Rexeh / joystick-diagrams

Automatically output your tool/game HID configs into printable diagrams with all your binds.
https://joystick-diagrams.com
GNU General Public License v2.0
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Star Citizen shows incorrect bindings for some buttons on VKB Gladiator NXT HOSAS #53

Closed JDLuke closed 3 years ago

JDLuke commented 3 years ago

I wanted to be extremely detailed about this, so I'm marking up a pair of images showing the output of the program, with correct and incorrect values and notes added. Rexeh Feedback NXT Left 2021-04-10 Rexeh Feedback NXT Right 2021-04-10

All that is from the version of the control layout currently present in my repo. I'll tag it as '3.12.1' since 3.13 is coming out soon anyway and I believe there will be changes. You probably want to get started on that new release immediately but I'm not playing in the PTU and don't have a configuration file to offer yet.

Rexeh commented 3 years ago

Thanks for this, nice and clear.

The root cause of this is the multiple binds, I'd class this as modifiers and not something I currently deal with but is on the list todo.

NXT - Left as an example, for button 3 has 5 potential binds

v_toggle_qdrive_spooling v_toggle_qdrive_engagement v_toggle_mining_laser_type v_toggle_mining_laser_type v_starmap

The axis missing are down to missing elements in the template which I must have missed! From the looks of the file, this will suffer the same fate

NXT - Right for example has the following for the X axis (content dependent)

v_strafe_lateral eva_strafe_lateral gp_movex

The feature for modifiers is here - https://github.com/Rexeh/joystick-diagrams/issues/32

JDLuke commented 3 years ago

Yeah, the multiple bindings get confusing even as a player! Sometimes one is not sure which items are modal and which aren't and the current configuration UI really does not help with that. The best you get is a message asking if it's OK for a binding to be added when that control is already bound to xxxxx. Sometimes this is safe to accept, sometimes not.

For SC, a list of all current bindings for each control would be plenty (for me at least). I really don't know how to address the more mode-driven stuff unless or until updates come out, and that's almost certain to come with a refactoring of the UI for bindings and a likely restructuring of the XML.

Rexeh commented 3 years ago

Yeah, the multiple bindings get confusing even as a player! Sometimes one is not sure which items are modal and which aren't and the current configuration UI really does not help with that. The best you get is a message asking if it's OK for a binding to be added when that control is already bound to xxxxx. Sometimes this is safe to accept, sometimes not.

For SC, a list of all current bindings for each control would be plenty (for me at least). I really don't know how to address the more mode-driven stuff unless or until updates come out, and that's almost certain to come with a refactoring of the UI for bindings and a likely restructuring of the XML.

Thanks Luke, I'll close this issue for now as it's linked to the other. I think however I have got a way forward in terms of how I'll extend the parser formats - It really will just be a case of spending time on it. The ideal solution is fully automating the SVG including all the drawing - but need to think about that further as to where I want the tool to go.