Snacko wrote:Thanks. I thought that would be very helpful. So, I set my button back to 13. So there are two buttons assigned to 13. And then I Set the profile to the Joystick.. But the Device Report did not report the error.
VKB DeviceRpt.png
The Physical layer is which actual input to the microcontroller gets toggled by a microswitch or whatever. The Logical layer is what the stick/blackbox tells the OS happened.
If you go back to your very first
DEFAULT BUTTONS settings picture, you do
not have duplicate (Logical) button assignments! Bear with me, but the grayed out blocks are simply "Auto" assigned to their sequential number, counting 1-8, 9-16, 17-24 along the rows as a default indicator. But Gray means that one is not active so it doesn't matter what number is in it! It's just a user interface thing I guess, he just preloaded the present position there instead of say leaving the little button # of the tile blank until it is activated.
When you choose to activate a new button, such as Row 3 Reg 7, then yes, you should not leave it to the currently assigned number 23 because 23 is already used as the output sent by Row 2 Reg 5 activation, unless you wanted two physical buttons on the stick to do the same thing, which is permitted. I don't know what "logic" is used by the software when you turn one on to pick a starting value.
When I'm programming I always first make a list from the Logical page of what numbers are in use in the range I'm interested in. Then I switch to the Physical page. Turn polling on so you can actually press a button and confirm which register tile it is. Then I click that tile with the mouse button and make any changes, for example adding "Tempo" to add a long-press action, I want to make sure that the Logical button assignment to the short original click is still where it was, but the new Logical assignment to the long press is a currently unused Logical number.
Does that help?
To add further complication: At the top of the report is the information that the whole stick / blackbox combo says it is as a human interface device - it has 128 buttons, etc. But of course not all games are programmed to *accept* inputs from higher number butttons, even if the OS can recognize button press logical signals from that many. So personally I try not to pick Logical button output numbers higher than "32" across all my different assignments, to stay within typical game restrictions. Anything higher than that I'd map to be the same as a keyboard letter or something.
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