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Do you not have an expensive HOTAS but still want to play DCS World? You're in luck! All my DCS World controller layouts can be found below! But first, please take a look at the following tutorial to make sure you set up your controller properly for using my profiles. This video goes over how to set up: Mouse Control on your Right Thumbstick Mouse Scroll Up/Down on your Left/Right Triggers Mouse Clicking on your Left/Right Shoulder Buttons Keyboard Left ALT and Right ALT on your Left/Right Shoulder Buttons (IMPORTANT!) How to download and import controller profiles into DCS World And finally, all my controller profiles can be found and downloaded from my User Files section on the DCS website: https://www.digitalcombatsimulator.com/en/files/filter/type-is-profile/user-is-Tuuvas/apply/ Below are all my layout images for each one of my controller profiles, so you can easily reference where each control binding is: TF-51D Mustang Su-25T Frogfoot A-4E-C Scooter https://github.com/heclak/community-a4e-c A-10A Thunderbolt II / Warthog A-10C II Thunderbolt II / Warthog / Tank Killer AH-64D Apache (Pilot) AH-64D Apache (CPG) AH-64D Apache (TEDAC-only) Xbox Profile: https://www.digitalcombatsimulator.com/en/files/3332033/ Playstation Profile: https://www.digitalcombatsimulator.com/en/files/3332035/ AJS-37 Viggen (work in progress) AV-8B Harrier II N/A F-5E-3 Tiger II F-14 Tomcat (Pilot) F-14 Tomcat (RIO) (work in progress) F-15C Eagle F-15E Strike Eagle (Pilot) F-15E Strike Eagle (WSO) F-15E Strike Eagle (WSO Hand Controllers) Xbox Profile: https://www.digitalcombatsimulator.com/en/files/3332032/ F-15E Strike Eagle (WSO Hand Controllers Simplified) F-16C Fighting Falcon / Viper F/A-18C Hornet F-22A Raptor https://grinnellidesigns.com/f22/ J-11A Flanker B+ JF-17 Thunder (work in progress) Ka-50 Black Shark 3 Mi-24P Hind (Pilot) (work in progress) MiG-21bis Fishbed MiG-29 (A/G/C/S) Fulcrum Mirage F1CE (work in progress) Mirage M-2000C (work in progress) P-51D Mustang Su-25 Frogfoot Su-27 Flanker Su-33 Flanker-D UH-1H Huey
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Since a lot of people wanted to have a dedicated console controller for TEDAC-only use, I decided to put together a couple layouts depending on what type of controller you're using. I designed these layouts based on the following assumptions/restrictions: No 3rd Party controller software. Must be configured within DCS only. Only 1 modifier used. Otherwise you might as well use my complete control layout for the Apache. Already have a head tracker solution. There's technically room for Camera Horizontal/Vertical, but I'll let you figure that out. Somewhat replicates the TEDAC controller layout. It's not perfect obviously as some gamepad-specific optimizations are made First up is a layout that should work for both Xbox and PlayStation controllers. Note, nothing is bound to the triggers since I assume the Laser Trigger and Weapon Trigger will be buttons. Not axes. Even if ED made the Laser/Weapon Triggers axes, it still may not be possible to bind since Xbox triggers share a single axis: Second up is a layout specifically for PlayStation 4 and PlayStation 5 controllers. Unlike the Xbox controller above, PS4 and PS5 controllers actually have buttons in their triggers in addition to being axes. As a result, they can be bound to buttons like Laser Trigger and Weapon Trigger: The above layouts are based on input from a number of fantastic resources, from @bradmick's already existing controller profiles, to input from a number of SMEs that frequent the ED Discord, and finally Wags' binding video. I hope this helps you hit the ground running when you finally get access to that CPG seat.
