EveronVetsAgainstTheWar 1 Posted November 17, 2023 Hello, Has there ever been discussion about HOTAS and rudder pedals inputs for Arma Reforger? I searched but haven't seen any answers. Now that helicopters are officially introduced, I hope they allow inputs from HOTAS and rudder pedals. I bought these specifically to fly in Arma years ago and now I have trouble flying a helicopter without the pedals at least. TrackIR already works which is wonderful, so it doesn't seem like they are only limiting inputs to KB/M and gamepad. I'm just wondering if anything has ever been said by the development team about it. 1 Share this post Link to post Share on other sites
razor6014 35 Posted November 17, 2023 From what you can piece together , the engine requires a rewrite of all features present in previous arma games from scratch. What this means is that they likely want to implement all, its just a question of when and with which resources. No one stated anything official that is being worked on. Share this post Link to post Share on other sites
Xy. 1 Posted November 29, 2023 On 11/17/2023 at 7:33 PM, razor6014 said: From what you can piece together , the engine requires a rewrite of all features present in previous arma games from scratch. What this means is that they likely want to implement all, its just a question of when and with which resources. No one stated anything official that is being worked on. No, these kinda of features are standard, when you write a game engine, the input layer is logically written with the game engine from start, so none is going to write a game and its engine and then someday they implement a correct AND working input system . So, the story is that, the Input layer is broken and is being debugged (implies that it is there) , as soon as this step is done, we will have: proper JS proper KBRD too ! (the keybinds mess) (forgive me, I wont monitor this thread, I am too busy) Share this post Link to post Share on other sites
razor6014 35 Posted November 29, 2023 I swear every time you write JS my mind imidiatley jumps to javascript. I understand that there is and interface/api I mean there has to be. I also know how people work, there is a rollout , you implement it with toothpicks if you have to so that it can be rolled out. People may say its broken, but It looks to me it was never properly finished. (Which is ok, pragmatism and all but behind the scenes it will take a bit more because they have to A replace the toothpicks and B add new features.) Share this post Link to post Share on other sites
ChicagoChad 10 Posted March 14 +1 !!!! Helicopters are unflyable without HOTAS Please devs, elevate this issue. Share this post Link to post Share on other sites
Jason REDUX 0 Posted April 1 Any news about that? still no HOTAS support? Share this post Link to post Share on other sites
billt316 1 Posted May 21 I was hoping that it would have come with 1.0 but I understand that game development is a fluid and challenging task. I think a lot of the PC community is waiting on this feature. We could really use the ability to map throttle and collective axis for analog equipment. Controller emulation is just not cutting it. I personally would really like to sink my time into Reforger like I did with Arma 3 but all of my flight time in Arma 3 was done with a duel stick setup or HOTAS, I have no muscle memory with mouse and keyboard. I wish we could get any kind of information from the company about this specific topic. The last I saw from Geez on the feedback site was: "Hello Amipro. The joystick support is currently WIP. So it should be available in future." Geez was unable to elaborate any further or give any estimates of when this would be coming to Reforger. They could also not confirm or deny that they were continuing to develop this feature currently. It might have gotten put on the back burner for tasks that were given higher priority but that is personal speculation. The quoted reply was from back in in November of 2023. 1 Share this post Link to post Share on other sites
dkj8700 0 Posted August 20 (edited) Many and MANY more than on other devices, the pc gamers have been with this arma game from the first operation flashpoint to reforger. But now bohemia is letting this old guard of gamers down and focusing more on other devices like xbox ot whatever ( i only use PC) This is by fare the greatest failure of all. sad to say, but loyality is now rewarded anymore Edited August 20 by dkj8700 spelling mistakes 1 Share this post Link to post Share on other sites
