Hey these videos are amazing, I had a question related to this tutorial specifically. With a Left hand joystick in a Z adapted or "Omni-throttle" configuration the grip itself is held roughly 45°. Is it possible to use these merge options and Curves to rotate the logical X and Y-axis for the thumb ministick °45 counterclockwise? How would I do this? This would put the X and Y in a true orientation to the base, and on the Virpil Alpha Prime actually allows for further throw due to the square restriction.
Here's a bit of an odd one: How would I go about making/merging/splitting a rudder axis (no toe brakes) with a brake lever axis, so that I can have both left/right brakes as independent axis (ie, I push left rudder + pull lever = analog axis for LEFT brake, push RIGHT rudder for RIGHT brake -- combination of rudder axis + lever == how much brake to apply), but also so that I can leave rudder CENTER and pull the lever to get brake application on both for stopping. or would there be a simpler way to do this? Maybe virtual button that actuates through the travel of left/right rudder to switch to "independent rudder mode" for each side, but when centered button mode is both left/right axis are actuated based on lever?
Hey there, your videos are helping me immensely with my project to combine a mass of controls into one mega beast. So far things are pretty clear thanks to your demonstrations. I have one follow up question for you. Maybe this isn't possible, but what I'd like to do is a combo with a slider (on a T16000M) and a thumbstick. I want the Slider to set the axis from 0 to 100, but then be able to use the thumb to boost or lower it by 50 in either direction. So far I've been able to get the slider to do its part on its own by setting the response curve on the slider from top left down to center right, which sets the output at 0 when slid down, and 100 when slid up. But applying the thumbstick to that has been a pain in the butt. If I set them up separately, as you can guess the input goes entirely to which ever control is most recently used. So far fiddling with a merge the best I've gotten is for the thumb to be able to pull it up to 50 down but only to a minimum of 0. My ideal state is that the slider would set the base amount from 0 to 100 percent, and the thumb could then tweak it on the fly while held, 50 in either direction, to a max of 100 or a minimum of -50. Do you know if this is possible? Thanks!
I'm not sure I totally understand the scenario but I think you may be stuck with just using Gremlin as you can only put curves on the merged axis on the VJOY section so it will be the same for both the slider and the thumbstick once they're merged. What 'may' help is if you're using something like VKB or Virpil for your thumbstick? (I'm not sure). In there software you could physically limit how much the thumbstick outputs. Like set it to max 50% instead of 100%, so when you use it in the JG merge it's only ever adding at most 50% more or less to the merged slider output.
@@RedLir_Live Thanks for the response! So I figured it out, but it took a lot of tooling. I had to set them both up as separate remaps. The slider is set to absolute, with a wonky curve to keep it in a 0- to 100 scale. Meanwhile the joystick is set to the same axis, but to Relative value, and with a much more constrained scale. It's not perfect, but for cruising at max speed in space and in need of sudden short drops in maneuvering speed, it works very well.
Ah, I missed this one in the series somehow. Shockingly, the cheap TRudder is not responding the same way as the concierge pedals :( But I'm not going to let it beat me this time! TY RedLir
I am merging 2 axis into 1. The Y axis on the throttle thumbstick and the y axis on the main stick. Everything is working using your example, except I want the thumbstick inverted. Is there a way to set that? Or do I need to map the thumbstick to a virtual axis inverted then merge that virtual axis with the main stick into a second virtual axis and use the second virtual axis
How do i fix the problem that it just uses half the physical axis? You can see at 3:26 if you pause the video when your physical axis 3 is at -77%, the virtual axis is already at -100% which means i can only use half the way of my peddals. The other half will do nothing because the merged virtual axis counts already as fully depressed.
The virtual axis with a center is using both physical no center axis, each for one half of it. Think of it as taking two sliders and merging them into a regular stick axis that rests at a center position. The physical axis on the toe brakes don't actually have a center, but the JG UI shows a range of +/- 100 even though it's really 0 - 100 for an axis with no center. At the resting position my physical axis read -100 and +100 because of how they are configured in the Virpil Software, so in order to get the virtual axis to read 0 when at the resting position ( or both pedals fully depressed), they are merged together with "sum". Otherwise you would merge them with Average. The practical use case for me is using this virtual axis as the forward/back binding in Star Citizen which takes an axis with a center. So when I move one toe brake, I go forward. If I move the other, I go backwards. If I for example have forward fully pressed down, adding the other pedal will reduce my speed and also bring me to a full stop if I have both pedals fully pressed (or depressed) since their outputs are 'summed' together and would fully offset each other. Another quirk worth noting is that when you first start a profile, you need to move all your axis a bit for things to kind of come alive properly.
@@RedLir_Live Thank you for your fast response. I understand that. What i ment was, it still just uses half of your physical axis. I'm pretty sure if you monitor the merged virtual axis you'll see as soon as you have 1 of your physical axis pressed half the way, the virtual axis is already at 100%. Because thats what i see in the video and i have the same problem here.
@@RedLir_Live Move your peddals slowly, and you will see no effect for half the way of the paddle in merge-Mode. Same Problem here. Seems like a wrong calculated merge.
