4.36 Combined pedals nws / brake function
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Hi,
Just updated to 4.36 and noticed some differences with the combined pedals functionality vs 4.35. Assume this is not intended behaviour as it makes for hilarious taxiing…- Setting yaw axis to ‘combined pedals’ doesnt inhibit L/R brake axes anymore. Its hard to taxi smoothly - you have to build speed before you can turn, pressing the pedal for nws activates brake as well. In 4.35 I think the brake was inhibited, so pedal did nws only and keyboard could be used for brake.
- Axes seem to be reversed - axis set up as left brake now causes right brake & rudder, and vice versa.
- Not able to reverse the pedal axes in UI - this makes the brakes ‘normally on’ and pedal has to be pushed to release the brake.
- Setting ‘reverse axis’ on combined pedals has no effect on the direction of steering.
Had to leave it set it as per picture, with clutch= right pedal, accel = left pedal, and trying not to headbutt the UFC when steering slams the brakes on lolz.
Be great if you could fix it as it was a great feature. Thanks : )
Build - 4.36.0 (x64) build 26181
Detailed Description …see above
Picture … attached
Example files … NA
Crash logs … NA
Reproducibility Procedure - same every time I start the game. Only tried in KTO
Expected Behavior … see above -
I can confirm this. I had to do much the same thing, and now my accelerator pedal both steers and applies toe brakes.
(go-roto13b - You might try using Alternative Launcher. It helps quite a lot in getting axes and keys set up…)
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To have 3 independent outputs you need 3 independent inputs. You only have 2 so what you want is fundamentally impossible.
If you want not to have brake with pedals then set the brakes to keyboard.
There is no left brake axis. There is only brake which acts as left brake if there is a non-keyboard setting on right brake or acts as both brakes if keyboard setting on right.
The blue bars show the input. The reverse checkbox changes the output. The checkbox will not affect the input display.What I would do if I wanted full independent operation of the devices is write a vjoy script which makes accelerator/clutch the rudders when the center pedal is not pressed. Then as the center pedal is pressed the brakes would apply proportionate to the application of accelerator/clutch. So rudder input would be pure L/R pedal, left brake would be L+C pedal, right brake would be C+R pedal. It would be weird but usable.
More simply one could live with single brake axis and have either clutch/accelerator be rudder with brake as brake or brake/accelerator be rudder with clutch brake.
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After comparing my 4.35 and 4.36 configs, I realized that I experienced the same problem in 4.35, just not nearly to the same extent.
I assume this is a consequence of the improved F-16 braking in 4.36. If so, well done devs, and I’ll happily accept the consequences.
The downside, of course, is that this burns up excessive fuel just at the start of your mission.
@go-roto13b I’ve found that my best work-around is to build up a slight excess of taxi speed just before I need to make a right turn. When I apply the right rudder/toe brake pedal, that speed bleeds off quickly. However, if I press hard and only hold for a brief moment I make a sharp turn and lose less speed.
It’s a hack, but probably the best we can do at the moment.
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@Frederf No disrespect, but I’m afraid I don’t understand. When one’s accelerator/brake pedals are set to combined, that’s only one input to a sim, as I understand it.
Perhaps you mean that BMS expects independent right/left rudder inputs? But doesn’t it then combine them into a single rudder/wheel axis? (Most/all flight sims expect the latter…)
(If I combine my pedals and watch the effect in BMS’s Controllers UI, I see that the rudder takes one input–the right pedal–and then stays stuck at maximum. Doesn’t matter which pedal I press, BMS goes from the middle to the top on the RUDDER axis and locks there.)
Maybe it takes deeper code modifications than are reasonable, but it would please more than a few of us, I’m sure, if this could be included in the 4.36U1 release. Please, please, please?
We can then easily map the clutch pedal as the third input (right toe brake). Yes, it’s counter-intuitive for our feet, but if it conserves fuel we’ll adapt.
PS - When I get a little free time, I’ll try your vJoy suggestion. If that works I’ll be a very happy camper.
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@Slothrop said in 4.36 Combined pedals nws / brake function:
Perhaps you mean that BMS expects independent right/left rudder inputs? But doesn’t it then combine them into a single rudder/wheel axis? (Most/all flight sims expect the latter…)
BMS doesn’t combine them, no.
I have rudder pedals, and rudder, and left/right toe brakes are distinct axis of their own. I need to assign each one seperately within BMS for them all to work.
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I don’t know your system exactly but I thought like the device is outputting four axes of information: accelerator, brake, clutch, combined-accelerator-brake. Since DX devices can output 8 axes why would the developer make you pick which mode of operation? Just do both at the same time and bind whichever is needed and not the one which is not needed.
But then I realized they have a mode switch because lots of simple games you can’t pick your axes from a list. You can only press and the game auto-detect. This would make having both independent and combined working at the same time confused. I saw a video of the G25 windows control panel and you have to pick between combined or independent mode.
Saved for finishing later
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@Frederf
Maybe you misunderstand. Its not fundamentally impossible… Its what it used to be in 4.35.Previously I had NWS/pedals combined as an axis. And brakes (combined) set to K on the keyboard. Worked perfectly. Thats 3 independent inputs (with 2 merged in software), giving 1 analog and 1 digital input, to control 1 analog and 1 digital in-game function.
Now, I have both toe brakes and NWS being activated on the same physical pedal, and its not by choice, I cant separate them.
Not sure why I should have to now write a convoluted vjoy function for something that already worked previously.
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@Tiger-0
Yes, BMS does combine two pedal inputs from a racing pedal set into a single rudder axis, if you tick the “enable virtual rudder” option under the hardware folder of the configurator, set your two pedals as brake and right brake in the UI, and set the rudder axis as “combined pedals”.Problem is it used to then inhibit the two pedals from activating the toe brakes. Now it doesnt, and the toe brakes stick on when you steer.
In summary, it used to work a particular way, now it doesnt.
Just wondering if it was an intentional change, and if not, can it be put back please? Because it was pretty good how it was.
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@Slothrop
Hey,
so stumbled across this partial solution…you can delink the toe brakes from the NWS axis by applying the following in your Falcon BMS User.cfg -set g_bUseDeprRetAsBrake 1
- then setting your centre brake pedal as ‘reticle depression’ axis in the avionics window of the advanced controls page.
Its not perfect, as you cant then use the keyboard ‘k’ function for combined brakes - leaving you with 2 feet to work 3 pedals simultaneously, so its awkward and doesnt feel realistic. But you wont have to speed up to turn or use full AB to get around the corner leaving the hangar.
Would still prefer to just inhibit the individual toe brakes when using the pedal for rudder input, and use pedals to steer and k to slow down like it was before…
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@go-roto13b Thanks, mate!
That helped a great deal. (How did you “stumble across” this, perchance?)
I’d also like to see this returned to its 4.35.U3 state…
For others who trail after go-roto13b here, note that the BMS Technical Manual, page 27, says “g_bUseDeprRetAsBrake only works with g_bUseVirtualRudder (lets you use the left and right toe brake axis mappings to simulate rudder input) set to 1 (true).” Also, be sure to map your clutch and accelerator as rudder pedals (clutch as right, yes manual says it seems backward), then brake pedal as brake…