randomencounter Posted January 10, 2023 Report Share Posted January 10, 2023 I'm trying to figure out how to possibly set up axis bindings (likely via the INI file) so that my left foot brake axis controls the rudder axis from -16k to 0, and the right foot brake axis controls the rudder axis from 0 to 16k. Is it possible to map the controls in this way? My dad prefers to use these brake axes for controlling the rudder, and Id like to bind it via FSUIPC so that I don't have to switch control profiles for him to load up and play. In-game it is possible to set Rudder Left Axis and Rudder Right Axis, thereby allowing him the control he seeks. I'd like to do the same thing but via FSUIPC so that it automatically loads the correct controls for his planes and liveries. Thanks! Link to comment Share on other sites More sharing options...
John Dowson Posted January 10, 2023 Report Share Posted January 10, 2023 You should be able to achieve this by assigning both left and right brakes to the rudder axis and then manually edit the FSUIPC7.ini file to apply scaling to each axis assignment - see the Advanced User guide section Additional parameters to scale input axis values on page 41 on how to do this. The example given would be how to scale the right foot brake (i.e. use *0.5,+8192), and for the left one you need to scale by *-0..5,-8192. John Link to comment Share on other sites More sharing options...
randomencounter Posted January 11, 2023 Author Report Share Posted January 11, 2023 Thank you very much, John! I feel a bit foolish having overlooked this part of the documentation, as I did my best to find the answer I was looking for before posting here, but clearly what I was reading didn't click with me in my head as to being what I was seeking. I appreciate your answer! Link to comment Share on other sites More sharing options...
John Dowson Posted January 11, 2023 Report Share Posted January 11, 2023 No problem. Be aware that such assignments may work ok when using the individual toe brakes, but will cause the rudder to flap a lot when using both toe brakes. You could get around this issue by using a lua script instead, which would combine both toe brake axis readings to produce a single number for the rudder position. John Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now