Author Topic: Backing keys and axes mapping for multiple mods and total conversions ???  (Read 1310 times)

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Backing keys and axes mapping for multiple mods and total conversions ???
Hi everybody :cool: !

I'm new to this board and FS2 in general. I tried a few missions in the standard FS2 campaign (using the FS Open 3.
6.9 exe) and modified the key and axes bindings to my will. I also tried, just for the sake of trying at the moment, some mods (there are just toooooo many of them :eek2: ) like the FS1 port and finally the Battlestar Galactica BtRL demo total conversion. For those mods, I'd like to get back the key and axes mapping I did for the standard FS2 campaign.
The little search I performed in this forum tells me this mapping is within the pilot profile, consisting of two files in [FS_root_path]data\players\single ... but the file containing the key mapping seems to also contain campaign information so that it's incompatible with other mods/total conversions.
Did I get it right? Am I missing something ? Is there another way to back up my key and axes bindings for multiple use ? Thank you in advance :yes: !

Ho, and by the way, A BIG THANK YOU  :D to all the modders-coders-etc for their amazing work :eek: !
Violence is the last refuge of the incompetent. - Isaac Asimov - Foundation

  

Offline miskat

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Re: Backing keys and axes mapping for multiple mods and total conversions ???
 The trick is simple, really.  When you activate the mod and enter the game, don't make a new pilot.  Clone the old one.  That preserves all custom keymaps and axis maps.  Just be careful not to use the same pilot, as I've heard that can cause problems.

Edit: Just to tack this on here: the clone function will not copy over any campaign information to the new pilot.  Only keybindings and axis bindings.

 
Re: Backing keys and axes mapping for multiple mods and total conversions ???
Tsk tsk stk ... I thought about that "cloning" thing and then told to mylself : it will just duplicate anything in the pilot files .... silly me :o !!!
Thank you very much, it just works as you said  :yes: :D
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Offline Wobble73

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Re: Backing keys and axes mapping for multiple mods and total conversions ???
Good, now you have that sorted........................


:welcome:



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Offline Mobius

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Re: Backing keys and axes mapping for multiple mods and total conversions ???
Wobble73, you're starting to piss me off! :lol:

Welcome to the HLPBB, Sparfell!
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Offline Wobble73

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Re: Backing keys and axes mapping for multiple mods and total conversions ???
Wobble73, you're starting to piss me off! :lol:

Welcome to the HLPBB, Sparfell!

That was not my intention honest  :o



 :drevil: Or was it????!!!! :P
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Early bird gets the worm, but the second mouse gets the cheese
Ambition is a poor excuse for not having enough sense to be lazy.
 
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Offline MP-Ryan

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Re: Backing keys and axes mapping for multiple mods and total conversions ???
You can also make a pilot with whatever name you want to use and not start a campaign.  Then keep a backup of that "pure" player file for emergencies.
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