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Question About DCS and R2/L2 Triggers

Archive: 46 posts


I know, I know. The Direct Control Seat is the Controlinator now, but Direct Control Seat is so easy to abbreviate. So I still call it the DCS.

Anyways on to my point.

So we all know that with the DCS we can map specific actions to certian buttons.
Like setting a piston to move with the R1 button.
Now normally you set the piston speed by tweaking the piston itself.
But do you think you'll be able to hook up R2 to the piston, and then use R2's pressure sensitivity to set speed
Like the harder you push the R2 in the faster the piston extends or retracts

I'd really like to know if this is an option, because it could be useful...

Anyone know
2010-08-08 20:20:00

Author:
LukeCF
Posts: 790


I don't think that's ever been discussed.

With a mover, analog is taken into account, but I dunno with a piston.
2010-08-08 20:25:00

Author:
Moony
Posts: 368


It would be stupid for them not to do that I think.2010-08-08 20:29:00

Author:
robotiod
Posts: 2662


It would be stupid for them not to do that I think.

My thoughts exactly.
2010-08-08 20:32:00

Author:
Moony
Posts: 368


I don't see why this shouldn't be possible, it uses the same mechanics of the already present speed switch, so I agree with robotiod, it would be stupid for Mm not to include this.2010-08-08 22:11:00

Author:
Unknown User


We discuss that in first threads about DCS

Both L2/R2 in DS3 and SixAxis are analog, this mean it the detects from 0% to 100% how trigger is pressed, for example you pressed R2 to half of it's position it will return 50% of speed, you pressed R2 compliantly it will return 100% speed. Since DCS already got motion sensing and analogs with speed return it most likely means that L2 and R2 also will be.

I also hear that all shape buttons in PS3 is pressing sensitive, stronger you press stronger value you will get, but in not 100% sure
2010-08-08 22:33:00

Author:
Shadowriver
Posts: 3991


One answer.

The 'speed' output setting,
2010-08-08 22:35:00

Author:
Fishrock123
Posts: 1578


We should be able to tweak the buttons

If we aren't,then Thats one of the bad things in LBP2.
2010-08-08 22:37:00

Author:
SackBoy98
Posts: 588


We discuss that in first threads about DCS

Both L2/R2 in DS3 and SixAxis are analog, this mean it the detects from 0% to 100% how trigger is pressed, for example you pressed R2 to half of it's position it will return 50% of speed, you pressed R2 compliantly it will return 100% speed. Since DCS already got motion sensing and analogs with speed return it most likely means that L2 and R2 also will be.

I also hear that all shape buttons in PS3 is pressing sensitive, stronger you press stronger value you will get, but in not 100% sure

All buttons are pressure sensitive, you can tell this in LBP by just tapping the x button for a tiny hop or press it right in for a big jump.
2010-08-08 22:42:00

Author:
robotiod
Posts: 2662


excellent question. I hope this is a feature, it would be very advantageous for us as creators to have direct control over pressure sensitivity... And possibly control over the accelerometer speed of the six axis. Just a thought.2010-08-08 22:43:00

Author:
poorjack
Posts: 1806


All buttons are pressure sensitive, you can tell this in LBP by just tapping the x button for a tiny hop or press it right in for a big jump.
Really? Doesn't it depend on how long you hold the button down, not how hard you press it? If they are pressure sensitive though that would be cool
2010-08-09 03:19:00

Author:
Amigps
Posts: 564


Really? Doesn't it depend on how long you hold the button down, not how hard you press it? If they are pressure sensitive though that would be cool

They are all pressure sensative. Don't remember where I found that out but they are.
2010-08-09 03:23:00

Author:
Moony
Posts: 368


Sweeet *this is just a letter filler*2010-08-09 03:29:00

Author:
Amigps
Posts: 564


Hm. Can speed and direction be hooked up to a nice bi-directional signal?2010-08-09 08:33:00

Author:
Unknown User


actually the variable jump height in LBP has nothing to do with how hard you press it. It's how long you hold the X button down.2010-08-09 08:36:00

Author:
Tyler
Posts: 663


actually the variable jump height in LBP has nothing to do with how hard you press it. It's how long you hold the X button down.

