

Thank you 🙏
I dabble in coding, linux, gaming, HEMA, LARP, e-mobility, carhacking, simpits and… parenting?
Thank you 🙏
Heh, got the same some years ago and shot him down with no remorse :D
(He started it!)
Hey. Only reading this now. The problem is that Wine or Proton love to default additional devices to XINPUT but what you really want is HID. This is set in the system reg file of the WINEPREFIX that Steam created. oc you must also disable controller remapping for the sticks in Steam. That’s Game Settings => Controller => Steam Input Deactivated.
There are a couple of options to fix this. Locate the wine / proton prefix in question and set it to WINEPREFIX so wine can find it. Make sure the game is NOT running. Have an idea how this might look (you WILL have to adjust that path):
export WINEPREFIX=/mnt/games/steamapps/compatdata/359320/pfx
wine regedit
This launches the registry editor. Now locate HKEY_LOCAL_MACHINE => System => CurrentControlSet => Enum
Here are two categories: WINEBUS and WINEXINPUT. The joysticks are saved here as “VID_” + $VendorID + $ModelID.
Check all for the key “Service” and make sure they are set to “winehid” and not “xinput”. Check all for the key “CompatibleIDs” and make sure they are set to “WINEBUS\WINE_COMP_HID” Check all for the key “Class” and make sure they are set to “HIDClass”
You can prevent this somewhat with various DWORDs. See https://gitlab.winehq.org/wine/wine/-/wikis/Useful-Registry-Keys for reference.
Particular useful are: “Enable SDL” = 0, “Map Controllers” = 0, “DisableHidraw” => 0
You can also start the GameController Setup and set some of these here:
export WINEPREFIX=/mnt/games/steamapps/compatdata/359320/pfx
wine control
If some device still shows up as XInput select it and click Override. Test on the DInput tab if everything works. Mind that some older Wine versions will only show 32 buttons but this is a graphical limitation and the buttons do register.
When all that is done/checked quit all wine processes and try again with Steam.
Nice! I’m a little crazy on this. The display has a full functioning Primary Flight Display - totally pointless in a space game - I know - but it feels better near a planetary :D
For now there’s not much touch use and I won’t add much because most of the suggested actions are on the button box itself (I prefer buttons).
The top has a kinda new button bar with a few functions concerning the app itself now though:
That’s mostly to enable/disable network functions and theme debugging/selection for now. The app shows not only ingame chat, for example, but is also connected to my Owncast/Twitch/YouTube channel so I don’t miss messages during live streaming. That’s optional though and in some cases needs setup during runtime (e.g. YT) to obtain access tokens.
I do want to make some of the windows interactive so I can shove them out of the way when they pop up - or switch to a completely different view.
Currently this is semi smart e.g. when I’m mining it shows the last asteroid scans so I don’t have to linger around and check the probes manually. If something interesting shows up I just fly back. In combat mode all the unimportant clutter is automatically hidden and it shows targeting data and energy management.
It can also show current route planning, cargo inventory, a limpet (drones) counter, which system I’m in and all the little stuff that is annoying to look up all the time. I may add some more functionality here but as written before: I really prefer buttons 🤓
Edit since I forgot: It also shows alerts and plays sounds: https://www.youtube.com/watch?v=wp1PkVhH9cc
It’s part of my Space Pew Pew gaming setup. Basically a glorified button box. The display is running a homebrew app that shows game data depending on the current situation. There’s a dedicated project page at https://simpit.dev/ and of course more videos on the channels, if this interests you.
What interests you on the display? The chipset? I’m sure all parts can be obtained individually but I just went with an offer from the VSDISPLAY Store. They have all sorts of DIY kits and I salvaged two older displays by making use of their LCD controllers.
I’d like more detailed data on the game events to interface with. Especially when it comes to ship telemetry. Shield status is e.g. a boolean; on or off. No percent available. Which kinda sucks :/ There’s also no speed or vector data.
That’d be a rather trivial change but I doubt it’ll come. The player base that makes use of this is way too tiny.
I lost it when I read that line 🤣
I totally wonder the same with the ViperPit and the panel here :D It should be possible. A preliminary test with a printed version on paper looked good xD
It’s compatible with Elite Dangerous, and I like it’s colour theme more this is why it looks familiar I guess.
It’s a Colonial Viper from Battlestar Galactica, that I really like. So I try to either fly Vipers or VF-1 from Macross, what I also dig :-)
I also fly with XR (3D thanks to SBS mode). VR gives me motion sickness and has some other drawbacks [for me]. See my ViperPit videos to get an idea how that looks 👍
I get you. And I get them. They sadly have very good reasons for this :-/
Heh yeah I hate that too :D Especially because preview of the link fails often (or isn’t implemented at all :D) - Fediverse 🤷
ty!
Ah… because I was looking up or down in the game as well? I didn’t tweak the input curves for SC, unlike I did in the last video with Diaspora. The rest is perspective. I looked slightly upwards when I calibrated OpenTrack, which is a more comfortable position for me. The floating image should be way higher to match that but that’d be outside of the camera view.
You know… I wondered about this before too and I tried to lower the seating position through manipulation of the Y value before and while this works to some extend => it’s not really possible to look over the fuselage any more so I guess it’s a compromise (or you’d be simply unable to aim at anything in the game).
I was briefly offended but then I noticed this is about Beko Electronics 🤓
Really any webcam from the last decade gets the job done. The trick is to add a filter to ignore everything that is not on the IR wavelength. Configuring camera and OpenTrack correctly is also vital. Like most webcams get really really slow when the scene is dark trying to raise gain and exposure. This must be disabled or their fps plummet into oblivion.
Find my scribbles on https://beko.famkos.net/2021/07/08/diy-headtracker-for-gaming-on-linux-pc/ (or watch the video) - whole thing did cost me 5 EUR. Mebbe it has some pointers for you too.
Think I got the aspect ratio somewhat under control. It’s not perfect but much better. At this point I think it’s simply a bug of EliteDangerous. It’s like the HUD doesn’t get the rescaling memo after the intro played.
The settings make no sense to me but I can live with that. SBS (right/left side) images attached. The HUD is now at least readable and not squished too much.
That is interesting. Do I understand this correct that it has to be SBS left/right for this to work? I read conflicting reports on this.
Thing is my glasses need right/left and most of what’s on YT does simply not work when I just go fullscreen with SBS enabled so I have to drag it out of YT first and run it through Bino (or use ffplay with stereo3d filter) to “fix” this again.
This looks like if I want to make it convenient for VR I make it inconvenient for XR glasses users like XREAL and Viture users. I’m highly confused.
Oh and what about h265 or V1? The example only suggests h264:
ffmpeg -i input_file.mkv -vcodec libx264 -x264opts “frame-packing=3” output_file.mp4
Tried if h265 would happily eat frame-packing too but it’s an unknown option for it :/
I’ll take a look, thanks! SteamVR is not involved in this [that I know of]
Thank you 🙏