The Keymapper
Written and Compiled by
A New Keymapper
The Keymapper is a powerful function in World War II Online, and consequently it is one of the harder functions
in the game to understand and use successfully. The versatility is
comprehensive: you can map practically any key, axis movement, mouse function,
or slider to a key command. You can even
map keys to axis of movement in the game. Even more interesting, you can use an
XML-based script to map the game commands outside
of the game.
This
section, thoroughly long, will give you a comprehensive look at what the Keymapper does and how to use it. It can get somewhat
repetitive, but it needs to be that way to fully explain certain functions.
Like other sections in the OGM the Keymapper guide
will be improved and appended to over time, but this is your base start.
Finally,
we at Playnet are indebted to the
time and effort donated by the player
Overview
Welcome to the new keymapper
for World War II Online. This
interface will be evolving all the time so be sure to refer to this section if
you see a new feature as it will be updated as the keymapper
is updated. There are a lot of new features, such as the ability now to either
directly input the axis or button, or
use the interface to choose the axis or button for a function. If you have
troubles with say assessing the diagonal directions on a POV (point-of-view)
hat, you can simply choose the supported axis or button from a list and map it
that way. You also now have the ability to map once for each type of vehicle
using the ALL map function; this
becomes the default for every vehicle of that type. Plus, you can also map for
each vehicle specifically. ALL
basically becomes the default for every vehicle from that category, and then
you can just change what you need in a specific vehicles’ keymap
instead of totally having to remap. What is in the specific vehicles’ keymap overrides what is listed in ALL.
There is now a joystick calibration screen and
mouse sensitivity slider. This keymapper also has
support for four joysticks each using
8 axes, 32 buttons, and 4 POV hats, a mouse with a scroll wheel and five
buttons, and a 101 key/US keyboard making for a total of 36 axes, 128 buttons,
and 16 POV hats all being able to be used at
the same time. Each function has a secondary method to control it as well.
The Main Keymapper Interface

1. Buttons to switch top display between
keyboard/joystick/mouse/keyboard axis and calibration screen.
2. Displays the different screens activated from the
buttons above.
3. Drop down box to choose category.
4. Drop down box to choose vehicle.
5. Interface buttons
6. Exit keymapper button.
7. Function list and assignments.
8. Primary button/physical axis.
9. Secondary button/physical axis.
Top Window Screens [Top of the Interface]
These buttons switch between several screens in the
window right below them.

The Keyboard Screen - Here
you will see a representation of a 101 key/US keyboard. If you single click on
what you want to map and what it is then mapped to a keyboard key, that key
will highlight yellow on this screen (only if this screen is showing, it will
not switch automatically). You can also use this screen to input what key you
want mapped to a command function as each button can be pressed. See Using the Interface to map
a function.

The Joystick Screen - This screen shows the axes and buttons that World War II Online supports for joysticks.
There are four check boxes to display/choose between up to 4 joysticks at one
time, with 32 buttons, 4 POV hats, an invert display/choose check box, and 8
full axes and each of their own half-axes. This screen is used similarly to the
keyboard screen as it will display what is mapped to the joystick and can be
used to input what you want mapped to a command function. See Using
the Interface to map a function.

The Mouse Screen - This screen shows the axes and buttons World War II Online supports for your
mouse. There are 5 buttons, 3 axes (z-axis is the scroll wheel) and their half
axes, an invert display/choose check box, and the mouse sensitivity slider. The
Mouse screen is used exactly the same way as the keyboard and joystick screen (See
Using the Interface to map
a function) except
for the mouse sensitivity slider. This slider is used to change the
acceleration of your mouse if you find it too slow. It is useful if you find
turning as infantry takes too great of a movement on your desk. The slider is
set at the slowest setting by default.
The KbAxis Screen - This
screen is actually detailed later in the manual. It currently works similarly
as the other screens but you need to have clicked in the appropriate place
(last column next to an axis command function -- to use this screen and it will
pop up automatically when this column is clicked upon. See Keyboard Axis
for more information.
The Calibration Screen - This button displays the
calibration screen. See Calibration Screen for more information.
Category
General – Contains all offline camera functions
and command functions that are non-vehicle specific, such as the heads up
display (HUD) and exiting a vehicle.
Views - Where you
map your basic your hat POVs (points of view). Tip:
You can use a key combo to set up multiple views for any POV hat, so one
hat can handle all up, down, and level views. For example, I used to use CTRL
for look up, then CTRL-POV north for look up + forward and ALT for look down,
ALT-POV northeast for look down + forward + right. Now I use a Saitek X45 and use the pinky switch for look
up and the mouse cursor 4-way hat down for look down. You can use any joystick
button as a combo key also, but it is a good idea to use one that you can reach
with your other hand (key combo's are further explained below). Note that certain CH Products POV hats that use blending of two view commands for
diagonal views are not currently supported.
