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Showing results for tags 'bindings'.
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So I've been playing dcs for about a month now, so I'm still farely new to the game, therefore lots of things I don't know. So I'm playing on an htc vive headset with the controllers. Everything was good until I tried multiplayer, which ran really poorly. I started looking for answers and stumbled upon multithreading version of dcs, which does run better but my bindings were all over the place. No problem, I bind everything back as it was but when I started playing, wanted to move my tdc in the f18 to control the radar and it just didn't work (yes, it was set as soi). Also it's not just the radar, it doesn't work on flir either, or the hud even if I can move it on all of them.
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One thing that the modules are missing are a series of additional keybinds that takes advantage of individual players' HOTAS setups. Not everyone has a button in the right place, and some of us don't have any three position switches at all. I think that this is a missed opportunity to make the F1 an easier plane to configure for HOTAS inputs. Here's an example of what I'm talking about: I was practicing aerial refueling today in the F1EE. In the real world, I'd keep my right hand on the flight stick and keep my eyes on the tanker while I feel for the refueling guard switch, and push the underlying switch forward. When I'm done, I again use my left hand to feel for the switch and guard and drop both. Since we aren't actually in F1 cockpits, you have only two options: you look down and fumble with the mouse to click the guard and the switch individually. Depending on your zoom, you might have to try multiple times. Keep in mind that you're in formation with a tanker and one or more of your wingmen, so a moment of you being heads-down could mean the difference between being alive one moment and collision the next. The alternative is to use keyboard or HOTAS bindings. HOTAS is preferred, since there are no native keyboard mappings for the refueling system and the keyboard is cluttered with bindings already. If you're going to have to use bindings, to perform the above workflow you'd have to give up FOUR bindings. One to open the guard, one to push the refueling switch forward, one to push the refueling switch back, and one to close the guard. Given differences between people's setups, that's not realistic to expect people to dedicate that many bindings, since there are many switches that can be time critical (in the sense that you need to do something very quickly but you can't take your eyes off of the HUD). Speaking for myself, I'd have to dedicate four switches to the refueling system- and my setup only has four! These switches are Up = Pressed continuously and Down = unpressed. If changes are made, we can cut down the number of binds to just two: the ability for one bind to do two actions each. There are two ways of doing this: 1. Implement a ON else OFF-style bindings. Imagine a simple switch like I have. I'd like to be able to flip my switch up and have the refueling guard go forward and up. When I flip that switch back, the guard returns to its back and closed position. Since the switch holds the input continuously, I don't need to hold down anything to keep the guard forward. 2. Implement toggle buttons. While not ideal for my setup, other players will appreciate it, too. Some players may want to map the refueling guard cover to a pushbutton. Holding down a pushbutton isn't feasible, so this should instead be a simple toggle. Press it once, the guard flips open. Press it again, it closes. Simple. I think that all switches/toggles/guards should get this treatment. However, in the interest of focusing on the ones I feel are important, I've made a list to help. By no means is this list supposed to be exhaustive. It's focused on mappings that otherwise require excessive bindings and may be used in critical stages of a flight, such as in combat or while in formation. A summary: X else Y - When pressed, is in state X. If not pressed, will give state Y A/B - When pressed, toggles from state A to state B. When pressed again, goes from state B back to state A. ***All Airframes (F1CE, F1BE, F1EE, Presumably F1M as well)*** Master Arm switchology: Armament Master Switch Guard: Open Else Closed Armament Master Switch Guard: Closed Else Open Armament Master Switch Guard: OPEN/CLOSE Armament Master Switch: On Else Off Armament Master Switch: Off Else On Armament Master Switch: ON/OFF Armament Panel: Auto/Manual Firing Selector switch - AUTO else MAN Auto/Manual Firing Selector switch - MAN else AUTO Auto/Manual Firing Selector switch - MAN/AUTO Bomb/Rocket selector - 1+2/INBD/OUTBD Bomb/Rocket selector - INBD/OUTBD Fuselage Bombs Pushbutton - ON else OFF Fuselage Bombs Pushbutton - OFF else ON Wing bombs pushbutton - ON else OFF Wing bombs pushbutton - OFF else ON Fore/Aft selector switch: AFT else FWD Fore/Aft selector switch: FWD else AFT Fore/Aft selector switch: FWD/AFT MATRA 550 or Sidewinder Missile Switch: ON else OFF MATRA 550 or Sidewinder Missile Switch: OFF else ON Stores Jettison: Selective Jettison button guard - OPEN else ClOSE Selective Jettison button guard - CLOSE else OPEN Selective Jettison button guard - OPEN/CLOSE Emergency Jettison button guard - OPEN else ClOSE Emergency Jettison button guard - CLOSE else OPEN Emergency Jettison button guard - OPEN/CLOSE ***F1EE-specific*** Refueling: Transfer/Filling switch guard - Open Else Closed Transfer/Filling switch guard - Closed Else Open Transfer/Filling switch guard - OPEN/CLOSED Transfer/Filling switch - REMP. VOL (AERIAL REFUELING) Else TRANFERT (TRANSFER) Transfer/Filling switch - TRANFERT (TRANSFER) Else REMP. VOL (AERIAL REFUELING) Transfer/Filling switch - TRANFERT (TRANSFER)/REMP. VOL (AERIAL REFUELING) ECM: BARAX state Selector - ON else OFF BARAX state Selector - OFF else On BARAX state Selector - ON/OFF/TEST BARAX state Selector - ON/OFF BARAX emission ready korry - pressed else released BARAX emission ready korry - released else pressed BARAX emission ready korry - pressed/released
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I been learning the F-14, and it is awesome but flying as a single guy is very complex as we all know. So I'm using Voice Attack to talk to jester and ask him to do things like "Change range to 100", "Select Waypoint 2", "Ground Stabilize", etc. The way I made it possible was making A LOT of macros in Voice Attack so that when I say "Stabilize Ground" VA executes: Press A (Open Jester Menu) Press LCtrl + 7 (Select TID Ground Stabilize) Press LCtrl + 1 (Select 15s) This works fine in some cases but then I have a huge problem. If I select A/G mode, and then say: "Stabilize Ground" the command executes but the menu of Jester now is different because now it shows me the menu options of Jester for air to ground. So If I am on Air to Ground, and tell jester with Voice Attack to "Stabilize Ground" it will execute the same commands as before but now it will eject my selected weapons! Because the menu of jester is not the same when you are air to ground than when you are air to air. Press A (Open Jester Menu. Now it opens the A/G Menu) Press LCtrl + 7 (Jettison Selected Weapons) Press LCtrl + 1 ( ) So I would like to know If there is any way to bind specific actions. For example bind Ctrl + 1, so jester can Change Radar to Range While Scan or Ctrl + 9 to Stabilize Ground, or select active ordnance, or any option in the Jester menu. I know maybe HB doesn't want it to be this way because then people might just bind everything and fly the tomcat without needing a RIO. But having a jester menu is the same, just that the process takes longer and people like me who want to use voice commands for a more realistic interaction can't do so, or have many problems in the process. I don't know if HB will read my message, but please allow us to bind any action in the controls or at least to bind direct access to A/A menu and A/G menu separately. Thanks! -edit- I know there are some bindings available right now, such as those of changing range, selecting waypoint and aircraft stabilize, but these are just the basic ones. It would be pretty helpful to have access to all of the jester options. --
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Has anyone ran into this issue where I would love to use a free slider axis on my throttle for a speed brake lever but I guess I cant bind it? Yes, I know its a button IRL so dont yell at me but I feel like regarding controls, giving as many options as possible would be great? If anyone's tried this by writing up their own commands or editing some files let me know how you did it. Thanks!