Yeah. We know.
2010-08-09 09:03:00

Author:
Moony
Posts: 368


Yeah, I also hope this is possible.
Most of the recent car racing games use R2 as the accelerator. (ex. Modnation Racers)
I'm sure it would have tons of other uses too.
2010-08-09 10:43:00

Author:
midnight_heist
Posts: 2513


Oi, rather interesting question, never really thought about it...

Would be good if it was tho.
And could be used in some other situations too, like per-say moving a piston, the more you press it the further it goes to the other side.
Altho maybe I'm just exxagerating now, but who knows, with all that's new in LBP2 I can hardly accept/ deny possibilities for it.
2010-08-09 10:49:00

Author:
Silverleon
Posts: 6707


Well my thread certainly is blooming isn't it? haha

Thanks to everyone for the input though!
2010-08-09 22:43:00

Author:
LukeCF
Posts: 790


See the below post.


Although I don't see how they can be pressure sensitive, but hey,
2010-08-10 03:36:00

Author:
Fishrock123
Posts: 1578


I know the doulshock is pressure sensitive from games I have played, but you guys made me rethink that so I looked up the specs of the controller and here are the input stats.

Motion sensing (6 axes)
2x Analog sticks (10-bit precision)
2x Analog triggers
(L2, R2)
8x Pressure sensitive buttons
(Triangle,Circle,Square,Cross,L1, R1, Start, Select)
Pressure sensitive D-Pad
3x Digital buttons
("PS", L3, R3)

So the only none pressure sensitive buttons are select start PS L3 and R3

So yeah, glad to see I was right.
I new I was though becuase I think it is on MGS where you can zoom in with any button and the harder you press it the further it zooms in.
2010-08-10 03:51:00

Author:
robotiod
Posts: 2662


If you do not provide a source for your information it cannot be 'trusted'. Just sayin'.

Source?
2010-08-10 04:15:00

Author:
LukeCF
Posts: 790


I also hear that all shape buttons in PS3 is pressing sensitive, stronger you press stronger value you will get, but in not 100% sure

They should. Mine do.
2010-08-10 04:23:00

Author:
Jord-bord
Posts: 153


Considering, as aforementioned all buttons on PS3 controller have analogue functionality. (pressure sensitivity) I'd like to think that that's something that they've also carried over to the control direct control seats.2010-08-10 04:45:00

Author:
ChronoJoe
Posts: 20


Sources people! I'd like a source as to where you're getting your information on the controllers.2010-08-10 05:22:00

Author:
LukeCF
Posts: 790


Sources people! I'd like a source as to where you're getting your information on the controllers.


Wow people to lazy to google.
http://en.wikipedia.org/wiki/DualShock#DualShock_3
2010-08-10 11:55:00

Author:
robotiod
Posts: 2662


actually the variable jump height in LBP has nothing to do with how hard you press it. It's how long you hold the X button down.

Really? I thought it was pressure sensitive? Crazy.

But yeah, everything that can generate analogue signals is able to output analogue signals on the DCS, as I recall - and remember that analogue signals are more than just speed settings now (strength / fade etc.) and can be processed way more effectively with the new tools.
2010-08-10 12:02:00

Author:
rtm223
Posts: 6497


Really? I thought it was pressure sensitive? Crazy.

But yeah, everything that can generate analogue signals is able to output analogue signals on the DCS, as I recall - and remember that analogue signals are more than just speed settings now (strength / fade etc.) and can be processed way more effectively with the new tools.

It is pressure sensitive, the confusion comes from the fact that a habit is to hold longer when you press harder. But it is the pressure.
2010-08-10 12:11:00

Author:
robotiod
Posts: 2662


But yeah, everything that can generate analogue signals is able to output analogue signals on the DCS, as I recall - and remember that analogue signals are more than just speed settings now (strength / fade etc.) and can be processed way more effectively with the new tools.

