CodeGroup Joystick and Remappable Keys 7-25-2017
Written and Edited by: MarkEAW
This document is to aid you in setting up and knowing the new functions added to the independent build of EAW v1.28 and up. It does not include the FXEXE or the official stock v1.2 information. Please see my Joystick and Remappable Keys Help Document for the introductions to setting up your controllers in EAWv1.2 and above.
This section is to help start you off with the more advanced configuration of the independent CodeGroup's coded controller support.
Lets really get started by reading this section.
1) For the setup of your external throttle or rudder pedals, if you have confirmed already that your primary controller is working properly in game, Install and Connect your Throttle stick and/or Rudder pedals as directed by the manufacture. (If your troubleshooting only plug one or the other in for now).
2) Find out where your Throttle or Rudder Pedals are on the list in Windows and write it down. Device ID2 (and ID3 if you plugged all three in) is where it should be at, with again, your primary flight stick should still be the preferred Device ID1. If not move your flight Joystick to ID1 (first on the list/work with older game option).
3) Load up the game and go to "CONFIGURE GAME" > "CONTROL". You should be on the
'Controller Setup' Screen. There you will see the first four lines, make sure
there all moved to the left most setting. The Joystick is assigned for Flight
Control and Rudder is Rudder and Throttle is Throttle, Camera is Mouse.
4) Goto step 3 and see if any of the control options are grayed out. If everything worked out then you can fly to see if your controls are responding correctly. If any are grayed out then you need to fiddle some more with the eaw.ini Controls section to match to the Windows List.
Here are some technical details that are helpful in troubleshooting, in no particular order.
Joystick Types Known To Work:
Erratic View Changing Automatically:
Crash To Desktop, FF:
Win2K/WinXP and TARGETING Keys:
Fast Computers and Mouse Click Selections:
*For further troubleshooting continue reading this document from top to bottom...
In the CodeGroups v1.28 versions and up there are a few new entries in the eaw.ini. Here are three of them at their default value settings. Please see my CodeGroup Inside The EAW.INI Help Document for more information on these three settings.
Device and Ports
Note: However be aware you still can not assign buttons from within the game to the extra sticks, only the Stick buttons of the primary Device ID1 can have in-game assigned buttons. If you are using another 'controller' with buttons, like a separate throttle which has buttons on it, then you would need special software from the company that has provided your throttle to assign buttons on that controller.
*The Windows Controller List Number apparently is actually not shown in Windows at all, you just have to count from the top of the list as 1 and the rest follow. So far for most players, this has been a trail and error adventure to assigning the correct numbers for the devices they use... Part of the problem is that it's hazy regarding the relationships between the 'Device# Port' = value and the Windows value. But the community programmer that designed EAW to support the two extra devices (three total) says that Device# Port= 'Windows Controller List number'. You be the judge. If you can provide any clarification you figure out between the information I have provided in this document and what you discover, please contact me.
Since with EAWv1.28e+ you can have up to three different controllers. To get
them working you need to find out on what position in your personnel Windows
Controller List your wanted controller devices are placed. Since many people use
Gaming devices other than standard controllers, such as a gaming USB mouse, or a gaming
USB keyboard etc alongside of the wanted standard Joystick, Throttle or Rudder
controllers, the number (position in the Windows List) even might be 3, 6 or 8.
If so, the EAW.ini entries must be set to Device# Port=3, Device# Port=6 or
Device# Port=8 for an example. If you plug in just the stick and start with
"Device1 Port=1 / Stick Device=1", if this doesn't work, try "Device1 Port=2 /
Stick Device=2" and so on. Maybe you can find the true position of each device.
In the modern EAW INI file you will see a segment listed under [CONTROLS], such as the following:
In this example below, only one Joystick (the MSSWFF2 Stick) is equipped with
built in Throttle and Twist Handle (Rudder).
Since they are on the same
physical controller (In Windows, Device ID#1), same with the POV Hat, it uses
the default settings. Device2 and Device3 do not exist, so they are ignored.
If you switch Device1 to use your secondary controller on port two, then that controller becomes primary, thus the 2nd controller's buttons should now work in EAW without the need for external software. However the Device2 controller on port one will not be able to have the buttons assignable within the game. The configuration listed below just moves every function to the 2nd controller as if its primary.
The configuration below leaves the primary on port 1 , Device2 is the Throttle Controller, Throttle Device= confirms this and indicates to use Device2 on port2.
