Xupicor Posted 15 hours ago Posted 15 hours ago (edited) This is an older problem that was supposed to be fixed in 2024, but it's still a thing. Ah, I see. The older bindings were custom: {down = 3029, cockpit_device_id = 38, value_down = 1, name = _('Anti Skid On'), category = {_('Custom'), _('Landing gear panel')}}, {down = 3028, cockpit_device_id = 38, value_down = 0, name = _('Anti Skid Off'), category = {_('Custom'), _('Landing gear panel')}}, {down = 3029, up = 3028, cockpit_device_id = 38, value_down = 1, value_up = 0, name = _('Anti Skid On else Off (2-way Switch)'), category = {_('Custom'), _('Landing gear panel')}}, The newer binding is this one: {down = iCommandPlaneLGPAntiSkid, name = _('Anti-Skid ON/OFF'), category = _('Landing gear panel')}, But... Come on, guys. Can we get an Anti-Skid OFF binding as well? If you have a solenoid toggle switch always add an OFF binding, otherwise you're making us live with desynced hardware vs ingame switches. Now all I can do is bind this same command to both positions of a hardware toggle switch. if the solenoid ingame doesn't catch, but I notice it later in conditions when flipping it up will catch it, I have to go through hoops to get the hardware switch in sync (alt-tab, go into menu, etc, do something so that when I flip the switch the game will not pick this up as an input), otherwise when I flip it down the ingame switch will go up and catch and I have desynced cockpit. Can we pretty please add OFF bindings for these switches? Thank you. Edited 14 hours ago by Xupicor Windows 11 Pro, RTX4090 (24GB), 5950X @ 4.3GHz, 64GB RAM @ 3000MHz, M.2 SSD 8TB, Pimax Crystal Modules and maps: All of 'em. (It's a problem...)
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