BMS Key File Help
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The key file stuff can be found in your …/Docs/01 Input Devices/… folder.
Use this thread to discuss all key file and device setup related topics.
Known Issues and how to solve them (if applicable):
4.35
[u]Radio menu next / previous page:[/u] Description: Step back by using SHFT + <agency, 46="" e.g.="" "t"="" for="" tower)="" doesn't="" work.="" how="" to="" solve:="" [url]link_1[="" url]="" [url]link_2[="" (posts="" &="" 48)="" status:="" fixed="" in="" 4.35.0="" already="" -="">You HAVE to edit your key file! ================ [u]Description: Keys "ALT + ENTER" (Trim reset) are not working:[/u] How to Solve: remap that key, see discussion [url]here[/url]. Status: fixed in 4.35.1 (Update: still pending, first try didn't work 100%) ================ [u]Description: Left / Right Kneebord cycle mixed up:[/u] How to solve: see discussion [url]here[/url], remap yourself until U1 is out. Status: fixed in 4.35.1 ================ [u]Parking Brake descriptions mixed up and typos:[/u] Description: see discussion [url]here[/url] and [url]here[/url]. Status: fixed in 4.35.1</agency,>
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Very nice!
Although “veterans” might be a bit reluctant to deviate from their well-known stuff, I encourage everyone to take a look at your work, IMHO there is no other approach to keyfiles which is more structured like what you did here. And new gents should definitely take a look.
Hell, I’m even tempted to suggest a permanent inclusion of your files in the BMS distribution so that noone can miss it.
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Hell, I’m even tempted to suggest a permanent inclusion of your files in the BMS distribution so that noone can miss it.
+1
Thank you Kolbe !!!
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Great !
But please for a newbie what is callback? (is it when you have twice the same function?) -
Amazing work!! Thank you
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uuups, sorry, mixed “callback”, with “cockpit graphics switch callback function”. anyway, deleted
Cheers -
Very impressive work Kolbe !
You are welcomed to check my own work and copy what ever you feel needed.
I took a similar but somewhat different approach to give the new user a very relaxed and easy to understand key file.
Please check the comments in the key file, you will find them very interesting.
It is still a WIP but can be used already.
http://7i335c.1fichier.com/en/
Any feedback is welcomed. -
Hi,
thank you for the feedback.
@Tony2
A callback is a command in the key file to call a specific function when the corresponding key is pressed.
(e.g. pressing Esc on the keyboard activates the callback “SimEndFlight” -> Exit 3D menu)@Danny
We should have been in contact before releasing my stuff
There are many useful infos in your key file. Thanks for sharing it!
You took also an very interesting approach. Nice stuff.
I will definitely use some of your work.
I’ll get in touch with you.Hell, I’m even tempted to suggest a permanent inclusion of your files in the BMS distribution so that noone can miss it.
I think you should wait for my next version
Regards
Kolbe
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Hi,
thank you for the feedback.
@Tony2
A callback is a command in the key file to call a specific function when the corresponding key is pressed.
(e.g. pressing Esc on the keyboard activates the callback “SimEndFlight” -> Exit 3D menu)@Danny
We should have been in contact before releasing my stuff
There are many useful infos in your key file. Thanks for sharing it!
You took also an very interesting approach. Nice stuff.
I will definitely use some of your work.
I’ll get in touch with you.I think you should wait for my next version
Regards
Kolbe
Thank you Kolbe & Danny !!! It a great news !
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This post is deleted! -
Thanks Kolbe
The keymapping-window in falcon was always a chaos.
Now it’s readable
Great job -
Hi,
thank you for the feedback.
@Tony2
A callback is a command in the key file to call a specific function when the corresponding key is pressed.
(e.g. pressing Esc on the keyboard activates the callback “SimEndFlight” -> Exit 3D menu)@Danny
We should have been in contact before releasing my stuff
There are many useful infos in your key file. Thanks for sharing it!
You took also an very interesting approach. Nice stuff.
I will definitely use some of your work.
