32 inputs per gaming device limit

Ok, I already started this thread 2 years ago. But please, can you fix that issue?
Elite only recognises 32 buttons per device. This is a limit of DirectX6 (12 years ago 32 buttons per device became history, but not for our game) and in current time windows natively supports up to 196 buttons + 8 axis + 4 POV hats per device. Why elite is limited same as 1995 Tie-Fighter game?
This must be fixed, because ED can not even use all the buttons with a single mode switch on most current controllers.
 
eh what device do you own that has more than 32 buttons out of interest?
I think most adv players just use a hotas, headtacker or VR and voice activated commands.............
 
I use my devices. ;). But for example if you use hotas like saitek x52 and its,shift modes (it has 3 modes) which makes it 72 buttons so.
Also most players yes. But this should not be a justification to have an issue, fixed back in 2005.

Also most players use KB/M. But noone limits keyboards to 72buttons.
 
ah yes I see your point if the shift menus are not also manually bindable
would have thought they were?
I just use an x box pad head tracker and voice attack myself...........................................
I have programmed some of my ship responses to insult me lol:D
your device panels are cool by the way, cant you just make them with a keyboard circuit board?
or use a software like joy to key or even voice attack to translate there digital inputs to keyboard inputs as I am sure it can do that too...........
but in saying that voice attack does kinda make them old tec and redundant especially if on VR
and you cant beat VA for its price
 
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CMDR Vanguard

Customer Support
Frontier
I'm not sure if this is something we're going to be able to do unless we overhaul the entire control/bindings system, I do apologise. You probably do this already but is this something you can work around by binding the additional buttons to keyboard inputs in the driver software?
 
I'm not sure if this is something we're going to be able to do unless we overhaul the entire control/bindings system, I do apologise. You probably do this already but is this something you can work around by binding the additional buttons to keyboard inputs in the driver software?

Yeah, well, do that (The bolded part)

The current system bites.
And sucks
and blows.

All at the same time. Which is truly impressive.

It's way to easy to delete your current bindings.
It's way to hard to backup your current bindings.
You can't have multiple personal custom bindings and name your own bindings (maybe you can, if you copy & rename them out of the game control system, I'm not sure)
 
to rename your bind file
locate bindings folder in there it may be called 2.1 custom or what ever it does not matter
rename that STRONTIUMDOG CONTROL.binds KEEPING THE .BINDS FILE TYPE
next open it and in there line 2 between the speech marks rename that the same "STRONTIUMDOG CONTROL" and save the change
next open the startpreset file
and edit that so it just reads STRONTIUMDOG CONTROL and save the change
STRONTIUM DOG CONROL now appears in the dropdown menu in game
but yes this should be available in game no one should ever need to enter the file structure ever period.
NB I used strontium dog control as an eg it can be called whatever you prefer obviously
(also note that you may have an older 1.8 custom file that is no longer used as 2.1 would be the latest and currently used in that binding folder)
 
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eh what device do you own that has more than 32 buttons out of interest?
I think most adv players just use a hotas, headtacker or VR and voice activated commands.............

A lot of manufacturers ship control mappers that prefer to merge units into a single virtual device. A stick, throttle and rudder pedal combo could easily top that. I ended up putting my rudder pedals on a second mapped device as it just got too confusing, looking for yet another axis!
 
thrust yaw pitch roll strafe left right and cyclic type of control what else is there for flight?
I don't get how you would need more analog axis then that
as for the buggy the same axis's can be remapped for that vehicle
the rest are all non analog digital button requirements
and 32 buttons per device is not unreasonable imo
if the device pid- id is not supported that's a different matter of course
are you saying that you cant use all your devices like a flight simulator can if so that aint right agreed I have not tried so I don't know about that ?
 
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Panels are OK, they binded as 32 buttons and 2 poc hats, which gives 40 inputs. But damn, the reason it is limited to dx6 standarts just makes me sad. ;-)
 
This is incredibly frustrating.

As a result I need to bind all my buttons to key presses when using mode shifts on my Fat Mamba. That in itself isn't too bad but if I want to use Voice Attack it screws up the default keyboard commands so I'd then have to manually change all of them too.

This is only going to get worse as we see more advanced sticks like the VKB MCG Pro etc.
 
Since some reworking of current control system is already going on in beta (as far as I can see from “side effects” which made some control setups unusable for quite a few CMDRs) it is good time for overhaul now.

And it will be nice if some advanced options will be added on top of lifting 32-buttons limit.
Such as axis multiplier and response curve settings.
 
Whats wrong with assigning keyboard input for most of your button presses?

I mean only the thrusters and rotational require analog input anyway everything else is digital so why an issue?

I agree the old DX6 limits probably should have been discarded before the game was made but doing full control reworks are not a small task and there is a very quick way of sorting the problem out.
 
Binding buttons to keys is a reasonable workaround but has a lot of downsides.

Having to unbind those keys anywhere they might be in use is a pain, that in turn breaks default bindings for voice attack so those have to be manually added.

I only currently have one stick where this is necessary, once we have similar left hand equivalents it's going to be extremely inefficient.

Currently I have 0-9 and f1-f12 for binding the 2 additional layers, with a second I'm going to need to start rebinding alphas too. It's not a game breaker but quite arduous, especially when you're using the setup for other games.
 
Using a fully programmed Mode 1 Saitek/Logitech X-56 HOTAS and a Logitech G13 Gameboard (another 25 keys and analog stick) for custom camera controls I do just fine. Also looking at the Logitech Farm Simulator Side Panel which could be a great camera control system, ship controls, wing commands etc.

Maybe for some there is a limitation but it is not a totally broken system as some might suggest. We have lots of advanced options on a PC versus XBox or PS4.
 
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Next one affected by this issue. Have just bought VKB Gladiator (yeah, II World War stick in space :p ), spent the whole evening on configuring numbers for 3x19 buttons (it's pain in the... believe me, the configuration software is extremely unfriendly) just to figure out that only 4 of my 3x19 buttons work in ED because only 4 of them have ID lower or equal to 32... [knocked out] [knocked out] [knocked out]

Apparently need to spend another evening on assigning keyboard combinations to joystick buttons. That really sucks... :(
 
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