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Controller setup GUI


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Please consider if you can modeling  your controller setup GUI similar to how DCS does it rather than how IL-2 GB does it.

IMHO out of the flight sims I have DCS does this best. 

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Yes!

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Whatever path the devs will choose about cockpit clickability or lack thereof, at least having the option for separate mappings for individual planes is a must in my book. It was the biggest imrovement GB series introduced last year.

In DCS I tend to assign buttons and switches in a similar way as they are on the real plane and I'd love to be able to do the same in CP. The famous cannons trigger on the throttle lever of the Zero is a primary example. I hope I'll be able to map it to my Warthog throttle as well, with MGs operated by joystick.

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For DCS I use a third party utility Joypro. I have a lot of aircraft and I often redesign my button box locations, so this works well as I can map a control once in Joypro and it applies across all aircraft or just some as I wish.

Whilst it is brilliant I think it is a little daunting so I wouldn't suggest it as a standard method for all.

I am not sure how different the controls are likely to be for the aircraft here and we shouldn't have the complexity of modern jets. What might be worthwhile is a generic controls mapping option which then is the default for all aircraft which can be overridden individually.

At the very least we need to be able to map multiple buttons etc. to a control.

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I like the feature in DCS when you push the joystick button, it hops to the keybind in the menu. That way you can quickly check your keybinds if it's been a while or you've been playing some other sims.

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10 hours ago, Pabsty said:

I like the feature in DCS when you push the joystick button, it hops to the keybind in the menu. That way you can quickly check your keybinds if it's been a while or you've been playing some other sims.

 

Yes that is awesome - I use it quite often, many times before a flight just to re-familiarize myself on my button assignments if I have not flown that aircraft in a while.

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42 minutes ago, dburne said:

 

Yes that is awesome - I use it quite often, many times before a flight just to re-familiarize myself on my button assignments if I have not flown that aircraft in a while.

Yes, BMS's Alternative launcher behaves the same way...

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Yes! I would love to have both a listed system, for each aircraft separate.

Also, icing on the cake would be external launcher.

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Posted (edited)

As many others voiced, a global controls setup would be very limiting. I don’t have DCS, so I don’t know its system, but I like how iRacing does it. 
The first time you assign controllers, it becomes the “global base” for every other assignment afterwards, during which you click a checkbox that says “use custom controls for this car”. That way, you wouldn’t  have to assign axes that would be the same for all aircraft (pitch, roll, yaw, etc.) every time you’re setting up for a new aircraft.

Edited by kissTheSky
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  • 3 months later...

Strongly agree to use the DCS model for control setups - to include modifiers if possible. IL-2 GB method of grouping controls is also useful. WW2 aircraft are not going to be as complicated as later jets, but engine controls are usually more complicated and need more axes (P-38 for example, 2 x throttle, 2 x props, 2 x mixtures, plus any radiator controls, or even turbo).

Good support for encoders (Virpil, etc). Also different types of toggle switches, as most in aircraft are not momentary, but most on controllers are.

No (or high) limit on number of peripherals - a high end rig will have a lot (I have 2 sticks, two throttles, a collective, and two panels/button boxes all hooked up at all times, but have to disconnect the collective for IL-2. Irritating.

Strong support for VR. Ideally something like MSFS, where you can jump in and out of VR mid game with a keystroke. 

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2 hours ago, Vulture said:

Strongly agree to use the DCS model for control setups - to include modifiers if possible. IL-2 GB method of grouping controls is also useful. WW2 aircraft are not going to be as complicated as later jets, but engine controls are usually more complicated and need more axes (P-38 for example, 2 x throttle, 2 x props, 2 x mixtures, plus any radiator controls, or even turbo).

Good support for encoders (Virpil, etc). Also different types of toggle switches, as most in aircraft are not momentary, but most on controllers are.

No (or high) limit on number of peripherals - a high end rig will have a lot (I have 2 sticks, two throttles, a collective, and two panels/button boxes all hooked up at all times, but have to disconnect the collective for IL-2. Irritating.

Strong support for VR. Ideally something like MSFS, where you can jump in and out of VR mid game with a keystroke. 

^^^THIS!

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