Each window represents a different state of the button you are assigning the Advanced Command to. Any keystrokes in the Press column will happen when you press the button the command is assigned to.
Any commands in the release column will happen as soon as you release the button the Advanced Command is assigned to. The difference with the repeat column though is that any multiple keystrokes will act like a macro. In the above example you can see that the T and H keys were held down for 0.
Just like in the Macro Recorder, the numbers underneath the keystrokes represent the time in seconds from when you pressed the first key in the sequence; in the Advanced Editor though you can adjust these timings. Simply point the mouse cursor at the time you wish to adjust and you will notice that the cursor changes to a clock with two arrows either side of it.
Now click and hold down the left mouse button and drag the mouse right to increase the time or left to decrease. Once you are happy with the timing just let go of the mouse button and the new timing will be saved.
Therefore with the Advanced Editor you could set, for example, a command that launches a missile when you press the button.
It might then switch to a camera view of the missile and then 4. When you let go of the button it could switch back to your cockpit view. Obviously this is just a hypothetical example but it gives you an idea of the possibilities open to you with the Advanced Editor.
With the exception of the Cyborg 3D Force Stick, the controllers supported in this software release all have shift modes. On the X36 and X45 the shift button is the pinkie switch that your little finger rests on when gripping the stick. The process for enabling them to act as a shift button rather than a normal button is the same. Using the right click function again, point to the line referring to the shift button and right click.
If you click that then you can see that the programming software now reports that the shift button is acting as a shift button.
From here you have two choices of method to assign commands to your buttons in a shift state. At the top of the Profile Editor window you will see that there is a white bar that says Shiftstate next to it. In the bar should be the word, Unshifted. Click the left shift option and you will now be looking at the list of commands for the buttons when you have the left shift button held down. You can now assign the commands you wish to the different buttons, exactly as you have been doing already.
In the picture below you can see that we have put a B keystroke onto the trigger and that arrow is no longer there. Now when we press the shift button on the stick when in the game, the trigger will give us a B keystroke rather than the space bar command that it does in the unshifted mode. You can also assign a third set of commands to each button if you enable the right shift button as a shift button. The second way to input commands into a different shift mode is to switch the view of the Profile Editor to the Data View.
The default mode with the 3D model of your controller on the left is called the 3D mode. To switch modes you simply press the Data View button at the top of the Profile Editor, as indicated in the picture below, and you will see the same view as in the picture.
This enables you to see what commands you have assigned to each button in all modes. You can also input keystrokes, macros etc.
For the X36 and X45 users, it should be noted here that whilst these controllers have only one shift button you do have the 3 different modes made available to you by the mode switch on the throttle. On the joysticks and pads a POV switch is usually used as a device for looking through the different views from a cockpit in a flight simulator but it can be assigned to do whatever you want it to.
This is easily changed though. To start programming the POV simply right click on it or click the little arrow icon next to it in the profile editor and you will get the following drop-down menu. Setting it to Mouse will simply give you a Sensitivity slider bar like below:.
And adjusting that will simply change the speed that the mouse cursor will move at when you push the POV in the appropriate direction, slow being to the left of the scale and fast being to the right. Clicking the Buttons option though will add more options to configure, one for each position of the hat switch, as you can see. It should be noted that the centre position of the POV hat should generally be left unprogrammed otherwise the POV will continually issue any command that you have assigned to it when the POV is at rest in its centre position.
For these games movement is usually controlled by four keys on the keyboard, typically W, A, S and D respectively forwards, step left, backwards and step right.
What you have to remember to do is to make sure that there is a release key press for every one of the keys that are used by any of the hat positions so that when you return from any hat position it will release that key press. Now enter all the keys that are in the other positions of the hat switch into the press column and you will end up with something like this:. Now simply click on each of the press instances of the keys in the Press row in the above example these are the W with the 0.
Delete all the key presses from the Release row in that window too and you should end up with something like this:. Before you click OK to finish make sure that you right-click on the keys in the Press row, point to Quantize time and then select 0. To complete this you must program each direction of the hat with the appropriate press commands for that direction as well as release commands for the other positions of the POV.
