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DCS needs mandatory unified keyboard controls  

112 members have voted

  1. 1. DCS needs mandatory unified keyboard controls

    • YES! Please give us the simplicity of using the same key for the same command in each aircraft.
    • neutral, I'm ok either way
    • NO!, what's the use? Let them invest the time in development of X


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Posted

Hello everyone,

 

As most of you will know, every plane in DCS has a fast amount of keyboard shortcuts to achieve different tasks.

Which can be a bit of a nightmare to remember all of them.

 

To make matters worse, different planes use different keybindings to achieve the same thing.

 

Some examples;

FC3 planes use `for multiplayer chat

A-10C use tab for multiplayer chat

 

FC3 planes use Lalt ' for rearming menu

MIG 21 use . for rearming menu

 

And if were going to compare this over all current planes in DCS I'm afraid the list is pretty much endless.

 

As such, i think it would be great if ED AND 3TH PARTIES would agree on standard keybindings.

So one key for multiplayer (team) chat

One for the rearming menu

One for the landing gear

One for the flaps

etc, etc etc.

 

It's a lot of work to do now, for both developers and users alike, but once its done it will make live a LOT easier for everyone involved and make DCS also a lot more accessible for new players.

 

Ever tried explaining to someone in multiplayer new to DCS that he has to use `for chat but after switching aircraft it becomes tab?

Yeah.... right, and then the other controls...............

[sIGPIC][/sIGPIC]

The keeper of all mathematical knowledge and the oracle of flight modeling.:)
Posted

Agreed. Preferable would be user defined common control defaults. I should be able to bind rudder, flares, safe toggle etc. once then have modules inherit it on request. After that, you can make module specific adjustments.

Posted

What is about the MiG-21Bis, it has a different system for the extracting the Gear? You can`t just push G to get it in. You (as i know from the Manual) need to move the Gear handler to neutral, with other stuff, to bring it in the right position (and we all like the complex systems of the DCS aircrafts!).

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Ghost0815

Posted (edited)

Please, no, no, no!

I designate my own keys and buttons, etc, as is best for me. No way do I want to see buttons and keys dictated to me for my flight rig.

Different people will have different preferences.

Also, remember that not all customers will be fully able bodied and not all people are right handed.

Strongly suggest that all customers be allowed to customise keys and buttons, etc, to meet their own needs and preferences.

I cannot believe that DCS would ever entertain the idea suggested by the OP.

Edited by 56RAF_Talisman

Bell_UH-1 side.png

Posted

Perhaps not for avionics but for any general game play functions (i.e. Chat, Rearm, etc.) there should be commonality. It is already headed for a mess and it will only get worse as more aircraft/dev teams become involved.

 

 

Note: The player should ALWAYS have the ability to change them. I am only referring to 'out of the box' configurations.

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Posted

OK only for anything je related to the aircraft directly, e.g. view, multiplayer.

For A/C related stuff, there should be a set of guidelines that 3rd party should follow so that all A/C controls have more or less the same "look&feel", but not too restrictive to allow dealing with specific systems (as the MiG's gear).

Posted

Yes i agree. Though it has to be tough (impossible?) to change it for current modules since people have rebound their commands and it will mess things up. But for future modules this should definately be the case. I always get annoyed when stuff like close canopy or basic stuff like that isn't bound the way you'd expect...

Posted

From one aircraft to the next, (and even from one version of the same aircraft to the next), things are often in different places and function completely different. For example, as I understand it, the B-2 doesn't have rudder pedals. Neither does an F-16 or any other modern fighter. Here's a shocker: the Huey doesn't have a landing gear handle nor flaps. Really strange, that, eh?

 

Seriously, each individual aircraft needs their pilot to train extensively in it. So, an F-14 pilot needs lots of time to cross-train into an F-18.

 

I really don't care where the buttons and switches are. I just know that, once I am flying the Huey, I'm just not going to grab for the flaps and gear when I make my approach. I do, in the A-10.

 

My two cents worth. (Okay, maybe three cents....)

The Hornet is best at killing things on the ground. Now, if we could just get a GAU-8 in the nose next to the AN/APG-65, a titanium tub around the pilot, and a couple of J-58 engines in the tail...

Posted
as I understand it, the B-2 doesn't have rudder pedals. Neither does an F-16 or any other modern fighter.

All the modern fighters I've seen so far in DCS have rudder pedals...

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Posted
as I understand it, the B-2 doesn't have rudder pedals. Neither does an F-16

 

The F-16 does have rudder pedals.

 

I'm all for standardised controls, I change them as I see fit but starting off with something that makes more sense is a no brainer. It's okay for us, but DCS can be overwhelming to newcomers without making things more difficult than they have to be.

 

I'd even suggest setting a slight x/y axis curve as default, I remember thinking the A-10c was unflyable when I first played it and I was no stranger to flight sims.

[sIGPIC]sigpic67951_1.gif[/sIGPIC]

Posted
Please, no, no, no!

I designate my own keys and buttons, etc, as is best for me. No way do I want to see buttons and keys dictated to me for my flight rig.

...

Strongly suggest that all customers be allowed to customize keys and buttons, etc, to meet their own needs and preferences.

I cannot believe that DCS would ever entertain the idea suggested by the OP.

 

I think you got it all wrong sir. The original poster wants to say that the default keys should be unified but still customizable by users. The mandatory part was intended for developers when they create their modules. After you buy the module... is absolutely common sense that you can modify the keys how you like... I know I would and also I support this thread idea.

 

This issue looks like the one with people wanting pilot model in the cockpit and other people freaking out and scream that they don't and development of such thing should be stopped or prohibited not realizing that it can be toggle out or chosen not to be ever shown.

