Is there a way to invert the signal of flipping up the secondary trigger on the MCGU? Right now it's on when up.
I want to have flipping it down to mean "toggle missile mode" and then flipping it back up to trigger it again. How would I do that?
Invert Secondary Trigger Up (Button #35) on MCGU?
Moderator: AdminGroup
-
- Posts: 12
- Joined: Thu Aug 26, 2021 21:47
- Has thanked: 1 time
- fallout9
- Posts: 5186
- Joined: Wed Oct 03, 2018 20:37
- Has thanked: 208 times
- Been thanked: 1218 times
Re: Invert Secondary Trigger Up (Button #35) on MCGU?
Run VKBDevCfg, navigate to Profile/Axes/Buttons2Axes, check the Enable MCG Trigger box if not already, deselect the Safe box and check the Armed box. Press Set button under Action Tab to save changes.
Here's a guide on how to program the MCGU, secondary trigger included.
Here's a guide on how to program the MCGU, secondary trigger included.
-
- Posts: 12
- Joined: Thu Aug 26, 2021 21:47
- Has thanked: 1 time
Re: Invert Secondary Trigger Up (Button #35) on MCGU?
That's very cool. Thanks for that information.
How would I make it so the safe and armed buttons both trigger the same button? The game I'm using this for only has a toggle, not separate buttons for armed vs hot.
How would I make it so the safe and armed buttons both trigger the same button? The game I'm using this for only has a toggle, not separate buttons for armed vs hot.
- fallout9
- Posts: 5186
- Joined: Wed Oct 03, 2018 20:37
- Has thanked: 208 times
- Been thanked: 1218 times
-
- Posts: 12
- Joined: Thu Aug 26, 2021 21:47
- Has thanked: 1 time
- fallout9
- Posts: 5186
- Joined: Wed Oct 03, 2018 20:37
- Has thanked: 208 times
- Been thanked: 1218 times
Re: Invert Secondary Trigger Up (Button #35) on MCGU?
This is how I have them set up:
- first make these changes in Profile/Axes/Axes2Buttons;
Then navigate to Profile/Buttons/Physical Layer and do the following:
- hover the mouse over the chart until you'll find button 38 (1) and click on it;
- in the bew dialog box click on its logical representation (2);
- set it up as button 35 (3);
- close the dialog box (4);
- hit Set (5) to save changes.
You'll have to climb your ship with the trigger in Safe position so when you put it in Armed position the missile operator will come on.
- first make these changes in Profile/Axes/Axes2Buttons;
Then navigate to Profile/Buttons/Physical Layer and do the following:
- hover the mouse over the chart until you'll find button 38 (1) and click on it;
- in the bew dialog box click on its logical representation (2);
- set it up as button 35 (3);
- close the dialog box (4);
- hit Set (5) to save changes.
You'll have to climb your ship with the trigger in Safe position so when you put it in Armed position the missile operator will come on.
-
- Posts: 12
- Joined: Thu Aug 26, 2021 21:47
- Has thanked: 1 time
Re: Invert Secondary Trigger Up (Button #35) on MCGU?
I'll try it! These sticks are so flexible, it's awesome!
-
- Posts: 12
- Joined: Thu Aug 26, 2021 21:47
- Has thanked: 1 time
Re: Invert Secondary Trigger Up (Button #35) on MCGU?
If you have both an SCG and MCGU setup, I'd love to see your Star Citizen bindings.
- fallout9
- Posts: 5186
- Joined: Wed Oct 03, 2018 20:37
- Has thanked: 208 times
- Been thanked: 1218 times
Re: Invert Secondary Trigger Up (Button #35) on MCGU?
That's exactly what I use too, MCGU and SCG-L.
Return to “Manuals and Howtos”
Who is online
Users browsing this forum: No registered users and 60 guests