Not only that, it's worthless for any decent HOTAS setup, especially once you start scripting the heck out of it. "Joy X" is meaningless enough since it doesn't tell me if it's on my stick or my throttle quadrant, but it could very well be a virtual joystick button that's actuated when I hold a certain hat down for longer than a second.I wholeheartedly +1 this, it is very annoying for longtime players.
Um... Just curious, what big red button in the middle does? Can I push it?...Please put a toggle on this!
I play keyboard only for the flight controls with my own gaffatape / arcade button extravaganza to help with the main functions (I know, it looks terrible but it just works).
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To perform an action I press the button that I've studiously written the function on in felt tip - "press joy 7" is meaningless.
If we can't have a toggle at least let us change the text to "press massive red button" or "press the black one near the red wobbly one"
....or better still "ready to disengage".
Um... Just curious, what big red button in the middle does? Can I push it?...
Please put a toggle on this!I play keyboard only for the flight controls with my own gaffatape / arcade button extravaganza to help with the main functions (I know, it looks terrible but it just works).To perform an action I press the button that I've studiously written the function on in felt tip - "press joy 7" is meaningless.If we can't have a toggle at least let us change the text to "press massive red button" or "press the black one near the red wobbly one"....or better still "ready to disengage".
Sadly that's just how PC gaming works and always has worked.+1 for toggle! While I can see this being very useful to new players, one quickly learns. In addition, prompting isn't that helpful when using a joystick/hotas type controller and bindings can show up as "Joy13" or similar. The flight assistance menu would be a great place to hide a toggle setting for it.
And that assumes that you keep the more advanced controllers in their default mode. Most are programmable, often to a ridiculous, though awesome, degree. Buttons that change their function based on if they're pressed or held (including duration), based on context, axis that emulate buttons based on position, buttons that can emulate an axis position, virtual joysticks... the possibilities are endless.Sadly that's just how PC gaming works and always has worked.
The only solution would be for the industry to provide standardizations on button identification, or to have custom drivers which must be supported by every game you intend to use the thing with, as well as physical indications on the device.
Easy for a console that's hard limited to the same number of buttons.
Hard agree with moar toggles though.