Virtualcontroller emulation is a part of the Basic license, and is available during the 7-day trial period. To initiate the trial for the Basic license, please ensure that you are using the latest version of reWASD.
If you simply want your physical controller to work as if it was Xbox 360 / Xbox One / DualShock 4 / Switch Pro / DualShock 3 controller without any additional adjustments, just press the Magic Wand below the image of the controller, and pick the desired controller type.
Starting with reWASD 5.4, we have implemented the emulation of DualShock 4 swipes. With Combo Editor you can choose one-finger and two-finger swipes; zoom in and out; right, left, center and multiple touchpad taps; and configure the duration of these actions.
You can check whether the controller shows up in the system, if you open joy.cpl. It's a native Windows tool that shows all the currently connected controllers. To do so, open the Windows Search field (or press Windows key), type in joy.cpl, press Enter.
The main difference between Xbox One and Xbox 360: if you have Xbox One controller chosen as the Virtual gamepad, you can tune Vibration settings for the trigger motors and re-route them; and you can use Xbox One controller as an External device via Bluetooth Adapter.
Sometimes you can accidentally create multiple virtual controllers, to fix this, try to press Ctrl+Alt+Del combo to turn remap off completely. Then open Preferences in reWASD, click Clear Data to wipe all the config assignments, and Apply the right config to the right device.
In VotanicXR, input devices will automatically assign and bind to VotanicXR Virtual Controller by default. For a consistent user experience, VotanicXR has re-mapped the buttons / axes on common XR input device's buttons and axes will map to the Virtual Controller's buttons and axes. controllers to the virtual controller button / axis indexes so that the controllers can be used in the most natural way across all supported common devices. VotanicXR has pre-mapped 5 common devices, namely Xbox controller, HTC VIVE (Pro), Valve Index, Oculus Rift, and Samsung Odyssey+, to Virtual Controller button and axis. The mapping of button and axis for those input devices are shown in the below table.
Aside from the 5 pre-mapped input devices, there is not a re-mapping between the physical device's raw input index and the virtual controller indexes. Therefore, it is necessary to test those devices' button and axis indexes first, and then assign them to the appropriate VotanicXR Command trigger. For a device that's not in our natively supported controller list introduced above, we recommend that you create a new Virtual Controller and manually bind the input device to this new Virtual Controller, then obtain the button and axis index for creating triggers in the VotanicXR Command system. This section introduces the steps in this process. An PS4 controller is used for demonstration.
Ensure the input device is connected to the PC and open the application setting file which can be obtained from Setting Path property in vGear SDK manager. You can navigate to the folder path and double click to open the file with VotanicXR Configurator.
Click the Controllers tab. Virtual controllers are listed on the Controllers list. Then click + button on the Controllers list to create a new virtual controller for the new input device.Note: it is recommended not to delete the default virtual controllers (controller[0] and controller[1]) as a lot of built-in commands are bound to these virtual controllers.
In the Virtual Controller Binding Test dialog, click Select button to open the system config file to continue. The system config file can be obtained from Config Path property in vGear SDK manager. Then, select the corresponding input device Buttons and Axes in the Available Device section. In this demonstration, the PS4 controller is showed as Wireless Controller Buttons and Wireless Controller Axes.
After selecting the input device, you can test the virtual controller and get the button and axis index in the Virtual Controller Status section. It is required to use the button and axis index for setting the commands.
If you click the Bind button in the previous step, the device name will be automatically filled into the Bind Buttons and Bind Axes property. In this setting, the PS4 controller will be bound to Controller2 if available, otherwise, this controller will remain unassigned.Finally, remember to click File -> Save to save the configuration.
Third, input the new created virtual controller index in the Input Controller property. Then select a proper input type in Type property and input related virtual controller button or axis index, which is obtained in the step 4, in the Index property. Repeat this step for Menu and Grab commands, which are the three basic commands for VotanicXR, and other commands used in the application and remember to save the configuration.
Just for my understanding since I will soon be getting a new hotas setup... does IL2 recognize the STECS and allow you to do acis and button bindings? But problem is u can't do more than 64 assignments? Is that an accurate description of issue?
IL2 GB recognizes only 64 buttons. On the stecs, you can have up to 128 buttons, so, in IL2 settings, buttons mapped above 64 are not usable. In the software, VKB, you can define virtual controllers. But it seems that IL2 does not see this second virtual controller.
Yeah I would most definitely recommend not going the virtual route for the problems. I see problems reported by many that try this route. You really do not need it for IL-2. Hopefully this yet to be announced new update/game will address that issue.
Whenever I've had to add a new device or split a controller to two devices I rename that file and let the game regenerate it on the next launch. Then once that is done, I compare it to the old version and make sure my old controllers are in the same order as before (the index number at the start of each line) so as to not lose existing bindings. Once that is done, then the game recognises the new controller without issue.
Yes, if you are creating bindings a-new then avoid splitting it to virtual controllers - it becomes a hassle when also using it with any sim that doesn't have the 64 button limitation. If anything, for complex setups you are likely best served by a program like Joystick Gremlin and an IL2 profile for mapping to keypresses.
128 buttons support would be nice BUT if you have VKB gear...in DevCfg you can create a new profile for your device and set it to 64 buttons in global settings. Then take some time and make sure no logical buttons go above button 64. I spent an hour setting assigning each physical button to logical 1-64 and i was able to cover every single button on my STECS Standard...and that's with adding 2 4-way hats with pushbuttons. I didn't mess with virtual controllers for the other buttons...no real need in IL2. Did the same for my MCG-Ultimate too...so now I just load those profiles when I play IL2 and load my normal (128 button) profiles for everything else. Hope this helps anyone with VKB gear dealing with the 64-button limit.
1) I use the a ministick in the Master Mode position and a standard 4-way POV in the GATE CONT position. For the Ministick I set the default mode to POV mode which i use to send 4 buttons plus the pushbutton (short-press sends logical button 34 (same as physical button)). In IL2 I assign these buttons to my trim "axes" as well as trim "switches", with the center push assigned to "reset trimmers". When I long-press the push button it changes to axes mode...where I have both axes set to relative axes (Axis ID 3 and 4) and then assign these to gunsight target size and gunsight target range in IL2. I use a Boolean to make the pushbutton push a second physical button (42 in my case) and then assign 42 to a RESET AXES function for Axis 3 and 4...which means pressing the center ministick pushbutton will reset those 2 axes to center. I use a shift modifier in IL2 for "reset trimmers" so that if I'm trimmed out and short press the pushbutton to reset gunsight axes, it doesn't also reset my trim. More on the shift modifier later...
2) I also programmed a "helicopter style" trimmer and reset for pitch/roll/rudder using the two right-hand grey buttons on the GF...mainly to have an easy way to trim my WWI planes in Flying Circus, but you could actually use this for ANY plane and not even bother with the trim assignments in IL2 if you wanted to use those POV buttons for something else. This is done usinge Fix Axes function (FA0) and for the upper button and Trim Reset function for the lower button. Note that there's a bug in firmware 2.16.5 that prevents FixAxes from working with more than 2 axes...but the latest version on their "hidden" server fixes this. I don't have the link but could send you the firmware in a zip file if you want. On my MCG Axes 1,2 and 7 are pitch roll and yaw. I tweaked this so that when I am holding level flight with any/all pitch/roll/yaw...I press that top button and it will fix or hold each axis at that location allowing me to return everything to center quickly (within .6 seconds) and that's where each new trimmed "center" is now. To reset just press the bottom grey button. If you don't care for this then just assign both buttons back as "buttons". But for Flying Circus I find this invaluable. Also works great for helis in DCS or XP12...
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