Paz Dim 3 Posted September 15 BIS! What is wrong with you??? Now is september 2024! And I still cannot bind my joystick in game! In ARMA! Game which had Helicopters DLC and advanced flight model! Ok, developing curves interface is too hard, but why don't you just allow me to bind joystick to XBOX controller's axis? I can't fly :( Share this post Link to post Share on other sites
Paz Dim 3 Posted September 28 @dkj8700 @billt316 @Gruman and everyone who waits for joystick support! Game actually supports joystick! I found this wiki page: https://community.bistudio.com/wiki/Arma_Reforger:Input_Manager This is totally outdated, at least because there is no chimeraInputCommon.conf file. But I found InputUserSettings.conf. It contains all non-default control settings. I started from Prone action and was able to bind my joystick's key, it worked. Then I binded one of my axis (Roll :() to helicopter's Yaw by this config: Action AntiTorque { InputSource InputSourceSum "{62788C2CA0DA9609}" { Sources { InputSourceValue "{62788C2CA0DA90BF}" { FilterPreset "left" Input "keyboard:KC_Q" Filter InputFilterValue "{62788C2CA0DA90C2}" { Multiplier -1 } } InputSourceValue "{62788D0FED49776E}" { FilterPreset "right" Input "keyboard:KC_E" } InputSourceValue "{62788123ED49776E}" { Input "joystick0:axis0" } } } } As you can see, it has default Q and E keys (yes only one action for axis, one key with negative multiplier) and my added joystick0:axis0. It worked - I was able to control my helicopter's yaw by joystick! Value 62788123ED49776E - I don't know what is that, it should just be unique I guess. Will continue investigation and create configs for all binds (axis and other buttons), I want to fly with my joystick :). It is sad, but Collective is controlled by buttons, not axis. I mean, it doesn't use absolute axis value. But it is better then nothing, will try. ... Update Here is my current config for Logitech Extreme 3D Pro: Spoiler Action CyclicForward { InputSource InputSourceSum "{625F36F9BF1498E7}" { Sources { InputSourceValue "{625F36F9BF149E8F}" { FilterPreset "forward" Input "keyboard:KC_W" } InputSourceValue "{6278923479ED2B10}" { FilterPreset "back" Input "keyboard:KC_S" } InputSourceValue "{621181235549776E}" { Input "joystick0:axis1" Filter InputFilterValue "{62788C2C55DA90C2}" { Multiplier -1 } } } } } Action AntiTorque { InputSource InputSourceSum "{62788C2CA0DA9609}" { Sources { InputSourceValue "{62788C2CA0DA90BF}" { FilterPreset "left" Input "keyboard:KC_Q" Filter InputFilterValue "{62788C2CA0DA90C2}" { Multiplier -1 } } InputSourceValue "{62788D0FED49776E}" { FilterPreset "right" Input "keyboard:KC_E" } InputSourceValue "{62788123ED49776E}" { Input "joystick0:axis5" } } } } Action CyclicAside { InputSource InputSourceSum "{627892346280B480}" { Sources { InputSourceValue "{6278923463845224}" { FilterPreset "left" Input "keyboard:KC_A" } InputSourceValue "{627892346EF42435}" { FilterPreset "right" Input "keyboard:KC_D" } InputSourceValue "{62118123ED49776E}" { Input "joystick0:axis0" } } } } Action Collective { InputSource InputSourceSum "{62789805F8B76059}" { Sources { InputSourceValue "{62789805E775599B}" { FilterPreset "up" Input "keyboard:KC_LSHIFT" } InputSourceValue "{62789805E4F166BF}" { FilterPreset "down" Input "keyboard:KC_LCONTROL" } InputSourceValue "{62118123ED49776E}" { Input "joystick0:axis6" Filter InputFilterValue "{62788C2C55DA90C2}" { Multiplier -1 } } } } } Action HelicopterEngineStart { InputSource InputSourceSum "{6278C81D6C47C0A7}" { Sources { InputSourceValue "{6278C81D6ADB3C05}" { FilterPreset "click" Input "joystick0:button10" Filter InputFilterHold "{6278C81D4782286F}" { } } } } } Action HelicopterEngineStop { InputSource InputSourceSum "{6278C81D5CE302E3}" { Sources { InputSourceValue "{6278C81D5CE33D17}" { FilterPreset "hold" Input "joystick0:button10" Filter InputFilterClick "{6278C81D5CE33D1C}" { } } InputSourceEmpty "{6278CC9979AB62EC}" { FilterPreset "click" DeviceType KEYBOARD } } } } Action AutohoverToggle { InputSource InputSourceSum "{6278CBA99D88F7B9}" { Sources { InputSourceValue "{6278CBA99D88F648}" { FilterPreset "click" Input "joystick0:button11" } } } } I configured Roll, Pitch, Yaw, Collective axes and buttons for Engine and Autohover. 2 Share this post Link to post Share on other sites