Thank you. This topic can probably be closed now...
2010-08-10 15:41:00

Author:
LukeCF
Posts: 790


Actually no this can't be closed now.

It is pressure sensitive, the confusion comes from the fact that a habit is to hold longer when you press harder. But it is the pressure.

Just got back from playing LBP and you're wrong. I slammed that button down hard and fast and got a little hop. And pushed it in soft and long and got a nice big jump.

By pressure sensitive do you think they just mean, hey, well um, pressure sensitive. Such as when you press the button. It senses that you do such. Not that it can sense different pressures.

I point you to Wikipedia. The link that a very rude gentleman (or women) sent me with out even looking at it most likely.

So anyways. talking about the Duelshock 2 (The PS2 controller) it says it has 10 pressure sensitive buttons. (the face buttons, all the triggers, and start + select). Now we all know that the PS2 controller triggers are not pressure sensitive in the same way as the PS3 controllers.

Now on to the Duelshock 3. It lists that it has 8 pressure sensitive buttons. The face buttons, R1, L1, and start+ select. It excludes R2/L2 from the pressure sensitive list, and puts them in their own category. They are put in the category of 'Analog Triggers'.

So by pressure sensitive, I highly doubt that they mean 'the hard you press, the different results you get'.

Anyone still want to argue about that? Or do you all accept my freggin' answer?
2010-08-10 20:08:00

Author:
LukeCF
Posts: 790


So by pressure sensitive, I highly doubt that they mean 'the hard you press, the different results you get'.

Anyone still want to argue about that?

Absolutely. By pressure sensitive I do think they mean that the harder you press the different results you get - what else could it mean? Howver, the analogue sticks and the analogue triggers give a different result based upon the distance the control is moved - which is why there is a differentiation between "analogue" and "pressure sensitive". Also if you want to be picky, the analogue sticks are not analogue either.

The "pressure sensitive" and "analogue" controls all give out a quantised value within a given range. How this will be presented in game when used the output from DCS is in the form of an "analogue" signal*. Which technically is no more analogue than the analogue controls on the dualshock3. Which aren't analogue at all.

Clear?


Oh,and it appears you are right about the jumping though, that's not based upon pressure applied as r as I can tell, it's based upon the time the button is held, as pointed out originally


*probably. I seem to remember all controls could give out analogue signals, but don't think I actually used it in depth with anything but the sticks.
2010-08-10 20:24:00

Author:
rtm223
Posts: 6497


I also checked in LBP and the jumping is on the time and not the pressure, however that does not get rid of the fact that the buttons in the controller are still pressure sensitive. I'm sure if with DCS they allow for you to take advantage of this people might be able to make some pretty insane puzzles.2010-08-10 20:37:00

Author:
robotiod
Posts: 2662


The "pressure sensitive" and "analogue" controls all give out a quantised value within a given range. How this will be presented in game when used the output from DCS is in the form of an "analogue" signal*. Which technically is no more analogue than the analogue controls on the dualshock3. Which aren't analogue at all.


^That confused me a little.

I find it funny that after the topic's question was answered we pretty much switched to a different topic and just continued on as if nothing changed.
2010-08-10 20:59:00

Author:
LukeCF
Posts: 790


Can someone give me any example of a game that has used the 'pressure sensitive' face buttons on the Duelshock 3?
Does the new MGS actually use it or?
2010-08-11 13:55:00

Author:
LukeCF
Posts: 790


Can someone give me any example of a game that has used the 'pressure sensitive' face buttons on the Duelshock 3?
Does the new MGS actually use it or?

I know MGS uses the pressure sensitivity on the D-pad I think some racers might use the face button bu TBH I have never seen it implemented or noticed it being implemented.
2010-08-11 14:25:00

Author:
robotiod
Posts: 2662


Alrightly. Well I guess we'll see if they implement it into LBP2.
But honestly, I'd be fine with just the analogue sticks and the bottom triggers being pressure sensitive.

I just wanna hook those up to some rockets and play around, hahaha.
2010-08-11 14:52:00

Author:
LukeCF
Posts: 790


Can someone give me any example of a game that has used the 'pressure sensitive' face buttons on the Duelshock 3?
Does the new MGS actually use it or?

