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VKBdevCfg NG - alpha
Posted: Fri Mar 22, 2019 19:39
by fallout9
I've been testing the MCG variant in the past few days and I really enjoy it so far. It's quite different compared to the original version in a good way as it offers more options.
But there are also a few things missing, like the JMP option in Boolean; I'm sure it haven't been neglected, but I can't quite make it work. Any help would be appreciated.

NG variant is in alpha version and could be used for testing purpose only.
Re: VKBdevCfg NG
Posted: Fri Mar 22, 2019 20:36
by Ron61
I think the example will be clearer. We will pick up the generator on the central button of the left microstick, which is configured as a uSSw switch of the Tempo B type.
At the output in the test, it will work 1.5 seconds, but it will not lose the Axes <-> POV switch properties. Not=JMP.
Re: VKBdevCfg NG
Posted: Sat Mar 23, 2019 2:42
by fallout9
That's exactly why I needed the JMP, so I could program the hat press on the mini-stick without losing its switch option. I kind of managed to live without the JMP by using the 2OR function, but wanted to do it properly.
Re: VKBdevCfg NG
Posted: Sat Mar 23, 2019 10:31
by fallout9
Is there an NG firmware for the Gladiator MK2 or Kosmosima? Couldn't find them on Alex's website.
Re: VKBdevCfg NG
Posted: Tue Mar 26, 2019 6:57
by AeroGator
fallout9 wrote:Is there an NG firmware for.....
NG is an alpha, not an official release.
I have to warn against getting used to pre-released versions. Users may create more trouble than they get help.
Any unwanted consequences will be entirely your own risk.
Re: VKBdevCfg NG
Posted: Wed Mar 27, 2019 19:20
by fallout9
I modified my original post accordingly.
Re: VKBdevCfg NG - alpha
Posted: Sat Mar 30, 2019 22:46
by fallout9
It looks like Cyclic Switch is gone from the NG version? Is it a bug or it has been replaced with something else that I couldn't figure out?
Just to clarify why I need it - I'm planning to set up 4 different custom curves and instead of assigning them to 4 buttons (let's say a HAT) I want to cycle through them with only one button. I also want to assign every step of the Cycle control to a different color of the rudder pedal LED on the blackbox (I'm not using pedals).
Re: VKBdevCfg NG - alpha
Posted: Tue Apr 02, 2019 10:35
by AeroGator
fallout9 wrote:It looks like Cyclic Switch is gone from the NG version? Is it a bug or it has been replaced with something else that I couldn't figure out?
I would recommend you PM AlexOz, the man behind this whole NG thing.
Cyclic Switch is too important to be curtailed, so I am sure it is still somewhere there.
Alex normally replies to users, however I can't 100% promise he will in this case, as this is alpha, and he might just say, sit back and wait. But contacting him would be a very right thing to do.
Re: VKBdevCfg NG - alpha
Posted: Wed Apr 03, 2019 18:56
by Alex Oz
Hi,
Cyclic switch was planned to be transferred to Boolean functions.
In the near future, I will try to either add to the boolean, or return to its original place.
(I thought that nobody uses it - I never read about this

)
Re: VKBdevCfg NG - alpha
Posted: Wed Apr 03, 2019 19:29
by fallout9
I think it would be very useful to keep it if it doesn't get in the way of your future developments, Alex. As I was saying above, I could cycle through 4 sets of curves with only one button instead of 4, I could also assign different weapons loadouts and cycle through them with only one button etc. There are lots of buttons at this moment on MCG and SCG, but I'm planning ahead for the F-14

Re: VKBdevCfg NG - alpha
Posted: Wed Apr 03, 2019 19:50
by hon0
Yep :point up:. Please keep cycle feature!
Re: VKBdevCfg NG - alpha
Posted: Sat Apr 06, 2019 3:58
by fallout9
I salute the return of the Cyclic Switch, that was fast! Thank you Alex!
LE: ...but it doesn't seem to work though. So I'm trying to create a Cycling switch with 5 positions, each with a different curve assigned. I assigned the grip (pinkie) button as the main switch to control physical buttons 65 to 69 (same with logical), each to a different curve. The buttons are working when testing in VKB Button Tester, but the curves won't get activated. If I assign one curve to a logical button it works, but not through the Cycling Switch. Suggestions?
Re: VKBdevCfg NG - alpha
Posted: Sun Apr 07, 2019 16:29
by Alex Oz
Thanx

CSW/RSW have output only to virtal layer
Need connect virtual buttons to physical
Re: VKBdevCfg NG - alpha
Posted: Thu Jun 27, 2019 8:02
by fallout9
Thanks Alex for the new NG fm 1_96_F, works great! I managed to brick my BlackBox twice with 1_96_E

)
Re: VKBdevCfg NG - alpha
Posted: Sat Jun 29, 2019 20:31
by fallout9
... but it still won't load correctly a previously NG saved profile.