Air - Map aircraft command
function lists.
Tank - Map tanks command function
lists.
Atgun - Map anti-tank and anti-air guns command function lists.
Truck - Map trucks and half-tracks
command function lists.
Trooper - Map infantry command function
lists.
Sea - Map sea vessels command
function lists.
Vehicle
This is where you choose which vehicle you want to keymap after choosing a category. Every vehicle that is
covered under that category is listed here, including ALL, which is a general keymap
for all of the vehicles in that category. ALL
is selected by default. Under general or views, it means that these mappings
are global to each category and specific vehicle’s keymap.
Interface Buttons
Here is a description of the middle buttons on the keymapper:

Default Category - Restore the viewable list
to its archived version (default values) while in the ALL list; when in a specific vehicle list this
button restores that vehicle’s viewable list to the ALL
list.
Restore Keymap -
Restore the selected function to its previous (not archived, but previously
saved) version after you single click on the mapping and it highlights white --
also used when you’re in a specific vehicle’s keymap.
It will restore the selected keymap to the ALL list if the function was mapped as NO KEY.
Restore Screen - Restore the current
viewable list to its previous (not archived, but previously saved) version.
Clear Keymap -
Clears the key(s) of the selected function after you single click on the
mapping and it highlights white. This will also block the default or ALL
list mapping by placing code in the CMFL and displaying "no key”. Use the
restore keymap function to allow the default or ALL list to be used.
Save Screen - Saves the current viewable
list.
Save
Tips on using the file structure: First,
go through and map each vehicle type in ALL
first. Map the common buttons and axes that you use for each vehicle of that
type. The ALL list will become the new
default for each vehicle. Now, if you map the specific vehicle’s keymap, you just need to make small changes, not remap the
whole thing. Using Clear Keymap simply assigns
nothing to the function; Use Restore Keymap to return
it to the default or ALL keymap. If you are having trouble in one vehicle and it is
mapped properly in ALL but that
function is not working in that vehicle, check its specific keymap
and if “no key” is listed next to the function, use the Restore Keymap button to allow the ALL
keymap to be used. Remember, what is in a specific
vehicle’s keymap overrides ALL. The reason for “no key” is if you want to block a
function from being mapped, this is good for making sure you don't have
something mis- or cross-mapped. So if you really want
to be sure it is cleared and not blocked, click clear Keymap
then Restore Keymap while the function is highlighted
white.
Note on saving: You can go through and
change all you want in the keymapper, flipping
through categories and vehicles and you only need to save before you leave, in
fact it should prompt you to save.
Exiting the Keymapper
Press
the big red shiny exit button to return to the interface. Don't worry if you
changed something and haven't saved it you will be prompted and asked if you
want to save the changes. The Keymapper will save the
changes for every category and vehicle.
The Command Function List

After choosing a category and/or vehicle keymap, the current command function list for that category
and what is mapped to them is listed in the lower screen. The first column lists
all the command functions for that category, the second column shows the
primary button (key, or key combo) or axis
it is mapped to.
Tip - Remember to scroll the list to
see if there are any more functions.
There are two types of command functions. One
requires only one button (or key combo) to be mapped to trigger it (“button command function”), and one that requires either a physical
joystick/mouse axis or a virtual axis using buttons (“axis command function”).
Button command functions - This
type requires only one button (or key combo) to activate the command. These
commands are generally on/off or have set parameters that you cannot change.
You can also map an alternate key (or key combo) to activate this command. This
is so you can have a joystick button and a keyboard button control mapped to
the same command. You can also use this for some neat tricks, like mapping the
109's cannons and machineguns to one button and still have separate buttons to
control each of them. Be careful about your mappings though, as they can cause
conflicts especially with the general and view categories as they are global
and work the same for each vehicle. This type of command function uses the two
columns next to it for Primary and Secondary mappings, but both control the
function in exactly the same way.
Axis command functions - This type requires an axis to control this
command function. There are two types of axes, physical
and virtual:
A physical axis
(generally referred to as just an axis) is just that, the actual
movement of a real mouse or joystick’s axis in one direction (left/right,
up/down). The axis that is mapped appears in the column next to the
command function listing. A full physical axis can also be split into two more
axes called a half axis, which means it uses just one side of an axis
from center (left to center would be a half axis; so would be up to center).
More on that later.
