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Posted

I want to map EngineFlow switches on TM warthog to directX axis so that I can map these virtual axis to LeftEngineBrake_ByAxis and RightEngineBrake_ByAxis (to solve switch syn problem).

 

The maximum number of axises allowed in directX is 8 while 7 of them are already occupied. There's not enough axis left for me to use. DCS:BS by itself could support up to 32 axis on a single device so is there a way to bypass this limitation?

Posted

There is no breaking the 8 axis limit PER CONTROLLER.

 

TARGET takes many controllers and combines them into 1 Virtual Controller which is bound by the 8 axis DX limit.

 

I have requested that TARGET change and allow the creation of multiple Virtual Controllers as an option. This would solve your problem, but I have yet to hear anything from Thrustmaster.

 

Your only option at this time is to run without TARGET, as DCS A-10C can see and use multiple controllers.

Posted

Well, you could always map the slew switch onto keypresses and get 2 axes back that way.

 

That said...I've not flown BS. What's the "switch syn" problem?

"Tank! I need a program for a TM Warthog!"

 

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Virtual Thunderbirds, LLC | Sponsored by Thrustmaster

 

Thermaltake V9 SECC case | Corsair RM750 PSU | Asus ROG Ranger VIII | Intel i7 6700K | 16GB 3000mhz RAM |

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Posted

Well I prefer to keep the SC axis for slew. It allows me to control speed better than keyboard. At least I consider it more important than that "key sync" problem. The slew control in BS requires some fine tune. I use customized curve with "0 6 7 7 7 7 9 10 10 17 50" and a deadzone of size 6.

Because any axis input <=5 will be ignored by slew control. It has a build-in deadzone.

 

"switch sync" I mean for example if during game loading your MasterArm on HOTAS is left in "on" position but the default position of MasterArm in game is in "off", you will have a opposite logic whenever you use that switch. It happens if you don't have independent keys assigned to every state of a switch but use a "toggle" key instead, like "g" for gear.

Posted

Gotcha. Yeah. Well...I don't know if it helps get around your engine brake problem (because it doesn't give you any extra axes to play with) but there's a couple of things you could do...

 

For things that are system toggles like that...your master arm for example...you could make it so that if you were holding S3 (or whatever you've defined as your "/I" control) it didn't send the master arm (or engine brake) command. That way if your switch got reversed, you could "reset" it.

 

If you went with a script based target profile instead of GUI, there's a lot of extra logic you could add too. For example...I know it's unrealistic but I wrote an F4AF profile for the Warthog such that if you held both ENG OPER switches in the IGN position, and pressed the LGWRN button...it would run a ramp start macro.

"Tank! I need a program for a TM Warthog!"

 

[sIGPIC][/sIGPIC]

Virtual Thunderbirds, LLC | Sponsored by Thrustmaster

 

Thermaltake V9 SECC case | Corsair RM750 PSU | Asus ROG Ranger VIII | Intel i7 6700K | 16GB 3000mhz RAM |

EVGA GTX 980Ti FTW | TrackIR 4 w/ pro clip | TM HOTAS Warthog | TM MFD Cougar Pack | Win 10 x64 |

Posted

a dummy layer... That's clever. I'll do that. Thanks:)

 

btw I am using script from day one. But as long as you don't get any output from game you can't judge the switch state anyway. Maybe the export.lua would do but it doesn't worth the trouble.

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