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Mapping keys to unlisted events

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516
I'm not sure whether there's a suitable sub-forum for this post, but:

Does anyone know if it's possible to add key events listed in the SDK that aren't listed in the control options panel by default?

i.e. There's no listing for fuel pumps in the key options but the SDK lists TOGGLE_ELECT_FUEL_PUMP plus more for individual engines.

How's a user supposed to be able to map a key to these functions if they don't exist in the options? I've tried adding them to Standard.xml (both the default and my sub-set) to no avail.

Is this possible?

Si
 
I'm not sure whether there's a suitable sub-forum for this post, but:

Does anyone know if it's possible to add key events listed in the SDK that aren't listed in the control options panel by default?

i.e. There's no listing for fuel pumps in the key options but the SDK lists TOGGLE_ELECT_FUEL_PUMP plus more for individual engines.

How's a user supposed to be able to map a key to these functions if they don't exist in the options? I've tried adding them to Standard.xml (both the default and my sub-set) to no avail.

Is this possible?

Si

I think you can do that with the registered version of FSUIPC
 
Yes, I think you're right, but I'm writing my code using SimConnect.

That said, it is possible to do it also with SimConnect, by reserving a key string. But then this implies either extra setup required to get the user to supply the string to use, or pick a spare key combination by default and hope the user doesn't make use of it themselves.

What I was trying to do is add those unlisted key events into the standard.xml to see if they would magically appear as additional key options in the in-game settings. Unfortunately I have been unable to get it to work.

This is a shame as there are obvious cockpit switches which simply don't have user mappable events, such as all the lights, (nav lights for example - you can't map a key to it), and hydraulic pumps. I can understand some of the arcane switches being forgotten, but lights?? I'm sure FS9 used to allow all the different light switches to be user mapped..

Si
 
Simon,

I think there is a degree of key mapping that can be done via the standard.xml files in FSX. I put the following edit into my subset standard.xml file and it worked fine with both the Acceleration Pack F18 and a 3rd-party add-on aircraft too (and I also tried the same with TOGGLE_TAXI_LIGHTS successfully).

<Entry>
<Key>SHIFT+Z</Key>
<Down>TOGGLE_NAV_LIGHTS</Down>
</Entry>

I'm not saying this will be anywhere as flexible as the Simconnect code that you are working on, but it does seem that many of the Event ID's listed in the SDK documentation might be keymapped simply in this way.

-Voodoo
 
That works, but I was hoping that it'd add the binding to the in game settings so I could let a user then specify the key to map to the function. But I've found a way around it by trapping unused keys in my aircraft (such as arrestor hooks on helicopters) using simconnect, masking them from the sim, and then sending the codes I really want to action (the unlisted ones) instead.

Thanks for the suggestion though.

Si
 
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