Pit builder: missing keystrokes
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Hi all,
I’m building my cockpit and I’m using the Full key profile. I can’t see Release keystroke for OXY QTY Switch, Fire & Oheat Detect, EPU Gen and FLCS Pwr test.So if i map the buttons, when i release them the buttons remain pushed.
Any idea on how to solve? For Mal &Ind LTS there’s the release keystroke, so for this one I can operate the button correctly
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What are you using to interface your buttons? Some controllers require a release command, and some simply require the use of a momentary switch, or use of a position that can send a cancel command…need more specifics, but have to use the right switch for the job/interface.
…I’m building a cockpit too, but I have yet to do any serious wiring.
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What are you using to interface your buttons? Some controllers require a release command, and some simply require the use of a momentary switch, or use of a position that can send a cancel command…need more specifics, but have to use the right switch for the job/interface.
…I’m building a cockpit too, but I have yet to do any serious wiring.
Hi! I’m using Pokeys 57U
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Hello BlackGio
I’m building a cockpit too, maybe you have seen me at viperpits.
I use the pitbuilder keyfile, I fund it to be more useful than the standard full keyfile. Sure some things like alt f is gone, but you can use the callback for it.
YetY -
Are you editing the keyfile manually with text editor?
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Hi! I’m using Pokeys 57U
Good choice. Yes - check your keyfile, but also check how you have Pokeys set up. Once again - momentary vice positive switch actions for output. Pokeys will accommodate both.
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I use the Pokeys 57U for a “frequently used” panel I had made with Gear, AP Pitch/Roll, and two rotary encoders for HDG/CRS dials. For example I added unused keystrokes in AL for the AP switch positions (Ctrl-I = Pitch ALT Hold, Ctrl-P=Pitch ATT Hold, Ctrl-O = A/P OFF) . Here is what the two terminals (3&4 in my case) look like in PoKeys, HTH…
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Hello BlackGio
I’m building a cockpit too, maybe you have seen me at viperpits.
I use the pitbuilder keyfile, I fund it to be more useful than the standard full keyfile. Sure some things like alt f is gone, but you can use the callback for it.
YetYHi YetY! Yes saw your pit!! Well, using Full to be sure everithing is available, as you said
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Are you editing the keyfile manually with text editor?
Hi. No, just mapping with UI. Can you tell me how to add keystrokes for release in TXT file?
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I use the Pokeys 57U for a “frequently used” panel I had made with Gear, AP Pitch/Roll, and two rotary encoders for HDG/CRS dials. For example I added unused keystrokes in AL for the AP switch positions (Ctrl-I = Pitch ALT Hold, Ctrl-P=Pitch ATT Hold, Ctrl-O = A/P OFF) . Here is what the two terminals (3&4 in my case) look like in PoKeys, HTH…
Hi Icer, yes, that’s the usual way to map a toggle switch. My problem is that in UI there’s no callback for Release status for mentioned buttons (Test Panel buttons).
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@WurminatorZA I use the BMS keyfile editor, it also has profiles for common hotas systems (i have the warthog). Take a look in
\Docs\Key Files & Input folder for more info.
I notice you have a Logitech extreme 3D pro, maybe it needs some manual editing to set up.
YetY -
Hi Icer, yes, that’s the usual way to map a toggle switch. My problem is that in UI there’s no callback for Release status for mentioned buttons (Test Panel buttons).
I think you can do that by having Pokeys send the opposing bit (0 vise 1, forex) to the invoking callback when the switch is released.
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BlackGio the pitbuilder keyfile is made for us pitbuilders.
The full keyfile have all the callbacks for the average gamer. It’s not all the callbacks in the game, so My advice is to check the pitbuilder keyfile.
YetY -
I think you can do that by having Pokeys send the opposing bit (0 vise 1, forex) to the invoking callback when the switch is released.
I don’t know how to do that… but I believe is something related to mapping command. Any suggestion?
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BlackGio the pitbuilder keyfile is made for us pitbuilders.
The full keyfile have all the callbacks for the average gamer. It’s not all the callbacks in the game, so My advice is to check the pitbuilder keyfile.
YetYI checked and I don’t see the release callbacks for Test Panel buttons (except for Lights test). Can you confirm?
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I don’t know how to do that… but I believe is something related to mapping command. Any suggestion?
You have to use PoBlocks and/or Pokeys Setup change the configuration of how an output functions on a key release - this is a way to turn a null output into a positive state output. I know you can use PoBlocks to do this, and I think you can also do this in Pokeys Setup - you can set the ON and OFF state pin outputs, and map those to the same callback as a way to create a momentary (or more complex switch - like a 3 way) switch with software. This is one of the reasons I chose Pokeys myself…though I may abandon them for another PoE interface I know of, currently in development.
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I checked the dash-1 the callbacks for the panels is listed there, and no release callbacks.
In pokeys i would test to program the oxy att switch :
Your pokeys input number
Triggered input 0
Direct key mapping
Key down: F2 Key up: none
If that works,do the same for the other switches with the right keys. (F2 is the key for oxy qty switch in the pitbuilder keyfile)
Checked the full keyfile and shift F2 is for oxy qty switch there.
YetY -
I checked the dash-1 the callbacks for the panels is listed there, and no release callbacks.
In pokeys i would test to program the oxy att switch :
Your pokeys input number
Triggered input 0
Direct key mapping
Key down: F2 Key up: none
If that works,do the same for the other switches with the right keys. (F2 is the key for oxy qty switch in the pitbuilder keyfile)
Checked the full keyfile and shift F2 is for oxy qty switch there.
YetYHi Yety,
Will check but I believe that if no release signal is sent to Bms, no release will happenRegards
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I have a few buttons set up this way in pokeys, the function of the testpanel switches is similar to pushbuttons. They react when pressed or held in position. You do not need to set press and release in every switch.
YetY -
I have a few buttons set up this way in pokeys, the function of the testpanel switches is similar to pushbuttons. They react when pressed or held in position. You do not need to set press and release in every switch.
YetYSo what do you suggest? Set all these buttons/switches as trigger (value 0) and map only key Down?