Virtual World Entertainment · Tesla II pod · BT 4.11
Every input the pod answers to. The keyboard is the button board: the letter and number rows are the MFD banks laid out where they sit on the panel, and flight moved to the number pad so the board stays free. Every one of the 72 buttons is also a mouse target on the cockpit itself.
Generated from the default bindings.txt · all of it rebindable
YOU SPAWN IN BASIC. In BASIC the stick steers and the pedals do nothing. Press F7 once for MID, where the pedals steer and the stick twists the torso — the full pod experience. If "turning doesn't work", this is why, not a bug. (Control mode is not the menu's experience setting; that one changes the simulation, not your controls.)
Colour is the bank each key drives: green flies the mech, red is an MFD button bank, amber is a column beside the map. Dark keys are unbound and free to take. Hover a key to read what it does.
COOLANT VALVES BITE. The valve detents on 1 2 3 Q W E run 1 – 5 – 50 (max) – 0 (CLOSED) – back to 1. One press past max shuts that loop off and everything on it overheats. Boosting one loop starves the others — the supply is shared. 4 is the flush (hold it), R re-balances every valve.
Each MFD carries eight buttons: a four-wide top row and a four-wide row beneath it. The keyboard rows run left to right across the upper displays, then the lower pair — the same order your hand finds them in the pod.
G and B stay unbound on purpose: they are the physical gap between the lower clusters. The right-hand map column is control mode (F7) and Generators A–D (F9–F12); F8 is a column slot the pod never wired.
| Quad page | The outer buttons jump straight to a populated Eng page. |
|---|---|
| Eng page | Generator select A–D, bus mode, coolant toggle, trigger configure, and eject. |
| Jams & fires | A weapon gone quiet with ammo left has jammed — heat jams ballistics, authentically. Its Eng-page buttons flash. Tap eject to clear the round; hold ~3 s to jettison a burning bay before it detonates. An ammo bay fire gives you about ten seconds and it will kill you. |
An Xbox-compatible pad drives all five axes and the grip buttons. Hover a control for its RIO address.
Flight sticks, HOTAS and pedals: run joyconfig.bat
once. A wizard asks you to move each control in turn, writes the
bindings, and drops you into the solo menu. It only rewrites its own
section of bindings.txt, so hand edits elsewhere survive.
Every button on every display is clickable and lights when the game commands its lamp — and each reaches in under the glass beside it, so the picture is the press target. The lit strip at the edge is only the lamp. Right-click latches a button held.
The pod bolted its displays down at one size. On a desktop panel there is
room to trade viewscreen for instrument, so all six are yours to size —
and the map to place. Set these in content\environ.ini,
which the game writes on first run with every option documented.
| BT_MFD_SCALE | All five MFDs, as a percentage of pod size. 25–200, default 100 |
|---|---|
| BT_MFD_SCALE_xx | Any one on its own — UL UC UR LL LR. Unset inherits the line above. |
| BT_RADAR_SCALE | The map alone. |
| BT_RADAR_POS | CENTER · LEFT · RIGHT · MIDLEFT · MIDRIGHT |
| BT_GLASS_PANELS | 1 = break every display into its own desktop window instead of the composited cockpit. |
Ask for too much and the layout wins. The surround bands grow to fit whatever you ask for, and a map in a bottom corner pushes the lower MFD beside it inboard — nothing overlaps and nothing comes out stretched.
The cockpit fits itself to whatever window it gets at one uniform scale,
so drag it to any shape and nothing distorts — a window that isn't the
cockpit's shape just gets black bars. Launch with -fit for
borderless over the whole monitor.
content\bindings.txt is written with the full default layout
on first run. Change a line, restart. Delete the file to restore these
defaults — worth doing after an update, since an existing file is never
overwritten.
# grammar key <KEY> button <addr> key <KEY> axis <chan> deflect <+|-> <rate> key <KEY> axis <chan> slew <+|-> <rate> key <KEY> axis <chan> set <value> pad <BTN> button <addr> padaxis <SRC> axis <chan> [invert] [slew <r>] # deflect springs back, slew walks and sticks # (that is the throttle lever), set jumps
# examples key G button 0x0E # regroup weapon 1 on G key B button 0x41 # look behind on B # put driving back on WASD if you prefer key W axis Throttle slew + 0.7 key S axis Throttle slew - 0.7 key A axis LeftPedal deflect + 2.5 key D axis RightPedal deflect + 2.5
| Channels | Throttle · LeftPedal · RightPedal · JoystickX · JoystickY · Turn |
|---|---|
| Buttons | 0x00 – 0x47 |
| No function | 0x16 0x17 0x19 0x1E 0x1F 0x38–0x3E — the pod never wired these |
| Key names | A–Z · 0–9 · F1–F12 · NUMPAD0–9 · NUMPADDOT · UP DOWN LEFT RIGHT · SPACE · LSHIFT LCTRL LALT · MINUS EQUALS COMMA PERIOD LBRACKET RBRACKET BACKTICK |
| Mouse | MOUSE4 · MOUSE5 · MOUSEMIDDLE — buttons only; left/right also press cockpit buttons |
| Pad | A B X Y · DPAD_UP/DOWN/LEFT/RIGHT · LB RB · BACK START · LS RS |
| Pad axes | LX LY RX RY LT RT |
A BOUND KEY LOSES ITS 1995 MEANING. Binding a key removes it from the authentic typed-hotkey channel so it cannot double-dispatch — and this board binds nearly everything, so the old typed hotkeys (5 = Quad page, z = Eng1, t/y/u/i/o = pilot select, +/− = target zoom) are given up by design. Unbind a key to get its 1995 meaning back. Same rule for the built-ins: ` is the view toggle, and J/K/L cycle MFD preset pages only while unbound.