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Posted

Yeah not only ED but other 3rd party devs. You are all quite aware of the issue, please just add some 2/3way switches by default. Preferable in a extra tab in the controls section.

 

 

Not much work for the coders, but HUGE impact for the community. As I understand TM Hotas Warthog users are not the only ones profiting from this, but people with different joysticks&button boxes etc. aswell.

Posted
For us poor warthog users, please do like RAZBAM and add the 2 and 3 pos switches abstractions to the default key mappings for all modules, so we can avoid using TARGET, which is pretty much the most cumbersome and un-intuitive thing I have ever seen, and configure everything from inside DCS.

 

Thanks

 

No.

 

Well, yes, but no, do not do it like they do it.

 

Instead, do it the only sensible and universal way: allow any and all binds to detect releases as well as presses, much in the same was as we can create modifier and toggle keys. Behind the scenes, that's what's happening anyway, and no abstraction should be necessary, nor should it be done like those modules do it where some very specific and pre-determined switches can be abstracted together.

 

Let us bind [function A] = button 1 press; [function B] = button 1 release, button 2 release; [function C] = button 2 press. And whether those two buttons are a three-way toggle, two completely different switches, two separate keys on the keyboard, a switch and a POV hat, any other combination should be none of the game's — much less the module's — business.

 

Third-party devs should not be doing any of this. It should be built-in to the generic, ED-made, keybind screen and thus become universal and equal to all modules with zero effort on anyone's part.

❧ ❧ Inside you are two wolves. One cannot land; the other shoots friendlies. You are a Goon. ❧ ❧

Posted
No.

 

Well, yes, but no, do not do it like they do it.

 

Instead, do it the only sensible and universal way: allow any and all binds to detect releases as well as presses, much in the same was as we can create modifier and toggle keys. Behind the scenes, that's what's happening anyway, and no abstraction should be necessary, nor should it be done like those modules do it where some very specific and pre-determined switches can be abstracted together.

 

Let us bind [function A] = button 1 press; [function B] = button 1 release, button 2 release; [function C] = button 2 press. And whether those two buttons are a three-way toggle, two completely different switches, two separate keys on the keyboard, a switch and a POV hat, any other combination should be none of the game's — much less the module's — business.

 

Third-party devs should not be doing any of this. It should be built-in to the generic, ED-made, keybind screen and thus become universal and equal to all modules with zero effort on anyone's part.

 

 

 

+1

 

 

Sent from my iPhone using Tapatalk

Posted (edited)
Not to ruffle some peoples feathers, however from reading the posts it is evident that some are not understanding the file structure, so if I may throw my two cents in I'll try to make it a little more clear.

...

Flying tip of the day.... Don't fly upside down if you have a gravity fed oil system, you won't be flying long. LOL

Is there a way to program a toggle switch in to a push button irl using an if then statement? Ie lk through each condition and set the next state for an example if current state is off for something with the state off, test, and on. So first press of the button would change the state from off to test the next press from test to on? Much like using the mouse?

Edited by BlacleyCole

BlackeyCole 20years usaf

XP-11. Dcs 2.5OB

Acer predator laptop/ i7 7720, 2.4ghz, 32 gb ddr4 ram, 500gb ssd,1tb hdd,nvidia 1080 8gb vram

 

 

New FlightSim Blog at https://blackeysblog.wordpress.com. Go visit it and leave me feedback and or comments so I can make it better. A new post every Friday.

Posted

All switches should by default be considered as button. So quick press, regardless it is hold down.

 

Then have a special group list in multipliers if some buttons are set as switches [groups].

 

So you need to add all toggle switches as specific toggle buttons as group.

 

If any in group gets pressed, it is known to release all other toggles in this group except the latest one.

 

If you don't bind some switch position to function, it is still read as release for other positions in group.

 

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I usually post from my phone so please excuse any typos, inappropriate punctuation and capitalization, missing words and general lack of cohesion and sense in my posts.....

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