A virtual axis (generally referred to as a keyboard axis) uses keyboard or joystick buttons
to mimic the effect of a physical axis. This is done on its own separate screen
(the kbaxis screen) in the top interface window that
is accessible and only functional after clicking on the last column next to the
appropriate axis function. Use of this screen is further explained below.
If a mapping in both
columns are blank or displays “no key”, nothing is mapped to that function with
the exception of when it says “keyboard”. To see if anything is mapped here,
simply click on the word “keyboard” where it appears next to the function (last
column), then the KBaxis screen will appear at
the top showing the mapping. If it says “no key” in each box then nothing is
mapped. If you then use Restore Keymap at the top of
the screen, either the defaults (or ALL
mapping) will come up or it will be blank and the word “keyboard” will not
appear in the command function list mapped to that function.
As you map, depending on where you mapped it, the
axis or button that you mapped will appear in a certain color. This is so you
don't get lost trying to map as the ALL
and vehicle map appear in exactly the same place with the exact same function
list and doesn't appear to change unless something is mapped in a specific
vehicle. It is for convenience only and does not signify any cross-mapping or
error.
Colors:
* Dark
Gray - Archived version or "default".
* Blue -
Category (ALL) change.
* Orange –
A vehicle change
Tips on mapping - Since each position in a vehicle only controls
the command functions available to the crew member manning that position (only
the driver can drive and shift gears, only the gunner can move, shoot, or dial
in the range for the main gun) you can reuse keys for each position. For
example, I have shift up and shift down mapped to joystick buttons two and
three, and since I cannot shift gears from the gunner’s position (the buttons
would do nothing) I could also map joystick buttons two and three to dial in
the range up and down. Just be sure if you do this you don't have the same
function in each position. You can also use a key combo to “shift” a function
on a button, so that when you press a button one function happens but you can
also map it so when you press another button along with pressing that button it
will execute a totally different function. This is called a key combo
and is further explained below.
Mapping Your Joystick and Keyboard to a Command Function
There are two ways to map your command functions:
either by directly moving the axis or pressing the desired key or using the
interface at the top to map by choosing the button or axis that you want with
your mouse. If one way doesn't seem to work for you, try the other. You map
simply by clicking in one of the two columns next to the command function that
you want to map. As described under 'The Command Function List' these
two columns have different properties depending on the type of command
function it is:
Single clicking directly in one of
the columns will highlight the whole function line white and there will be a
thicker boarder of white around the column that you clicked on. Doing this
performs a few different functions. First, it will highlight the key, button or
axis that the function is mapped to in that column yellow on the top window
(only if you have the top window on the correct screen for where that button or
axis is located). Second, it will allow you to choose a key or axis from the
keyboard, joystick, or mouse top screens. Third, if you click on the last
column to an axis function, it will switch the top screen to the kbaxis screen and allow you to input up there on
that screen.
Double clicking directly in one of
the columns will highlight the whole line white and that column will highlight
yellow. It will now enter in the next button press or axis movement you make.
This is used to directly input from the device you want to control the function.
Note: you cannot highlight the last column next to an axis function
yellow as all the mapping done there is performed in the top window on the kbaxis screen.
Other definitions you
will need to know:
Key Combos - A key combo is two buttons
that have to be pressed together to trigger a command function. This works in
two ways: the first way is with a vehicle command function -- you can map one
button to two different functions simply by assigning another key to the second
function to act as a “shift” key. For example, you map WEP (War Emergency
Power) to joystick button 8, and you map gear up/down to LEFT SHIFT, joystick
button 8. Now when you press joystick button 8, WEP will activate. If you hit
LEFT SHIFT and hold it while hitting joystick button 8, your gear will raise or
lower but WEP will not activate. When using this with vehicle functions, make
sure you don't have LEFT SHIFT single mapped to any other command function for
that position (also check in views or general) or just the function that is single
mapped to LEFT SHIFT will happen and not the key combo (but the single mapped
button 8 function will happen and WEP will activate). The exception to this is
with views; you can single map a look
up key and a look down key (look forward and down is look down) then map
that same look up key to act as the SHIFT key for the POV hat and of the look
up command function (look up + left, look forward + left + up, etc.). When you
hit the look up key, hold it, then move the POV hat around it will move the
view around as if you craned your head back and turned it from side to side.
This can be done with the look forward and down key and all of the look down +
functions. A key combo is shown in the function list as two keys in the same
column separated by a comma. Only buttons or keys can combined, not an axis.
Full Axis - The full range of motion of
a joystick or mouse in a left/right or up/down axis through the center (on a
mouse it is an invisible "virtual" center).
