If you have the kernel sources downloaded, have a look at Documentation/input/joydev/. Unfortunately, official kernel packages do not include what we need. Unless you are using very old joystick that uses Gameport or a proprietary USB protocol, you will need just the generic USB Human Interface Device (HID) modules.įor an extensive overview of all joystick related modules in Linux, you will need access to the Linux kernel sources - specifically the Documentation section. SDL2 supports only the new evdev interface. While SDL1 defaults to evdev interface you can force it to use the old Joystick API by setting the environment variable SDL_JOYSTICK_DEVICE=/dev/input/js0. Most new games will default to the evdev interface as it gives more detailed information about the buttons and axes available and also adds support for force feedback. 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. 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). Linux has two different input systems for gamepads – the original Joystick interface and the newer evdev-based interface. (Discuss in Talk:Gamepad#Joystick API vibration support) it should be noted that the wheel works just fine with every other game I tested it with so it's not to blame.Reason: Need info about differences between API, how to switch between them. Please somebody tell me there's a workaround or a fix. I've been tinkering and bodging this thing all day and it's driving me mad as I bought a fairly pricey piece of equipment that turned out to be incompatible with the very game I wanted to play with it the most. In addition to that, I installed the Microsoft Xbox360 accessories driver, and then also the XBCD driver, but they didn't do anything. However, while it works lovely for all the buttons, it does not recreate the analogue axes of the wheel and the pedals and so those act like digital buttons (either full or nothing), which defeats the purpose of having a wheel in the first place. These programs just take the input of your controller and assign it to a key of your keyboard so that for example when in-game the throttle is assigned to "w", I can still use my controller to. I also tried the Pinnacle Game Profiler and Xpadder. Tried two different versions, same result. I put the executable in the game folder, I run it as administrator, I click ok to the two question boxes that ask for permission to make a file, and then the program opens up and. I tried, then, to convert one into the other with the use of the x360ce emulator, which is, as far as I can figure out, supposed to do just that. The reason for that, I figure, is that those devices generate Xinput rather than DirectInput, which is what a standard controller generates. I read about the problem and it turns out Test Drive Unlimited is notorious for having compatibility problems with some xbox-compatible controllers. The game appears not to even acknowledge that a controller is present. When I go to the control settings menu in the game and I attempt to assign anything to the wheel absolutely nothing happens. Turns out that the xbox compatibility is creating a PC compatibility problem. The very last thing I expected to be problematic about the wheel is the compatibility as it was claimed that it has full Xbox360 and PC support. My favorite driving game, for the reason of being a fan of Top Gear UK, is Test Drive Unlimited. The Thrustmaster Ferrari 458 Italia I had ordered was delivered today and I was excited to finally play some driving games properly as my previous wheel broke down a while ago.
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