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Method to disable certain commands via MCE.INI?

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I'm using voice attack with MCE. In some cases, Voice Attack simply works better with certain commands. For instance, in MSFS 2024, when I say Heading 124, for example, Voice Attack (with the MSFS Agent plug in) instantly moves the heading bug correctly. When using the same command with MCE, the Heading bug moves incrementally (slower) and sometimes moves to the incorrect position.

Anyway, is there a method to disable certain commands in MCE that I'd rather use in Voice Attack?

PC: AMD 9850X3D, RAM 64GB, Geforce GTX 5090 (32GB), MSFS 2020, MSFS 2024, Pimax Super 50PPD, Quest 3

  • 2 weeks later...
  • Commercial Member
On 8/18/2026 at 1:43 PM, flyblueskies said:

I'm using voice attack with MCE. In some cases, Voice Attack simply works better with certain commands. For instance, in MSFS 2024, when I say Heading 124, for example, Voice Attack (with the MSFS Agent plug in) instantly moves the heading bug correctly. When using the same command with MCE, the Heading bug moves incrementally (slower) and sometimes moves to the incorrect position.

Anyway, is there a method to disable certain commands in MCE that I'd rather use in Voice Attack?

VoiceAttack is more useful to other games where the command set you have to create is in the hundreds, and hope MSFS doesn't lose your key assignements. Besides this, you would be creating 2 instances of the speech engine, one for MCE and another for VoiceAttack.

A long time ago, we created a tool called VoxKey which is like a free copy of VoiceAttack, only dedicated to MSFS, Prepar3D, FSX and X-Plane.

Windows Start->Multi Crew Experience->Voxkey. There are different profiles. One per simulator. For MSFS, you need to open and edit <FS2020.vkp> profile and transfer some of your VoiceAttack commands there. Do not add anything to do with dialling or cockpit switching as they are already built-in.

VoxKey is just an editor. When done adding commands, close it.

When MCE starts, it looks up the relevant profile for the currently running flight sim it supposrts and will make those commands available for speech recognition using the same instance of the speech engine used by MCE.

So, no, we aren't going to dismantle this core functionality in MCE.

In real life, dialling is incremental and should remain so.

Dialling pace varies from one plane to another. It's very fast with PMDG planes because they have an efficient SDK. Decent across many supported planes. It is slow on some. Which plane are we talking about?

Edited by FS++

  • Author
3 hours ago, FS++ said:

Which plane are we talking about?

Thank you Gerald, in this case it is the Black Square Baron in MSFS 2024.

Edited by flyblueskies

PC: AMD 9850X3D, RAM 64GB, Geforce GTX 5090 (32GB), MSFS 2020, MSFS 2024, Pimax Super 50PPD, Quest 3

  • Commercial Member
16 hours ago, flyblueskies said:

Thank you Gerald, in this case it is the Black Square Baron in MSFS 2024.

This sort of plane is treated like default Cessna or similar. You could use the mce.ini to tweak dialling pace as it's artificial delay to mimic real world.

[PACE]

ActionDelay=1500 //The simulated delay that takes place before FO takes action. Values from 0 to 4000 milliseconds)

MCPdial=100 //The pace at which FO increments or decrements MCP values from 100 to 250 milliseconds). Doesn't apply to some aircraft where the value is hard coded

ButtonPress=800 //The simulated time in milliseconds it takes the FO to flip a single switch. Values 500 to 2500 are accepted

VoxKeyAction=1000 //The delay in milliseconds between two consecutive VoxKey actions. Valid entries 0 to 4000.

You could try...

MCPdial=30

That should make it 3 times faster.

Don't use zero

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