Half Axis - A half axis is just that,
half of a joystick or mouse axis. On a joystick, it is one side of a joystick
axis from center to full extension in one direction only where a full axis
travels through the center to the other side fully extended. On a mouse it is
an invisible virtual center. It shows in the interface as a plus or a minus
after the axis name; plus means right or up, and a minus means left or down
(depending on the axis that you choose). So if I mapped right brake to the
right half of my joystick's left/right motion (x-axis) it would read like this
in the function list: joystick 1 x-axis+, where a full axis would not
have the plus (or a minus). Half axes are generally only needed for left brake,
right brake, left clutch and right clutch. You can do some neat advanced stuff
with them though.
Inverted Axis - An inverted axis is
basically an axis that is reversed, so if you move the joystick or mouse to the
left, it would go right. This is usually used on an axis that moves towards and
away from you or on a slider that just seems to go the wrong way to you. In the
function list when an axis is inverted, the symbol (^) shows before the
axis that is mapped to. An inverted y axis on joystick one would look like
this: ^joystick 1 y-axis. Note:
if you single click on the function and are on the appropriate top window, the
invert check box will check or uncheck itself to show the state of the axis
that is selected. I don't recommend inverting a half axis.
Direct Input Method
To map button command
functions directly by pressing the key, simply double click in one of the two columns next to
the function you wish to map. The whole function line will highlight white and
the column you selected will highlight yellow and clear any previously saved
button or key combo. Simply press the key or joystick button you wish to map to
that function; the key you pressed will now appear in the column you
selected. You can use the Restore Keymap button to return that keymap
to the previous mapping after single clicking on the same place, then hitting the restore Keymap button.
To map a key combo to trigger a button command function, simply double click in one of the two columns next to
the function you wish to map. The whole function line will highlight white and the
column you selected will highlight yellow and clear any previously saved
button. Press and hold the first button then press the second. As soon as the
second button is pressed, the two buttons will appear in the same column
separated by a comma. Tip - I
suggest using one button as the shift button for all combos (except view
combos) and that it be not mapped to any other command function alone.
To map an axis command
function to a joystick or mouse full axis, double click only in the column directly next to the function you wish to map.
The whole function line will highlight white and the column will highlight
yellow and clear any previously saved full or half axis. Simply
move the axis along the full motion of its axis a few times. The joystick axis
will appear when it is registered. Note: if
a + or - appears next to the axis, you did not move the axis the full motion of
its axis and a half axis is mapped by
mistake.
To map an axis command
function to a joystick half axis, double
click only in the column directly next
to the function you wish to map.
The whole function line will highlight white and the column will
highlight yellow and clear any previously saved full or half axis.
Simply move the axis from the center to one side and back to the center again a
few times. The joystick axis will appear with a + or - next to it when it
registers. If you do not receive a + or - sign after the axis is displayed you
moved the axis past center and it registered as a full axis. Note: a plus sign (+) signifies right
or up, while a negative sign (-) signifies left or down. Half axes are
generally used only for tank left/right brakes and clutches (they are
independently controlled tracks) but they have some other uses also.
Mouse half axes can not be
mapped by direct input, you must use the interface
input method below.
To invert
an axis, first clear the current keymap for that command function by single clicking on the currently used axis, then using the Clear Keymap key. Choose the appropriate top window button for
the controller you are using for that axis at the top of the screen (joystick
or mouse), press the invert check box, then double click on the column next to the function you wish to map,
and move the axis. The symbol ^ should
appear before the axis; this means it is inverted. Be sure to uncheck the
inverted box or all of the following axis inputs will be inverted. To revert an axis, single click on the
function and press Clear Keymap
then re-input the axis.
To map an axis command
function to keyboard or joystick buttons instead of a physical axis or as an alternate control to a
joystick or mouse axis, refer to the Keyboard
Axis section below.
Note: If
the keymapper doesn't recognize the axis or button at
all, or the button is tricky to hit (such as diagonal on POV hats), try the
method below.
Using the Interface to Map a
Button or Axis to a Function
To use the top
interface window to map a button
command function, single click directly in one of the two
columns next to the function. The whole function line will highlight white and
there will be a thicker boarder of white around the column that you clicked on.
click on the Clear Keymap button (this is
necessary, because if there is a button already mapped it will key combo the two buttons) to clear the
mapping, then click on the either the keyboard, joystick, or mouse button at
the top of the interface so that the appropriate screen pops up in the top window
of the interface. Simply select the key or button in the window at the top of
the screen. Now choose another function to map or hit the Save Screen
button. Note: This way can be used
to remove a key from a mapping also; just single click on the function and
press the same key that is mapped.
