that will automatically be pasted onscreen, as well as serve as a permanent mouse replacement, in case you prefer the movements of a joystick to those of a traditional mouse. Suffice to say, this is one efficient tool that you can use for a whole load of applications.

During his master thesis at HIT, Sjoerd Kuitert worked on the development of remote control and remote perception systems for haptic remote handling simulations. It turned out that for some of the envisioned remote tasks it was challenging to provide adequate visual feedback to the remote operator using traditional feedback methods.

To tackle this challenge, Sjoerd Kuitert developed a novel interface for viewpoint control called Orbital Head-Mounted Display (OHMD). The OHMD interface is based on the so-called third-person free follow camera. A third-person camera is a common perspective used in video games and other media where the player or viewer observes the action from a viewpoint that is detached from the main character or subject. Due to a fixed view distance, the camera follows the subject as it moves.

Commonly, third-person camera allow for some level of flexibility in terms of viewpoint control. Players can typically adjust the camera angle (tilt), zoom in or out, and pan the view to get a better look at the environment or specific objects. Instead of using a conventional interface like a keyboard, gamepad or mouse, the OHMD viewpoint control interface uses motion tracking sensors of a Head Mounted Display (HMD) to adjust the camera angle and pan the view. The view distance or zoom is mapped to a hand-held joystick.

Posts: 229
From: Los Angeles, CA, USA
Registered: Apr 2019posted 01-25-2020 01:28 PM Scott Carpenter and Gordon Cooper were the only Mercury astronauts that had to perform manual reentries. And I believe it was only Cooper who had to manually line his spacecraft up for entry. Did Cooper have to use any star sightings to line up for reentry?Editor's note: Threads merged.

Posts: 1525
From: Cape Canaveral, FL
Registered: Mar 2010posted 06-04-2020 07:23 AM Mercury just had to reduce velocity to deorbit. Pointing was less critical, as long as there was enough impulse in the right direction.Apollo had critical pointing requirements because it had higher velocity which could result in too steep (crushing) or too shallow (skipping) entry. Neither could happen on Mercury.

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