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Currently, the default bindings for console controllers (or at least an Xbox controller) aren't terribly great. From the modules I tested with (A-10C, Flaming Cliffs), the default bindings look something like the following: There are a couple major issues with this. First there's an issue with using the Trigger axis as a "Throttle". I'm aware this isn't the case for all controllers, but for Xbox controllers and Steam users, the triggers are combined into a single axis where the neutral point is 50%, Left trigger is 0%, and Right trigger is 100%. Even if it was intended to use Right Trigger alone as a throttle, it is very difficult to manage speed with an analog trigger that always wants to snap to 0%. This makes sense for racing games since an accelerator pedal behaves the same way... not so much for an aircraft throttle. On console controllers, it would be better to default Throttle to two buttons instead of a single axis as it will offer better control of throttle position during all phases of flight. The second major issue is a complete lack of bindings for fairly important buttons. For instance we have missing bindings for: Trim (except for the flankers, which have Stick to Trimmer) Countermeasures Rudder A third less-major issue is leftover buttons and a whole 2 stick axes which aren't used. For instance, the start and select buttons, right bumper, left stick click, and right stick click. Existing bindings could be rearranged to take advantage of more natural finger positions depending on the action being assigned. For instance, we could move "Weapon Trigger" from "A Button" to "Right Bumper" to emulated the feeling of pulling a trigger. Same with "Weapon Release" and switching it to "Left Bumper" as it too would simulate a left-handed trigger pull. "Camera Look" can be switched from the D-pad to Right Stick X/Y to conform to present-day gaming standards... plus this frees up a whole 4 buttons on the d-pad. If it were up to me entirely, I would come up with default bindings which include actions shared across most modules, as well as 2 default modifiers to almost quadruple the number of available buttons. That said, I do realize that having default modifier bindings might be asking for too much, so instead I would propose at least the following as a new "default" binding for console controllers. This assumes no modifiers are available and only the most important, common actions are bound: With the above, we address a few critical things to consider when setting up console controller actions: Right Stick X/Y to Camera Horizontal/Vertical is the standard for modern games. Also, I've included default axis tune settings for both Left and Right Sticks. Trim is a very important element of flying, so having a dedicated D-pad to all 4 directions feels like controlling a trim hat. Weapon Trigger/Release are bound to more natural "trigger finger" positions: Right Bumper and Left Bumper. Rudder has replaced Throttle in the Tigger Axis as having a 50% neutral point lends better to Rudder control than Throttle. Throttle Up/Down are now B/A respectively. Note, in racing games it's easy to remember "A" for accelerator and "B" for brake, so it may be worth flipping these two around? Chaff and Flare now exist as Y and X respectively, being incredibly important actions in a combat sim. Weapon Change, a uniquely low-fidelity/FC3 action, is remapped to the "Start" button. Wheel Brake Both/On is probably more important than even the throttle when it matters, so having this bound to "Select" keeps it out of the way until needed. Plus holding "Select" still allows the player to control rudders and even throttle at the same time. Now, again, if it were up to me I'd have default modifiers too. This would allow default bindings to extend into TDC slews, target locks, radar elevation/modes, gear toggle, canopy toggle, etc (see this imgur album for some ideas), but alas I do feel like it would be asking too much. Please let me know if you have any questions, or your own input to give! For those who dislike the idea of improving gamepad support in DCS, I'd like to hear your thoughts too! Perhaps dev time is better spent elsewhere? For another gamepad-friendly wishlist topic, see the following thread for opening up the mouse-only horizontal/vertical camera control to other devices:
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Since this seems to be a thing both for the Apache and the Tomcat (of the modules that I've flown personally), I'm guessing this "issue" is stemming from something deeper in the code, than something you can fix in the module itself. Either way: I can't count how many times me, and people I fly with, have wanted to adjust our control bindings, and then figuring out some seconds/minutes later, that we are actually binding controls for the wrong seat. This is of course mostly a problem when you are either the CPG in the AH64, or RIO in the F14 (probably also other modules I have not flown). Would it be possible at all, to make the "adjust controls" options, actually automatically jump to the control bindings of the seat you are currently occupying? So you don't have to change from pilot to cpg/backseat every time you want to adjust controls.
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Currently the F/A-18C binding options for the radar elevation is setup like the real jet, where the position of the axis controls the slew-rate of the antenna elevation, I applaud ED's choice to do this as it works great for people that have HOTAS setups specifically tailored to the hornet. However, I very much would appreciate it if ED could add a second axis bind to treat the antenna elevation axis as an absolute position, like the viper and other modules. For people who do not have antenna elevation axes with a sprung center, the current iteration is very difficult to use; this would remedy the issue. Furthermore, I think the current iteration potentially creates a fair amount of issues where newer players (without the sprung-center radar control) do not notice their radar slewing up into the heavens or full down and end up wondering why their radar cannot find any targets. Cheers.
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We need it pls Pretty much every other DCS module i use supports using axis to change the radar elevation I got so used to having radar elevation on an absolute axis, it's hard for me to use the radar Please and thank you :D