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[Kickstarter] Aimpad™ - PC Gaming Analog Keyboard(creator taking questions) - Page 4

post #31 of 119
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Thiswould definately replace my nostromo.
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post #32 of 119
Thank you so much for starting a thread here! My name is Lance Madsen and I am the founder of Aimpad. I have been in and out of different threads all over the place today and was pleasantly surprised to see so many people taking an interest here. To be clear, my intention is to not try and push you all into backing the project. If you like it, awesome. If you don't, I get that. It isn't for everyone.

Getting that out of the way, if you have any burning questions for me let me know. I'll keep my F5 key hovering over this thread this evening.

Thanks again!
post #33 of 119
Quote:
Originally Posted by flabioh View Post

Thank you so much for starting a thread here! My name is Lance Madsen and I am the founder of Aimpad. I have been in and out of different threads all over the place today and was pleasantly surprised to see so many people taking an interest here. To be clear, my intention is to not try and push you all into backing the project. If you like it, awesome. If you don't, I get that. It isn't for everyone.

Getting that out of the way, if you have any burning questions for me let me know. I'll keep my F5 key hovering over this thread this evening.

Thanks again!

Whoa sweet.

First question, comparing this to say the analog stick of an xbox 360 controller, would it behave close to the same manner?
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post #34 of 119
Someone should just re-innovate that little finger nub pointer on older laptops.
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post #35 of 119
The intent is to make it behave as close to the left analog stick of an xbox 360 controller as possible. You can reach any X,Y coordinate that the 360 controller can. However, the range of motion with Aimpad is greater because the xbox 360 controller never reaches the corners of the Axis as the shape of the joystick device is a circle whereas the X,Y axis that the movement is plotted on is a square. You can try this out for yourself if you attach a 360 controller and go to Game Controllers in windows and select the properties of the device. You can move the left analog stick and you'll notice that you can't reach the corners of the X, Y axis. Essentially what this means is that when you move diagonally you aren't moving at the full speed you could be. Aimpad actually uses the full range. Depending on the game the effect is subtle, but the difference does exist.

The other unique thing about Aimpad is that while you can move your trajectory in 360 degrees based off how far down you are pressing each key, you also can VERY easily move exactly in 4 directions at any speed you want. This is useful because often times you want to run precisely forward but occasionally if you aren't pressing exactly up on the xbox 360 controller you will shift to one side or the other. A game that effectively demonstrates this is Darksiders. Many times if you aren't pressing exactly straight up (or pretty close) you find yourself moving in a slightly off center direction. I found it annoying, but that sort of thing may not bother you. However, in another game "Deadlight" (a side-scroller) I died MANY times unnecessarily in that game using the 360 controller because I wanted to jump straight up. But I was not exactly holding the stick straight up so when I jumped I would jump off a cliff into less than friendly zombies who promptly ate my brains.

That being said, controlling speed in the standard 8 directions is very simple with Aimpad and has a very low learning curve. But, adjusting to pressing two keys at slightly different depths (especially when 25 years of PC gaming has told me to mash those keys down all the way) does require more practice. I'm very good at it now, but it did take a few days to retrain my brain and fingers.

Hope that answers your question!
post #36 of 119
Quote:
Originally Posted by flabioh View Post

The intent is to make it behave as close to the left analog stick of an xbox 360 controller as possible. You can reach any X,Y coordinate that the 360 controller can. However, the range of motion with Aimpad is greater because the xbox 360 controller never reaches the corners of the Axis as the shape of the joystick device is a circle whereas the X,Y axis that the movement is plotted on is a square. You can try this out for yourself if you attach a 360 controller and go to Game Controllers in windows and select the properties of the device. You can move the left analog stick and you'll notice that you can't reach the corners of the X, Y axis. Essentially what this means is that when you move diagonally you aren't moving at the full speed you could be. Aimpad actually uses the full range. Depending on the game the effect is subtle, but the difference does exist.

The other unique thing about Aimpad is that while you can move your trajectory in 360 degrees based off how far down you are pressing each key, you also can VERY easily move exactly in 4 directions at any speed you want. This is useful because often times you want to run precisely forward but occasionally if you aren't pressing exactly up on the xbox 360 controller you will shift to one side or the other. A game that effectively demonstrates this is Darksiders. Many times if you aren't pressing exactly straight up (or pretty close) you find yourself moving in a slightly off center direction. I found it annoying, but that sort of thing may not bother you. However, in another game "Deadlight" (a side-scroller) I died MANY times unnecessarily in that game using the 360 controller because I wanted to jump straight up. But I was not exactly holding the stick straight up so when I jumped I would jump off a cliff into less than friendly zombies who promptly ate my brains.

That being said, controlling speed in the standard 8 directions is very simple with Aimpad and has a very low learning curve. But, adjusting to pressing two keys at slightly different depths (especially when 25 years of PC gaming has told me to mash those keys down all the way) does require more practice. I'm very good at it now, but it did take a few days to retrain my brain and fingers.

Hope that answers your question!

Thank you for answering.
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post #37 of 119
Quote:
Originally Posted by Cyph3r View Post

Hall sensors use magnets. Would be too much interference between the keys on such a small scale I imagine.

why not resistance then?
post #38 of 119
We explored using Hall Effect sensors. One of our engineering goals was to use the Cherry MX Mechanical Switch in our design. Accurate analog based hall effect sensors can be somewhat pricey. You need to use a fairly strong magnet to get a good reading and rare earth magnets can definitely start to get expensive. The real challenge is integrating the magnet into the Cherry MX switch cheaply and easily for manufacturing purposes. All this made using a Hall effect switch ultimately more expensive to implement than the IR LED/Sensor method that we are using.
post #39 of 119
This makes no damn sense. Not at all. Just try to type at fast speeds and press each key just a little much... you simply can't.

Fail concept is fail.
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post #40 of 119
Quote:
Originally Posted by prava View Post

This makes no damn sense. Not at all. Just try to type at fast speeds and press each key just a little much... you simply can't.

Fail concept is fail.
Just because you don't understand how it works does not make it a failure.
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