If you alter the virtual stick config with UJR running, it will detect the changes and update accordingly. Previously, when building the virtual axis, the value of the first axis would be applied,. This could result in jerky movement if there was too long between the two physical axes being processed. The virtual axis is now only set when both physical axes have been read and added together. It is now much less confusing to set up - configure each axis individually to move the slider in the direction desired.
Then set both axes to the same virtual axis and enable merge - it should behave as expected. Instead of manually selecting an axis or button by using the QB radio button, you can use QuickSelect. If you create a new profile, exit UJR and paste in the contents of the old profile, it may well work.
Hi evilc, So AxisMapping[8,2] return. Nice solution, thanks! If axes were in the format -1 to 1, this is simple, you just multiply by a variable which holds either 1 or -1 Is there an easy as in fewest CPU cycles to do this with a 0 to scale? New version up - 0. Thanks axlar for the neat solution!
Is there an easy as in fewest CPU cycles to do this with a 0 to scale? Uhm, you maybe don't know the ternary operator? Have you made any recent changes on the computer prior to this issue? You may also get in touch with the computer manufacturer to update the BIOS.
Check the issue after updating the BIOS and the chipset drivers. If the issue persists, then try the next method. Method 2: Change the settings in the Game Controller to make it run with the older programs on Windows 8. Hope this resolves the issue. If the issue persists, then I would suggest you to get in touch with the Microsoft Hardware Support from this link:.
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