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Stream Deck Button Plugin CLICK vs TURN_RIGHT Problem?
Sent, thanks!
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Stream Deck Button Plugin CLICK vs TURN_RIGHT Problem?
What I would really like is custom sized touch LCD screens that I could display anything on, and trigger from there. FlightSafety has some classroom trainers that use this concept, but of course more overkill than I want.
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Stream Deck Button Plugin CLICK vs TURN_RIGHT Problem?
Thanks, I can get it to trigger on TURN_RIGHT, which I think is good enough, but would be nice to trigger on KEY_DOWN/UP with short/long press. This seems to just "trigger" when I release.
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Stream Deck Button Plugin CLICK vs TURN_RIGHT Problem?
I do. 🙂 I prefer visual feedback from the VC (instead of buttons blinking/changing). But I prefer some tactile/spatial triggering. My main use for SD buttons is to place them "roughly" in the location where I would reach for them in the VC (not always possible, but close enough). This way, flaps are not where I think flaps should be (e.g. flaps on XCub is left, not on the right), but rather, where you would reach for it in the aircraft (I have plans for having some above my monitor, but not there yet).
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Stream Deck Button Plugin CLICK vs TURN_RIGHT Problem?
Any thoughts why this is not triggering when it's assigned to "CLICK"?
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Stream Deck Button Plugin CLICK vs TURN_RIGHT Problem?
They're triggering virtual FSUIPC buttons, which seems to be very similar to your "WEB API" buttons. The reason I prefer this, is that the config for what to trigger remains in AAO, so if I want to move it to a physical button, I can, without touching Stream Deck profiles (for which I have scripts to swap out buttons per aircraft - to move layout around).
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Layer 0 button/axis will fire unless they are in another?
Sounds good, thanks. I'll ponder this as I plan my migration. The reason I thought about it is that this is like an OO design. You have a "base" configuration, which you inherit, but can then override. I can change the base configuration which will update everything that uses it, but things that are overridden would remain so. I could then chain the inheritence if I needed to.
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Layer 0 button/axis will fire unless they are in another?
Thanks. If I use this method, changing the template won't apply to existing aircraft, correct? If I link a template, what would be the best way to "override" things when needed by quirky aircraft? This is where I thought the layers would make sense?
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Stream Deck Button Plugin CLICK vs TURN_RIGHT Problem?
Hmm... I save when it says "CLICK", but then the button doesn't trigger (neither down nor up, the green light never lights up). If I save it when it says TURN_RIGHT, it triggers on release. I'm planning on moving from FSUIPC to AAO. I'm using a simple FSUIPC Stream Deck plugin, which is just buttons, and using the buttons is the fastest migration path. I didn't have long-press, but would like to, but I see how I can do that in AAO instead of the SD plugin, so sounds good!
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Layer 0 button/axis will fire unless they are in another?
Hmm, ok. So, I'd prefer to have a "full" default template that I can apply when I get a new aircraft (I don't have THAT many buttons/axis). This may or may not fully work. If it does great, done. If it doesn't ... then what? I can always just change it, but if I make changes the default template (to expand more buttons etc.), it will not apply to any existing aircraft. Could I create a template with the just the custom inputs, and then apply that, merging into the existing (default) config? If there are any changes to the default template, or the custom template, I would have to re-apply both. I'm probably thinking about this wrong (like OO design), and it's not quite matching up.
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Layer 0 button/axis will fire unless they are in another?
I'm just saving is a template so I have somewhere to load it from. Basically it looks like, both layers move when I first duplicate the axis and switch the layer on 1, but after I apply the template again, or restart AAO, it's fixed.
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Layer 0 button/axis will fire unless they are in another?
I'm trying to figure out what's the best way to: 1. Have a base definition/setup that works for most aircraft. 2. That I can modify as needed and will apply to all aircraft. (optional) 3. Then override some functions for special aircraft. Is layering better (e.g. layer 0 default, auto-switch to a layer 1 on aircraft load)? Or should I just duplicate configs/templates, and when I update the "default", just merge it into any that were slightly customized, and exclude the custom axis/buttons during the merge?
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Layer 0 button/axis will fire unless they are in another?
To reproduce: 1. Duplicate an axis. Move it to layer 1. Note that the original still shows blank. 2. Switch to layer 1. Note that both axis move. (incorrect behavior) 3. Save template. 4. Reload template. Note that original axis now shows 0 on the left. 5. Switch to layer 1. Note that only layer 1 axis moves. (correct behavior)
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Layer 0 button/axis will fire unless they are in another?
Ok, I think this is a minor bug. This only happens when I first duplicate a layer 0 axis. If I save the template, and re-load, it shows a 0 next to the layer 0 axis, and then it works as expected. Before reloading the template, the left area of the axis is "blank", which seems to mean apply all the time no matter which layer is selected.
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Layer 0 button/axis will fire unless they are in another?
I did some testing, and if I have two axes, one on layer 0 and one on layer 1, bound to the same device input, both are triggering when layer 1 is selected? Is there a way to make layer 0 not trigger if layer 1 is overriding the behavior? The behavior for buttons seems to be different. If I have a layer 0 button and layer 1 button bound to the same device input, when layer 1 is selected, layer 0 does not trigger.
pilotjohn
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