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[Kickstarter] Aimpad™ - PC Gaming Analog Keyboard(creator taking questions) - Page 6

post #51 of 119
Quote:
Originally Posted by flabioh View Post

I definitely see the future of Linux and gaming. I have asked the developer on his intention to port PGP to Linux but have not heard anything back yet. That being said, it may comfort you to know that our firmware is built upon an open source USB stack using LUFA: http://www.fourwalledcubicle.com/LUFA.php

It is quite a powerful library that is flexible enough to do pretty much anything you or anyone else would want. The prototype is a standard HID device and as such will work in Linux.

thanks. I think it would be important to bottom this out quite early in development, although if the finished unit works and there are no special keys as such (with backlight and brightness controllable by hardware locally on the unit) then it might not matter too much. Linux doesn’t tend to need millions of after market bloat ware peripherals gui's and over clocking utilities and neither will steamOS.
post #52 of 119
what else i'd like to have is a clear key cap with a printable insert so you can have a label to your key binds and have it backlit
post #53 of 119
Quote:
Originally Posted by akromatic View Post

what else i'd like to have is a clear key cap with a printable insert so you can have a label to your key binds and have it backlit

So, something like this? http://www.keycapsdirect.com/images/faq/Relegendables.jpg - that should be pretty reasonable.

Along with back lighting something else I was considering as a possible stretch goal would be a custom set of key caps that would have the xbox 360 controller buttons on the key caps. As games that use the xinput API would see Aimpad as an xbox 360 controller this might be useful when a game has a stupid QTE segment like "PRESS A!" to dodge the boulder and then "PRESS X!" to stomp the head of the zombie! You would have a way to glance down at your keyboard and press the corresponding key they are referring to help make the mental connection with the keys you are pressing and the keys that the game is expecting you to press.

Thank you for the feedback!
post #54 of 119
Quote:
Originally Posted by flabioh View Post

So, something like this? http://www.keycapsdirect.com/images/faq/Relegendables.jpg - that should be pretty reasonable.

Along with back lighting something else I was considering as a possible stretch goal would be a custom set of key caps that would have the xbox 360 controller buttons on the key caps. As games that use the xinput API would see Aimpad as an xbox 360 controller this might be useful when a game has a stupid QTE segment like "PRESS A!" to dodge the boulder and then "PRESS X!" to stomp the head of the zombie! You would have a way to glance down at your keyboard and press the corresponding key they are referring to help make the mental connection with the keys you are pressing and the keys that the game is expecting you to press.

Thank you for the feedback!

yeh like that and i do want a thumbable dpad just to give that thumb some use too
post #55 of 119
It's been quite a few years now since I played a racing game and thought "I wish the throttle had more than 2 positions to have more control." Now it seems I'm not the only one who feels that way and someone has finally come up with a design for such a thing. Good going. Will follow that project with interest.
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post #56 of 119
Thread Starter 
Just found that they have a facebook page
Aimpad Facebook
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post #57 of 119
Quote:
Originally Posted by prava View Post

I perfectly understand how it works. But its a failure regardless because its still a middle ground. The only games in which analog features matter are those in which you already use a gamepad or a wheel... and those will be better than such analog keyboard, let alone be cheaper.

You're doing a heck of a job playing Devil's advocate wink.gif

I think the nice thing that you have to keep in mind is that this can be offered as an alternative to a gamepad. Games like GTA and Saints Row would be much better played with a mouse for aiming and an analog keyboard for the driving aspect.

I remember hearing someone from PC Gamer say that they played GTA with KB&M, then when it came to driving in the game he picked up a controller, and switched back and forth!
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post #58 of 119
Quote:
Originally Posted by Razzle Dazzle View Post

You're doing a heck of a job playing Devil's advocate wink.gif

I think the nice thing that you have to keep in mind is that this can be offered as an alternative to a gamepad. Games like GTA and Saints Row would be much better played with a mouse for aiming and an analog keyboard for the driving aspect.

I remember hearing someone from PC Gamer say that they played GTA with KB&M, then when it came to driving in the game he picked up a controller, and switched back and forth!

Pretty much me, aiming with weapons and walking with a keyboard and mouse, and driving with an xbox controller. Driving and shooting was tricky >_>
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post #59 of 119
I have backed the project and been talking to the creator via PM. Let me tell you, if you play BF4, you're really going to want one of these. He shared with me a demonstration that he's planning on publishing soon where all vehicle and infantry movements are based on analog inputs.

Being a BF4 Heli Pilot my face was grinning from ear to ear watching how smooth aiming is when yawing is combined with aiming from the mouse.

I think the point he's trying to convey is that rather than having typical Analog input (Mouse) paired with Digital input (Keyboard), we now are able to have both be Analog, thus allowing for more precise movements.

I personally am praying that this gets full funding as I'd very much benefit from such a solution.
post #60 of 119
Thread Starter 
bumping up so Flabioh can fill us in on any new news or information.
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