Yes I just tested it here. It seems it's a bug with the summing with two physical axis at different ends of the range. I had already moved on to using one of my axis reversed in Virpil software so both pedals start at zero, and switched to merging with 'average' instead of sum. It works correctly that way.
Hm, so when I do this, merging two axes into vjoy device #1, saving the profile, and then activating the profile, the input viewer shows nothing happening on the vjoy device. I can see the original device inputs changing, but the vjoy device is doing nothing at all.
Not sure if you've experienced this, but I've got a random issue where in-game (DCS in this instance) the key presses on my vjoy controller don't register, but then if I click out of the game and into the Joystick Gremlin window, they will register in the game controls, but don't work still.. The normal Xbox controller buttons that I didn't adjust can map just fine, but the axes I turned into buttons only work if I click in Joystick Gremlin, but stop registering once I'm actually in the game again. If I need to do something like pull the right trigger to shoot my laser, I can hold it in game and it won't work, but as soon as I click out and click on Joystick Gremlin, and pull the same trigger, I see it working in game. I've tried running as Admin and re-mapping, but so far nothing seems to fix it.
Not specifically that, but there seems to be something funny with how Xbox controller works with Gremlin / hidhide. I used one for the first time the other day to try and map it to some stuff for testing and I had similar wonkyness. I have to wonder if something about the MS software for the controller that interferes.
@@RedLir_Live Ha, yeah. That's what I was worried about. The worst part is I initially went with the Xbox controller because getting the PS4 controller I had to reliably work with my PC was an even bigger pain in the ass. I'm just not mean to have nice things. Thanks!
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Thank you so much, this video saved me a lot of time.
Thank you for these videos, they have been very helpful and saved me hours of experimenting.
Glad you like them!
Thanks for the series RedLir, appreciate it.
Glad you enjoy it! We'll be adding more episodes in the future!
Dang, this is great! Thanks so much for putting this together!
You're welcome!
MOAR WEEOO
*very cool* link, thanks
Hey these videos are amazing, I had a question related to this tutorial specifically.
With a Left hand joystick in a Z adapted or "Omni-throttle" configuration the grip itself is held roughly 45°.
Is it possible to use these merge options and Curves to rotate the logical X and Y-axis for the thumb ministick °45 counterclockwise? How would I do this?
This would put the X and Y in a true orientation to the base, and on the Virpil Alpha Prime actually allows for further throw due to the square restriction.
Thanks so much!!!
You're welcome!
Here's a bit of an odd one:
How would I go about making/merging/splitting a rudder axis (no toe brakes) with a brake lever axis, so that I can have both left/right brakes as independent axis (ie, I push left rudder + pull lever = analog axis for LEFT brake, push RIGHT rudder for RIGHT brake -- combination of rudder axis + lever == how much brake to apply), but also so that I can leave rudder CENTER and pull the lever to get brake application on both for stopping. or would there be a simpler way to do this?
Maybe virtual button that actuates through the travel of left/right rudder to switch to "independent rudder mode" for each side, but when centered button mode is both left/right axis are actuated based on lever?
How do you change the scale and inversion settings of an axis when you marge them to another Axis?
I don't know what this is, but I really want it.
Hey there, your videos are helping me immensely with my project to combine a mass of controls into one mega beast. So far things are pretty clear thanks to your demonstrations. I have one follow up question for you. Maybe this isn't possible, but what I'd like to do is a combo with a slider (on a T16000M) and a thumbstick. I want the Slider to set the axis from 0 to 100, but then be able to use the thumb to boost or lower it by 50 in either direction.
So far I've been able to get the slider to do its part on its own by setting the response curve on the slider from top left down to center right, which sets the output at 0 when slid down, and 100 when slid up. But applying the thumbstick to that has been a pain in the butt. If I set them up separately, as you can guess the input goes entirely to which ever control is most recently used. So far fiddling with a merge the best I've gotten is for the thumb to be able to pull it up to 50 down but only to a minimum of 0.
My ideal state is that the slider would set the base amount from 0 to 100 percent, and the thumb could then tweak it on the fly while held, 50 in either direction, to a max of 100 or a minimum of -50.
Do you know if this is possible? Thanks!
I'm not sure I totally understand the scenario but I think you may be stuck with just using Gremlin as you can only put curves on the merged axis on the VJOY section so it will be the same for both the slider and the thumbstick once they're merged.
What 'may' help is if you're using something like VKB or Virpil for your thumbstick? (I'm not sure). In there software you could physically limit how much the thumbstick outputs. Like set it to max 50% instead of 100%, so when you use it in the JG merge it's only ever adding at most 50% more or less to the merged slider output.
@@RedLir_Live Thanks for the response! So I figured it out, but it took a lot of tooling. I had to set them both up as separate remaps. The slider is set to absolute, with a wonky curve to keep it in a 0- to 100 scale. Meanwhile the joystick is set to the same axis, but to Relative value, and with a much more constrained scale. It's not perfect, but for cruising at max speed in space and in need of sudden short drops in maneuvering speed, it works very well.
