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View Full Version : PS3 - Pressure Sensitive Airbrakes?



RingoSpoon
14th November 2006, 01:27 AM
I just checked out this video on youtube - i didn't know the ps3 had 'pressure sensitive' shoulder buttons...:D...which could be used as 'next-gen' air-brakes in the next iteration of wipeout? :D

http://www.youtube.com/watch?v=hhUx0ic_ZWU

This would be fantastic, and allow for much more specialist techniques in cornering in the PS3 version of wipeout. What do you think? :D

Shem
14th November 2006, 03:58 PM
i guess, it's an idea....


but to me, buttons are like switches. they're supposed to go 'on' and 'off', and not like 'on'>halfway on'>'i'm in the middle'>'quite off'>'still not off'>'off'. and buttons on ps pad are....well buttons! besides - wipeout is too exciting to hold yourself back with your moves and especially on these tiny little buttons (unless you're using a neggie). i say smash them with full force!

andy
14th November 2006, 06:22 PM
the ps3 has motion sensors too. id bet they would focus on that more. you could use it for the pitch or something.

Task
14th November 2006, 06:23 PM
Full-Force Braking Technique!

I haven't ever seen the point of a "half-brake". We definitely need analog buttons with travel though. For the accelerator! Just in case you ever want to ease off a bit. Like, to get the turbo start. And the d-stick needs to give analog input, obviously. But besides them, digital buttons all the way.

Well, for WO at least.

Lion
14th November 2006, 07:12 PM
I find the analogue trigers on the xbox360 control pad are excellent for accelerator/brake in most driving games
in wipeout I don't know what I'd use the left one for however.
I would like right trigger for throttle, but the steering brakes need to be on or off, if you don't need the full strength of a steering brake then you should just be able to turn the ship without the steering brakes at all

RingoSpoon
14th November 2006, 07:28 PM
I haven't ever seen the point of a "half-brake".



Surely the amount of pressure would be related to the amount of angle your craft turns? For really tight turns, max airbrake i.e button fully pressed down - for lesser turns maybe a mid press or maybe even a tap...just to get the correct line? :)

The 6-axis pitch is an interesting idea also - much easier to dip the nose of the craft on the long straights, sounds like it just what is needed :)

Sausehuhn
14th November 2006, 07:35 PM
The PS2 already features sensitive buttons, doesn't it? The shoulder buttons have 2 or 3 steps I think. They were used in Fusion to control the weapon power.

Lion
14th November 2006, 11:57 PM
if so then that's news to me, but it does explain why the computer players seem to be able to fire the ion blaster (or whatever it's called) a hell of a lot faster than me

mclarensmps
15th November 2006, 05:28 PM
Well the PS2 has pressure sensitive X, Square, Circle Triangle, and im pretty used to it's calibration in gran turismo, so the transition isnt going to be too difficult for me! I didnt know the shoulder buttons of the PS2 were Pressure sensitive, but then, no game i ever played on the PS2 were calibrated to use it.

Sausehuhn
15th November 2006, 05:35 PM
press button hard: weapon fires fast (e.g. missile) to the opponent, gives a high chance to hit him. Destruction isn't that bad, though.

press button soft: weapon in slower - can miss contender in curves. Higher destruction.


That's the way it worked I think.

Rapier Racer
19th November 2006, 01:37 AM
That is exactly how it worked I remember that system on Fusion well, mainly because some people tried to claim that my, at the time, beloved Van-Uber’s super weapon was useless yet there I was blowing Tigrons off the map with it, other times when I used it did virtually no damage, softer press more powerful seismic field, Katmoda 12 track 3 the long fast stretch, you know the one :) button pressed as soft as possible gutted 3 ships shields with the one seismic field, not powerful you say……..

mclarensmps
20th November 2006, 05:09 AM
Sooooo i tried the pressure sensitive L2 R2 over the weekend and i have nothing but praise for it. They are pretty much perfectly designed, and have been made such that you can use them as very responsive pressure sensitive applications like braking and throttle, as well as use them for trigger effects such as gearchanges and gun reloads. They are just so nicely designed, and after you use them you wonder why the PS2's controller was never like this in the first place.

Basically if you slap the trigger down for things like gear changes (as i did in the F1 demo) it still has the clicky feel of a button engagement without worrying about the feel of something happening or not. Your finger just slaps the button and moves on down, and the trigger button comes back to rest position. It's very hard to explain the motion i was using, but it is very intuitive and natural and feels perfectly right, almost like going through gears on a paddleshift but not.

On the other hand, in the motorstorm demo, these triggers were used as pressure sensitive brakes and accelerators. Again, the response, the grip, and the feel of the trigger was well and truly in comfortable limits and not for a second do you feel you are going to lose grip from them nor will they make you tired. I have nothing but praise for the Trigger button designs from my uses of it so far.

I also used it in resistance: fall of man, where L2 was used for crouching, and R2 for reloading/changing weapons (well i dont remember if it was used for reloading... actually no it wasnt, it was just used for weapon changing and something else which i forget) and they felt just right!

