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Thread: UPLOADED: Spitfire Mk.II Package

  1. #26
    Quote Originally Posted by MajorMagee View Post
    Roration is in fact a valid typo going back to someone at MS when they were developing CFS3, and changing it to Rotation will interfere with its proper functionality.

    Duplicate effects are sometimes done on purpose so you would have to experiment to see if renaming one has a positive or negative impact on the animation.
    I see, thanks. So that would fall into the category of intentional CFS3 typos, such as "guages" and "attatch".
    I'll start a new thread, as this is diverging too much from the original topic and this tickles my curiosity. See http://www.sim-outhouse.com/sohforum...90#post1200690

    ACC Member, ETO and PTO contributor & librarian

  2. #27
    Quote Originally Posted by Frosty View Post
    Too soon to tell; I am reinstallling a vanilla ETO v1.50 to see if I can get my TiR to work with the Spit.
    Joost, did you try the things I suggested with that a couple posts back? It will help me determine the cause.

  3. #28
    Quote Originally Posted by gecko View Post
    Joost, did you try the things I suggested with that a couple posts back? It will help me determine the cause.
    Yes and no: killing your script didn't bring TiR functionality back but I haven't finished reinstalling ETO v1.50. I'll continue that tonight when I get home and leave all mods out except the Spit + the module and see how that goes. I did seem notice however that my TiR is very dependent on the compatibility set for the CFS3.exe. I'll let you know!

    ACC Member, ETO and PTO contributor & librarian

  4. #29
    SOH-CM-2023 mongoose's Avatar
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    Quote Originally Posted by gecko View Post
    If I understand you correctly, yes. I take it that you mapped the key strokes to be sent by buttons on your x56. With the Spitfire you do have to assign the new controls to a key or button using the normal CFS3 in-game key-mapping menu. With the Fw 190, the keys are not configurable, so you just assign your x56 buttons to send the appropriate key for the desired function.
    So for the Spitfire keystrokes, I should ?:-

    1. Add them manually to the Flight Simulator.xca file such as <Key ID="C" Mod="Control" Action="Cockpit Door Close"/>
    etc. BTW is "Alt" the full word or short for something?

    2. Then add those to my X56 profile

    While for the F190A I can just add them directly to my X56 profile?

    Also noted "Radiator Shutter Close Ctl + Alt = R"
    I assume meant to be "Radiator Shutter Close Ctl + Alt + R" ?

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  5. #30
    James, yes, that's it, though you don't have to add the controls manually to the xca. You can just configure them using the in game menu like you would for any normal stock CFS3 key binding.

    Joost, I'm beginning to suspect your TrackIR problem is not related to the Spitfire add-on, but keep me posted just in case.

  6. #31
    SOH-CM-2023 mongoose's Avatar
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    I think I find it easier in the xca which I will then post here for others. Just a ? of "Alt" being short for something else as "Ctl" is for "Control" ?

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  7. #32
    "Alt" is full word, you can use it in xca.

  8. #33
    SOH-CM-2023 mongoose's Avatar
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    OK. I've added the below to the Flight Simulator.xca file and re named the whole file as 'Spitfire MK II Module.xca" in line with the "Fw 190A Module.xca". However I note that the new keystrokes aren't actually showing up on the in game control options when I select the xca's (although they also are in my AppData folder); see pic below. I haven't tested them yet as not ready to fly, but any thoughts? I sort of suspect it may not matter.

