Clicker, the warthog by default is a separate joystick and throttle. Those are the devices you mapped in game. When you run Target, it combines them into a single virtual controller. This is a different joystick, so your current game mappings wont see it. There are ways around this, but its not standard target setup, and requires deep knowledge of how target works. Unfortunately target was designed for compatibility w/ those old sims that only work with a single joystick, and it's not easy to get around it.
You can't really do it w/out remapping everything. The best way to go is simply use target to send keyboard keys, the way our scripts do it. There's a lot of benefits to using target. The ingame mapping is powerful, e.g. you can accomplish shift states with multiple keys. However, Target can do things like macros and short/long keypresses. It's better to use Target to get the fullest out of your shiny new HOTAS.
Aussiedroid: my mPower function is pretty well documented. Even if you don't grok how it works, it still works! I'm inordinately proud of it, its very slick. Sure, we can do the same thing with macros, I used to use them. The function is more of a 'elegance of programming' thing.
I find my script continues to evolve the more I play the game. For example, I used to map TG2 to full WEP power. That worked great on combat ships with certain weapons, they needed lots of power to fire for extended periods. However I recently created a shotgun boat (rapid fire screening shell for jaw dropping DPS!) that didn't need a lot of Wep power. I kept accidentally changing my power settings in combat, so I mapped a 3-way switch to change trigger functions on the fly.
Plenty of examples like that is why I've avoided complex state tracking functions like this script and Touille's use. What I would really love, is to implement a TCP/UDP function to monitor the game API for state tracking. That ability is already in Target, but I've never seen it actually implemented. The guy who coded up Target is one smart cookie.
You can't really do it w/out remapping everything. The best way to go is simply use target to send keyboard keys, the way our scripts do it. There's a lot of benefits to using target. The ingame mapping is powerful, e.g. you can accomplish shift states with multiple keys. However, Target can do things like macros and short/long keypresses. It's better to use Target to get the fullest out of your shiny new HOTAS.
Aussiedroid: my mPower function is pretty well documented. Even if you don't grok how it works, it still works! I'm inordinately proud of it, its very slick. Sure, we can do the same thing with macros, I used to use them. The function is more of a 'elegance of programming' thing.
I find my script continues to evolve the more I play the game. For example, I used to map TG2 to full WEP power. That worked great on combat ships with certain weapons, they needed lots of power to fire for extended periods. However I recently created a shotgun boat (rapid fire screening shell for jaw dropping DPS!) that didn't need a lot of Wep power. I kept accidentally changing my power settings in combat, so I mapped a 3-way switch to change trigger functions on the fly.
Plenty of examples like that is why I've avoided complex state tracking functions like this script and Touille's use. What I would really love, is to implement a TCP/UDP function to monitor the game API for state tracking. That ability is already in Target, but I've never seen it actually implemented. The guy who coded up Target is one smart cookie.
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