Jump to content

von_Michelstamm

Members
  • Content Count

    55
  • Joined

  • Last visited

Community Reputation

36 Excellent

About von_Michelstamm

  • Rank
    Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. These are my VKB stick settings, i think they're a faithful adaptation of how the real KG12, etc. worked: A (trigger) KNOPF: IRL: machine guns VKB: same B1 (top) KNOPF: IRL: Cannons. If the pilot wanted to fire rockets, he would have to flip a switch elsewhere in the cockpit to make this button fire rockets, and then switch it back to return to cannons. VKB: I use the "mode" button on the base of my gladiator to switch to "rocket" mode, and back. B2 (side) KNOPF: IRL: Bombs. it wasn't a hatswitch, it was a single button. VKB: bombs, but the extra hat buttons control bomb and rocket modes (firing in pairs or singular or which bombs to drop first). There's a perfect free button here (in gray) to 'fire rockets' as well, but that isn't technically correct. Pinky KNOPF: IRL: Push to Talk VKB: I used the vkbconfig software to make this function as BOTH a shift key (which is what it normally does) AND as a joystick button. When pressed, it transmits to teamspeak (for playing multiplayer). It simultaneously shifts the B2 knopf into a set of squadron radio commands (for single player).
  2. Could it be that it needs to have the .dds suffix mentioned in the JSON file?
  3. I downloaded the skin pack, installed it via my generic mod enabler, but in the PWCG I don't see anything listed under "squadron" (I.jg52) and only see a couple of the winter skins under "loose"
  4. Any advice for taming "roll?" I love the added realism (especially turning in a steep bank and leveling things out with your head, you really feel like you're flying). ...but it's tough to actually fight with. I've tried using some very output-limited curves, it's just a pain to manage. Rolling your head also affects other axes so at low settings especially it makes your crosshairs wander all over the gunsight. Also makes following a bandit from your 4 to your 8 along the rear windows nausea-inducing.
  5. No, it’s the original! The only vkb thing in stock, to the point you can order them off of Amazon. I’d been holding off for a gunfighter pro kg12 with extension but those seem like they’re years off, so I broke down and got the gladiator. I like the hat switch, I use it for bombs and rockets, and used vkbconfig to make the pinky function as both a button and a switch. so when I hold it it does teamspeak in multiplayer and makes the hat give radio commands in SP
  6. Brief description: unbinding axis-based controls doesn’t disable its curves and hides the ability to adjust them Detailed description, conditions: Deadzones and sensitivity are primarily used to improve a controllers input. When unbinding a controller that has these set, the deadzones and sensitivity remain active but the option to edit them disappears. The only way to get the curves button to reappear to modify settings is to rebind another axis based input (not a mouse, that doesnt work). Why it’s a problem: Unbinding controls is commonly done when switching to headtracking. With these curve settings being persistent but hidden, users can be left wondering why their headtracking inputs are behaving strangely and waste a lot of time using the tracking software to correct for them. As it stands, users remapping an axis to a mouse will also be unable to adjust/remove these curves. Expected behavior: When a control is unbound, either (1) the deadzones/sensitivity should deactivate until something is actually bound to them, or (2) the curves indicator should always be persistent regardless of bindings and always change color if the settings have been modified. The advantage of (1) is that it is more intuitive for people undbinding things for head tracking and that it doesn’t make sense that an input with no bindings should have curves attached to it; the disadvantage is it deprives users of an extra level of control when using head tracking or a mouse. 2 would be my choice of options. Your PC config data (OS, drivers, specific software): Windows 10
  7. Solved by ZachariasX! To get head tracking working, I had to unbind my look mapping to the cheapo mini stick on my x56. Problem is, i didn't FIRST reset the 92% center dead zone. If you remove a mapping, IL2 doesn't automatically remove or disable the associated curves (and doesn't tell you there are any still applied.) Definite bug. If you switch to a mouse axis, for example, the sensitivity curve remains but you no longer have access to curve options to turn it off. I didn't have a joystick at hand so i had to manually edit the config file to put in a joystick to even be able to turn it off. Expected behavior is if you unbind a joystick it also unbinds the curves you set up for it, or at least gives you some indication that curves have been modified and still allows you to change them.
  8. it DID work! Thanks! I had a 92% center dead zone to deal with the cheap mini stick on an x56. If you remove the mapping, it doesn't erase the sensitivity curve (or at least disable it). Definite bug. If you switch to a mouse axis, for example, the sensitivity curve remains but you no longer have access to curve options to turn it off. I didn't have a joystick at hand so i had to manually edit the config file to put in a joystick to even turn it off. Expected behavior is if you unbind a joystick it also unbinds the curves you set up for it, or at least gives you some indication that curves have been modified and still allows you to change them.
  9. Aha. So remap it to something with an axis, then remove the dead zone I originally added, and then demap it again?
  10. I think this is the default behavior when looking around with your mouse. As your gaze passes by the front windshield, it "locks" or "snaps" into a head-on view for a few degrees. The problem is it's still doing this when using head tracking, even with all other pilot head controls unbound (except zoom.) I affects both rotation and movement. How can i fix this?
  11. Thanks, it’s not that. Pretty sure it’s in the game, since it’s the same behavior as when looking around with a mouse, where it “locks” into a straight ahead view for about 5 degrees panning past the center line.
  12. Thanks, it’s not that. Pretty sure it’s in the game, since it’s the same behavior as when looking around with a mouse, where it “locks” into a straight ahead view for about 5 degrees panning past the center line.
  13. Yep. And even the free camera rotation and movement stuff just to be safe. Only thing mapped is zoom.
  14. Sadly no. removed all key bindings didn't work. I even tried turning of headtracking and just binding turn/bow to the mouse and restarting. The deadzone is still there with the mouse, on all settings for F9. Turned off all bindings, snap views, etc. and restarted with tracking. Still that annoying deazone (it's about 5 degrees or so)
  15. I attached it to a cheap laundry clip, put a bit of weatherstripping in the clip jaws for padding. Then I clip it on my glasses. Now headphones are optional and I can easily take it on and off. Bonus, it sits far forward enough that my face or the phones don’t obscure the IR lights when turning my head.
×
×
  • Create New...