I am confident that S.Liverpool will figure out a good way to use the buttons appropriately. I can already envision steering via the SIXAXIS gyro technology so lets see what the triggers, and buttons become useful for.

It looks like seriously good times ahead for use wipeout fans.

And for you F1 fans, I cannot even begin to describe how fantastic F1 looks on the PS3 on a 1080p HDTV. I want to go back to my friend's and play it NOW but those bastards are playing Xbox 360 gears of war (which is a cool game too... but im a racer)

lunar
20th November 2006, 07:19 PM
Have to say it sounds great, nice post :) In some PS2 driving games it could become pretty painful pressing x all the way down for full power for a long time. At the end of a couple of F1 GPs I would be longing for the race to stop just so that the pain would end. Sounds like those days are (nearly) over. Not sure about pressure-sensitive acceleration or braking in Wipeout, I kind of like things how they are. Wipeout controls need to be very crisp, simple and definite, I think. Anyway, who needs anything less than 100% thrust all the time ;) and who uses the brakes anyway..... pah :paperbag

infoxicated
20th November 2006, 07:50 PM
I've played F1 on the PS3 using the SIXAXIS' motion sensing so that you kind of tilt it like a steering wheel, and it's really nice. It's a bit odd to begin with, but after a couple of laps I was carving nice lines through the corners and using L2 to brake and R2 to feather in the accelerator on the exits. Very nice. :+

The only thing that was a bit weird was when I lost control. I'm used to playing GTR2 with my force feedback wheel, so when the car breaks loose there's lots of feel through the steering wheel to help you work out what's going on with the car. Not so in a wireless controller that ways about as much as a Big Mac(!), so I was veering all over the place when I tried to correct a slight twitch. I'm sure that's something you'd get better at over time if you persevered with it, though.

Anyways, I think it would be perfect for PSP Wipeout - the response from the SIXAXIS is completely lag free, and it'd make a reasonable replacement for the NegCon, I believe. :)

lunar
21st November 2006, 02:58 AM
Slightly off-topic, but how much do you miss rumble on PS3? I`m used to using it to feel the kerbs in precise driving games like F1, or at least I think I do. Maybe there are other ways to know when you`re on them.

mclarensmps
21st November 2006, 05:05 AM
I am very very accustomed the rumble feature and its pretty much become intuitive to feel it specially when i played gran turismo 4 on the PS2. I have not gotten a chance to play GT4 on the PS3 yet, but when i do i will let you know how i coped hehe. I consider myself a pretty decent GT player, and i have a bunch of best laps recorded on my favourite tracks in stock set up cars, so when i compare the times with the times i set without rumble i will have a better handle of how i coped!

I don't really care much for arcadey handling games as feeling didnt really help me much in that style of play, and the recent editions of F1 have been quite arcadey in my opinion. I'll be checking it out again some time during the week, and will definately keep you updated on it.

I got a chance to play the Wii, and it has become quite obvious that the mechanics/physics of the Wii remote and the SIXAXIS controller are so different that it allows the Wii remote to have a light rumble feature which is actually a satisfactory amount to give you road feedback in racing games (but then, i only played excite truck which is not the most amazing game that i've ever come across). I also didnt like using the Wii remote steering the trucks, but that has more to do with the ergonomics of the remote and the size of the remote. It has been designed primarily to be held in one hand (and is VERY VERY comfortable to use in that grip) but the grips in other holding positions, such as the horizontal bar steering grip feels awkward at best.

lunar
21st November 2006, 09:46 AM
Thanks for the answer, look forward to updates. :) I guess we still have the sound of the kerbs. I don`t think F106 on PS2 was arcadey though, if you turned the driving aids off and damage on, but you could play it that way too. In sim mode accurate braking points, turning points and apexes were a must or you were in the gravel or losing 5 places. Definitely the best F1 console game yet, imo. It`ll be nice to see how this one is shaping up with SL on PS3. :)

Chill
24th November 2006, 07:17 AM
I don't think that pressure sensitive should be affective with Wipeout... I can see if it was an actual cock-pit that, for example, used your feet for airbrakes where pressure would be used, but not on such small little buttons.

RingoSpoon
25th November 2006, 01:21 PM
Yes, I was thinking about two methods of piloting - steering and airbrakes, One has gotta be analog and the other digital....or has it? :)

Max A K Challie
6th December 2006, 05:58 AM
I think motion sensing would very well as a NegCon replacement. It would be different, but it falls into the same category.

I think there should be a pair of, say, extra shoulder buttons which should be like the original Xbox's, big, smooth, gradual pressure. I think this would work very well for airbraking, but even better for thrust in the style of Wip3out.

DR Spaceman
12th January 2007, 02:29 AM
I think that the shoulder buttons' pressure should be determined by the amount of hang you want when entering a corner.

Probably can be used for barrel rolls in the air like the directional pad in Wipeout Pure!