Search titles only
By:
Home
Forums
New posts
Search forums
Articles
New articles
New comments
Search articles
Pinball DB
Pinball Tables
Pinball Games
What's new
New posts
New articles
New profile posts
New article comments
Latest activity
Log in
Register
What's new
Search
Search
Search titles only
By:
New posts
Search forums
Menu
Log in
Register
Navigation
Install the app
Install
More options
Contact us
Close Menu
Welcome Back to Digital Pinball Fans -
please read this first
For latest updates, follow Digital Pinball Fans on
Facebook
and
Twitter
Home
Forums
Farsight Studios
Pinball Arcade Tables
Bally Tables - Retired Tables
Judge Dredd (1993)
High score entry completely unwieldy (PC)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EldarOfSuburbia" data-source="post: 229697" data-attributes="member: 4106"><p>I have re-mapped my X360 controller from using the triggers to using the bumpers for the flippers. The game automatically switched the triggers to the "second" flipper buttons. This is for comfort and also for actual gaming purposes: the bumpers being digital have minimal response time, the triggers being analog take longer to respond. In a game where fractions of a second count for timing, I'd rather have immediate response time than have to wait. Also, I found using the triggers would sometimes lead to the flippers "sticking" and other problems. So, I switched.</p><p></p><p>In most games, including BK and BK2K, this isn't a problem, because the second flipper buttons aren't used for entering initials (BK because it's scripted not emulated and the ROM doesn't cater for entering initials, BK2K because it only uses the 'Start' button.)</p><p></p><p>In the last two games, it's been a problem. In No Fear, the buy-in button is used for some "cheat/easter egg"/other purposes during the game, and can also be used as the 'Enter' button when entering initials. By default, this is mapped to the left bumper. By re-mapping the flippers from the triggers to the bumpers, this switches the mapping of the buy-in button to the left trigger. Likewise in JD, the "fire" buttons are re-mapped to the left and right triggers. Jack*Bot also does something similar, but I'm assuming the buy-in button isn't also an 'Enter' button when entering initials since I've never had a problem entering initials there. Also in Jack*Bot, I re-map the buy-in button to 'Select'.</p><p></p><p>With me so far ... ?</p><p></p><p>Anyway, TPA "forgets" your re-mapping when you're entering initials, and forces you to use the triggers. This is a bug/feature I've mentioned on numerous occasions and never had any acknowledgement of. FS fixes this, and all our problems go away.</p><p></p><p>Alas, we're stuck with what we have. There are two solutions:</p><p>1. Go back to the default mapping. Well, as I explained, I'm not going to do that. I chose the mapping I have because I play better with it.</p><p>2. Re-map the alternate left/right buttons. In Jack*Bot and NF you're not going to miss <em>anything</em> by doing this, I've yet to figure out when I need the button in NF, and in Jack*Bot it's just a case of getting used to its new position. For JD those buttons have a use, they move the Chain Link so you can, say, line up Sniper when the next Chain Link start is at the Sniper Tower etc. So maybe map to the D-pad left/right, if that's allowed.</p></blockquote><p></p>
[QUOTE="EldarOfSuburbia, post: 229697, member: 4106"] I have re-mapped my X360 controller from using the triggers to using the bumpers for the flippers. The game automatically switched the triggers to the "second" flipper buttons. This is for comfort and also for actual gaming purposes: the bumpers being digital have minimal response time, the triggers being analog take longer to respond. In a game where fractions of a second count for timing, I'd rather have immediate response time than have to wait. Also, I found using the triggers would sometimes lead to the flippers "sticking" and other problems. So, I switched. In most games, including BK and BK2K, this isn't a problem, because the second flipper buttons aren't used for entering initials (BK because it's scripted not emulated and the ROM doesn't cater for entering initials, BK2K because it only uses the 'Start' button.) In the last two games, it's been a problem. In No Fear, the buy-in button is used for some "cheat/easter egg"/other purposes during the game, and can also be used as the 'Enter' button when entering initials. By default, this is mapped to the left bumper. By re-mapping the flippers from the triggers to the bumpers, this switches the mapping of the buy-in button to the left trigger. Likewise in JD, the "fire" buttons are re-mapped to the left and right triggers. Jack*Bot also does something similar, but I'm assuming the buy-in button isn't also an 'Enter' button when entering initials since I've never had a problem entering initials there. Also in Jack*Bot, I re-map the buy-in button to 'Select'. With me so far ... ? Anyway, TPA "forgets" your re-mapping when you're entering initials, and forces you to use the triggers. This is a bug/feature I've mentioned on numerous occasions and never had any acknowledgement of. FS fixes this, and all our problems go away. Alas, we're stuck with what we have. There are two solutions: 1. Go back to the default mapping. Well, as I explained, I'm not going to do that. I chose the mapping I have because I play better with it. 2. Re-map the alternate left/right buttons. In Jack*Bot and NF you're not going to miss [I]anything[/I] by doing this, I've yet to figure out when I need the button in NF, and in Jack*Bot it's just a case of getting used to its new position. For JD those buttons have a use, they move the Chain Link so you can, say, line up Sniper when the next Chain Link start is at the Sniper Tower etc. So maybe map to the D-pad left/right, if that's allowed. [/QUOTE]
Verification
Post reply
Members online
No members online now.
Latest posts
Z
Strategies.
Latest: Zaphod77
Apr 18, 2024
WHO dunnit (1995)
Y
AtGames Legends pinball
Latest: yespage
Apr 15, 2024
Digital Pinball Cabinets
Master List of Issues: Pinball FX
Latest: Pinballwiz45b
Apr 13, 2024
Pinball FX (4)
We are back with a new site
Latest: Ian Longstaff
Apr 8, 2024
Other Pinball Games
Z
5X Jackpot build strategy (POTO)
Latest: Zaphod77
Apr 5, 2024
Phantom of the Opera (1990)
Home
Forums
Farsight Studios
Pinball Arcade Tables
Bally Tables - Retired Tables
Judge Dredd (1993)
High score entry completely unwieldy (PC)
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.
Accept
Learn more…
Top