Ah, I missed this one in the series somehow. Shockingly, the cheap TRudder is not responding the same way as the concierge pedals :( But I'm not going to let it beat me this time! TY RedLir
Wait, the Virpil pedals come in gold? Send me the link (ha ha)
Probably The_Noobifier edition!
I am merging 2 axis into 1. The Y axis on the throttle thumbstick and the y axis on the main stick. Everything is working using your example, except I want the thumbstick inverted. Is there a way to set that?
Or do I need to map the thumbstick to a virtual axis inverted
then merge that virtual axis with the main stick into a second virtual axis and use the second virtual axis
If you're using virpil or vkb I would try inverting it in their config tools so its permanently set the way you want and then do any merging in JG
@@RedLir_Live I am using TARGET, its a thrustmaster throttle. I believe that will work with it though. Thanks.
my brakes are on the RZ axis and are constantly fully applied. Inverting the axis just changes the way I'm breaking
WEEOO!
How do i fix the problem that it just uses half the physical axis? You can see at 3:26 if you pause the video when your physical axis 3 is at -77%, the virtual axis is already at -100% which means i can only use half the way of my peddals. The other half will do nothing because the merged virtual axis counts already as fully depressed.
The virtual axis with a center is using both physical no center axis, each for one half of it. Think of it as taking two sliders and merging them into a regular stick axis that rests at a center position.
The physical axis on the toe brakes don't actually have a center, but the JG UI shows a range of +/- 100 even though it's really 0 - 100 for an axis with no center. At the resting position my physical axis read -100 and +100 because of how they are configured in the Virpil Software, so in order to get the virtual axis to read 0 when at the resting position ( or both pedals fully depressed), they are merged together with "sum". Otherwise you would merge them with Average.
The practical use case for me is using this virtual axis as the forward/back binding in Star Citizen which takes an axis with a center. So when I move one toe brake, I go forward. If I move the other, I go backwards. If I for example have forward fully pressed down, adding the other pedal will reduce my speed and also bring me to a full stop if I have both pedals fully pressed (or depressed) since their outputs are 'summed' together and would fully offset each other.
Another quirk worth noting is that when you first start a profile, you need to move all your axis a bit for things to kind of come alive properly.
@@RedLir_Live Thank you for your fast response. I understand that. What i ment was, it still just uses half of your physical axis. I'm pretty sure if you monitor the merged virtual axis you'll see as soon as you have 1 of your physical axis pressed half the way, the virtual axis is already at 100%. Because thats what i see in the video and i have the same problem here.
@@RedLir_Live Move your peddals slowly, and you will see no effect for half the way of the paddle in merge-Mode.
Same Problem here. Seems like a wrong calculated merge.
Yes I just tested it here. It seems it's a bug with the summing with two physical axis at different ends of the range. I had already moved on to using one of my axis reversed in Virpil software so both pedals start at zero, and switched to merging with 'average' instead of sum. It works correctly that way.
@@RedLir_Live Thanks. I can't try that atm, but sounds like reversing one axis is the only solution. I'll try UCR instead of JG aswell.
Hm, so when I do this, merging two axes into vjoy device #1, saving the profile, and then activating the profile, the input viewer shows nothing happening on the vjoy device. I can see the original device inputs changing, but the vjoy device is doing nothing at all.
Answering my own question: windows needed a signed vjoy driver, installing the github jshafer817/vJoy/releases/tag/v2.1.9.1 release worked fine.
Not sure if you've experienced this, but I've got a random issue where in-game (DCS in this instance) the key presses on my vjoy controller don't register, but then if I click out of the game and into the Joystick Gremlin window, they will register in the game controls, but don't work still..
The normal Xbox controller buttons that I didn't adjust can map just fine, but the axes I turned into buttons only work if I click in Joystick Gremlin, but stop registering once I'm actually in the game again. If I need to do something like pull the right trigger to shoot my laser, I can hold it in game and it won't work, but as soon as I click out and click on Joystick Gremlin, and pull the same trigger, I see it working in game.
I've tried running as Admin and re-mapping, but so far nothing seems to fix it.
Not specifically that, but there seems to be something funny with how Xbox controller works with Gremlin / hidhide. I used one for the first time the other day to try and map it to some stuff for testing and I had similar wonkyness. I have to wonder if something about the MS software for the controller that interferes.
@@RedLir_Live Ha, yeah. That's what I was worried about. The worst part is I initially went with the Xbox controller because getting the PS4 controller I had to reliably work with my PC was an even bigger pain in the ass.
I'm just not mean to have nice things. Thanks!
@@aaronwhite1786 I don't really use controllers but I would interested if other brands work. Cheers!
useful video, however i really don't know how you manage to display all your axis on the left, cant find any option that does that in gremlin
Tools -> input viewer
@_Live just found out, thanks. I'm quite new to this software and I'm only using it to merge two pedals in one axis ^^"
Most frustrating thing about this program is the axis is called X, Y, Z sometimes, and other times it's called Axis 1, 2, 3, etc. What the flip.