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T3PA + TH8A addons on T300RS base in PS4 mode. #30
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I suspect it might not be impossible, though I haven't really studied how the wheel identifies/behaves itself when connected in PS4 mode. If we're lucky it could just be a driver-side change, for example the Windows driver refuses to serve a wheel in PS4 mode but everything else works the same way. On the other hand, we might get unlucky and the firmware has some kind of check to see what kind of host it's connected to, or the PS4 mode behaves completely differently from the PS3 mode and would require a rewrite or maybe even a separate driver module. If we're unlucky, we would probably need to capture packets between a PS4 and the wheel itself, which would require a physical USB sniffer. They do exist, but are generally pretty expensive. Case and point In any case, I'll try snooping around and see if we might be lucky and report back. Could take a while, I have a pretty busy schedule this week, sorry in advance. |
I know there are cheaper options: https://blog.gimx.fr/category/usb-sniffer/ Anyhoo, i'm sourcing my circles for a working usb sniffer right now, might get lucky there. |
Quickly checked out what happens when the wheel is connected in PS4 mode, the wheels shows up with product ID |
That's great news! Lemme know if you need some grabs of the T3PA and TH8A addons specifically. |
Okay, the buttons from the wheel worked just fine but pedals and wheel rotation didn't. Seems that the wheel uses a 54 byte input section marked as I pushed a version to the Other than that, there still seems to be one oddity: The wheel doesn't autocenter itself when not being used, as in the PS3 mode. Do you know if it does this on a real PS4 as well? PS. I might still have the axes of the pedals mixed up, I always get them confused. |
I'll test it over the weekend and het back to you. Cheers! |
I've managed to test this branch over the weekend, and pedals+wheel (including clutch)+ffb works as expected. I've yet to test the events for the shifter addon, but for now this looks good and could be merged as is. |
So the |
Good start, seems like it's a fairly typical case of 'bit N on/off' for each gear. I would still need to know the index to where this value is, a dump of what you're seeing would probably be enough. |
Ok, i think i got it. Should be pretty obvious at this point. And i'm guessing 00 is when the shifter is in neutral, thus, reported anytime a transition between positions 1-8 happened.
that's index position 52 (if i count correctly) |
Alright, I modified the I'm not entirely sure how games expect shifters to present themselves, so if some games have different default preset mappings, feel free to give me an update (assuming the changes work at all, that is). EDIT: Immediately pushed another commit to |
Huh, pretty interesting. Buttons below 14 are already used by buttons on the steering wheel iself, not entirely sure what this means. Does the default mapping overlap at all? And did you get the deadzone fixed? |
Yeah, the deadzone seems to be misreported in jstest (text/console version, don't have the gtk one) - works fine in game. Ignore. Should i try and make a list of how each button is being reported in game? I can test with Beam.NG, Assetto Corsa and ETS2/ATS. For obvious reasons, only ETS2/ATS can be run both in proton and linux native mode. I could prepare a comprehensive list for that. |
That would be really helpful, yes please. |
I know that the wheel base is supposed to be used in ps3 mode, while running on PC, but…
When running so, the TH8A addon needs to be connected to the PC via a dedicated usb cable.
I wonder if it could be reworked, so that the wheel will be recognised in PS4 mode with all attachements. I could do all the necessary testing. Just point me in the right direction.
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