Bindings load error costs me £64 - please code more elegant error handling

Is it not possible for someone at F D to code the handling of "binds" files so that the game handles errors more elegantly?

Today for example I am digging around in the bindings to find out why it wasn't responding to my controllers and it was ages before the penny dropped that the GUID error that was being reported in the binding load errors file was being caused by one of my MFDs. OK so I should have noticed that it wasn't illuminated (and it is well out of guarantee) but seriously - the game throws a complete wobbly because one (of many) input devices was not available? (Yes I have known forever that it does this, just the first time for me and no I didn't lose my binds file, of course I don't leave it as "custom".)

So to get back in the game, rather than re-bind everything again I had to manually edit my binds file to remove the guid of the faulty unit (and that input button) for every single instance of it.

My suggestion then is - would F D please adjust the bindings loading mechanism to detect a missing controller but still load all the rest of that binds file - just give a message about a missing input device.

(BTW - while you are in there mr/ms/mrs/miss/Dr/whatever programmer can you please stick in a "Save As" button to the controls setting screen? Thanks ;) )


P.S. The £64 in the title is being cheeky, I just had to order a new pack of MFDs as I like to have both - 'cos OCD. (They cost a lot more now than when I bought them years ago.)
 
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