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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Admiral Nelson on April 14, 2007, 11:08:23 am

Title: Multiple Control Inputs
Post by: Admiral Nelson on April 14, 2007, 11:08:23 am

My shiny new X52Pro and shiny new rudder pedals just arrived, and I have found the same issue alluded to in some old Babylon Project posts -- FSO only supports inputs from one device, and now I have two.  I can make the rudder pedals work through use of a virtual joystick mixer, but that application severely limits the number of buttons I can use, and does not support the hat controls.  Taylor alluded in these old postings to an overhaul of the control code as part of some other larger batch of code.  Is this revised control code part of post 3.10 plans?
Title: Re: Multiple Control Inputs
Post by: Herra Tohtori on April 14, 2007, 11:20:24 am
AFAIK you can mix multiple controllers to virtual controllers, but there are some limitations AFAIK... There is a thread at GW about this, which has a link to directions on getting virtual controller configured.
Title: Re: Multiple Control Inputs
Post by: taylor on April 14, 2007, 11:27:40 am
Yeah, all of that new input code is actually part of the rather massive pilot file code upgrade, which is slated for 3.7.  At the moment that new input code supports 2 separate controls by default, but I'm actually thinking of upping that to 4 by the time it's ready for any sort of public testing.  The good part about it though, is that upgrading the number of control inputs will no longer mess up pilot files, so we can bump any limits any time that we want.

The new input code is actually a rewrite of quite a few things, mainly for cleanup purposes, but also for general upgrade/update.  The keyboard code, the mouse code, and the joystick code are all getting upgraded with the new pilot file code.  The mouse code will receive the least number of changes (general improvements, support for mouse wheel as well as more than 3 buttons), the keyboard code getting quite a few (mainly for cleanup and better i18n support), with the joystick code is getting the largest group of changes.  The various bits of code for dealing with inputs (like what does what, and the controlconfig screen) will also be getting quite a few changes in order to handle the improved input code.

The current plan is to do 3.6.10 in June, and 3.6.11 at the end of the year.  Between those time periods I will start public testing of builds which have the new pilot file code.  So with any luck you'll be able to make use of the new code this year, and well before 3.7 is ready.  There is currently no ETA for 3.7, but the safest guess is that it's at least a year away (if we can stick with ~6 months between release dates, and if 3.6.11 is the last of the 3.6 series).
Title: Re: Multiple Control Inputs
Post by: Admiral Nelson on April 14, 2007, 11:34:13 am
Sounds good, thanks.  Meanwhile I'll see if I can locate a better control mixer than the one I have.
Title: Re: Multiple Control Inputs
Post by: Nuke on April 15, 2007, 04:27:02 am
good to hear. id like having it upped to 4 because im thinking of buying a 3-unit ch setup (stick/rudder/throttle), and while it supposidly comes with mixing software, id like to use it as 3 individual controls. that actually comes in handy more if you happen to be using sdl for joystick interfaces. as i understand sdl, it only really supports 6 axes, and controls like the x52 has about 7, and the ch setup im looking at has a total of 9 (3 axes per unit). while not realistic to have that many axes in game, it would be cool to support them. especially if i can have scriptable axes, reverse thrusters, relative thrusters (along with the main), and lateral/vertical thrusters, all mapped to axes. im definately a control freak