Logitech Attack 3 Joystick
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Manual
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(English)Logitech Attack 3 Joystick, size: 216 KB |
Logitech Attack 3 Joystick
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logitech attack 3 joy stick
User reviews and opinions
| firebird |
4:42am on Saturday, May 8th, 2010 ![]() |
| I read other reviewers here having the same or very similar failures of the sensors. And not just this model, the next model up with rudder control. | |
| narita |
4:47pm on Thursday, March 18th, 2010 ![]() |
| The way I use it is I put my mouse hand on the joystick whenever I get in a aircraft, but I keep my other hand on the keyboard. | |
Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.
Documents
USB-Chicklet
1/2/2007
USB-Chicklet User Manual
Rev 1.0
Cross The Road Electronics, LLC
www.crosstheroadelectronics.com
Page 1
Device Overview
Page 2
1.) What is USB-Chicklet? USB-Chicklet is an embedded device that performs USB hosting on USB joysticks, gamepads, and computer mice, and converts the data into analog and digital signals compatible with the 15-pin joystick interface found on the FIRST robotics Operator Interface. The intent is to allow FIRST robotic teams to use supported USB devices to control their robots without implementing expensive or complicated solutions. 2.) How It Works. Once you plug in one of the supported USB devices (see Supported Devices) to USB-Chicklet, its data is converted to analog and digital signals recognized by the FIRST O/I. Since most devices exceed the 4 analog, 4 digital inputs, each supported peripheral has a number of Analog Modes that specify which analog inputs get mapped to which joystick axes. If an analog mode is selected that does not use all four analog inputs for axis data, extra digital inputs can be pushed into the upper four bits of the unused analog channels, thus allowing users to use more than four digital inputs on their device. For example, the Logitech gamepad has four axes: X and Y on the left and right joysticks. However only mode 2 uses all four axes (See Figure 1 under User Calibration Mode). So if mode 1 is selected, then left axis Y is mapped to analog input Y on the OI, and right axis Y is mapped to analog input X on the OI (this mode was intended for tank steer). This leaves two analog inputs free: Wheel and Aux. Well since the user may want to use more than the four digital inputs provided: Joystick Trigger, Joystick Thumb, Aux Switch 1, Aux Switch 2, why not map extra digital inputs into the unused analog channels? The calibration mode specified in User Calibration Mode explains how this can be done. 3.) Supported Devices Logitech Dual Action Gamepad Logitech Cordless Gamepad Logitech Attack 3 Joystick Logitech Extreme 3D Pro Joystick Logitech NASCAR Racing Wheel XBox Controller XBox 360 Controller Microsoft Intelligent Optical Mouse Saitek Aviator Joystick Saitek ST290 Joystick Saitek ST290 Pro Joystick
Page 3
USB-Chicklet 4.) Normal Usage.
1. Plug any 7.2-9V battery or unregulated DC supply into the power connector on the USB-Chicklet. 2. At this point USB-Chicklet will indicate power on with a red LED. 3. Connect your USB peripheral into the USB connector on USB-Chicklet. IMPORTANT Do not move the analog inputs such as joystick axes while connecting device to USB-Chicklet. 4. The LED will change status from red to orange, and then green after it successfully connects with the peripheral. If the LED remains red, repeat step 1 or 3. If the LED blinks from red to orange continuously, the USB device connected is not supported (see Supported Devices). 5. Connect the USB-Chicklet to the First Robot Controller. 6. You may now use your peripheral as if it was an analog joystick!
5.) User Calibration Mode Many of the supported devices have more than four analog and/or digital inputs. This implies that not all of the joystick/gamepads axes and buttons can be enabled at once if used with the Operator Interface. So how does one decide which axes and buttons to enable? The answer is by selecting the devices Analog Mode in the calibration mode. Each supported peripheral has a list of analog modes (Figure 1). Each mode supports a different combination of axes and number of buttons that can be mapped. Calibration mode allows the user to select which digital buttons to enable. The available buttons are in Figure 2. For example the user can map Point of View buttons to Trig, Top, Aux1, and Aux2 on the Operator Interface. Calibration mode also provides a means of centering the analog inputs.
