RARE bug/defect: left stick input gets linked to right trigger
I have only found two other documented threads (both locked) that mention this weird bug. Essentially, when the left stick registers the maximum value or near maximum value for “forward” with a simultaneous depression of the stick (forward and clicked down to sprint/tac sprint in games ex: Modern Warfare) there is a simultaneous registration for the depression or perhaps depressions (many pulls at an extremely rapid rate) of the right trigger.
Basically I got this controller lightly used when I bought this guys Xbox one X. No issues whatsoever except the grips began to come undone and I eventually replaced the side panels. Two months later I decide to get an Elite II because I’m a sucker. Elite II has left stick problems of its own so I sent it back to Microsoft and pulled out the Elite I to use in the interim. Not 12 hours into my Elite-II absent depression I started to notice the issue. Thought it was latency or maybe something breaking because of the update that was being pushed in the coming days. Then I thought I had set the hair triggers “to thin” and that my grip on the device was unintentionally bringing the trigger in close enough to register a pull. I set the RT deadzone deep into the trigger well but the problem persisted. I confirmed this in the accessories app. After it really got bad (trigger firing without depressing the left stick at all) I began looking online.
I will do my best do describe what happens in game. I hope this will provide necessary details of the end result so that we can trace back to its roots within the controller itself.
The bug/defect’s manifestation on screen occurs when trying to run. It causes failure in the running movement’s performance while simultaneously resulting in unwanted rounds being discharged. What’s interesting is that the weapon is stuck between its running animation position and its “sprint to fire” position. If you are unfamiliar with Modern Warfare understand that is impossible to fire a weapon while running. If sprinting is interrupted by the intentional act of engaging targets the character model will stop running as soon as the trigger is pulled and that pull will not result in the weapon being fired until the character has slowed to a default “shoot while moving” pace. It is possible for rounds to exit the weapon in the frames between the cessation of sprinting and the point where one of 4 possible firing positions is achieved but they end up in the ground or on a diagonal way from the character model’s front because the muzzle was previously pointed at the ground. The motion of “stopping a run to engage” is not holdable firing position because the character model would be forever “stopping his/her forward motion.” while “raising the weapon to hip or shoulder fire.” This is illogical on so many levels. When this bug occurs it almost suspends the character model in that “coming to a stop” stance as the barrel toggles rapidly between being pointed at the ground and firing and snapping up to where the barrel would be pointing during an intentional engagement (this is mostly input data collected from the right analog) The gun wont fire when it snaps up the first time but if the left analog stays engaged it will sometimes fire a round or two when it snaps back down. I have resorted to walking as fast as I can around the map to avoid this issue but am then faced with the random RT registrations that come without the depression of the left analog. This just means I’m walking with the gun out in front of me and it’ll suddenly fire. Sometimes it’ll still fire a few rounds after I take my thumb off the left analog and let it come back to 0,0.
Seems very rare. I have tried all suggested solutions (swapping out different thumb stick types worked for for a few hours but the issue came back as worse as it was before even with constant recycling of a myriad of thumb-stick combos and layouts. Same thing the next day- was fine for a few hours but then awful. Almost like the controller needs to cool down or forget what left stick forward feels like in order to work again…
I don’t know much about chips and boards but I understand the basics and I understand wiring. This controller isn’t “expendable” to the point where I would gut it out of general curiosity but I’m really impatient and don’t know how long MS will take to send the Elite II back. However, there is no way I’ll send this in for payed service at MS because the cost is not worth the trouble. That BEING SAID- I’m deeply bothered by the fact that both threads documenting this issue were archived due to lack of progress and/or lack of OPs ‘responses despite other users confirming numerous cases of the bug. Deeply bothered. This controller is not a frog on a 7th grader’s dissection table because nobody ever puts those frogs back together and while the 7th grader is capable of opening the frog up perfectly it is unlikely the 7th grader holds the required degrees to practice in the field of herpetology. So this controller must a frog on determined and obsessed but introverted 7th grader’s kitchen counter lined with hospital grade surgical tools purchased online. The frog is dead but the kid thinks he can cut it open, cure the death, and bring it back to life because theres nothing more magically powerful than the fission of adolescent isolation and unchecked fixation on neutralizing the thing that is bothering them.
So I’m going to open it up right now and look for dirt or anything clearly out of place but aside from that I’m stuck. I hope someone knows how to fix this or is also weirdly bothered by its lack of resolution and would like to use their knowledge of the Elite I’s internals to help me poke at a dismantled controller correctly. I can’t sleep thinking about how OP never came back to his post. Please help.