To use the top
interface window to map a key combo to a button command function,
single click directly
in one of the two columns next to the function. The whole function line will
highlight white and there will be a thicker boarder of white around the column
that you clicked on. Click on the Clear Keymap
button (this is necessary, because if there is a button already mapped it will
key combo those two buttons, the already mapped one and the one you
pressed) to clear the mapping, then click on the either the keyboard, joystick,
or mouse button at the top of the interface so that the appropriate screen pops
up in the top window of the interface. Select the key or button in the window
at the top. Now to add the combo key, simply choose another button from one of
the appropriate three screens (by hitting the keyboard, mouse, or joystick
button). After the second button is entered the selection will automatically be
entered.
To add a key to an existing mapped key to create a key
combo, single click on the already mapped key; it will highlight as
above and choose the top window screen for the button you want to add. Just
press the button you want. After the button is entered, the selection will
automatically be entered.
Tip - I find directly
inputting the key I used for look up or look forward down (look down) in views
to all of the up and down views (respectively)
first, then choosing the joystick screen button at the top, single
clicking on each of the view functions, then choosing the appropriate point of
view hat direction. This alleviates all the fumbling with the POV hat diagonal
directions.
To use the top
interface window to map a full or
half axis on a joystick or mouse to an axis
command function, single click
directly in the column directly next to the
function. The whole function line will highlight white and there will be a
thicker boarder of white around that column, then choose the proper top interface window
button (joystick or mouse) and click on the appropriate full axis
button or one of the two smaller half axis buttons, directly to the
left of the full axis button. Remember that when using a half axis the
plus sign (+) means right or up, depending on the Axis that you
choose, and that the negative sign (-) denotes left or down (also
depending on the axis). If the function already has a mapping, press the
same axis button twice. The first click will clear the keymap,
the second click will enter the axis.
To invert an axis using the interface,
simply single click on the column next to the axis function that you
wish to map, then choose the mouse or joystick button at the top of the
interface to call up the appropriate screen. Check the invert box and then the
button that corresponds to the axis you wish to invert. If the function already
has a mapping, press the axis button twice. The first click will clear the keymap, the second click will enter the inverted axis. To
reverse this (or revert an axis), simply follow the above instructions but clear
the invert check box by clicking on it and then choosing the same axis. I do
not suggest inverting a half axis.
To map an axis command
function to keyboard or joystick buttons instead of a physical axis or as an alternate control to a
joystick or mouse axis, refer to the Keyboard
Axis section below.

Note: This
screen is still under construction and will probably change to be made more
user friendly with certain axis command functions;
be sure to check this manual again as we will update it with each new change so
that it is current with each patch release.
A keyboard axis (also known as a virtual
axis) uses joystick or keyboard buttons (or both) to mimic a mouse or joystick physical axis. It can be used, in conjunction
with or instead of a physical axis.
There are multiple ways to map on this screen and you can even choose
more than one way as all of the three different mapping methods will function
together if you use different keys. You need to find the one most comfortable
for yourself, as every person has different tastes in control. On some
functions some ways to map work better than others.
To access, view and edit the values for this
screen, single click on the LAST column next to the axis command function you wish to map (when you
click on that last column, the top window will automatically switch to the kbaxis screen). The rest of the mapping is
done with the text boxes on the screen in the top window. Note: unless
you choose an axis command function,
you will not be able to enter or see any information mapped on this screen.
To enter the appropriate keys, or joystick buttons,
double click on the appropriate white
box next to increase, decrease or any of the percentage boxes (but not the
"% per keypress" or "% per
second" boxes) and it will highlight yellow. Press the key or button on
the joystick you want to map to that setting.
Single clicking on one of these white
boxes (but not the "% per keypress" or
"% per second" boxes) will grey it out and allow you to use the
middle interface buttons on that box (such as the clear keymap
button).
To enter values in the "% per keypress" or "% per second" boxes, single click and type in the number,
then single click on a neutral spot on the interface to enter the number or
choose another box. Note: if one of the other boxes is greyed out, it will prevent you from entering a number.
Other notes: You can freely use the top
window interface buttons without losing your keymaps
or the ability to enter in the kbaxis screen as long as the axis command function is
highlighted in the bottom screen. You cannot currently use key combos
and can only directly input the key or button.
Now there are three different ways to control each
of the (currently) four different axis types with the buttons or keyboard keys.
You can use all three methods plus a
physical axis to control the axis command function and each will pick up where
the last one left off (well, in the case of the joystick it will jump to where
the joystick is at when it is moved). First we will go into the different
control methods.
