Why don't you let the joystick buttons stay as joystick buttons? I thought maybe it was so you could give them a name in the x52 display, but it looks like you can name a button press without having to map it to a key.
The reason I bring it up is because there's a few bindings that have multiple keys bound. Specifically, the UI Panel bindings use both arrow keys and WASD, and the UI Panel tabbing uses q and e as well as g and b. This conflicted with the HCS Voice Pack multi-crew profile's ability to import the keybindings and thus messed with it's ability to track the UI Panels and keep it's state aligned with the game. For example, you'd tab a panel over with the x52, which sends 'g', but Voice Attack was listening for the 'e' button instead and wouldn't detect it.
The HCS Voice Pack profiles are set up to understand both keyboard and joystick bindings, but it gets tripped up if two keys are bound to the same action because it has to pick one of them to use.
Why don't you let the joystick buttons stay as joystick buttons? I thought maybe it was so you could give them a name in the x52 display, but it looks like you can name a button press without having to map it to a key.
The reason I bring it up is because there's a few bindings that have multiple keys bound. Specifically, the UI Panel bindings use both arrow keys and WASD, and the UI Panel tabbing uses q and e as well as g and b. This conflicted with the HCS Voice Pack multi-crew profile's ability to import the keybindings and thus messed with it's ability to track the UI Panels and keep it's state aligned with the game. For example, you'd tab a panel over with the x52, which sends 'g', but Voice Attack was listening for the 'e' button instead and wouldn't detect it.
The HCS Voice Pack profiles are set up to understand both keyboard and joystick bindings, but it gets tripped up if two keys are bound to the same action because it has to pick one of them to use.