Hi, Thanks for the feedback! This kind of thing is really useful.
- I have 3 DirectInput controllers with 128 buttons each (WinWing HOTAS system and MFG Crosswind pedals), but the game only picks up the first controller detected and can only map the first eight buttons.
That's odd; it should recognise up to 4 sticks. I just tested with the sticks I have on hand:
T1600M x 2 and Thrustmaster throttle / pedals
It took inputs from all of them. It also should support 16 buttons (which is the number on the T1600). I never considered 128 buttons would be needed but will absolutely add them for the next release now I know that is a thing.
First sanity check: there is a bug if you try and change input methods whilst binding a control it will stop picking up any input. No chance that is what happened?
The only time it should ignore a joystick is if you're set to Gamepad in the input menu instead of Joystick, or if it thinks your controller is a gamepad for some reason. Also your controllers *must* all be attached when you launch the game.
Could you take a screenshot of your USB game controllers?
Are all 3 input devices shown as seperate inputs or as one combined? If the latter the limit on buttons could be the issue.
Also could you run dxdiag.exe and tell me the vendor ID and product ID of your sticks?
Finally can you tell me what buttons are mapped to id 9-16 that aren't showing up? If your stick is doing something like reporting a hatswitch as buttons it could mean you're losing mappings.
It'll be a while before we put out a patch but I promise to get to the bottom of this before the next release.
- I think it would be nice to have an FOV slider, preferably adjustable via in-game axis like in F4BMS or DCS; though even just an option setting is fine.
Interesting suggestion, it wouldn't be hard to add. I'll add it to the baclog
- Can you make the main HUD area (gun cross and the elements around it) a collimated display? I may have mentioned this on Twitter a long while back but I think it would work better especially if TrackIR and/or VR support becomes a thing.
Yeah we definitely aren't done with the HUD, which elements we treat as being part of the helmet and which are part of the screen is still something we are debating, but yes we definitely would like to build the HUD into the curvature so we can recreate the refraction effect from the original game when your cockpit gets cracked.