Note: I don't recommend mapping the
same keys between each method of control (such as using the exact same keys for
discrete and continuous, this is unsupported).
Discrete Keyboard Axis
Discrete is just one keypress per movement and each
movement is exactly the same percentage no matter how long you hold the key
(unless you use third party software or something similar that allows joystick
buttons to be assigned to keyboard commands, and some sort of repeat keypress function is applied by mimicking the pushing of a
button several times).
Increase Key - Pressing the key you
define here adds the percentage defined in the % per keypress
box once with each keypress, depending on the
direction of the axis you mapped this to, it is either increase, right, or up.
Decrease Key - Pressing the key you
define here subtracts the percentage defined in the per keypress
box once with each keypress, depending on the
direction of the axis you mapped this to, it is either decrease, left, or down.
% per Keypress - Sets the percentage that the axis moves with
each keypress. It is the percentage of the total
length of the axis, so 25% would be one/quarter of the whole axis. Note: Not all axes start at 0%, see
below.
Continuous Keyboard Axis
Continuous moves the axis with two modifiers: one is how long you hold the
key down for which modifies the percentage you set (which is the other
modifier). The percentage is calculated the same as it was with discrete so
let’s use 25% again. Continuous will swing the axis 25% of its total length if
the button is held for exactly one second. So if you held the button for 2
seconds, it would move 50%.
Increase Key - Pressing the key you
define here adds the percentage defined in the % per second box for each second
that the key is held, depending on the direction of the axis you mapped this
to, it is either increase, right, or up.
Decrease Key - Pressing the key you
define here subtracts the percentage defined in the % per second box for each
second that the key is held, depending on the direction of the axis you mapped
this to, it is either decrease, left, or down.
% per Second - Sets the percentage the
axis moves when an increase/decrease key is held for one second. If you press
the key for half a second the percentage moved is halved, if held for two
seconds the percentage is doubled and so on. This moves the axis smoothly but
is hard to center on some axes. Note:
Not all axes start at 0%.
Absolute Keyboard Axis
There are three different ways absolute axes work when you press a button defined here. Its
properties differ for different axis command functions:
Gas, throttle, wing control surfaces, and flaps - The keys defined in the percentage boxes will
move the axis to this percentage of the axis instantly and it will remain there
when the button is released. Gas, throttle, and flaps start their axes at 0%,
meaning this is their “off” or “no effect” state (flaps fully retracted,
throttle closed, gas pedal not pressed and 100% means that their effect is
fully applied). For wing control surfaces it is different; 50% is their
centered or “no effect” state (the surfaces swing in two directions and only
when centered do they not effect flight) so 0% and 100% would now represent
direction (left, down, right or up) with 50% being center. A surface that
swings left to right, such as the rudder (yaw), means 0% represents full left,
50% is centered, and 100% is full right. One that moves up and down, such as
the elevator (pitch), means 0% represents full down, 50% is centered, and 100%
is full up. the percentages in between 50% and either 0% or 100% represent
different positions between the center and fully to one side.
Brakes and clutches - The keys defined in the percentage boxes will move
the axis to this percentage of the axis instantly and hold it there until you
release the button -- it will then no longer apply any effect. Note: This is not currently functional
on clutches. Both of these start at 0% which is their “no effect” or “off”
state (pedal not pressed at all) and 100% represents their effect fully applied
(pedals pressed all the way).
Turret elevate/traverse, at gun
turn/move, and steering - The keys defined in the percentage boxes will move the axis
at different speeds and direction while you hold the button, and stop when you
release it. The way this function behaves is similar yet different than wing
control surfaces. Because the percentages boxes for wing control surfaces
represents direction and where the axis you are controlling is positioned --
for turrets and such -- the percentage boxes mimic a joystick
(representing direction and speed of
movement in that direction), with 50% being the center of the joystick, and 0%
representing moving your joystick all the way left or down (depending on the
direction that the axis function moves) and 100% representing moving your
joystick all the way right or up (again depending on the direction the function
moves). The percentages in-between represent relative speed, sort of like moving
your joystick just a bit in either direction. A button mapped in the absolute
60% box to the “turret traverse” function, which turns the turret left and
right, would move the turret to the right slowly while that key was held and it
would stop when the key was released. If the button were in the 0% box,
pressing the button would move the turret as quick as it can go to the left. Note:
It's a good idea to keep the two keys you would use for direction on percentage
boxes the same percentage distance from 50% but on either side of it, so that
they travel the same speed in the other direction. You can map two pairs of
keys for different speeds of movement if you want.
