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[GUIDE] VKB T-Rudder Pedals Mk.IV – virtual axes configuration (wheel brakes)


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I struggled to set up virtual axes for VKB T-Rudder Pedals exactly how I wanted, so I made this short guide.

As you know, VKB T-Rudder pedals are rather unique since they only have one physical axis (and with pedals moving up/down) and there are no toe brakes. Obviously we can use the physical axis to control rudder and nose wheel steering but we have to create virtual axes if we want to control wheel brakes too. The best way (imho) to set it up is a software called Joystick Gremlin (combined with vJoy driver). With it you will be able to create virtual axes for wheel brakes and use them without interfering with the main axis assigned as a rudder.

Here is an overview of what we are trying to get:

Screenshot_1.png

Below is a step-by-step guide how to set it up:

First you need the vJoy driver that will emulate a virtual device. You can download vJoy here:

https://sourceforge.net/projects/vjoystick/

After the installation you need to configure your vJoy profile with (surprise, surprise!) “Configure vJoy” app:

001.png

For the above setup to work you need 5 vJoy axes. In my case, I have selected RotationX, RotationY, RotationZ, Slider1, Slider2:

002.png

Verify if vJoy is working correctly in Windows’ Game Controllers (Run command: joy.cpl). It should be visible on your device list:

003.png

Now you need to download Joystick Gremlin. You can find it here:

https://whitemagic.github.io/JoystickGremlin/download/

004.png

After the installation, the first thing you need to do is to set up “modes”. In Joystick Gremlin you can use multiple profiles and each profile can have multiple modes. That’s exactly what gives us the possibility to use physical axis only as a specified virtual axis.

You need to have (at least) 3 modes in total. Create the additional ones in Tools>Manage Modes:

005.png

In my case I have named them “Mode_1” and “Mode_2”:

006.png

Now, the actual Joystick Gremlin configuration. We’ll start with the default mode that will use as a regular rudder / NWS input.

Check in Windows Game Controllers what is the name of your working axis in VKB T-Rudder. In my case it’s Rotation X axis.

Select VKB T-Rudder device tab and remap the physical axis to one of 5 vJoy’s axes (in my case: vJoy Rotation X axis). As a result VKB T-Rudder axis will be duplicated 1:1 as a vJoy input.

007.png

Next step is to assign two (different) modifier buttons that we will be using to switch Joystick Gremlin modes. The best option is to use buttons on the throttle, since we want to be able to control thrust at the same time.

Select button that will act as the modifier (in my case I have selected the slew push button on Warthog throttle), add function “Temporary Mode Switch” and select the first additional mode (in my case: Mode_1).

With help of this function, as long as you hold the designated modifier button, Joystick Gremlin will generate input only in accordance to the assigned mode (other modes will be inactive as long as you hold the modifier button).

008.png

Repeat the above step for your second additional mode, with use of a different modifier button. In my case I have binded Warthog Throttle Button 15 as a Temporary Mode Switch for Mode_2:

009.png

Now switch Joystick Gremlin to your first additional mode (upper right corner). We will use this mode to create virtual axes that will act for dual wheel brakes (meaning pressing left or right pedal will act as pressing both wheel brakes in game).

In VKB T-Rudder tab select your working axis and create “Split Axis” function to 2 virtual axes from vJoy (different from vJoy axis used in the default mode). In this case I have split VKB’s Rotation X axis into vJoy’s Rotation Y and Rotation Z axes:

010.png

Switch to your second additional mode and repeat the above step (use different vJoy axes than in previous modes). We will use this mode to create virtual axes that will act as left/right independent brakes (meaning pressing the left pedal will act as left wheel brake in game and pressing the right pedal will act as right wheel brake in game) – useful for taxiing in WW2 planes.

In this case I have split VKB’s Rotation X axis into vJoy’s Slider 1 (“Slider”) and Slider 2 (“Dial”):

011.png

That’s the minimum configuration. You can also create additional setting for each vJoy axis (edit curvature, invert it) if you wish. I use DCS in game settings for that.

Finally save your profile and activate it. Joystick Gremlin must be running in background so you can use vJoy axes like above.

You can also set additional options:

012.png

So, now all there is left to do is to assign axes in DCS.

Clear your VKB T-Rudder bindings and map your newly configured vJoy axes:

014.png

That’s how it looks like in my case:

013.png

Side note - in DCS we can assign vJoy axis from the drop down list, which is very convenient. In sims that have no such option, you may need to use a software that will hide VKB input so you can bind vJoy axes correctly (Joystick Gremlin can do this with help of additional plugins).

Tune your virtual axes. If you haven’t configure it in Joystick Gremin, you need to check the boxes “invert” and “slider” for all 4 virtual axes used for wheel brakes:

016.jpg

For the main vJoy rudder axis, no changes are required (apart from adding some curvature and deadzone).

To be able to quickly assign vJoy axes like above in different DCS modules, save profile of your created vJoy mapping and load it in axis assign window for other DCS aircraft (while vJoy column is selected). Don’t forget to clear VKB T-Rudder bindings.

017.png

Now, all you need is to get used to how the virtual axes work. You press and hold the modifier button à use VKB pedal à release VKB pedal à release the modifier button. If you release the modifier button with depressed pedal, the virtual axis input will stay at this level. You can use it as virtual parking brake, but otherwise it’s more problematic than useful.

Also, don’t forget that if you use the same buttons as modifiers in Joystick Gremlin and in DCS control settings, you will be disabling your main rudder axis control every time you use it.

Here is a short video demonstrating how the virtual axes work in Windows and DCS:

I hope it helps.

  • Like 1
  • Thanks 10
  • 2 weeks later...
Posted
11 hours ago, AeroGator said:

That's an epic job! Thank you a lot for sharing this with the community.

I appreciate your kind words. Thank you. 🙂

I'm using this setup since couple of weeks and it definitely enhances T-Rudder's potential. For people using joysticks with a twist axis it's also possible to split the twist axis into two virtual axes in the same way. It can also be done via VKBDevCfg (provided that we don't need to bind the regular twist axis too since it will also generate input).

  • 6 months later...
  • 1 year later...
Posted

I just use the T-Link software from VKB. 

  • Like 1

I need, I need, I need... What about my wants? QuickSilver original.

"Off with his job" Mr Burns on the Simpsons.

"I've seen steering wheels / arcade sticks / flight sticks for over a hundred dollars; why be surprised at a 150 dollar item that includes the complexities of this controller?! It has BLINKY LIGHTS!!" author unknown.

 

 

These titles are listed in the chronological order I purchased them.

[sIGPIC][/sIGPIC]

  • 5 months later...
Posted
On 3/10/2023 at 7:53 PM, Mark3r said:

I came with this solution 🙂

330443495_222094360334038_53653751215333408_n.jpg

Hi,

Would you please mind sharing the solution? I thought of 3D printing something to get a toe break, but I'm not sure how to even start.

 

  • 5 weeks later...
Posted

Thanks for this!   Instructions were pretty solid and I got it working just as you described.  For some reason my Slider 1 and Slider 2 are swapped, but it seems to not really matter because it works!  Thanks again!

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