Request: Add secondary option/bind for the various analogue axes

Currently it is only possible to bind one (analogue) controller axis to a flight/thruster axis in ED.
Please add a secondary binding option so different controllers can be bound to one thruster axis.

Example:
I want to bind the vertical thrusters axis to both:
1. Pedals (toe brakes)
2. Analogue mini stick on Warthog throttle.
 
Currently it is only possible to bind one (analogue) controller axis to a flight/thruster axis in ED.
Please add a secondary binding option so different controllers can be bound to one thruster axis.

Example:
I want to bind the vertical thrusters axis to both:
1. Pedals (toe brakes)
2. Analogue mini stick on Warthog throttle.
But how would that work? If I push my accelerator pedal forward and my analogue stick back - what should happen?
 
They would negate each other?
Ignore/Deactivate one if the other is being used?
Add up their % values and make sure you never get > 100%?
 
Negating each other would mean you'd pretty much haqve to use both every time - so no advantage there, surely?
Deactivating one when the other was used would work, I guess - but I foresee problems (which one to choose on start up, for example) and as analogue devices tend not to be 100% stable, they'd potentially both be giving variations simultaneously.
Adding up the values? How complicated would that make it? push pedal and joystick both 100% forward - 100% speed. Pull joystick all the way back = 100% speed.

I can see it would be possible - overly complex but possible - but I don't see any advantage unless you had a toggle to switch between them - which is starting to get into reall specialist territory!
 
Set them up as primary and secondary, there's already columns for such, and if both are out of deadzone, the primary overrides the secondary.

Thrusters and throttle are already an existing sample of multiple bindings on one axis. When I fly my Chieftain FA on, I keep the throttle at 50% and just override with thrusters when I need to. The throttle setting simply ensures I don't default to 0% when I'm not on my fwd/rev thrusters.

I don't see this being much of a challenge to implement, really.
 
Well I learned something - I didn't know you could bind two different analogue inputs to the same function!
I could be wrong but don't think you can have two analog inputs for thrusters. The primary one can be analog but the secondary is digital, even if you use an input with analog axes (sticks, rotaries, pedals etc). When you press the secondary button, it just goes goes straight to maximum value.

For example, I am currently using a logitech x56, and have bound the lateral thrusters on one of the rotaries on throttle as primary input, which allows me to control it between 0-100% (like a lateral throttle!) and i have also bound the lateral thruster to the joystick thumbstick as secondary input. But the joystick thumbstick doesn't seem to allow me to control the thrust in increments, so it is either 0 or 100%. I have checked by switching the bindings around, but the rotary seem to do the same thing (i.e 0 or 100%) when it is bound as the secondary input.

It would be pretty good to have two analog inputs. Considering the throttle and forward/backward thrust is already in game, i would assume that it should be doable for the lateral and vertical thrusters. Maybe just add new lateral/vertical section under 'Throttle' like it is for the forward/backward vectors. As for conflicts, based on my experience, the thruster inputs seem to take priority over throttle inputs (i.e. if my throttle is set to forward, but my thruster is inputting backwards, the ship starts going backwards until i release the thruster input).
 
I could be wrong but don't think you can have two analog inputs for thrusters.

For the throttle you actually can. I have my main throttle on flight throttle -> throttle axis. As my HOTAS has no center position, i use it in forward only mode. When i want some forward/backward axis, i also have bound flight thrust -> thrust forward and backward axis to the rotary on top of my throttle.

The game actually mixes the two together. So if i push the throttle 50% forward but turn the rotary 50% back, i am basically stationary again. (Give and take a little, due to accuracy. ) Unfortunately pushing both forward only takes me to 100%, it doesn't add up to double the normal speed... :D
 
For the throttle you actually can. I have my main throttle on flight throttle -> throttle axis. As my HOTAS has no center position, i use it in forward only mode. When i want some forward/backward axis, i also have bound flight thrust -> thrust forward and backward axis to the rotary on top of my throttle.

The game actually mixes the two together. So if i push the throttle 50% forward but turn the rotary 50% back, i am basically stationary again. (Give and take a little, due to accuracy. ) Unfortunately pushing both forward only takes me to 100%, it doesn't add up to double the normal speed... :D
I should've been more clear, when i was talking about thrusters i was mainly talking about the options under the thruster keybind menu which allow one analog input and two digital inputs. I agree with you that you can do it for the forward/backward vectors. But that is because one analog input is located under the Throttle section while the other analog input is under the thruster section. I thought the OP was talking about having two thruster analog inputs for all direction (i.e. vertical and lateral direction, not just forward/backwards) but I may have misinterpreted his post.
 
I think we're talking two slightly separate topics. One is how things are as of today, and throttle vs fwd/rev thrusters is just an example that it can be made to work and not be overly complex either, the other topic is how it would be implemented in a generic way so that you could for any arbitrary input axis have two input bindings. I'm just suggesting that since there already exists the concept of primary and secondary inputs, it wouldn't be a problem, rather simple really. Edit: Shooting from the hip I think this simple function would do the job:

function( primary, secondary ) {
return abs( primary.Value ) > primary.DeadZone ? primary.Value : abs( secondary.Value ) > secondary.DeadZone ? secondary.Value : 0.0;
}
 
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I could use the option to split thrust axis. I've currently mapped thrusters forward to my right pedal and thrusters backwards to my left pedal. But the inputs are digital, waste of an analog controller. Being able to map thrust forwards and backwards as two analog axis, I'd be having absolutely everything mapped analog.
 

Lestat

Banned
I use two different flight sticks. My left flight stick Saltek st 290 pro deals with the secondary fire button and Thrust axes. But If I am exploring or landing I only use my X52 pro Throttle control and the Hat to deal with Thrust Directions.
 
I could use the option to split thrust axis. I've currently mapped thrusters forward to my right pedal and thrusters backwards to my left pedal. But the inputs are digital, waste of an analog controller. Being able to map thrust forwards and backwards as two analog axis, I'd be having absolutely everything mapped analog.
I'm using the toe brakes on my pedals for vertical thrusters. Here I "combined" both toe brakes to one axis in the Pedal software.

But for "fine tuning" I'd like to use the analogue mini stick on the throttle, hence the request to be able to bind a 2nd analogue axis for any thruster.
I'd even be fine with both NOT working when used simultaneously, wouldn't be using both at same time anyways. :p
 
I'm using the toe brakes on my pedals for vertical thrusters. Here I "combined" both toe brakes to one axis in the Pedal software.

But for "fine tuning" I'd like to use the analogue mini stick on the throttle, hence the request to be able to bind a 2nd analogue axis for any thruster.
I'd even be fine with both NOT working when used simultaneously, wouldn't be using both at same time anyways. :p
I see what you mean now - but I guess the bit that is still confusing me is what you mean by not using both at the same time - with an analogue device they are being used 100% of the time! i.e. they are returning a value to the software.
From what others have said, sounds like Elite checks for the 'dead zone' and will read alternate input if that input is within its dead zone?
 
I'm using the toe brakes on my pedals for vertical thrusters. Here I "combined" both toe brakes to one axis in the Pedal software.
I've been considering that, but that would in turn break how I drive the SRV. There acceleration/forward and braking/reverse are separate axis, so I've bound those two to the toe brakes. Only having digital on/off for foward and reverse thrust is for the time being the lesser evil.
 
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