A Question Regarding Mods assigning control keys
#1

Hi Guys,

For those of you who haven't heard my gibber before I am not a modder and not at ease with computers. If this topic is irrelevant please shut it down.
I have read of a few mods recently that have taken the route of reassigning commands for existing key controls to entirely different functions. Is there a reason of logic or game engine why these commands would not be given their own empty key assignment in the game engine for control keys?
Again as a computer novice, it would seem to me that this practice might be creating an additional layer of complication if the ability to assign new functions to separate empty control keys was possible.

Perhaps an example of a possibility that occurred to me while salivating over the Beta of the Swordfish Mk I. (Thank you Maraz).
The Swordfish Beta has a reassignment of the airbrake key (I believe) to the Rear Gun being deployed, stowed. Should the case arise down the road that an aircraft that is modded have both features , airbrake and deployable MG, then the system requires an additional control key variance, when if the MG deploy/stow control was given it's own column/slot/space in the control key section of the game engine, there would be no conflict.
I am trying to look ahead as you fantastic modders put more and more options into the game, and thinking that this might be a means of streamlining that would perhaps save future difficulties.
I am thinking of such things as radar control keys, gunsight reticle on/off dimmers(is this already available?), arming switches, fuel tank control that might be on the minds of some modders/ dreamers like me.
Hopefully my ignorance has not offended.
If there is a restriction based logic to these decisions, it would be interesting to me, and probably others to hear it from someone with the knowledge - and the ability to make it layman comprehensive.

If this thought is ill considered please vapourize.

Kopfdorfer
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#2

I've had no issues with keys being assigned to multiple keys so far, noteably the bomb bay doors and cockpit doors on the pits, but that's my tuppence worth.

Annoying the annoying, so you don't have to.
[Image: 29p95pf.gif]
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#3

Hi all:

There are already problems, for me, with multiple commands for keys. In the BombBayDoors_Plus_v2.4 mod the separate 'Gear up' command uses the 'Magneto Previous' function and the "Tailhook Up' command uses the 'Magneto Next' function. I use complex engine management and use the magneto controls on shutdown - immersion you know.

As for using the prop pitch or mixture functions for other things, again I use both these and for much more than just immersion. Altitude plays a major part in the use of these and are necessary unless of course you don't use complex engine management.

I hope sometime in the future someone can find a way to actually add commands into the game so we can avoid all these potential hazards.

Great days all.
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