Flight sticks, HOTAS throttles, twist grips and rudder pedals, none of
which the game could see before: they arrive through DirectInput rather
than XInput, and PadRIO only read XInput.
joyconfig.bat is the setup: the wizard asks you to move each control in
turn and derives the sign convention from the direction of the move,
then writes the joystick rows of bindings.txt between marker lines,
leaving anything you have edited yourself alone.
Confirmed on the Logitech Extreme 3D: a full pass wrote all four axes,
six buttons and the hat, with X and the throttle lever inverted to match
the pod's convention and Y left alone - and the deadzone on the twist
grip was then hand-tuned from 0.08 to 0.18 in the file, which is the
workflow the marker section exists for.
Version strings bumped in RPL4.CPP, pack-dist.ps1 and the controls page
that ships in the zip.
Built clean, packed, zipped (1004 entries, nothing loose at the root)
and smoke-tested from the dist: boots reporting 4.12.7, virtual RIO up,
and no DirectInput enumeration at all on a default bindings.txt - the
joystick layer only opens when the profile asks for it.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Seven commits since 4.12.5, all about where things sit on screen.
RP412MFDLAYOUT remembers window placement across the menu-race-menu
loop, in mfd_layout.cfg beside bindings.txt: the game window, the
exploded view's display panes, and the plasma glass. Append ,noframe to
a line to take that window's title bar and border off - a cockpit
filling a monitor edge to edge at a rect you chose, where -fit could
only do it by taking the whole screen.
That needed a way out of a window with no title bar, so the setup screen
carries an EXIT GAME button, bottom left and diagonally opposite LAUNCH.
The Steam host/join buttons dim and say STEAM NOT RUNNING rather than
disappearing - two buttons quietly missing reads as a broken build.
And the Winners Circle camera is framed off the award stand rather than
off whoever is standing on it. It had been averaging the filled spots,
which moved the shot with the head count: eight finishers put the eye 24
units closer to the stand and aimed it at the middle of the tiers
instead of at the winner. The framing constants are untouched, so the
shot everybody gets now is the one that was dialled in.
Version strings bumped in RPL4.CPP, pack-dist.ps1 and the controls page
that ships in the zip.
Built clean, packed, and smoke-tested from the dist: boots to the
console screen reporting 4.12.6, virtual RIO up, Steam transport up,
nothing alarming in the log.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The published artifact source now lives in docs/, and pack-dist emits it
as CONTROLS.html beside the plain-text CONTROLS.txt so players get the
diagrams without the repo.
The artifact source is a fragment - the publisher supplies the document
shell - so it is wrapped here with a doctype, charset and viewport.
Without those a browser opens it in quirks mode and renders the
typography as mojibake. Written without a BOM so the charset declaration
is the only thing speaking.
The map itself gains a section for the mouse: the button banks reach
under the glass, and the six displays are the players to size and the
radar to place. Verified the five radar-placement diagrams against the
layout they describe - box 16:9, radar 16.7x39.3% of it, centred flush
to the bottom edge, flush in either bottom corner, and 30/30 vertically
when halfway up a side.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>