bomkata Posted September 13, 2021 Posted September 13, 2021 so I an sure I'm not the only one with a hotas that has 128 inputs on it < mine is winwing orion> and I'm not sure how much of an issue it would be for them to allow that much in the game cause it is a pain in the butt to bind your hotas in this game. IL2 please increase the amount of inputs allowed to be used in the game. 3 2
ATAG_SKUD Posted September 13, 2021 Posted September 13, 2021 Isn't it windows that limits 32 buttons on a controller device? skud
Dragon1-1 Posted September 13, 2021 Posted September 13, 2021 No, I ran a custom Arduino-based controller with way over 128 "buttons" (not quite as many physical inputs, though, several mode switches were involved). All of them seemed to light up when I tested it.
Charon Posted September 30, 2021 Posted September 30, 2021 This would be a nice improvement. A lot of the higher end controllers can exceed 64 buttons; I know my CM3 throttle can, depending on how the buttons are set up. On 9/12/2021 at 8:01 PM, ATAG_SKUD said: Isn't it windows that limits 32 buttons on a controller device? No, 1946 and CloD were limited to 32, but BoX already supports 64 buttons per device. DirecInnput is limited to 128. I'm not sure what it is about that API that makes it easier to write code that only supports half or a quarter of the range.
Croc900 Posted September 30, 2021 Posted September 30, 2021 2 hours ago, Charon said: This would be a nice improvement. A lot of the higher end controllers can exceed 64 buttons; I know my CM3 throttle can, depending on how the buttons are set up. No, 1946 and CloD were limited to 32, but BoX already supports 64 buttons per device. DirecInnput is limited to 128. I'm not sure what it is about that API that makes it easier to write code that only supports half or a quarter of the range. CloD already support 128 buttons per USB game controller since patch 5.025 1
Hoss Posted September 30, 2021 Posted September 30, 2021 (edited) Over at the "Other" Sim there is a script for Thrustmaster controllers that gives you 128 DX buttons, I use it like crazy on the "Other" sim. There is a Complete and Simplified version. One I use for Props (Simple) and for jets I use the (Complete) versions. I'm seriously thinking about using it on IL2, because setting up key binds on your HOTAS is ridiculously simple as compared to the way I do it now on TARGET GUI, this script is run from TARGET Script Editor. The Complete version uses the Auto Pilot script for the LASTE/Engage/Disengage and all of the capable TEMPO buttons are mapped too. The Simplified version doesn't have these enabled by design, but can be enabled if you need one or more. So yeah, I'd like to see IL2 get an improvement on how many buttons it can use. I have conflicts with W, G, F, B buttons wanting to raise my gear when I unlock the break, or drop my bombs when I hit the Boost button............ Lights are confused too, cockpit, navigation, landing/formation lights. Using DX buttons alleviates all these conflicts. It's set up to use all the Thrustmaster game devices, which can be enabled or disabled with 1/0. Also differentiates between F-16 Stick and F-18 Stick, L/R MFD's, If you see it on the TARGET GUI screen, it's in the script. Latest version 1.4 released just the other day. PM me and I'll send you a PM as where to find it. Cheers Hoss Edited September 30, 2021 by 352nd_Hoss
ATAG_SKUD Posted October 1, 2021 Posted October 1, 2021 (edited) 7 hours ago, Charon said: This would be a nice improvement. A lot of the higher end controllers can exceed 64 buttons; I know my CM3 throttle can, depending on how the buttons are set up. No, 1946 and CloD were limited to 32, but BoX already supports 64 buttons per device. DirecInnput is limited to 128. I'm not sure what it is about that API that makes it easier to write code that only supports half or a quarter of the range. For some reason my custom built controller would only assign button numbers to the first 32 buttons, the rest show up as as various POV inputs that never respond properly. When I put the question to the fellow that built my controller I got this response: "Yes, this is how DirectX works, it directly sees only the first 32 buttons, all the above will work only through what kind of mapper." Maybe I am mixing subjects...I'm not an expert in this stuff. SVMAPPER only allows 4 devices so I used Joy2key to map 8. It works -so-so. Some switches don't work at all and Joy2Key has limited features to tweak the input. I wish someone would make a full featured mapper for 8+ devices. skud Edited October 1, 2021 by ATAG_SKUD
Charon Posted October 1, 2021 Posted October 1, 2021 Your controller's builder is mistaken; plenty of games support more. Maybe they're building with something like Star Citizen in mind and think they're limited to 32, but I've gone beyond that on the devices I've built. JoystickGremlin is my preferred device mapper (paired with Devreorder if necessary). I haven't used it with POV hats yet, but it should work with those. The UI isn't great, but it's functional and can do some neat tricks.
ATAG_SKUD Posted October 1, 2021 Posted October 1, 2021 I tried Joystick Gremlin but it eats one of my device slots through its virtual device. So I need to disconnect one of my 8 controllers to use it. skud
Charon Posted October 3, 2021 Posted October 3, 2021 @ATAG_SKUD Take a look at the Devreorder link I posted above; particularly the "If You Want to Use More Than Eight Devices" section.
ATAG_SKUD Posted October 3, 2021 Posted October 3, 2021 That looks like it would work. I'll give it a try-thanks skud
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