    <Key ID="C" Mod="Control" Action="Cockpit Door Close"/>
    <Key ID="C" Mod="Alt" Action="Cockpit Door Open"/>
    <Key ID="L" Mod="Control+Alt" Action="Landing Light Extend/Retract"/>
    <Key ID="R" Mod="Control+Alt" Action="Radiator Shutter Close"/>
    <Key ID="R" Mod="Shift+Alt" Action="Radiator Shutter Open"/>
    <Key ID="F1" Mod="Shift" Action="Coffman Starter Re-Index"/>
    <Key ID="1" Mod="Alt" Action="Fuel Cock Bottom Tank Toggle"/>
    <Key ID="2" Mod="Alt" Action="Fuel Cock Top Tank Toggle"/>
    <Key ID="3" Mod="Alt" Action="Generator Toggle"/>
    <Key ID="L" Mod="Control" Action="Landing Lights Toggle"/>
    <Key ID="4" Mod="Alt" Action="Landing Light 1 Toggle"/>
    <Key ID="5" Mod="Alt" Action="Landing Light 2 Toggle"/>
    <Key ID="G" Mod="Control+Alt" Action="Landing Gear Emergency Extension Engage"/>
    <Key ID="6" Mod="Alt" Action="Landing Gear Position Light Toggle"/>
    <Key ID="7" Mod="Alt" Action="Landing Gear Warning Horn Silence"/>\
    <Key ID="N" Mod="Alt" Action="Navigation Lights Toggle"/>
    <Key ID="S" Mod="Control+Alt" Action="Starter Cover Toggle"/>
    <Key ID="F" Mod="Control+Alt" Action="Fuel Quantity Bottom Display"/>
    <Key ID="F" Mod="Alt" Action="Parachute Flare Release"/>
    <Key ID="{" Mod="Alt" Action="Gunsight Brightness Decrease"/>
    <Key ID="}" Mod="Alt" Action="Gunsight Brightness Increase"/>
    <Key ID="{" Mod="Shift" Action="Gunsight Range Decrease"/>
    <Key ID="}" Mod="Shift" Action="Gunsight Range Increase"/>
    <Key ID="\" Mod="Shift" Action="Gunsight Toggle"/>
    <Key ID="[" Mod="Alt" Action="Gunsight Wingspan Decrease"/>
    <Key ID="]" Mod="Alt" Action="Gunsight Wingspan Increase"/>
    <Key ID="A" Mod="Alt" Action="Gun Safety Toggle"/>
    <Key ID="S" Mod="Alt" Action="Engine Priming Pump Operate"/>
    <Key ID="M" Mod="Alt" Action="Mixture Auto-Normal"/>
    <Key ID="N" Mod="Alt" Action="Mixture Auto-Weak"/>
    <Key ID="X" Mod="Alt" Action="Slow Running Cutout Engage"/>

    Attached Thumbnails Attached Thumbnails Combat Flight Simulator 3 Screenshot 2019.10.29 - 14.35.18.24.jpg  

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  9. #34
    You should use special names like "COCKPIT_DOOR_CLOSE" instead of display labels like "Cockpit Door Close". You also can't use special symbols (like [ ] { } \ ) in key names, they should be referred by their names.
    That's why gecko said it is easier to use controls menu.

    But here I fixed your list to save you some time.
    Should be all as you set, except I had to modify gunsight controls because "{" is just "Shift+[". I don't remember if these match the old gunsight controls, can't check right now

    <Key ID="C" Mod="Control" Action="COCKPIT_DOOR_CLOSE"/>
    <Key ID="C" Mod="Alt" Action="COCKPIT_DOOR_OPEN"/>
    <Key ID="L" Mod="Control+Alt" Action="LANDING_LIGHT_EXTEND_TOGGLE"/>
    <Key ID="R" Mod="Control+Alt" Action="RADIATOR_SHUTTER_CLOSE"/>
    <Key ID="R" Mod="Shift+Alt" Action="RADIATOR_SHUTTER_OPEN"/>
    <Key ID="F1" Mod="Shift" Action="STARTER_COFFMAN_INDEX_KEY"/>
    <Key ID="1" Mod="Alt" Action="BOTTOM_FUEL_COCK_TOGGLE"/>
    <Key ID="2" Mod="Alt" Action="TOP_FUEL_COCK_TOGGLE"/>
    <Key ID="3" Mod="Alt" Action="GENERATOR_TOGGLE"/>
    <Key ID="L" Mod="Control" Action="LANDING_LIGHTS_TOGGLE"/>
    <Key ID="4" Mod="Alt" Action="LANDING_LIGHTS_TOGGLE1"/>
    <Key ID="5" Mod="Alt" Action="LANDING_LIGHTS_TOGGLE2"/>
    <Key ID="G" Mod="Control+Alt" Action="GEAR_EMERGENCY_EXTENSION"/>
    <Key ID="6" Mod="Alt" Action="GEAR_POSITION_LIGHT_TOGGLE"/>
    <Key ID="7" Mod="Alt" Action="GEAR_WARNING_HORN_SILENCE"/>
    <Key ID="N" Mod="Alt" Action="NAV_LIGHTS_TOGGLE"/>
    <Key ID="S" Mod="Control+Alt" Action="STARTER_COVER_TOGGLE"/>
    <Key ID="F" Mod="Control+Alt" Action="BOTTOM_FUEL_QUANTITY"/>
    <Key ID="F" Mod="Alt" Action="PARACHUTE_FLARE_RELEASE"/>
    <Key ID="LSquare" Mod="Shift+Alt" Action="Gunsight_Brightness_Decr"/>
    <Key ID="RSquare" Mod="Shift+Alt" Action="Gunsight_Brightness_Incr"/>
    <Key ID="LSquare" Mod="Control+Shift" Action="Gunsight_Size2_Decr"/>
    <Key ID="RSquare" Mod="Control+Shift" Action="Gunsight_Size2_Incr"/>
    <Key ID="BackSlash" Mod="Shift" Action="GUNSIGHT_TOGGLE"/>
    <Key ID="LSquare" Mod="Alt" Action="Gunsight_Size_Decr"/>
    <Key ID="RSquare" Mod="Alt" Action="Gunsight_Size_Incr"/>
    <Key ID="A" Mod="Alt" Action="GUN_SAFETY_TOGGLE"/>
    <Key ID="S" Mod="Alt" Action="PRIMER_KEY"/>
    <Key ID="M" Mod="Alt" Action="AUTO_MIXTURE_SETTING_NORMAL"/>
    <Key ID="N" Mod="Alt" Action="AUTO_MIXTURE_SETTING_WEAK"/>
    <Key ID="X" Mod="Alt" Action="SLOW_RUNNING_CUTOUT_KEY"/>