 

 

Returning to the key problema

 

I wish the General tab commands from each module somehow be more clear if it overlaps or not the General tab from modules list. The General Tab from each module should have a tick that when selected it will import all the commands from General Tab from big modules list (yes it is confusing even now) and all commands be grayed out as not modifiable. If the user wants to personalize the General Tab for one or more modules the basic commands should become editable after ticking that "sync function" (lets call it like that) and start editind from the default list.

 

These are the two I am talking

 

 

EwqM9T6.png

 

7kpgIaA.png

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Posted

Agreed entirely. Currently it is a mess. 3rd party developers should be required to adhere to it as well.

 

Avionics can become a bit more tricky, although they should follow a similar idea and standardize when possible. For example, the FC3 aircraft an KA-50 both require a two button combination to open the canopy. But the key combination is different. There is no reason for them to be different and it makes me forget how to open the canopy (using the mouse is a pain in the KA-50, and isn't possible in FC3).

 

If the landing gear is only a single button press, it should be G. Not Page Down or something else.

 

 

On a slightly related topic, developers need to start making some default profiles for the common HOTAS systems to. Currently most are entirely unmapped.

Posted

I get what you mean but, I've figured out such a system for my self, which is probably even more complicated than what you suggest, since I have a stick with very little buttons. I have a kind of standard configuration for each plane and all my sims, so my controls for the A-10 don`t differ too much from my controls for my 737. So I wouldn't benefit from it but I would definitely save some time for others.

 

For me setting up my binds take a sh*tton of time but it's also a part of my learning experience.

 

Good Idea anyways

Death is just nature's way of telling you to watch your airspeed. :pilotfly:

 

[sIGPIC][/sIGPIC]

Posted
I think you got it all wrong sir. The original poster wants to say that the default keys should be unified but still customizable by users. The mandatory part was intended for developers when they create their modules. After you buy the module... is absolutely common sense that you can modify the keys how you like... I know I would and also I support this thread idea.

 

Exactly, thanks for clarifying.:thumbup:

Now lets hope ED and partners are following this and getting the idea.

[sIGPIC][/sIGPIC]

The keeper of all mathematical knowledge and the oracle of flight modeling.:)
Posted (edited)

Every shooter game I've ever bought that all have similar commands have different default key bindings. I just re map all of them anyways.

 

Same with flight sims although I hardly use the keyboard for anything other than G for gear and Esc and Pause and such. It's commendable that DCS actually provides key bindings for the hundreds of commands in planes like the A-10C especially since they aren't probably used that much.

 

Is "B" for brakes or bombs? :cry:

Edited by SharpeXB

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Posted (edited)
Every shooter game I've ever bought that all have similar commands have different default key bindings. I just re map all of them anyways.

 

I also play shooters with complete different key set. I have a "dogma" about where those move, prone, crouch, aim, use, melee, throw grenade, cycle rate of fire, etc, etc should be, but I wish developers would stop reinventing the wheel to spare me of fighting with interfaces for such remapping. In one game you can check a key to what is assigned (like in DCS) by simply pressing it. In other you need to actually try to assign that key and it will be highlighted with red what it does... in other game it will pop up a mini window to warn you that you need to click 16 cancel buttons now to actually cancel that override you almost did just for checking.

 

This is one area where commonality helps... it doesn't matter if I play with arrows and the dev assigned default the WASD... I don't mind, just don't torture me with 14 submenus for a simple move forward command.

 

The other area where this commonality helps is multiplayer. I play often with friends with even less time than me and sometimes in mid flight... "What is the key for... ?" Even if you have remapped your keys chances are you still retained the default for basic stuff (like general tab in DCS) or retained the default as alternative or you remember the default one. Actually the biggest chance is that most in the group are using the default keys the reason being... people have limited time.

 

That's why is good that when you fly Mig21 and want to light a cigar not to accidentally incinerate a city with a nuke. :D

Edited by zaelu

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Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least

Posted

Rise Of Flight does the shared default system quite well. Check it out if you're interested. Saves a lot of time with new modules and device changes.

Posted

I'm okay if they unify the bindings of all default schemes. If they change it to be that when I bind gear to something other than G on my A-10 that it changes my Ka-50 to the same thing then I'll throw my computer out the window.

Warning: Nothing I say is automatically correct, even if I think it is.

Posted

It's a good idea, but I wouldn't consider it necessary. I set aside time to set and learn controls when I get a DCS module, so it gets taken care of no matter what the default keys are.

 

When you're in multiplayer, you can also have key bindings printed out, or just open in another window, you don't even need to ask anyone what's what. It takes some effort, but that comes with it being a full on simulator.

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  • 1 month later...
Posted

Help... TM HOTAS and key assigment

 

ALL:

 

I finally was able to get my Cougar HOTAS working in game.. I only have use of Throttle and Cougar for flight and head views top hat..........

 

How do I use Foxy 4.2 bete to download into the HOTAS the desired

keys for specific buttons/hats?

 

Any help would be appreciated...

 

Roland

Posted

Much easier to use the keymapper with the sim. DCS does a great job and is very flexible. No need to use an external program.

"It takes a big man to admit he is wrong...I'm not a big man" Chevy Chase, Fletch Lives

 

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Posted

It seems like only people who don't have heaps of modules could disagree with the MAIN idea.

 

The main idea as put by the OP is to have unified defaults for common controls. If someone releases a module with totally different chat functionality OF course they don't have to use the default key.

 

Has anyone actually released a module with totally different chat functionality?

Posted

I voted "Yes"

 

I always forget which key is chat in A-10C and which one is in FC3.

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