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So I've made myself a custom 3d printed gamepad (because I'm a left hand mouse user). It has an analogue thumbstick and 25 keys including the thumbstick press. The program detects my gamepad as not a controller so I've been able to simulate analogue functionality with the thumbstick using a gradient turbo for wsad bindings on the thumbstick but it doesn't always produce the best results depending on the game (stuttering steps and janky crosshairs). I can use the controller mapping feature to get the thumbstick functioning properly but it results in limiting my button count to 17 due to a lack of key bindings when mapping it as a controller. Does anyone know a good way around this so that I can have a true analog thumbstick and all of my buttons functioning?
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So I've made myself a custom 3d printed gamepad (because I'm a left hand mouse user). It has an analogue thumbstick and 25 keys including the thumbstick press. The program detects my gamepad as not a controller so I've been able to simulate analogue functionality with the thumbstick using a gradient turbo for wsad bindings on the thumbstick but it doesn't always produce the best results depending on the game (stuttering steps and janky crosshairs). I can use the controller mapping feature to get the thumbstick functioning properly but it results in limiting my button count to 17 due to a lack of key bindings when mapping it as a controller. Does anyone know a good way around this so that I can have a true analog thumbstick and all of my buttons functioning?
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