  10. #35
    SOH-CM-2023 mongoose's Avatar
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    Thanks for that. I'm moving all my new comments to a new thread as I'm actually looking at both the FW190A and Spitfire Mk. II at the same time so I want to get off this Spit only thread,

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  11. #36
    Quote Originally Posted by gecko View Post
    Joost, I'm beginning to suspect your TrackIR problem is not related to the Spitfire add-on, but keep me posted just in case.
    I installed the Spit in vanilla ETO v1.50 without shaders v.2019-10-22 to see where the problem lies:

    - If I start ETO using the cfs3.exe, TiR works fine but of course I can only fly the Spit the 'old way', without the RS module.
    - If I start ETO using the RS module, it also starts fine, but there is no TiR: No head tracking, no blue LED on the camera. Bringing up the task manager to kill the Systems_TIR.exe process doesn't do a thing; TiR still stays dead. I have a TiR v4 camera and I run software version 5.4.2.27545.

    - Shaders v2019-10-22 simply make CFS3 crash on start-up (It gets to the screen filling second splash screen, sometimes with the UI background noise already audible) but the blue LED does come on.
    - TiR and CFS3 work fine in my other installs and in combination with shaders v.2018-01-17

    Getting a little frustrated here because I can't find the problem and it already kept me two days from doing other stuff .

    ACC Member, ETO and PTO contributor & librarian

  12. #37
    Quote Originally Posted by Frosty View Post
    I did seem notice however that my TiR is very dependent on the compatibility set for the CFS3.exe.
    What are the details here?

    When I open my cfs3.exe properties and click the compatibility tab, none of the boxes are checked. The same goes for TrackIR5.exe. One possibility is that when the Real Systems Module runs CFS3, it runs it as administrator, so maybe something with that is causing TrackIR not to pick up on the fact that CFS3 has been launched?

    Also, the head tilt won't work without the 2019 shaders, though there is nothing that should disable the rest of TrackIR if that version is not installed. Your TrackIR software is the latest and the same version I use, so no problems there. Rob tested the function successfully on a TIR4 camera, and I use a TIR5, so everything should be good there too.

    I'll look through the shaders issues as well and see if I can come up with anything.

    EDIT: see the shaders thread for a possible fix for your shaders issue. Fingers crossed.

  13. #38
    I now have set the compatibility of CFS3 to nothing (boxes unchecked) and have set CFS3, TiR and the RS Module to "Run as Administrator". That seemed to do the trick in runnning CFS3 with the Spit installed and with TiR functionality! But the shaders still make CFS3 crash (even with the latest version you posted). To be continued!

