Particularly the boolean tab doesn't support nearly enough spaces for all of the logic I need it to do. It really needs to be unlimited or at least tripled.
The limitation of only 4 modal logic blocks is hugely disappointing if that is the only way to have a button react to more than 1 subshift mode. That is only 4 buttons! Just 4 out of a possible 128! it's such a stupid limitation. If the stick's processor can't handle more than that then you need to find a different way to implement how buttons intact with subshift modes.
The way that the leds on on the base of my gladiators have the same address really makes utilizing them a problem. You can't have one flashing and one constantly on. I also can't turn on one without turning off the other. Oh, but I can if I make a separate led event that has both lit. But guess what using that requires? Oh yeah, more rare logic blocks that you need to make the leds switch events for when that new event should trigger.
Switch axes functionality is bugged. You can't switch an axis that has already switched because then it activates both at the same time. You can kind of get around this by adding a delay between the switch but then that resets the initial axis.
The app lets you open extra windows of things like the button test grid but doing so makes the app prone to crashing, and these windows are only useful in the first place if the app bothers to update the window...
The app seems to be designed to be as clunky as possible. For instance when I click on a button in the physical buttons tab a window shows the stuff for that button, great! but when I click on another button why doesn't a new window open for that one? Why does it use the same window? Just open a new one so I can have all the buttons for that hat switch that I'm working on right now open.
Why is the main window so small? You don't need to design window sizes to fit a 800x600 monitor anymore. We have large, high resolution displays now The current window is just to tiny, to the point it's hard to read. And more to the point, why are there so many tabs for everything? just make the window bigger and display everything at once. I shouldn't have to juggle between 4 tabs just to configure an axis anyway.
Over all I'm just not very happy with the software for these sticks. I think the hardware is good but if I bought a couple gunfighter series stick instead of my gladiator pro's I would be upset.
I'm finding VKBDevCfg to be too restrictive...
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Re: I'm finding VKBDevCfg to be too restrictive...
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Re: I'm finding VKBDevCfg to be too restrictive...
Show me one stick in the market that offers more customizability than VKB's, directly within stick firmware. I am pretty sure that, other than open-source firmware where you can manually edit the code, you will not be able to find anything.
Yeah, Booleans are relatively limited in number compared to buttons, but a lot of that is mitigated by the fact that you only really need them as a weapon of last resort - a lot of stuff can be done with the appropriate line functions. Modal switches are not designed as a button that reacts to subshifts, but as a set of buttons that allows you to select from up to 8 modes. Any button that responds to some of those 8 modes is just a simple ButtonM physical line function away, no need to waste another boolean on that.
Finally, there is nothing that prevents you from combining the built-in programmability with external vjoy-based remappers like FreePIE or Joystick Gremlin, or from exclusively using external tools. The beauty of VKBdevCfg is that everything is included right in your device, with no software that has to run on your PC in order to translate physical inputs to the logic you have arranged.
Yeah, Booleans are relatively limited in number compared to buttons, but a lot of that is mitigated by the fact that you only really need them as a weapon of last resort - a lot of stuff can be done with the appropriate line functions. Modal switches are not designed as a button that reacts to subshifts, but as a set of buttons that allows you to select from up to 8 modes. Any button that responds to some of those 8 modes is just a simple ButtonM physical line function away, no need to waste another boolean on that.
Finally, there is nothing that prevents you from combining the built-in programmability with external vjoy-based remappers like FreePIE or Joystick Gremlin, or from exclusively using external tools. The beauty of VKBdevCfg is that everything is included right in your device, with no software that has to run on your PC in order to translate physical inputs to the logic you have arranged.
Re: I'm finding VKBDevCfg to be too restrictive...
When I asked how you get a switch to respond to multiple subshift states I was told to use model switches for that by Alex in this thread:
viewtopic.php?f=25&t=8230
So I really don't understand how I am not understanding "the essence of ModalSwitch" when I am literally using them as I was told too.
And yes, this means that only 4 physical buttons can respond to multiple subshift states as there is only 4 ModalSwitches allowed.
viewtopic.php?f=25&t=8230
So I really don't understand how I am not understanding "the essence of ModalSwitch" when I am literally using them as I was told too.
And yes, this means that only 4 physical buttons can respond to multiple subshift states as there is only 4 ModalSwitches allowed.
Re: I'm finding VKBDevCfg to be too restrictive...
Multiple physical buttons can respond to the same modal boolean. You do not even need to go via subshifts normally; you can just feed your mode switch lines into the boolean directly (say, if you have a SEM or STECS and want to use the rotary switches on there to change modes) - going via SubShift can however be a useful workaround in cases where the physical lines for the mode selection are non-consecutive. But even then, you need exactly one modal boolean for your entire stick to turn subshifts into modes for good.
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