Nested / Chorded / Combination Keys do not work correctly on Flight Sticks as they do on Controllers.

You know I thought, maybe I was wrong, maybe they were right and I'm just a big idiot. So I reinstalled Elite, Never plugged in a single thing except my flight stick, and bound the buttons that would most replicate using a gamepad controller. B = Boost, and B + Left Dpad = Turn on Ship Lights. So on my flight stick, 1 = Boost, and 1 + Hat left = Turn on Ship Lights.

Well Im here to inform you guys yet again this just doesnt work on MAYBE SPECIFICALLY the Thrustmaster USB T-Flight HOTAS X Flight Stick, but I'm going to assume this applies as a blanket rule for any gamepad that isn't detected as generic 360 or sony.
To recap, while holding 1, it boosts, no matter what. When I continue holding 1, and hold hat left, it turns on the lights, and diverts power to the capacitor (because thats what hat left does on its own . as well). When I release hat left, it boosts again. Another example. 2 is deploy hardpoints, 2 + Hat left is look at contacts panel. When i hold 2, it deploys hardpoints no matter what. When I continue holding 2, and hold hat left, it focuses on the panel, and also diverts power to the capacitor (because thats what hat left does by its own, as well) When I release hat left, it deploys/undeploys hardpoints again.

Here's a video.
Source: https://www.twitch.tv/videos/2001499361
 
I have no clue how controllers generate their output; but your behavior analysis suggests that the signal generation of your controllers and joysticks might differ somehow - like using falling or rising edges of inputs for signal generation (your ship boosting no matter what suggest that for your button 1, the rising edge is used as input detection), or maybe the game differentiates in signal detection on controllers for this exact purpose (allowing button combinations), while joysticks and HOTAS usually have enough buttons to not need this as default behavior. I know at least for some binds the game can differentiate between press and hold, and that's only possible if you evaluate the release of the button instead of the pressing, but maybe this is not available for all control inputs. You can probably test how the game evaluates your controller and stick in the binding dialogue by watching how and when the game accepts input.

Anyway, the best way for button combinations on sticks, if you have so few buttons that you need them, is probably to dedicate one button as a specific "shift" button that does nothing but alter the input behavior of other buttons.
 
I have no clue how controllers generate their output; but your behavior analysis suggests that the signal generation of your controllers and joysticks might differ somehow - like using falling or rising edges of inputs for signal generation (your ship boosting no matter what suggest that for your button 1, the rising edge is used as input detection), or maybe the game differentiates in signal detection on controllers for this exact purpose (allowing button combinations), while joysticks and HOTAS usually have enough buttons to not need this as default behavior. I know at least for some binds the game can differentiate between press and hold, and that's only possible if you evaluate the release of the button instead of the pressing, but maybe this is not available for all control inputs. You can probably test how the game evaluates your controller and stick in the binding dialogue by watching how and when the game accepts input.

Anyway, the best way for button combinations on sticks, if you have so few buttons that you need them, is probably to dedicate one button as a specific "shift" button that does nothing but alter the input behavior of other buttons.
Ya don't say! :unsure: (this is not directed at you btw ;))
 

Nested / Chorded / Combination Keys do not work correctly on Flight Sticks as they do on Controllers.​

correct they dont
xbox controllers are fully supported other devices such as hotas however are not and usually require third party software to simulate any chorded function
by setting certain binds to does nothing so that simulated chorded functions dont have unwanted effects like unwanted boosting
this is usually achieved by setting up boost for eg to its own keyboard key then using joystick software to simulate a keypress or a longpress if another primary function is desired from that hotsas button
personally i use voice attack which is free for 1 profile to achieve this(if other profiles for different games are required it will require purchase)
N/B timings can be set for longpresses ie hold for 3 sec for eg
 
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Are there any software that would allow my flight stick to only have certain buttons be registered as xbox buttons, but allow the stick and certain other buttons still be read normally without having to be mapped to a virtual key/button? I was able to achieve this before with x360ce somehow but it has stopped working and I have stopped playing because of it.
 
Maybe you are looking for mode switches -> ui focus?

I have it mapped to a button on my joystick, and use it together with other buttons as a "switch" to allow me to reuse other buttons for more functions. But I'd tend to think that if you set aside a single button to use as a switch, and then map that button together with other buttons as keybinds, it ought to work?
 
there is no software that will make a hotas behave as a gamepad for elite to my knowledge
it may be possible to trick a hotas to thinking itsa an xbox pad via changing the device id but that will probably just
create issues and is beyond my know how
 
I understand there is a button that you can hold so that every other button has another function. But that stil reduces the total amount of inputs allowed by at least 10 when compared to a regular xbox controller. Each face button can be held and given to 6 more functions, so 6 x 4 = 24.
 
yep cant beat them imo can even connect a tiny keyboard known as a chatpad
but even an xbox pad used via pc does not behave exactly the same way as it does via an x box but comes pretty close via using the default context preset in game
or so i have heard...........
 
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For what it's worth I use button combinations with a Thrustmaster T.Flight Hotas X extensively and have never really had any problems with it.

I use all 4 buttons that are in a vertical line next to my thumb on the throttle unit as multipliers only (so they do nothing by themselves). For example the unmodified hat stick does my vertical and lateral thrusters. With the top button held down it does pips. With the next button held down it targets next/previous ship/subsystem, with the third button held down it opens my 4 UI panels and with the last button it does night vision, HUD mode, lights and galaxy map. So that's 20 functions on the hat alone. Theoreticaly around 70 separate functions all around the entire stick. Not sure I quite use all those tho! :LOL:
 
That's the key - dedicated modifiers. OP doesn't want to adapt to that route, it seems, out of fear of running out of buttons, maybe? But just one dedicated modifier more or less doubles your inputs, so...
 
That's the key - dedicated modifiers. OP doesn't want to adapt to that route, it seems, out of fear of running out of buttons, maybe? But just one dedicated modifier more or less doubles your inputs, so...
I'm hoping someone will do the sums but if you have something like 18 buttons I wonder how many dedicated modifiers gives you the most actual functions? None is 18, 1 is 34, 2 is 48 ... 17 is 34. Hmmm, I'm gonna guess 9 gives the most bang for buck.
 
You know I thought, maybe I was wrong, maybe they were right and I'm just a big idiot. So I reinstalled Elite, Never plugged in a single thing except my flight stick, and bound the buttons that would most replicate using a gamepad controller. B = Boost, and B + Left Dpad = Turn on Ship Lights. So on my flight stick, 1 = Boost, and 1 + Hat left = Turn on Ship Lights.

Well Im here to inform you guys yet again this just doesnt work on MAYBE SPECIFICALLY the Thrustmaster USB T-Flight HOTAS X Flight Stick, but I'm going to assume this applies as a blanket rule for any gamepad that isn't detected as generic 360 or sony.
To recap, while holding 1, it boosts, no matter what. When I continue holding 1, and hold hat left, it turns on the lights, and diverts power to the capacitor (because thats what hat left does on its own . as well). When I release hat left, it boosts again. Another example. 2 is deploy hardpoints, 2 + Hat left is look at contacts panel. When i hold 2, it deploys hardpoints no matter what. When I continue holding 2, and hold hat left, it focuses on the panel, and also diverts power to the capacitor (because thats what hat left does by its own, as well) When I release hat left, it deploys/undeploys hardpoints again.

Here's a video.
Source: https://www.twitch.tv/videos/2001499361

I see no mention of it so i have to ask, but... have you tried enabling context menu?

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