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  14. #39

  15. #40
    SOH-CM-2023 mongoose's Avatar
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    I am doing pics of the pit with labeling for my and others use but don't see any reference even in the pilots notes as to what this is. Not important but interesting!

    Attached Thumbnails Attached Thumbnails what is it.png  
    Last edited by mongoose; October 31st, 2019 at 15:40.

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  16. #41
    It looks like a compass calibration table.
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  17. #42
    Looks like the same to me also. we always had to make sure a current one was in the aircraft after compass swings

  18. #43
    Yes that's exactly what it is.
    John
    (DR/ MAW/ ETO/ PTO Textures)

    Keep it coming!

  19. #44
    I'm curious to see what you come up with for your help document James. Being a pilot, when I write the supplemental manual I am coming from a place of perhaps being too familiar, and I might assume some bits of knowledge on the part of the player without realizing it, that shouldn't be assumed. I'm interested to see what you and others come up with as important things to note that I may have missed pointing out.

    Anybody up and flying yet?

  20. #45
    SOH-CM-2023 mongoose's Avatar
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    Very soon! Just sorting out my X56 and keystrokes plus a quick start menu. I will work on a slightly more detailed instructions but shorter than the pdfs afterwards. I holding on the Fw180 til after that.

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  21. #46
    SOH-CM-2023 mongoose's Avatar
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    Still trying to sort out the controls here with my X56 Stick and Throttle.

    I take it that the Spitfire MK II Module.xca in the main CFS3 folder sets up the equivalent in the Appdata folder through which one can see the Spitfire MK II control and keyboard setting in the in-game Control Options?

    Now the Spitfire MK II Module.xca starts with ( bold by me)

    <!-- The generic joystick node must be the first one -->
    <Device Type="Generic Joystick">
    <GameMode Name="Player">
    <Axis ID="X" Action="Set_Bank" Scale="64" Nullzone="36"/>
    <Axis ID="Y" Action="Set_Pitch" Scale="64" Nullzone="36"/>
    <Axis ID="Throttle" Action="AXIS_THROTTLE_SET" Scale="127" Nullzone="1"/>
    <Axis ID="Rudder" Action="Set_Yaw" Scale="64" Nullzone="36"/>
    <Button ID="1" Action="Fire_Guns"/>
    <Button ID="2" Action="FireCannonsOnly"/>
    <Button ID="3" Action="ELEV_TRIM_DN" RepCnt="2"/>
    <Button ID="4" Action="ELEV_TRIM_UP" RepCnt="3"/>
    <Button ID="5" Action="FLAPS_INCR"/>
    <Button ID="6" Action="FLAPS_DECR"/>
    <Button ID="7" Action="NextTarget"/>
    <Pov ID="1" Action="HeadPov"/>
    <Button ID="8" Action="GEAR_TOGGLE"/>
    </GameMode>
    <GameMode Name="M3DViewer">
    <Pov ID="1" Action="HeadPov"/>
    <Button ID="3" Action="ZoomIn" RepCnt="1"/>
    <Button ID="4" Action="ZoomOut" RepCnt="1"/>
    </GameMode>
    <GameMode Name="Gunner">
    <Axis ID="X" Action="TraverseGun" Scale="64" Nullzone="36"/>
    <Axis ID="Y" Action="ElevateGun" Scale="64" Nullzone="36"/>
    </GameMode>
    </Device>


    I need to know if that is essential because it is causing issues with what I have for my X56 Controls which is

