Cannot get plunger working in Pinball FX #46
Replies: 7 comments 8 replies
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If it's working as far as joy.cpl, you probably have everything configured right on the Pinscape side, so it's probably just something on the PinballFX side, maybe setting an option somewhere to enable the plunger. I'm not a PinballFX user myself so I can't help you there - it seems to be fairly popular on the forum sites (vpforums, vpuniverse), so you might try posting on one of those. |
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You can assign it to any axis you want - just change the axis assignments in the config. |
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You can already map any input to any axis. Go back and read the JSON Config Doc section on xinput. |
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Here's a little experiment you can do that might help you understand what's going on:
Hopefully this will clarify for you what I said earlier about how you can map the plunger to any XInput axis, and at the same time help you figure out how PinballFX expects to take its plunger input, so that you can tell WHICH axis to map to "plunger.z". |
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I'm afraid I don't have any ideas. It sounds like it's a configuration issue on the FX end - according to your tests, it's just not configured to take plunger input on any of the XInput axes. If you're convinced that FX DOES accept plunger input on xLeft or xRight, but you're still not seeing any input in this test, I'd probably repeat the test to make sure you didn't miss anything, particularly for the axes that didn't appear to respond to any input (xRight and yRight). It pretty much has to be one of two things: a testing error, or FX just doesn't accept input on that axis. If you want to rule out anything flaky about the plunger sensor input, you can use "sin(1000,0)" as the source instead of "plunger.z" - that will generate a continuous full-scale sine wave input on the axis without you having to manually operate the plunger to test for a reaction. |
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Is plunger.z misbehaving somehow in other contexts that make you suspect a bug, such as in JOY.CPL? If yes, please explain. If no, then we're back to something isolated to PinballFX, agree? As I've said, I don't use FX, so I can't offer any insight there. I will repeat my suggestion that talking to other people who use FX might save you a whole lot of time here. I do have one wild guess, though, based on something you mentioned earlier in the X360CE context: you said something about INVERTED THIRD AXIS. My wild guess is that THIRD AXIS in X360CE context means right joystick X (the axis that Pinscape labels as xRight), and INVERTED means sign reversal. So maybe the problem is that you have to use NEGATIVE plunger.z instead of plunger.z, which, consulting the manual, I see you can do with "negate(plunger.z)". |
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Awesome, glad you hit upon the winning setup . I'll make a note in the Config Reference about this, since apparently the PinballFX people don't document it anywhere either - I wasn't able to find anything definitive on google about it. |
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I configured Xinput and gamepad section this way:
Plunger is configured as this:
plunger: {
source: "pico_adc",
autoZero: true,
autoZeroTime: 5000,
In joy.cpl plunger is asoociated to Y Rotation:

In PinballFX or FX3, accelerometer works fine but plunger does not move at all. What could be wrong here?
Thanks
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