Gran Turismo 3 on the ps2 using Dual Shock 2 had pressure sensitive face buttons for accelerate and brake. And that was last gen.
2010-08-11 16:34:00

Author:
GruntosUK
Posts: 1754


Gran Turismo 3 on the ps2 using Dual Shock 2 had pressure sensitive face buttons for accelerate and brake. And that was last gen.

Seriously?!? (This smile is seemingly closest to shock. I'm expressing shock. hah)
2010-08-11 16:59:00

Author:
LukeCF
Posts: 790


I know that this is over, but if you dont beleave the jumping thing, go play the intro. it gets into small and big jumps.
i just want to point out haveing it "pressure sensitive" might not be what you think, it can just be (in little big planet terms) on the ON/OFF setting. It does not HAVE mean that its on the "speed" setting. well, thats what i think.
2010-08-11 17:13:00

Author:
Unknown User


Ii just want to point out haveing it "pressure sensitive" might not be what you think, it can just be (in little big planet terms) on the ON/OFF setting. It does not HAVE mean that its on the "speed" setting.

But the button does give out a range of values in the signal... it does allow for the player to apply more pressure and get a stronger signal. As grantos points out, the dualshock2 was marketed as a fully analogue controller, using pressure sensitive buttons. The dualshock3 hasn't taken a step backwards.

Why would MM not give us "speed", "strength", "brightness" etc. signals to use in game, if that is what the controller is outputting? Obviously, using that is at the creator's discretion, but the ability is almost certainly going to be there....
2010-08-11 22:47:00

Author:
rtm223
Posts: 6497


But the button does give out a range of values in the signal... it does allow for the player to apply more pressure and get a stronger signal. As grantos points out, the dualshock2 was marketed as a fully analogue controller, using pressure sensitive buttons. The dualshock3 hasn't taken a step backwards.

Why would MM not give us "speed", "strength", "brightness" etc. signals to use in game, if that is what the controller is outputting? Obviously, using that is at the creator's discretion, but the ability is almost certainly going to be there....


Thank you Rtm. You have been very informative on this topic, and have helped answer my questions.
2010-08-12 02:13:00

Author:
LukeCF
Posts: 790


i definitely remember playing a game where there was a different effect when the shape buttons( X, triangle, circle, square) were either pressed in half or all the way. it might not be the pressure but how far they are pressed in? i don't remember what game though.2010-08-12 07:41:00

Author:
Unknown User


Thank you Rtm. You have been very informative on this topic, and have helped answer my questions.

Sorry, just to clarify: remember to read the disclaimers... I'm not 100% on whether the face buttons have analogue outputs in the game. And don't assume anything I say is accurate - there was a lot to take in and no where near enough time to take it in
2010-08-16 10:38:00

Author:
rtm223
Posts: 6497


Sorry, just to clarify: remember to read the disclaimers... I'm not 100% on whether the face buttons have analogue outputs in the game. And don't assume anything I say is accurate - there was a lot to take in and no where near enough time to take it in

I don't care much if the face buttons have analogue out put or not. What I was really hoping is that the triggers will have analogue outputs, and you seem to have said that yes they do. Which is what I wanted. So I am happy.
2010-08-16 15:58:00

Author:
LukeCF
Posts: 790


I don't care much if the face buttons have analogue out put or not. What I was really hoping is that the triggers will have analogue outputs, and you seem to have said that yes they do. Which is what I wanted. So I am happy.

You really expect the triggers to *not* have analog imput? I mean c'mon, almost ever game that uses R2/L2 uses the analog part.


Oh - and note - I think TerrOver (Demo) uses R1 as an analog imput, or it felt that way anyways.
2010-08-16 16:18:00

Author:
Fishrock123
Posts: 1578


Alright. And I was hoping. But you can never be sure you know? I mean LBP1 used it, when for sackboy's hands, but not in the game.

So I was really hoping. Just wanted to hear what the community had to say though.
2010-08-16 16:21:00

Author:
LukeCF
Posts: 790


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