    <GameMode Name="M3DViewer">
    <Key ID="Up" Action="HeadPitchUp"/>
    <Key ID="Down" Action="HeadPitchDown"/>
    <Key ID="Left" Action="HeadRotLeft"/>
    <Key ID="Right" Action="HeadRotRight"/>
    <Key ID="Up" Mod="Shift" Action="HeadPitchUp"/>
    <Key ID="Down" Mod="Shift" Action="HeadPitchDown"/>
    <Key ID="Left" Mod="Shift" Action="HeadRotLeft"/>
    <Key ID="Right" Mod="Shift" Action="HeadRotRight"/>
    <Key ID="Up" Mod="Control" Action="HeadPitchUp"/>
    <Key ID="Down" Mod="Control" Action="HeadPitchDown"/>
    <Key ID="Left" Mod="Control" Action="HeadRotLeft"/>
    <Key ID="Right" Mod="Control" Action="HeadRotRight"/>
    <Key ID="Space" Action="HeadReset"/>
    <Key ID="O" Action="HeadReset"/>
    </GameMode>
    </Device>
    <Device Type="X56 H.O.T.A.S. Throttle">
    <GameMode Name="Player">
    <Axis ID="X" Action="AXIS_THROTTLE_SET" Scale="127" Nullzone="1"/>
    <Button ID="1" Action="Fire_Guns"/>
    <Button ID="2" Action="FireCannonsOnly"/>
    <Button ID="3" Action="ReleaseFireWeapon"/>
    <Button ID="4" Action="SelectNextWeapon"/>
    <Button ID="5" Action="FLAPS_INCR"/>
    <Button ID="6" Action="FLAPS_DECR"/>
    <Button ID="7" Action="NextTarget"/>
    <Pov ID="1" Action="HeadPov"/>
    <Button ID="8" Action="TogglePadlock"/>
    </GameMode>
    <GameMode Name="M3DViewer">
    <Pov ID="1" Action="HeadPov"/>
    <Button ID="3" Action="ZoomIn" RepCnt="1"/>
    <Button ID="4" Action="ZoomOut" RepCnt="1"/>
    </GameMode>
    <GameMode Name="Gunner">
    <Axis ID="X" Action="TraverseGun" Scale="64" Nullzone="36"/>
    <Axis ID="Y" Action="ElevateGun" Scale="64" Nullzone="36"/>
    </GameMode>
    </Device>
    <Device Type="X56 H.O.T.A.S. Stick">
    <GameMode Name="Player">
    <Axis ID="X" Action="AXIS_AILERONS_SET" Scale="64" Nullzone="36"/>
    <Axis ID="Y" Action="AXIS_ELEVATOR_SET" Scale="64" Nullzone="36"/>
    <Axis ID="Rudder" Action="AXIS_RUDDER_SET" Scale="64" Nullzone="36"/>
    <Button ID="1" Action="Fire_Guns"/>
    <Button ID="2" Action="FireCannonsOnly"/>
    <Button ID="3" Action="ReleaseFireWeapon"/>
    <Button ID="4" Action="SelectNextWeapon"/>
    <Button ID="5" Action="FLAPS_INCR"/>
    <Button ID="6" Action="FLAPS_DECR"/>
    <Button ID="7" Action="NextTarget"/>
    <Pov ID="1" Action="HeadPov"/>
    <Button ID="8" Action="TogglePadlock"/>
    </GameMode>
    <GameMode Name="M3DViewer">
    <Pov ID="1" Action="HeadPov"/>
    <Button ID="3" Action="ZoomIn" RepCnt="1"/>
    <Button ID="4" Action="ZoomOut" RepCnt="1"/>
    </GameMode>
    <GameMode Name="Gunner">
    <Axis ID="X" Action="TraverseGun" Scale="64" Nullzone="36"/>
    <Axis ID="Y" Action="ElevateGun" Scale="64" Nullzone="36"/>
    </GameMode>
    </Device>


    At the moment if I use my Default X56 xca I get controls, but of course not those in cockpit, while if I use the Spitfire MK II Module.xca, with or without the X56 lines added in (not instead of the generic Joystick), I get in pit controls but no X56 or keyboard controls.

    Any idea if I just renamed the "Generic Joystick" to "X56 H.O.T.A.S. Stick" but kept the generic settings, plus added

    <Device Type="X56 H.O.T.A.S. Throttle">
    <GameMode Name="Player">
    <Axis ID="X" Action="AXIS_THROTTLE_SET" Scale="127" Nullzone="1"/>
    <Button ID="1" Action="Fire_Guns"/>
    <Button ID="2" Action="FireCannonsOnly"/>
    (plus some more??)

    would that do it?

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  22. #47
    SOH-CM-2023 mongoose's Avatar
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    Well I may have solved it but we shall see in further testing as just trying to go through all the stages for take off in order to make clear Instructions; for myself at least!

