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View Full Version : Drums not navigating menus well?



MysteryMan
11-21-2007, 07:07 PM
I have kind of an odd problem I noticed. When I'm trying to navigate up/down in the menu, VERY frequently my drum hits simply won't register, which can be irritating. I worried my drum set was broken, but when I went into songs and messed around, I was completely unable to reproduce this. Every hit registered fine; it only seems to screw up when in the menus. Anyone else experience this? Is it normal?

theRealDarkFact
01-19-2008, 07:09 PM
yes, mine does as well, also my doesn't power the console on either (360) with or without the hub or other devices plugged in to the console.

solidus667
01-21-2008, 06:41 PM
I noticed this too. I have 2 versions of drum controller, the QM and EL. My experiences vary between the two controllers, but are consistent with a given controller.

The QM works perfectly on the menus. While playing, it works perfectly for slow songs, but fails to detect some strikes during rapid sequences (like snare rolls). Apparently this is just how the QM works. If you don't play super-softly, it misses rapid strikes.

The EL model exhibits the issue you mention on the menus. It sometimes (1 in 20 strikes or even more often) just doesn't work on the menus, no matter how hard or softly I hit it! However, at first glance it seemed to work perfectly in-game.

But then I gave the controllers what I call the Heroes test :)

If you're a good rock band drummer, this is a good test.

Play Heroes by David Bowie on Expert (this might be a download - so I'm sorry if this costs you $2 or whatever). This song is VERY easy to play and has an ultra steady rhythm. If you've got a good sense of rhythm you should keep a 4x though the long easy hi-hat and ride beats.

When I play on the QM I consistently maintain my streak through the easy parts and nearly FC the song. On the EL I will often break my streak on the easy parts and I barely 5-star it.

Of course whenever you play a song as a test, there is a big margin of error - sometimes you just have a good run and sometimes you suck (well, that's how it is for me). But even taking this into consideration I am quite sure that the EL just plain fails to detect your strikes every now and then. The QM also fails to detect strikes but it's predictably only during fast sequences.

So in my experience there is give and take with each set.

I did a warranty replacement on the EL and got another EL and it was exactly the same as the first EL. It worked for rapid strikes but just plain fails on some occasions (often on menus, sometimes in songs). :(

Project_Mercy
01-21-2008, 08:14 PM
The ELs don't register hits occasionally. It's part of their character.

On the menus, sometimes the system hasn't gotten around to responding to the request to do something else. You can hit the drums faster than it can do something.

solidus667
01-21-2008, 08:25 PM
The ELs don't register hits occasionally. It's part of their character.

On the menus, sometimes the system hasn't gotten around to responding to the request to do something else. You can hit the drums faster than it can do something.

Thanks for weighing in. I've read some of your posts and I know you know your way around the drum controllers.

But have you noticed that on the menus alone that the QM is more reliable? I've noticed that my QM controller on ANY menu is as reliable as the d-pads on my wireless dual analogs. It's damn near perfect and I'd attribute anything that seems to be a "miss" to the console's having been preempted by another task, as you've suggested (possibly re-starting a song preview, dealing with the background animation, polling devices, communicating with servers, who knows).

But the EL (BOTH of my ELs) are ****ty on the menus. ****tier than the QM and ****tier than the dual analogs. Like maybe 90% as opposed to 99.9% (not an exaggeration).

Have you noticed the same trend, specifically on the menus? If it matters, I've done all my tests on either the main menu or the solo career song list, fully unlocked, default sorting.

Project_Mercy
01-21-2008, 09:43 PM
I can't say that I noticed that trend in the menus. Though I wasn't looking for it either, so it's unlikely I would have noticed it. Generally if I want to crank up or down the list I just drop to the d-pad.

LobsterDK
01-21-2008, 09:56 PM
But have you noticed that on the menus alone that the QM is more reliable? I've noticed that my QM controller on ANY menu is as reliable as the d-pads on my wireless dual analogs. It's damn near perfect and I'd attribute anything that seems to be a "miss" to the console's having been preempted by another task, as you've suggested (possibly re-starting a song preview, dealing with the background animation, polling devices, communicating with servers, who knows).

But the EL (BOTH of my ELs) are ****ty on the menus. ****tier than the QM and ****tier than the dual analogs. Like maybe 90% as opposed to 99.9% (not an exaggeration).

My experience has been exactly the same. I have had 2 EL kits (awaiting my 3rd, please let them be QMs), both of which barely register in the menus. The QMs I play at my cousins house function perfectly in the menus.

I believe they have the hit sensitivity turned down in the menus to avoid an accidental trigger throwing you into a song you didn't mean to select. This exasperates the inherent insensitivity of the EL pads.

Frederf
01-21-2008, 10:53 PM
There is definitely a rate limit on drum controller inputs when in the menus. The game recognizes a fast series of hits in practice for example but will only scroll via drum hits so frequently.