This would look something like the following for the forwards command on the hat of the GM2. Ultimately it should end up looking something like the following this is how a GM2 hat switch looks like when configured for a first person shooter game. Hopefully this should prevent you from having too many problems with programming the hat switch. The final parts of your controller that can be programmed are the axes.
You can program the axes on your controller with keyboard commands. Generally speaking the main axes of a joystick should be left alone to work as an axis, simply because most games detect these by default anyway. To start programming an axis we first have to set it to banded mode. This is done by right-clicking on the appropriate axis or left clicking the small arrow on the right of the axis listing in the Profile Editor and choosing Bands from the drop-down list.
You will get something like this:. The red line in the window represents the current position of the axis that you are programming. In this case it is the rotary 1 on the X45 and if you move that axis on the actual controller it will change the position of the red line.
What we are going to do is split the axis up into banded areas so that we can then assign keyboard commands to those areas. First we have to create our banded areas and this is done with the mouse. This is the easiest way to get up and running.
This is the bare minimum required for you to get up and running. If the game you want to play does not appear in the profile list, or you want to make amendments and even start one from scratch, then the following information will get you on your way.
You should already have installed the SST software and plugged in your controller for the first time. When you have plugged your controller in, the Profiler icon will appear in the taskbar next to your clock every time your controller is plugged in. The Profiler icon could be a joystick, wheel, gamepad etc depending on which controller is plugged in. If you have more than one Saitek controller plugged in at the same time, you will have a separate icon for each controller.
When you hold your mouse cursor over the small icon a pop-up tooltip will tell you to which controller the icon refers. Left-click on the Profiler icon to open the Profiler menu window. Advanced Tip : - Clear Profile is used whenever you want to completely clear one of your controller profiles. The Profile Editor automatically recognizes the controller you have plugged in and opens the window left showing a picture of the controller on the left and a list of its buttons and axes on the right.
Our example uses the Cyborg X stick so the window shows the Cyborg X and its available buttons and axes. You can select another controller from the drop down menu at the top of the screen if you want to create a profile for another controller plugged into your PC or when no controller is plugged in note: you can create and save a profile without a controller plugged in but you cannot test or profile it.
Move your mouse cursor over the buttons and controls of the controller in the picture - each button or part of the controller is highlighted when the mouse cursor is over it. This means that the button or control can be programmed and there is a cell for the button or axis on the right of the screen in which you can create a keyboard command. You will notice that your mouse cursor changes to a hand when it is positioned over some of the buttons.
If you left click your mouse when the hand is positioned over a button it highlights the corresponding cell on the right of the screen, ready to be programmed. You can also press the buttons or move the axes on the controller itself. This automatically highlights the cell on the right, ready to be programmed. We want to assign a simple command to our joystick buttons to speed up or slow down the simulation rate to speed up time when flying long distance.
First, either press button 4 or click on it on the picture of the controller on the left of the window. This will highlight the button 4 cell on the right of the window. Left click on the highlighted cell with the mouse.
If left unprogrammed, the POV switch will act as either a default POV or a set of four buttons, depending on the direction in which it is pushed, but this can easily be changed. You'll notice that an arrow appears in the top right corner of the cell.
Click on it and a drop down menu appears. Like the button commands, you can select Unprogrammed or Fall back. You also have the option for the POV to operate as either a set of programmable buttons the number of which is selected by choosing 8 way or 4 way , or as a mouse.
If you choose the POV to function as a mouse you can set the sensitivity of both mouse axes with the central slider or set the sensitivity of the individual axis of movement with the slider controls for horizontal and vertical movement.
The final parts of your controller that can be programmed are the axes. These are basically anything that has a range of movement on your controller such as a rudder twist, throttle lever or rotary switch. You can program the axes on your controller with keyboard commands, just like buttons and hat switches. Generally speaking, the main axes of a controller should be left to work as axes, simply because most games detect these by default anyway.