    So
    1. Deleted the Spitfire MK II Module.xca in AppData
    2. Changed the beginning of the Spitfire MK II Module.xca in CFS3 main folder to:-

    Mappings>
    <!-- The generic joystick node must be the first one -->
    <Device Type="X56 H.O.T.A.S. Stick">
    <GameMode Name="Player">
    <Axis ID="X" Action="Set_Bank" Scale="64" Nullzone="36"/>
    <Axis ID="Y" Action="Set_Pitch" Scale="64" Nullzone="36"/>
    <Axis ID="Rudder" Action="Set_Yaw" Scale="64" Nullzone="36"/>
    <Button ID="1" Action="Fire_Guns"/>
    <Button ID="2" Action="FireCannonsOnly"/>
    <Button ID="3" Action="ELEV_TRIM_DN" RepCnt="2"/>
    <Button ID="4" Action="ELEV_TRIM_UP" RepCnt="3"/>
    <Button ID="5" Action="FLAPS_INCR"/>
    <Button ID="6" Action="FLAPS_DECR"/>
    <Button ID="7" Action="NextTarget"/>
    <Pov ID="1" Action="HeadPov"/>
    <Button ID="8" Action="GEAR_TOGGLE"/>
    </GameMode>
    <GameMode Name="M3DViewer">
    <Pov ID="1" Action="HeadPov"/>
    <Button ID="3" Action="ZoomIn" RepCnt="1"/>
    <Button ID="4" Action="ZoomOut" RepCnt="1"/>
    </GameMode>
    <GameMode Name="Gunner">
    <Axis ID="X" Action="TraverseGun" Scale="64" Nullzone="36"/>
    <Axis ID="Y" Action="ElevateGun" Scale="64" Nullzone="36"/>
    </GameMode>
    </Device>
    <Device Type="X56 H.O.T.A.S. Throttle">
    <GameMode Name="Player">
    <Axis ID="X" Action="AXIS_THROTTLE_SET" Scale="127" Nullzone="1"/>
    <Button ID="1" Action="Fire_Guns"/>
    <Button ID="2" Action="FireCannonsOnly"/>
    <Button ID="3" Action="ReleaseFireWeapon"/>
    <Button ID="4" Action="SelectNextWeapon"/>
    <Button ID="5" Action="FLAPS_INCR"/>
    <Button ID="6" Action="FLAPS_DECR"/>
    <Button ID="7" Action="NextTarget"/>
    <Pov ID="1" Action="HeadPov"/>
    <Button ID="8" Action="TogglePadlock"/>
    </GameMode>
    <GameMode Name="M3DViewer">
    <Pov ID="1" Action="HeadPov"/>
    <Button ID="3" Action="ZoomIn" RepCnt="1"/>
    <Button ID="4" Action="ZoomOut" RepCnt="1"/>
    </GameMode>
    <GameMode Name="Gunner">
    <Axis ID="X" Action="TraverseGun" Scale="64" Nullzone="36"/>
    <Axis ID="Y" Action="ElevateGun" Scale="64" Nullzone="36"/>
    </GameMode>
    </Device>
    <Device Type="Keyboard"> etc etc


    Then I checked the Spitfire MK II Module.xca in the AppData folder which read

    to start.......

    <Mappings>
    <!-- The generic joystick node must be the first one -->
    <Device Type="Keyboard">
    <GameMode Name="Player">
    <Key ID="F11" Action="ShowHelp"/> etc etc