Note: Currently, releasing the key so
that the function stops moving isn't working on the atgun
turn/move or steering functions through the interface at the moment.
Suggestions, Examples, and Further Explanations of the Keyboard Axis
Below all of the pertinent axis command functions
and how they work are separated into the three different keyboard axis methods:
Gas, throttle, and flaps - These functions
start as 0% (which would be no throttle, no gas, and flaps fully retracted) and
can move in increments to 100% (full throttle/gas, flaps fully extended) in a
straight line. You can use all three ways of control (discrete, continuous,
and absolute) with these functions
except that using continuous doesn't work very well for flaps. On these
functions when the key assigned to an absolute percentage box is pressed the
axis moves to that percentage open and stays there after the key is released.
Pressing a key in the 100% box would extend the flaps to their full position or
open the throttle all the way, and pressing a different key mapped in the 0%
box would retract the flaps all the way or cut off the throttle or gas.
Discrete would extend or open the throttle in percentages per one keypress, while continuous will move smoothly depending on
how long you hold the key down.
Brakes and clutches - These functions
start as 0% (which would be no pressure applied to the brake or clutch pedal)
and can move to 100% in a straight line (fully pressing the pedal as far as it
would go).
When you only need to enter in one key
to the absolute box to get a similar effect you hold the button that is mapped,
then the pressure is applied to the brake (based on which % box you choose)
while you hold the key. When you let go of that key, the pressure is released (only on these functions does absolute
behave that way when you release the key it returns the axis to 0%, and it
currently is not working on the clutches through the keymapper
interface). When you use the absolute boxes if you want you can set up a
totally complicated way to brake or clutch that is more precise but uses more
buttons, or you can just use one key to get nearly a similar effect by holding
and releasing the button. I find that as long as I use the key properly, it
works well...
Wing control surface functions (such as
trim and yaw) - These axes are different from the above axes in the fact that they
start out at 50%, which means they are “centered” and at neutral not affecting
the flight of the aircraft. They can move 50% in either direction from center
(so 0% would be all the way to one side and 100% would be all the way to the
other side, with 50% being the center where the axis has no effect). Continuous
and discrete work pretty well, but you shouldn't enter in a number over 50%
because that's the farthest it can move in one direction from the center. Say
you set 25% per keypress (25% of the entire axis
which means it would move in quarters), which would just require two keypresses of the increase key to swing the surface to the
full right or up (depending on the axis) from where it starts at center, and
then would require 4 keypressess of the decrease key
to swing the surface to the full left
or down (depending on the axis) past the center. This works as starting out at
50%, adding 2 buttons at 25% -- that makes it 50%+ 50% which equals 100% (if
center is 50%, then that mean 100% is full right/up) then we subtract 25% 4
times (each keypress of the decrease key), and that
brings us to 0% or full left or down. If we had just pressed the decrease key
twice from full right/up the axis would be at center.
Now with continuous, this action is
much smoother because the amount of time that you hold the key also effects how
much of the percentage you set as a modifier gets applied, where with discrete
it is just one keypress per movement and each
movement is exactly the same percentage no matter how long you hold the key.
Continuous moves the axis with two modifiers, one is how long you hold the key
down, which modifies the percentage you set (which is the other way). The
percentage is calculated the same as it was with discrete, so let’s use 25%
again. Continuous will swing the axis 25% of its total length if the button is
held for exactly one second. If you held the button for 2 seconds, it would
move 50%. Since the axis starts out at 50%, in 2 seconds of holding the
increase key the axis would hit full right/up (it's pretty fast) and then to
get from there to full left/down it would take 4 seconds of pressing the
decrease key. Now if we had only held the decrease key for exactly 2 seconds it would return to center but it would have to be
really exact to get it to be perfect and not affect your flight in any small
way. So what you can do is use the absolute percentage fields to set a third
key to center the axis perfectly. Since 50% is the centered position, use the
50% absolute box. This can be used with either discrete or continuous functions
as a centering key. The absolute fields work like throttle, gas, and brakes
where it will move the axis to that percentage of the axis' position. When you
release the key, the axis will hold there, but any percentage above 50% (center
or no effect) is to the right/up of center and any percentage below 50% is to
the left/down of center (where on the above axes functions like gas and brake
0% is no effect).
I haven't found a use for any other
percentage box but the 50% box as a centering key. I generally set my trim to
1% per keypress, 2% per second (two different buttons
for each keypress) and the same centering key for all
three trims so I can “zero” them out in combat situations). If I am not using a
joystick axis for yaw (also called rudder) I map two buttons to about 5% per
second and also set a third centering key at the 50% percentage box (it gives
me the smoothest control and a way to instantly have the rudder apply no
effect).