Flying-Coyotus 12 Posted September 29 Hello, thanks for the work & research. In what file are you configuring your script ? Thanks Share this post Link to post Share on other sites
Paz Dim 3 Posted September 29 1 hour ago, Flying-Coyotus said: Hello, thanks for the work & research. In what file are you configuring your script ? Thanks Documents\My Games\ArmaReforger\profile\.save\<User_profile>\settings\InputUserSettings.conf 1 Share this post Link to post Share on other sites
Lwing 0 Posted November 26 Anyone have further success with this? I have an x52 throttle, vkb stick and rudder pedals that I use for flying planes in other games. I tried tinkering with the inputconfig file starting at joystick0.axis0 and so far have went up to joystick0.axis8 trying to find which axis# corresponds to my phsyical setup. I ended up finding the axis that was set to my stick's Y axis but it causes the in game stick to jitter up and down instead of smoothly moving it up/down by using the W and S key. The jitter isnt from my stick being dirty/worn out, it must be being caused by something else related to the game/input file. Trying to figure it out, will update in the mean time if I find anything Share this post Link to post Share on other sites
Lwing 0 Posted November 27 update: Using joystick gremlin, hidhide and vjoy I managed to my stick + pedals + throttle working without any jittering/multiple inputs. The only problem I have now is the collective seems to not properly respond to inputs from my throttle axis. At the moment I think the only option I have is to use 2 buttons to move the collective in game. I posted a feedback/bug report + video example about the issue here: https://feedback.bistudio.com/T186816 ----------------------------------- Did some testing, minor success. I unplugged my rudder pedals and throttle. Vkb gunfighter stick only peripheral installed. I found the right axis# but it was still jittering. I solved the jittering by disabling a third party software I use called vjoy. I then tried plugging the rudder pedals in, the pedals have toe 2 brakes which are recognized as X and Y inputs. Now the problem is that the joystick controls the X/Y in game but my rudder pedal's toe brakes also control the X/Y in game (despite me not mapping them in the input file). This causes the input in game to be jittery again. I dont know if there is a way to separate joysticks to have a joystick0, joystick1 etc. ----- I also tried mapping the collective to my vkb joystick but it seems the collective input in the keymap allows for it to be on an axis, it is either 'fully up' or 'fully down' as if pressing a button. Will update in the future as I find out more. Any advice is also appreciated Share this post Link to post Share on other sites
Shaduken 0 Posted November 30 On 9/28/2024 at 5:11 AM, Paz Dim said: @dkj8700 @billt316 @Gruman and everyone who waits for joystick support! Game actually supports joystick! I found this wiki page: https://community.bistudio.com/wiki/Arma_Reforger:Input_Manager This is totally outdated, at least because there is no chimeraInputCommon.conf file. But I found InputUserSettings.conf. It contains all non-default control settings. I started from Prone action and was able to bind my joystick's key, it worked. Then I binded one of my axis (Roll :() to helicopter's Yaw by this config: Action AntiTorque { InputSource InputSourceSum "{62788C2CA0DA9609}" { Sources { InputSourceValue "{62788C2CA0DA90BF}" { FilterPreset "left" Input "keyboard:KC_Q" Filter InputFilterValue "{62788C2CA0DA90C2}" { Multiplier -1 } } InputSourceValue "{62788D0FED49776E}" { FilterPreset "right" Input "keyboard:KC_E" } InputSourceValue "{62788123ED49776E}" { Input "joystick0:axis0" } } } } As you can see, it has default Q and E keys (yes only one action for axis, one key with negative multiplier) and my added joystick0:axis0. It worked - I was able to control my helicopter's yaw by joystick! Value 62788123ED49776E - I don't know what is that, it should just be unique I guess. Will continue investigation and create configs for all binds (axis and other buttons), I want to fly with my joystick :). It is