Do what Farowe suggested, up the speed of X axis to match the speed of Y axis. Even if for me x axis is ok as is, personally i can adapt so i do not mind at all . After all, if we don't try it we don't know how well it can work. In the worst case, i just turn down the turning speed from in game options.
So to sum up, Howard: please make it so that the same wiimote horizontal movement results in more movement in the game. IDK what percentage of speedup is needed, but a +30% would be a good start.
When you guys test these speedups remember lots of games dont have an adjustment. so test them in a game that dosent have the adjustment. If you test in a game with an adjustment try it with the adjustment turned off. Make sure to report the state of the adjustment.
Also make the horizontal deadzone a little smaller IF possible, otherwise leave it as is (meaning that in game X movement starts as soon as even a small X movement of wiimote is registered
That is correct. To remind people, that turning speed and deadzone are two different things.
Deadzone is explained in the pic below
and turning speed is how fast the camera turns when you point OUTSIDE of the deadzone.
Seeing as Gamecube fps were made with shitty dual analog controls in mind, deadzone is non existant and turning speed is upped to compensate. So we should do the same in this case.
The definition of dead zone I have been using is very different from yours. I have been using it from the controllers point of view. Dead zone is an area around the center within which any movement is reported back to the game as still in the exact center with no movement. This is needed on joysticks whare the spring may not always return the joystick back to exactly the same point.