Page 4
Analog Modes
Figure 1
Page 5
Supported Buttons on Devices
Figure 2
Instructions for calibration mode:
1. Place a jumper on the calibration header (header pair closest to 15 pin connector). 2. Power the USB-Chicklet and plug in your USB peripheral. IMPORTANT Do not press any buttons or modify resting positions of analog inputs such as joystick axes. 3. Note the LED blink: green, red, green, red; 4. Now press any button on the peripheral the same number of times that corresponds to your desired analog mode. For example if you want mode 2 selected, press any Cross The Road Electronics, LLC Page 6 1/2/2007
digital button twice then wait for confirmation. Note that after you have made your selection the LED will turn on red momentarily, then will blink green a number of times. The exact number of times it blinks green will correspond to the number of digital inputs that can be programmed into the device. For example if it blinks four times, then you can program four different digital inputs. 5. After counting the number of green blinks you will now know how many digital inputs you can select. Now press the buttons that you want programmed, in the order that you want them in the OI data frame. Note that if you have more available slots then desired buttons then simply press any button to fill the rest of the slots, as they do not affect each other. The buttons fill in the following order:
Joystick Trigger Joystick Top Aux Switch 1 Aux Switch 2 Button Button Button Button 3 4
Wheel (only used if available) Bit 7 Button Bit 6 Button Bit 5 Button Bit 4 Button Bit 3 X Bit 2 X Bit 1 X Bit 0 X Aux Analog (only used Bit 7 Bit 6 Bit 5 Bit 4 Bit 3 Bit 2 Bit 1 Bit 0
if available) Button 9 Button 10 Button 11 Button 12 X X X X
Figure 3
6. After filling in the digital slots the LED will blink: green, red, green, red. 7. The next step is to calibrate the analog axes. To do this, simply move all of the analog axes about their full range. All the way forward, back, left, right. It does not matter how many times so long as they reach their extremes at least once. Next, leave the analog channels at their center, and then press any digital button. Note: Some joysticks have a third twist axis; dont forget to move this axis as well. Note: Some of the gamepads have joysticks that can be pressed inward. These presses can be read as a button presses when selecting digital slots, but they will not Cross The Road Electronics, LLC Page 7 1/2/2007
USB-Chicklet end the calibration routine so don't worry about accidentally hitting them. 8. The LED will again blink: green, red, green, red, and then will stay red after centering the joystick(s). Remove calibration header and use as normal. 6.) Suggestions
1. The USB-Chicklet stores the user calibration data internally. Because some of this information, such as axis calibration data, can be unique per device, for example because of mechanical imperfections, it is recommended that users keep the same USB-Chicklet with the same device. For example if you have two Logitech gamepads and two USB-Chicklets, keep the gamepad and USB-Chicklet pairs the same to prevent from having to continually calibrate. 2. Keep all analog devices, joysticks axes, etc. centered when plugging into the USB-Chicklet. Most HID USB devices recenter themselves internally on power up based on their initial state, so if a joystick is pushed full forward and then plugged in, position 127 may be read at full forward. In the case of joystick throttle on the supported joysticks, move throttle to one extreme end prior to plugging into USBChicklet. 3. Due to the asynchronous nature of USB, there may be instances where you plug in a USB device, and USB-Chicklet may not recognize the peripheral until you disconnect and reconnect the device. Although such instances are rare, we recommend including a disconnect in custom-built operator interfaces to prevent from having to take the interface apart just to disconnect/reconnect device. Cycling power to USB-Chicklet will have the same effect as reconnecting the device.
7.) Functional Limitations 1. The Logitech NASCAR Racing Wheel may not connect immediately. It may even require frequent (three or more) reconnects in order for USB-Chicklet to recognize device. However this issue only occurs on initial power up of the device. Once the steering wheel is connected (LED is green), device should not disconnect or show any erroneous behavior. It is also recommended that the pedals be connected to the steering wheel. 2. The analog outputs of USB-Chicklet may not extend the entire 0-255 range. Worstcase range would be approximately 20- 235, in which case it is recommended that the application code scale the input. For example if 20-235 is the observed range of your USB-Chicklet then the following algorithm will scale [20,235] into [0,255].
Page 8
/** * Function Name: ScaleAnalog * Scales a value of an analog channel to 0-255. * Inputs: * raw_input - value of analog channel to scale. * Output: * scaled byte value (0-255). * Notes: * Example below scales input of 20-235 into 0-255. * Or in other words. * ScaleAnalog(20) will return 0 * ScaleAnalog(235) will return 255 * ScaleAnalog(127) will return 127 * * To modify the min (20) and max (235) change * the values of min_input and max_input. **/ unsigned char ScaleAnalog(unsigned char raw_input) { /* enter the min and max of expected value of raw_input */ const double min_input = 20.; const double max_input = 235.; //temp variable holding scaling factor double scaling_factor; //holds 16 bit result of scaled input signed short scaled_input; //depending on what side of the center(127) we are calculate scaling_factor if(raw_input>127) { //scale output to be 128-255 scaling_factor = (255.-127.) / (max_input-127.); } else { //scale output to be 0-127 scaling_factor = (0.-127.) / (min_input-127.); } //scale the raw input scaled_input = ((signed char)raw_input-127)* scaling_factor; //just in case we get an unexpected input such as 19 (less than min of 20) // make sure such cases doesn't break the math. if(scaled_input>128) scaled_input = 128; else if(scaled_input<-127) scaled_input = -127; //now add our center of 127 and return return scaled_input+127; }
Page 9

LASYSTEMS - Brusselsesteenweg 208 - 1730 Asse - Belgium
Phone: +32-2-4531312 - Fax: +32-2-4531763 E-mail: info@lasystems.be
Logitech Attack 3 Joystick (942-000001)
Attack 3 Joystick
Price details:
Price excl. VAT: 23.47 Eco fees: 0.04 VAT 21 %: 4.94
PDF generated on: 6 June, 2011
Product details:
Product code: 942-000001 EAN: 5099206008328 Manufacturer: Logitech
28.45
* VAT included Enjoy durability and ambidextrous control without the hassles. Control - Full array of controls: Assert yourself with 11 programmable buttons and a rapid-fire trigger. - Logitech Profiler software (PC): Get serious about your game with advanced button customization, multiple controller configurations, and printable gaming profiles. Convenience - Plug-and-play setup: Simply plug it in and start flying. - Symmetrical handle: Fits right or left hand like a glove. Main specifications:
Input device
Buttons quantity: Connectivity technology: Device type: 11 Wired Joystick CD-ROM, USB 64 MB 20 MB Pentium - Windows 98, Windows 2000, Windows Me, Windows XP, Windows Vista- Mac OS 9 USB Y
System requirements
Minimum system requirements: Minimum RAM: Minimum hard disk space: Minimum processor: Compatible operating systems:
Technical details
Interface: Mac compatibility:
*PLEASE NOTE: Every effort has been made to ensure the accuracy of all information contained herein. Lasystems makes no warranty expressed or implied with respect to accuracy of the information, including price, editorials or specifications. Lasystems or its suppliers shall not be liable for incidental, consequential or special damages arising from, or as a result of, any electronic transmission or the accuracy of the information contained herin, even if Lasystems has been advised of the possibility of such damages. Product and manufacturer names are used only for the purpose of identification.
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