TLDR: My suggestion would be to set any/all key combinations to “nul” if not explicitly set in the bind file.
Why?
I have a TARGET script for my HOTAS which sends required key combos to the game....all good so far.
I also have Voice Attack, which effectively sits between the keyboard and the operating system and intercepts all keys and key combinations sent...still all good and works, as designed, beautifully.
I also send key combos (not specifically bound in game) to VA via my script in order to trigger voice-text responses....also works well. (I set VA to not send onto the game as they’re not used/needed)
Unless VA is not running. Then these key combos get sent to game.
Example for illustration of “issue”...
I’ve just discovered the game handles “1” (which opens the NAV Panel) exactly the same a Left or Right Control+1, or Left/Right Shift+1, or Left/Right Alt+1.
In my script I use RShift+1 as an alternate for Primary Fire...and this is what the HCS Voicepacks detect and use.
I also use (somewhere else in my script) LCTRL+1 to trigger VA to let me know when I’ve changed my Joystick curves.
Because RShift+1 is explicitly set in my binds file as the alternate for Primary Fire, if VA is not running, RShift+1 will simply trigger Primary Fire in game.
However, as LCTRL+1 is not bound to anything, if VA is not running, when I press the button on my joystick to switch curves...the Nav Panel opens!
So if this is NOT a bug, then I’m suggesting all unbound keys and key combos be set to ‘nul’ and only be used in game if specifically bound to an action.
Clicker
Why?
I have a TARGET script for my HOTAS which sends required key combos to the game....all good so far.
I also have Voice Attack, which effectively sits between the keyboard and the operating system and intercepts all keys and key combinations sent...still all good and works, as designed, beautifully.
I also send key combos (not specifically bound in game) to VA via my script in order to trigger voice-text responses....also works well. (I set VA to not send onto the game as they’re not used/needed)
Unless VA is not running. Then these key combos get sent to game.
Example for illustration of “issue”...
I’ve just discovered the game handles “1” (which opens the NAV Panel) exactly the same a Left or Right Control+1, or Left/Right Shift+1, or Left/Right Alt+1.
In my script I use RShift+1 as an alternate for Primary Fire...and this is what the HCS Voicepacks detect and use.
I also use (somewhere else in my script) LCTRL+1 to trigger VA to let me know when I’ve changed my Joystick curves.
Because RShift+1 is explicitly set in my binds file as the alternate for Primary Fire, if VA is not running, RShift+1 will simply trigger Primary Fire in game.
However, as LCTRL+1 is not bound to anything, if VA is not running, when I press the button on my joystick to switch curves...the Nav Panel opens!
So if this is NOT a bug, then I’m suggesting all unbound keys and key combos be set to ‘nul’ and only be used in game if specifically bound to an action.
Clicker