However, some games don't support controllers at all so you could then configure the stick to pretend to be a part of the keyboard for example and programming the axes would allow you to make the controller work in the game where otherwise it wouldn't. The first step for programming an axis is to set it to banded mode.
In the Profile Editor right click on the appropriate axis or left click the small arrow on the right of the axis cell and choose Bands from the drop-down list. To edit the range of the bands, click on Edit Bands and your mouse cursor will change shape so that it looks like a horizontal line with a vertical, double-headed arrow running through it. The icon on the right clears all the bands and the icon on the left distributes the bands evenly in the cell. If you want the cell to have less than three bands, click the Clear bands icon on the right and then click your cursor in the cell where you want the band to appear.
You can adjust the position of each putting your cursor exactly over it, clicking and dragging the band to the desired position. Once you have clicked OK you can program keystrokes, macros or advanced commands to the areas just like any button on the controller. In this example we'll create a simple program where moving throttle 1 of our Cyborg X will give an 'A' keystroke and moving it in the other will give a 'B' keystroke. Now click OK to set those split positions in place.
Why didn't we just create one split so that the axis area was split in half and then just assign the keystrokes to the two areas? Because we need a position where the axis is 'at rest' and isn't issuing any keyboard commands. In this example no commands are assigned to the middle position of the area. This is because no matter which controller you have or which axis you are programming, you must always have a band at the middle of the axis movement with no command assigned to it - commonly called a deadzone.
You can create as many splits as you want but too many can become complicated. You can also program an axis to initiate different keypresses depending on which direction it is moved in. To do this, select the cell as above, and choose Directional axis. You can then program keystrokes to each direction of movement for that axis. The sensitivity slider allows you to alter how often the programmed keypress is made for a certain range of movement of the axis.
You can also program an axis to emulate the movements of the mouse cursor. To do this, right click the axis you want to become a mouse movement. Once one of the Mouse Axis options is selected you will see a slider bar which controls the sensitivity of the mouse movements; the far left setting the slowest, and the far right-setting the fastest.
Either drag the slider to the desired position or click on the scale where you want to set the sensitivity setting. Tip: Some controllers such as the X52 and X52 Pro already have mouse axes controls. In these cases, if you want to program another axis to act as a mouse axis, you must first ensure that the default Mouse X and Mouse Y axes are unprogrammed. When you have activated the profile you can test it. When you've finished assigning all the commands you want you must save the profile so that you can access it again later.
As before, click the Save icon at the top of the Profile Editor, name your profile then click Save. The name of the profile should ideally be the name of the game for which you have created the profile. Do not change the location of the profile file - it must be saved in the directory that is already in the save window or a subfolder.
To activate the profile, click on the proflie icon at the top of the window, then close the Profile Editor. When you right click on the small controller icon next to your clock, You'll notice that the profile that you saved is at the top of the pop-up menu. Click on your profile and you will notice that the small controller icon now has a green square behind it, indicating that a profile has been loaded into the controller.
If you wish to clear the profile from your controller at any point, simply right click the controller icon and click Clear Profile. The green circle will disappear indicating that the controller is now cleared of any commands. You may also set a profile of your choice to automatically load into your controller at Windows start-up. To do this, right click on the small controller icon next to your clock to bring up the profile menu. Right click the profile you wish to set and select Set as Startup Profile.
If you ever wish to clear this then select Clear Startup from the Profile menu. Once everything is programmed into your controller you may find yourself forgetting which commands you have assigned to each button, especially if you have used shift modes.
To print your profile out, simply load it into Profile Editor and click the printer icon at the top right hand corner of your screen. However, please note that this will only be useful if you have named your commands as described in the simple keystrokes section of this guide. Welcome Advanced Programming www. Shiftstates Just as pressing the shift button on a PC keyboard can give the keys different functions, so a different games controller shiftstate makes it possible to program its buttons and axes with another set of functions.
Shiftstates - advanced To view shiftstates in grid form with programmed commands presented side by side, click on the Views drop down menu at the top of the Profile Editor and select Grid View.
Additional programming options SST offers additional programming options for each button and control.
0コメント