I’ll get in touch with you.I think you should wait for my next version
Regards
Kolbe
Ok thanks
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awesome initiative!! Looking forward to the kolbe/danny combo keyfile! Are the differences between your approaches worthwhile to wait for?
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awesome initiative!! Looking forward to the kolbe/danny combo keyfile! Are the differences between your approaches worthwhile to wait for?
If you are a new player, my file is better.
If you are already familiar with the cockpit layout, finding a specific key is better with Kolbe’s file.
My file is designed for an easy learning curve, so it gives you the controls in the same order a new real life pilot learns.
Read the key file with a text editor (like Notepad), it has a lot of documentation of what each callback is actually doing.
My work is still a WIP because some of the callbacks are buggy/needs coder attention. -
Hi,
unfortunately I had due to busy rl no time to get in touch with DANNYCOH.
But meanwhile I did some work on my stuff. From what I can say now there won’t be any changes regarding to the keyboard layout and the main structure of the key files. So they are save for future use. I will only incorporate some of his ideas.
Furthermore on my to do list (to name a few)…
- Documentation on how to edit Duncs Dx part
- callback description based on the keyfile-generator
- some more options in the keyfile_options.key
- Description of tmm / tmj files (also Duncs work)
So there is no need to wait for anyhing.
I think, it won’t be possible to combine both approaches into one key file.Btw., I would never make a statement on which key file etc is the best, because it depends too much on the preferences of the users.
If you like my work, you are free to use it. If not, use other files. Your choice. Quite simple
Regards
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besten Dank!
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Kolbe, awesome work! I’d like to make a few personal changes, and I understand most of what you wrote in the document. What I don’t understand is the way you describe how to change the POV unshifted function. I’ve exchanged the few lines of callbacks, and I now indeed have TRIM in the unshifted POV hat positions. But I want to add a functions to the shifted part.
This is what I put in the place of the original code as per your instructions:
AFElevatorTrimUp 0 -1 -3 0 0x0 0
SimDoNothing 0 -1 -3 1 0x0 0
AFAileronTrimRight 0 -1 -3 2 0x0 0
SimDoNothing 0 -1 -3 3 0x0 0
AFElevatorTrimDown 0 -1 -3 4 0x0 0
SimDoNothing 0 -1 -3 5 0x0 0
AFAileronTrimLeft 0 -1 -3 6 0x0 0
SimDoNothing 0 -1 -3 7 0x0 0I have 2 questions about this. First, the bold numbers…. why are these 0, I thought those indicated the DX button number on the stick? And DX button 0 being Trigger 1?
Second question is about the lines in between: the SimDoNothing parts. Can I put a different callback there to add shifted functionality to the HAT UP (shifted)? -
Excellent work on the key file Kolbe, One thing that users should be aware of with this key file is a small change to an old keystroke, which could have catastrophic consequences for you.
On my first attempt with this file, like countless times before in MP TEs I hit [Shift]+ to open a chat window and confirm “In the Pit”
On take off I was unable to pullup and subsequently crashed at the end of the runway.The problem is that [Shift]+ now invokes SimToggleTFR … not a good idea to invoke TFR on takeoff
and [`] is the new Open Chat window.Good idea, but little changes like that may be worth mentioning, as the first time a user may notice it will likely be in their next MP flight.
I have left it as it is and have mapped my TIR and VAC stuff in as well along with some minor personal tweaks like inverted ICP to match the in pit number sequence and put Comm1 [Numpad /] and Comm2 [Numpad*] as its handy for all that channel changing.
