radulandinho Posted October 21, 2024 Posted October 21, 2024 Wil there be support for controllers with more than 64 buttons? I now have a VKB Stecs max with more than 90. Thanks.
1CGS LukeFF Posted October 21, 2024 1CGS Posted October 21, 2024 We increased the limit to 128 a while ago.
jollyjack Posted October 21, 2024 Posted October 21, 2024 (edited) Got me a Streamdeck XL, at first hard to set up the Super Macro scripts to work for IL2, but once you get the hang of it ... ADDED get a used one on amazon often at a fair price since users seem to give up on programming the buttons right. Edited October 21, 2024 by jollyjack 1
radulandinho Posted October 22, 2024 Author Posted October 22, 2024 (edited) Oops. I didn’t know. Thank you. I will buy Korea on the first day, as I did with great battles. Steam deck is expensive, and I don’t know if I need it. I’ve spent hundreds of euros on joysticks already… Edited October 22, 2024 by radulandinho
SYN_Mugue Posted October 22, 2024 Posted October 22, 2024 What about increasing the total number of controllers possible to more than 8? The addition of 128buttons was greatly appreciated, but was only half of the problem for some of us. We need to be able to have more than 8 controllers, if not for GB, than definitely in the new Korea game engine.
1CGS LukeFF Posted October 22, 2024 1CGS Posted October 22, 2024 3 hours ago, SYN_Mugue said: What about increasing the total number of controllers possible to more than 8? The addition of 128buttons was greatly appreciated, but was only half of the problem for some of us. We need to be able to have more than 8 controllers, if not for GB, than definitely in the new Korea game engine. It will probably happen in Korea but not in GB. The code doesn't really support it in GB. 1
[CPT]Crunch Posted October 26, 2024 Posted October 26, 2024 And while we're at it, how about giving the new game the axis data from windows directly so it can actually see where your controllers axis actually is positioned at right from the start. As it is now you can pull your stick into a corner, start a new sortie, and the game won't even see it for the flight axis until you move it. Makes it a complete pain in the arse flying several sorties a night online having to reset trim, mix, pitch, radiators, and every other axis position each time you do an new sortie in the exact same plane. It certainly doesn't add to the entertainment value, that's for sure. If windows and every other app can see it, why can't this game? It's just nuts I can have my physical mixture set but the game defaults to the shut position on it's own version of where it wants the axis to be. I thought it's suppose to be an auto start in the first place? So why doesn't the pilot auto starting script at least get these settings set correctly? It's like as if you made it doubly stupid.
1CGS LukeFF Posted October 27, 2024 1CGS Posted October 27, 2024 Let's watch some of the comments, please. As we have said and already discussed in dev brief videos, the GUI will be entirely different here compared to GB.
jollyjack Posted October 28, 2024 Posted October 28, 2024 Pff, where are the days that just a PS4 controller was enough.
czech693 Posted November 15, 2024 Posted November 15, 2024 I'm big on phyiscal toggles. I'd like to see some key mapping programming that allows more capability for latching toggles (there's a lot of them on current controllers). Right now a toggle throw is a key press command and you have to flip it back to get the release command. You can program it to do both with one throw in external software but that's a PITA. DCS now has the capability to assign the release command to the same toggle throw giving it the same effect as a button press and release. I like being able to see the position of the toggle (I know that's somewhere viewable in the cockpit too, but you have to memorize the location if you change planes). The momentary toggles are okay but they don't tell you anything about the status (position) of that fuction.
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