Hi Alex,
I was playing lately with the new trimming implementations and they're great, but unfortunately can't use them a lot when flying in space. So I was wondering if it would be possible to get more then one set of curves that we could change in-game. What I'm thinking is to be able to set up let's say 4 different sets of curves in devCfg, assign them to a hat (or other buttons) and use them in game. I'd like to have a set of curves for a small and fast ship when it's traveling, another set of curves for the same ship when it's dogfighting, another set of curves for a large and slow ship and so on.
Or, if this is too complicated, something like the Double Rate function, but with more steps between its options.
Thanks so much for your help and for giving us this extraordinary piece of software.
VKBdevCfg curves
Moderator: AdminGroup
- fallout9
- Posts: 5186
- Joined: Wed Oct 03, 2018 20:37
- Has thanked: 208 times
- Been thanked: 1218 times
-
- Posts: 1163
- Joined: Mon May 12, 2008 9:10
- Location: Минск
- Has thanked: 12 times
- Been thanked: 125 times
Re: VKBdevCfg curves
Hi,
in the current version it's impossible.
But in NG the curves engine will get these changes:
1. Abstract set of 8 curves ( similar as now - but by default, the curves do not have axis bindings)
2. Any curve can be linked to any axis
In example - 1 curve (#1) is linked to 4 axes of ministicks
3. You can swith binding curves/axes by special function (simultaneously for two axes) at any moment
4. You can use another profile ( need previously load in controller, up to 8 extra profiles) with another set of curves at any moment
in the current version it's impossible.
But in NG the curves engine will get these changes:
1. Abstract set of 8 curves ( similar as now - but by default, the curves do not have axis bindings)
2. Any curve can be linked to any axis
In example - 1 curve (#1) is linked to 4 axes of ministicks
3. You can swith binding curves/axes by special function (simultaneously for two axes) at any moment
4. You can use another profile ( need previously load in controller, up to 8 extra profiles) with another set of curves at any moment
Крайние прошивки и софт / Latest firmware & software
viewtopic.php?f=15&t=908
http://alex-oz.strana.de
viewtopic.php?f=15&t=908
http://alex-oz.strana.de
- fallout9
- Posts: 5186
- Joined: Wed Oct 03, 2018 20:37
- Has thanked: 208 times
- Been thanked: 1218 times
-
- Posts: 1163
- Joined: Mon May 12, 2008 9:10
- Location: Минск
- Has thanked: 12 times
- Been thanked: 125 times
Re: VKBdevCfg curves
NG version is available for _BlackBox_GF_MCG ( latest v1_96_A(3)_NG)
New function Cr2 - now work in progress ( may be in v1_96_B_NG )
New function Cr2 - now work in progress ( may be in v1_96_B_NG )
Крайние прошивки и софт / Latest firmware & software
viewtopic.php?f=15&t=908
http://alex-oz.strana.de
viewtopic.php?f=15&t=908
http://alex-oz.strana.de
- fallout9
- Posts: 5186
- Joined: Wed Oct 03, 2018 20:37
- Has thanked: 208 times
- Been thanked: 1218 times
Re: VKBdevCfg curves
Good work progress confirmed! Just loaded up the NG firmware and played a bit, already in love with the new Cr2.
-
- Posts: 1163
- Joined: Mon May 12, 2008 9:10
- Location: Минск
- Has thanked: 12 times
- Been thanked: 125 times
Re: VKBdevCfg curves
OK
Крайние прошивки и софт / Latest firmware & software
viewtopic.php?f=15&t=908
http://alex-oz.strana.de
viewtopic.php?f=15&t=908
http://alex-oz.strana.de
Who is online
Users browsing this forum: No registered users and 117 guests