Can you elaborate about those 2 mods? Is there any video or web link where I can get an idea of how they are and how to mod the Alpakka? I have been some times considering assembling one. Or buying one if someone decides to assemble them. Is there by any chance a mod to swap the module stick for a Hall Sensor one?
Hi, I'm really interested in the Alpakka and have a question. One really important feature for me would be wireless. I've seen that's it's on the roadmap and my question is whether or not you think it will be possible to retrofit an Alpakka made to the current specifications with the wireless functionality (the rear space seems ripe for batteries) or if a whole new build will be required. If an upgrade is possible, I would probably build mine now, but if not I'll wanna wait so as not to waste resources when building another new one. Also, what you are doing is fantastic. The Kabybara is a gamechanger as well. Accessibility has been lacking for way too long in the gaming scene and a one handed controller will surely help a lot of people be more comfortable playing or enable them to in the first place.
The short answer is no, some parts should be reusable such as the case and buttons, but the current PCB won't be wireless-upgradable (at least not without being a DIY prodigy). Thanks for the nice words and the support.
I’m trying to make a keyboard joystick like the gmk or maxxstick (just look it up). Any idea where to start, I have a 3D printer but no idea where to start on the wiring and such😂.
We started with a microcontroller - in our case the Pico - and expanded from there, experimenting with all the different inputs, etc. Take the controller, a breadboard, and follow a couple of tutorials.
Any possibility of a touchpad version in the future? Dream would be button clusters replaced for them, and be able to simulate mouse or joystick input and register which region of the touchpad is clicked so different things could be mapped to it.
I hate the fact that this game does not seem to have proper raw mouse input. i checked this by trying to calibrate flick stick on steam. The mouse kept ending up in a different space depending on how fast i flicked the right stick. I hope Ghostrunner 2 has proper raw mouse input. Why do console developers f*ck up mouse controls by implementing acceleration. only thumbstick need acceleration. a mouse needs to be proper raw input.
@@aboveaveragebayleaf9216 yes. i have. mouse pointer precision is of. its the game that does not have raw mouse input. Most developers are making games for consoles. the stick has an acceleration based aim curve. because it is not that accurate with the limited range of motion of the stick. a mouse is displacement based and should be 1:2. so 20 degrees of mouse movement should translate to 20 degrees nomatter how fast you move the mouse. aka raw input. but developers just program in mouse acceleartion without the option of turning it off. Why? for example i use flick stick. this mehtods need the pixels per 360 degree to be the same each time (without acceleration.) i need this also for my gyro aiming. i dont like keyboard controls and my desk is always cluttered. so i use gyro aiming. wich is less stable then a mouse, but still better then dumb stick aim curves.
In this case none, just the ingame settings. But it is also possible to use Steam Input or ReWASD, and our own software (Ctrl app) will support mappings too.
@@inputlabsdoes steam support the alpakka? unfortunatly i hate the fact that this game does not have raw mouse input. Wich makes the gyro unprodictable. Some pc games are too much like console games. instead of raw mouse input the use mouse acceleration. that is because console developers are used to programming for acceleration because that is what the rightstick needs to function.
@@inputlabs not entirly what i mean. For example some 3rd party switch controllers are recognised as switch pro controllers. even if the gamepad has a few more buttons then a a switch pro controller. So back buttons wil not be remapable on steam. with complete gamepad support i mean if the controllers is regonised as an alpakka controller or as a entirely different gamepad with a gyroscope. another example. the dualsense edge has back buttons and function buttons that can be completly remapped on pc if the gamepad is put in the default profile.
@@caleasthetic in that sense the controller can be used so it is recognized as a Xinput controller (xbox) with "additional buttons", these additional buttons can be assigned to duplicated xinput buttons or anything else from the m&kb.