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Before getting started, I highly recommend first setting up your Xbox or PlayStation gamepad to control the Mouse using either of the following tutorial videos: Xbox, PlayStation, etc Controllers Using Steam (works for both Steam Edition and Standalone): PlayStation Controllers: From there you should be able to setup your DCS aircraft controls based on the following gamepad layouts (note: even though the images are Xbox controllers, these can also be bound to a PlayStation controller assuming you followed my above DS4Windows YouTube guide): F-15E Strike Eagle Gamepad Layout (Pilot) F-15E Strike Eagle Gamepad Layout (WSO) F-15E Strike Eagle Gamepad Layout (WSO - Alternate / Tuuvas' preferred layout) F-15E Strike Eagle Gamepad Layout (WSO - 1 modifier)
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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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With all the different updates and upgrades being released for the F-16C, I thought it would be good to come up with an Xbox Controller layout for those who aren't able to afford a proper HOTAS. Hopefully this will allow them to give DCS an honest shot, and maybe encourage them to save up for a proper HOTAS later. Or if they find out they actually don't like DCS... at least they don't have an expensive HOTAS gathering dust on the shelf.
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Below are a few items I think would add a huge benefit to gamepad users (and even other types of controller users) in DCS: Add Mouse Movement Binding Options to Axis Commands (along with sensitivity sliders). This adds two major benefits: Considering we already have the ability to bind Left and Right Mouse Click, also adding Mouse X/Y control with a gamepad axis would enhance this further by allowing the player to interact with the majority of cockpit controls. A "free" by-product of this is the introduction of Relative Camera controls when used in conjunction with "Force Cursor On/Off". Toggling Cursor On/Off would allow the player to switch between Cursor control and Relative Camera movement. Currently only Absolute Camera movement is possible. Allow UI Layer Actions to Double Bind with Modifier Assignments. Since modifiers by themselves don't actually do anything, it should be safe to allow them to also function as Left/Right Mouse Click as desired, especially when used in conjunction with "Force Cursor On/Off". This can be a confusing topic, so feel free to reach out to me for clarification. Example: Left Bumper set to Mouse Right Click, UI Layer modifier, and module modifier all at the same time. Allow Mouse Scroll Up and Down to be Bound to an Axis (along with sensitivity sliders). This should cover missing cockpit intractability when trying to click and drag items like the Hornet's Radar Altimeter knob or the Viper's Backup ADI knob. With the above additions, gamepad users will be able to fully utilize even full fidelity aircraft. For more details on why this is beneficial, see the below video I put together for this very same wishlist: DCS definitely is not "meant" or designed to be played with a console mindset; however, despite that I've found ways to make a gamepad completely viable. As a result I was able to, ironically, eliminate one of the major barriers of entry for this free-to-play game: cost. In my opinion, no one should have to invest hundreds of dollars into flying-themed gaming controllers just to even play DCS. What if they find out they don't like DCS after all? It's not like they'll be able to play racing games, fighting games, or first person shooters with a low-to-mid level HOTAS at $169.59 USD. At least they can still use that gamepad they have lying around; or alternatively, maybe one day they'll find they love DCS so much that they're willing to purchase a high-end HOTAS. Just so they can play DCS the way it's intended. My goal is to open up DCS to as many people as possible. The more people that play DCS, the more potential there is for money flowing into DCS, which results in more development towards DCS by Eagle Dynamics and 3rd Parties. Heck, even HOTAS makers would benefit from a larger player pool. People just need to be shown that DCS is accessible in the first place. It's hard, sure, but at least accessible. ___________________________________________________________________ See the below link for my album of Xbox Controller Layouts: https://imgur.com/a/0y4YsYp
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Let's find out. With a gamepad. For those curious, below is the gamepad layout used for the video: The gamepad has also been setup to replicate a mouse: Right Stick X/Y controls Mouse X/Y Right Bumper is Left Click Left Bumper is Right Click If you want to set this up yourself for your own Xbox or PlayStation controllers, feel free to follow these tutorials depending on your controller: