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Why does this map joystick buttons to keyboard keys? #1
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The Reason it uses keyboard commands is due to the use of the Mode Dial on the joystick, to do this we are using the x52 software, and the way that interacts with the game is using keyboard commands. If/and/or When I get a gaming pc again, i'll get out my joystick, and start this project again. For now if someone wants to fork this and update it, I'm sure it would be ok! |
Yes, we have to use keyboard commands to get the full utilization from all 6 "modes of flight". For example... button "A", on the joystick, does "period", "comma", "Backspace", and "X" depending on the mode and shift state. That's four different commands from a single button. If it just did "Button A" when you pressed it, that button would be limited to one function instead of the full capability to have 6. You can have even more if you add in additional profiles to be switched between. So, using buttona would prevent you from doing those four different actions depending on the mode and switch state. With the amount of functions in this game against the amount of buttons on the X52 using the default buttons would not work to give you EVERY in game command on the HOTAS. If every command isn't on the X52 then it really isn't a Hands On Throttle And Stick any more , which is the whole point of this program, and would require you to use a keyboard... which isn't a option for VR users. Furthermore, when we make it compatible with HCS voice packs we have to use HCS's command, for example "/" is the command for galaxy map for HCS. So ours has to be the same or HCS will stop working. This want to make it compatible with HCS leave us vulnerable to the changes / updates for HCS. If they change something it will no longer work with our setup unless we also make a update. That's just the way it is. |
Why now not have 3 different bindings one profile linking these to srv, general and ship controls? |
Why don't you let the joystick buttons stay as joystick buttons? I thought maybe it was so you could give them a name in the x52 display, but it looks like you can name a button press without having to map it to a key.
The reason I bring it up is because there's a few bindings that have multiple keys bound. Specifically, the UI Panel bindings use both arrow keys and WASD, and the UI Panel tabbing uses q and e as well as g and b. This conflicted with the HCS Voice Pack multi-crew profile's ability to import the keybindings and thus messed with it's ability to track the UI Panels and keep it's state aligned with the game. For example, you'd tab a panel over with the x52, which sends 'g', but Voice Attack was listening for the 'e' button instead and wouldn't detect it.
The HCS Voice Pack profiles are set up to understand both keyboard and joystick bindings, but it gets tripped up if two keys are bound to the same action because it has to pick one of them to use.
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