Below we use a USB Logitech Extreme 3D Joystick (which is a fairly standard Joystick) with a USB Saitek Pro Flight Rudder Pedals. The Rudder Pedals are the 2nd device (plugged into port 2) shown here and is not part of the primary Joystick, so its set to Device2. While the Throttle still remains on the primary Joystick; both set to Device1 , Port1.
Below we use a Logitech G940 HOTAS flight package (which is fairly unique). This package has Stick, Throttle and Rudder Pedals.
For EAWv1.28(I think) and up, the code was changed to default to 4. The range is from 0 to 20.
If you use different custom FMs sets (a group of plane parameters modified by the same persons), you will find that every time you fly with a different set of FMs it may be difficult to adjust to them. This is because they each have their own handling characteristics and each FM set responds differently to control inputs. This can also be an issue from plane to plane. Meaning you may need to adjust this sensitivity per plane, every time you change planes. (Note: it's possible with the newer source code modified games to use a mix batch of FMs, so this becomes even more important).
(see my black and white eaw-quick-ref-key-sheet.png for the default key locations used in v1.28e+).
With the fire/trigger button you can shoot the MG´s(1st gun group), with one of the buttons left next to the hatswitch you shoot the 2nd guns (cannons in German planes), with the button below the "2nd Guns button" you can use as Additional Guns(if available), gunpods for example. This also works with the P38, P39, P47 etc and helps to save ammo. Other weapon types such as Bombs/Rockets/Torpedo's you can release with a button on the stick base.
(2 fire buttons, one additional gun select button) would be historical correct and is very handy. With just three gun buttons, its not possible to shoot all guns together, at least not in a historical correct way.
Using a Logitech Wingman Extreme 3D Pro (6 buttons at the base, 5 buttons at the grip + hatswitch).
FIRE ALL GUNS=SPACE
*The ADDITIONAL GUNS BUTTON SWAP switches the function of ADDITIONAL GUNS ON/OFF to "Fire Third Guns".
The ADDITIONAL GUNS BUTTON SWAP switches the function of ADDITIONAL GUNS ON/OFF to "Fire Third Guns". This feature is is needed in Planes with three different guns, that normally don't get used together. For an example the FW190F8 with MK103 gunpods to attack tanks. There is no need to shoot the 20mm together with the 30mm, cause the 20mm will not have good results on heavy armored vehicles. Similar with the P39 and its big cannon or the He219 etc. You probably won't use this feature that much, but in some planes its useful and historically correct.
A Version Note;
For EAW v1.28 and above, you can adjust the head turn speed by the newly added "snapview speed=" value in the eaw.ini, (some people complained that the default snapview head turn speed is un-naturally fast, this can get slowed down now.)
*cockpit toggle (switches cockpit off so you can see without the cockpit being displayed, allows you to see more.) In EAW v1.28 and above, the new higher Pilot Skill Difficulties will not allow this.
*In EAW v1.28 and above, the check six snap view was changed into a more realistic one; the back of the pilot seat is now present. So now to get the "mirror like" check six view (where there is no chair in the view) you need to press snap view rear (default Numpad2) followed by the cockpit on/off (default Numpad DECIMAL)). If the new Pilot Skill Difficulty allows it. The more historical option is to 'fishtail' side to side to get a decent 'rear view' without toggling the cockpit off. To fly without frames and rear plating is a real immersion killer. Most real world WWII planes didn't have a mirror.
This section of the document is to provide information about miscellaneous
(added in EAW v1.28d)
When you start a mission, WEP is ON by default when a plane is equipped with it, meaning you can use all the rpms the plane has to provide. WEP will give you 10% more rpms of boost power when you increase the throttle to the max.
If the engines come close to or does overheat you can turn WEP off with the THROTTLE 100%=SHIFT EQUALS [SHIFT =]. This will reduce the amount of rpms you can use at full throttle, they will no longer max out in normal flight, keeping the engines from overheating. To turn it back ON use [SHIFT =] again and you can use those increased rpms at full throttle.
Here's the Mouse buttons;
If the engine is running but still cold, you need to increase power smoothly, otherwise the engine will take damage. The engine can over-cool in a long dive with reduced power, be careful with the throttle afterwards!! Jets need a smooth throttle hand between 0 and 60% throttle, no matter how hot the engine is. If you move the throttle too fast, the turbine can catch fire.