To see what percentage works for you,
go to offline mode, use the external view mode and position the camera so you
can see the rudder swing back and forth clearly when you use the buttons. then
experiment with the percentages in the per second field to find something
suitable for yourself.
Turret elevate/traverse, at gun
turn/move, steering - Now these functions react totally different for the most part than
the above type. These functions rely on direct joystick style input (which is
mimicked with absolute) where the farther you move the mimicked “joystick” axis
from the center effects the speed at which it turns or moves in a direction.
This is similar to the way that wing control surfaces are used, but 50% here
means the “joystick” is centered (no effect), not the turret or such on the
tank. Above 50% would still be to the right/up and below 50% would be to the
left/down, but the increments above and below do not reflect the position of
where the turret is or such but how fast it MOVES in that direction. It’s the
same as on a joystick -- you move the joystick a little bit to the right and
the turret would move slowly to the right and if you moved the joystick all the
way to the right then the turret would move quickly to the right. Now we apply
that idea here, and the “joystick” center would be 50%; 60% would be like
moving the “joystick” physically 20% from the center to the right*. 100% would be like moving the “joystick” physically all
the way from the center to the right. 40% would move the turret slowly to the
left/down, and 0% would move the turret as fast as it will go to the left or
down (direction depending on the axis function you choose).
Now with that firmly in our heads, we
can try to map to the keyboard. First off, don't even bother using discrete or
continuous, they will simply not function well trying to control these
functions. Absolute works differently with these functions than with the above,
and it actually sort of works like the brakes do combined with the direction
style of wing control surfaces. You press a key mapped to any percentage box
besides 50% (no effect) and it will move as long as you hold the button and
will stop moving when you let go of it; which percentage box the key is mapped
in will determine the speed and direction that the turret travels. You need to
map two keys in the absolute percentage boxes and make sure they are of equal
percentage away from 50% (if you map the 70% box for one direction, use 30% box
for the opposite direction, this just keeps both directions moving at equal
speeds). So say you want to map two buttons to turn the turret slowly to the
left or right, simply choose the turret traverse axis command function and
click on the last column, then in the kbaxis screen that appears in the top interface window,
place the key you want to move the turret to the right (say RIGHT ARROW) in the
60% absolute percentage box and the key you want to turn the turret to the left
(say LEFT ARROW) in the 40% absolute percentage box. If you wanted it to move
quickly, you would use the 0% and 100% absolute boxes. You can also map one set
of keys to the 40% and 60% boxes and the other set to 0% and 100% boxes. Don't
forget to set the UP and DOWN keys in the “turret elevate” axis command
function as well. Note: Currently atgun
turn/move and steering cannot be set properly through the interface. Mapping
anything to 50% just means that button will stop the turret from moving.

* I know that's confusing, but since you are dealing with only one
direction here you don't start counting the percentage the physical axis at
50%, you start center at 0% and count to 100%. To accurately reflect where the joystick
axis is in relation to the center from one side, you double it. So adding 5% to
50% (no effect) is the same as moving the joystick 10% to the right/up from
where the joystick is centered to full right. The scale is halved with the
percentage box, because all axes start from 0% to 100% with 50% being the
center, where normally a joystick would start at -100% (left/down) and go to 0%
(center) then to +100% (right/up) but in the scale provided to you by the code,
it goes from 0% (left/down) to 50% (center) to 100% (right/up), so you need to
halve it for the code. To select a 10% movement, you add/subtract 5% from 50%.

The graphic above shows a movable cursor for
joystick sensitivity. The user moves this cursor with the mouse.
The left boundary of the cursor (the dead band) is
where the input for the joystick will take effect. The right boundary (the full
band) is where the input for the joystick will end. The joystick values are
-1000 to 1000. We are displaying 0 - 1000, but this is mirrored on the negative
side as well. So, a dead band set at 50 will also be set for -50.
Since joystick input is updated continuously, even
at rest, a dead band is set as a limit to reach before providing joystick input
to the game. The top slider will set this dead band. Likewise, the lower slider
will provide the full band, where input will be maxed out. Both dead band and
full band settings are displayed in the text boxes associated with each slider.
The curve created by moving the joystick
sensitivity cursor shows how the joystick inputs will be emphasized based on
the current input.
World
War II Online allows these settings for up to 4 separate
joysticks and for each axis control. A user can specify a particular joystick
dead band/full band/sensitivity for one axis, and change this for another axis.
The reset button will reset all values for each
joystick/axis to 0.
·
·
June
6, 2002 (v1.64) – New section added.