sad, but Collective is controlled by buttons, not axis. I mean, it doesn't use absolute axis value. But it is better then nothing, will try. ... Update Here is my current config for Logitech Extreme 3D Pro: Hide contents Action CyclicForward { InputSource InputSourceSum "{625F36F9BF1498E7}" { Sources { InputSourceValue "{625F36F9BF149E8F}" { FilterPreset "forward" Input "keyboard:KC_W" } InputSourceValue "{6278923479ED2B10}" { FilterPreset "back" Input "keyboard:KC_S" } InputSourceValue "{621181235549776E}" { Input "joystick0:axis1" Filter InputFilterValue "{62788C2C55DA90C2}" { Multiplier -1 } } } } } Action AntiTorque { InputSource InputSourceSum "{62788C2CA0DA9609}" { Sources { InputSourceValue "{62788C2CA0DA90BF}" { FilterPreset "left" Input "keyboard:KC_Q" Filter InputFilterValue "{62788C2CA0DA90C2}" { Multiplier -1 } } InputSourceValue "{62788D0FED49776E}" { FilterPreset "right" Input "keyboard:KC_E" } InputSourceValue "{62788123ED49776E}" { Input "joystick0:axis5" } } } } Action CyclicAside { InputSource InputSourceSum "{627892346280B480}" { Sources { InputSourceValue "{6278923463845224}" { FilterPreset "left" Input "keyboard:KC_A" } InputSourceValue "{627892346EF42435}" { FilterPreset "right" Input "keyboard:KC_D" } InputSourceValue "{62118123ED49776E}" { Input "joystick0:axis0" } } } } Action Collective { InputSource InputSourceSum "{62789805F8B76059}" { Sources { InputSourceValue "{62789805E775599B}" { FilterPreset "up" Input "keyboard:KC_LSHIFT" } InputSourceValue "{62789805E4F166BF}" { FilterPreset "down" Input "keyboard:KC_LCONTROL" } InputSourceValue "{62118123ED49776E}" { Input "joystick0:axis6" Filter InputFilterValue "{62788C2C55DA90C2}" { Multiplier -1 } } } } } Action HelicopterEngineStart { InputSource InputSourceSum "{6278C81D6C47C0A7}" { Sources { InputSourceValue "{6278C81D6ADB3C05}" { FilterPreset "click" Input "joystick0:button10" Filter InputFilterHold "{6278C81D4782286F}" { } } } } } Action HelicopterEngineStop { InputSource InputSourceSum "{6278C81D5CE302E3}" { Sources { InputSourceValue "{6278C81D5CE33D17}" { FilterPreset "hold" Input "joystick0:button10" Filter InputFilterClick "{6278C81D5CE33D1C}" { } } InputSourceEmpty "{6278CC9979AB62EC}" { FilterPreset "click" DeviceType KEYBOARD } } } } Action AutohoverToggle { InputSource InputSourceSum "{6278CBA99D88F7B9}" { Sources { InputSourceValue "{6278CBA99D88F648}" { FilterPreset "click" Input "joystick0:button11" } } } } I configured Roll, Pitch, Yaw, Collective axes and buttons for Engine and Autohover. what do I need to make this work the 3 joystick programs? Share this post Link to post Share on other sites
Lwing 0 Posted December 7 On 11/30/2024 at 1:18 AM, Shaduken said: what do I need to make this work the 3 joystick programs? At the moment it seems the game can only recognize one joystick. To make my stick/rudder/throttle work in game I had to use the program 'joystick gremlin' to remap all my gear into one single joystick. In addition to JG you need to use hidhide and vjoy as well. There are youtube vids showing how to set up JG. Keep in mind that at the moment I dont think its possible to properly use the collective. To use it you have to use it just like how it works default aka by pressing 1 button for up and 1 for down. Share this post Link to post Share on other sites
Paz Dim 3 Posted December 12 On 11/28/2024 at 2:24 AM, Lwing said: update: Using joystick gremlin, hidhide and vjoy I managed to my stick + pedals + throttle working without any jittering/multiple inputs. The only problem I have now is the collective seems to not properly respond to inputs from my throttle axis. At the moment I think the only option I have is to use 2 buttons to move the collective in game. I posted a feedback/bug report + video example about the issue here: https://feedback.bistudio.com/T186816 About collective issue - it works this way just by design. On PC we have full sized axis for it, and collective uses absolute value. On consoles there are only two triggers, they control collective change speed, on axis. When we bind our joystick axis on PC - we still set collective speed, not concrete value. So, when you set your collective axis to 10%, it means that collective should be incresed with 10% speed to its max value (not to 10% level). Share this post Link to post Share on other sites