Yes, but the software cannot change the physical feedback at the 'corners' from feeling askew.
However the corners being slightly askew should only be noticeable if one was sitting there sweeping the control stick through 360 degrees at max deflection, as in a control check.
Or... when moving the controls during slow speed scissors/dogfights in propeller driven aircraft, when full deflection is needed due to the ineffectiveness of the control surfaces. Think IL2, AH2, RoF and eventually SoW. Are people only flying jets with this stick?
Would this not be easily adjusted as per Joe's post above and slight adjustment of the zoom axis?
Yes, it would. The trick here is to zoom the axis just enough that the black travel limiter doesn't distort the stick response when the axes are rotated.
I originally posted this information
here, but I will repost in this thread for clarification.
As can be expected, if one does not mess with the rotation parameter then the stick's physical travel limits result in the shape of a rectangle in Foxy's joystick analyzer (only rectangular instead of square because it is fit to a full-screen application on a computer monitor).
When one applies a software rotation, for example 15 degrees clockwise to simulate a center-mounted stick at an angle 15 degrees counterclockwise, the script snippet is
RotateDXAxis(DX_X_AXIS, DX_Y_AXIS, -15);. The rotation itself works quite well:
However, due to the shape of the Warthog stick's plastic travel guide, stick response that is unaltered other than the RotateDXAxis command is skewed into a shape that is not very useful:
My original thought to remedy this problem would be to apply a slight zoom to the X and Y axes, allowing them to reach full electrical response before the stick hits the plastic travel limiter. In the 22 October 2010 Release Candidate version of T.A.R.G.E.T., this didn't work. Apparently the zoom and the axis rotation were not being applied in the correct sequence. Thrustmaster identified this problem and implemented it in the RC2 version of T.A.R.G.E.T. The result is most excellent; you probably can't even see most of the rectangle because it is right at the screen limits.
The above is achieved simply by applying a curve of 0.6 to the X and Y axes.
The full script is:
MapAxis(&Joystick, JOYX, DX_X_AXIS);
MapAxis(&Joystick, JOYY, DX_Y_AXIS);
SetSCurve(&Joystick, JOYX, 0,0,0,0, 0.6);
SetSCurve(&Joystick, JOYY, 0,0,0,0, 0.6);
RotateDXAxis(DX_X_AXIS, DX_Y_AXIS, -15);And there you have it - quick, easy, and elegant, plus the lost travel range is hardly noticeable.