    and ended

    </GameMode>
    <GameMode Name="M3DViewer">
    <Key ID="Up" Action="HeadPitchUp"/>
    <Key ID="Down" Action="HeadPitchDown"/>
    <Key ID="Left" Action="HeadRotLeft"/>
    <Key ID="Right" Action="HeadRotRight"/>
    <Key ID="Up" Mod="Shift" Action="HeadPitchUp"/>
    <Key ID="Down" Mod="Shift" Action="HeadPitchDown"/>
    <Key ID="Left" Mod="Shift" Action="HeadRotLeft"/>
    <Key ID="Right" Mod="Shift" Action="HeadRotRight"/>
    <Key ID="Up" Mod="Control" Action="HeadPitchUp"/>
    <Key ID="Down" Mod="Control" Action="HeadPitchDown"/>
    <Key ID="Left" Mod="Control" Action="HeadRotLeft"/>
    <Key ID="Right" Mod="Control" Action="HeadRotRight"/>
    <Key ID="Space" Action="HeadReset"/>
    <Key ID="O" Action="HeadReset"/>
    </GameMode>
    </Device>
    <Device Type="X56 H.O.T.A.S. Throttle">
    <GameMode Name="Player">
    <Axis ID="X" Action="AXIS_THROTTLE_SET" Scale="127" Nullzone="1"/>
    <Button ID="1" Action="Fire_Guns"/>
    <Button ID="2" Action="FireCannonsOnly"/>
    <Button ID="3" Action="ReleaseFireWeapon"/>
    <Button ID="4" Action="SelectNextWeapon"/>
    <Button ID="5" Action="FLAPS_INCR"/>
    <Button ID="6" Action="FLAPS_DECR"/>
    <Button ID="7" Action="NextTarget"/>
    <Pov ID="1" Action="HeadPov"/>
    <Button ID="8" Action="TogglePadlock"/>
    </GameMode>
    <GameMode Name="M3DViewer">
    <Pov ID="1" Action="HeadPov"/>
    <Button ID="3" Action="ZoomIn" RepCnt="1"/>
    <Button ID="4" Action="ZoomOut" RepCnt="1"/>
    </GameMode>
    <GameMode Name="Gunner">
    <Axis ID="X" Action="TraverseGun" Scale="64" Nullzone="36"/>
    <Axis ID="Y" Action="ElevateGun" Scale="64" Nullzone="36"/>
    </GameMode>
    </Device>
    <Device Type="X56 H.O.T.A.S. Stick">
    <GameMode Name="Player">
    <Axis ID="X" Action="AXIS_AILERONS_SET" Scale="64" Nullzone="36"/>
    <Axis ID="Y" Action="AXIS_ELEVATOR_SET" Scale="64" Nullzone="36"/>
    <Axis ID="Rudder" Action="AXIS_RUDDER_SET" Scale="64" Nullzone="36"/>
    <Button ID="1" Action="Fire_Guns"/>
    <Button ID="2" Action="FireCannonsOnly"/>
    <Button ID="3" Action="ELEV_TRIM_DN" RepCnt="2"/>
    <Button ID="4" Action="ELEV_TRIM_UP" RepCnt="3"/>
    <Button ID="5" Action="FLAPS_INCR"/>
    <Button ID="6" Action="FLAPS_DECR"/>
    <Button ID="7" Action="NextTarget"/>
    <Pov ID="1" Action="HeadPov"/>
    <Button ID="8" Action="GEAR_TOGGLE"/>
    </GameMode>
    <GameMode Name="M3DViewer">
    <Pov ID="1" Action="HeadPov"/>
    <Button ID="3" Action="ZoomIn" RepCnt="1"/>
    <Button ID="4" Action="ZoomOut" RepCnt="1"/>
    </GameMode>
    <GameMode Name="Gunner">
    <Axis ID="X" Action="TraverseGun" Scale="64" Nullzone="36"/>
    <Axis ID="Y" Action="ElevateGun" Scale="64" Nullzone="36"/>
    </GameMode>
    </Device>
    </Mappings>


    So somehow reversed the position of the X56 info! In any case it seems to work so far.

    Now I actually have no real idea as to the importance of all the GameMode settings as the buttons don't bear any real relationship to my X56 buttons and I'm not even sure whether all those entries are even relevant.

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  23. #48
    SOH-CM-2023 mongoose's Avatar
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    Well I'm getting a bit frustrated by this as still not working. Moving this problem to http://www.sim-outhouse.com/sohforum...pitfire_MkII-s in order not to take up more on this here.

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  24. #49
    Hi James, not ignoring your problem, just short on time. I hope to be able to answer properly in the next couple of days. Meanwhile, can you help me understand what exactly you're trying to do? Editing xca files shouldn't be necessary, and I think you're making it harder than it needs to be. At any rate, I don't know much about the ins and outs of those files, so I'm afraid I won't be of much help in that department.

  25. #50
    Just going to repost a portion of my reply to James' other thread here for clarification:

    To others who may be following along here, unless you have a Saitek X55 or X56 joystick, editing of xca files is unnecessary. Just use the in-game key configuration menu like normal. Apparently the X55 and X56 don't play right with CFS3 in general, and require the manual editing of xca files for some reason. This is a problem these sticks have with CFS3, not something introduced by the Spitfire add-on or the Real Systems Module.

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