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Killer, you obviously didn’t fly AF, not with the default .key anyway
But can anyone please help me out. I can’t figure out how to change the shifted POV functions. This code makes the TRIM function unshifted (that’s what I want):
AFElevatorTrimUp 0 -1 -3 0 0x0 0
SimDoNothing 0 -1 -3 1 0x0 0
AFAileronTrimRight 0 -1 -3 2 0x0 0
SimDoNothing 0 -1 -3 3 0x0 0
AFElevatorTrimDown 0 -1 -3 4 0x0 0
SimDoNothing 0 -1 -3 5 0x0 0
AFAileronTrimLeft 0 -1 -3 6 0x0 0
SimDoNothing 0 -1 -3 7 0x0 0Now I want to add FOVToggle to shifted POV up. I tried this:
AFElevatorTrimUp 0 -1 -3 0 0x0 0
FOVToggle 0 -1 -3 1 0x0 0
AFAileronTrimRight 0 -1 -3 2 0x0 0
SimDoNothing 0 -1 -3 3 0x0 0
AFElevatorTrimDown 0 -1 -3 4 0x0 0
SimDoNothing 0 -1 -3 5 0x0 0
AFAileronTrimLeft 0 -1 -3 6 0x0 0
SimDoNothing 0 -1 -3 7 0x0 0But it doesn’t work. Is it possible at all to change the shifted POV functions using Kolbe’s key file? I’ve been trying for 2 evenings, but I can’t figure it out. The other buttons are easier: add 256 to the DX button number. But the POV hat is different
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Killer, you obviously didn’t fly AF, not with the default .key anyway
Well I had’nt flown AF in years, too busy testing this beast, notwithstanding that, I just wanted to point it out to similar veterans of the original Falcon and its offspring who may not have been aware.
But can anyone please help me out. I can’t figure out how to change the shifted POV functions. This code makes the TRIM function unshifted (that’s what I want):
AFElevatorTrimUp 0 -1 -3 0 0x0 0
SimDoNothing 0 -1 -3 1 0x0 0
AFAileronTrimRight 0 -1 -3 2 0x0 0
SimDoNothing 0 -1 -3 3 0x0 0
AFElevatorTrimDown 0 -1 -3 4 0x0 0
SimDoNothing 0 -1 -3 5 0x0 0
AFAileronTrimLeft 0 -1 -3 6 0x0 0
SimDoNothing 0 -1 -3 7 0x0 0Now I want to add FOVToggle to shifted POV up. I tried this:
AFElevatorTrimUp 0 -1 -3 0 0x0 0
FOVToggle 0 -1 -3 1 0x0 0
AFAileronTrimRight 0 -1 -3 2 0x0 0
SimDoNothing 0 -1 -3 3 0x0 0
AFElevatorTrimDown 0 -1 -3 4 0x0 0
SimDoNothing 0 -1 -3 5 0x0 0
AFAileronTrimLeft 0 -1 -3 6 0x0 0
SimDoNothing 0 -1 -3 7 0x0 0From the article DirectX Shifting Facility, always a good read BEFORE you start messing around with DX.
[h=2]–----------------------------------------------------------------------------------------------------------------------------------------
DirectX POV Hat Shifting[/h] [h=3]Concept and Usage[/h] The shifting of POV hat buttons follows the same concept as shifting DX buttons. It uses the same shift callback that has already been defined for DX buttons. Only difference is that the shifting offset for POV hats is fixed to 2.Example: The 1st POV hat should be used for view panning when used unshifted, and for trimming when used shifted. The keyfile would need to contain the following entries to achieve this behavior:
AFElevatorTrimUp 2 -1 -3 0 0x0 0
AFAileronTrimRight 2 -1 -3 2 0x0 0
AFElevatorTrimDown 2 -1 -3 4 0x0 0
AFAileronTrimLeft 2 -1 -3 6 0x0 0The 2 is composed from POV hat #1 (0) plus the fixed 2 shift offset. So the usage of the shift button effectively promotes the 1st POV hat to act as a 3rd (virtual) POV hat. The directional numbers do not change.
Note: It is not necessary to explicitly map the default view panning behavior to POV hat #1 (0), as every hat which is not mapped defaults to view panning behavior.
[h=2]–----------------------------------------------------------------------------------------------------------------------------------------[/h]
Hope that helps, I havent tried to play with it myself, I left it as POV (Unshifted) and Trim (Shifted) just in case TIR blows a gasket and I need to look around the old school way.