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Posted

Hi there,

Been trying to change my control keys to how they are similar to Train simulator. I'm unable to bind decrease brake key to ' as it thinks that's push to talk which is bound to `. And also when i change a key, and try change it back, it still thinks its bound to that key so i can't re-change the key. 

I'm unsure if there's a way to manually change this via a file? 

Kind regards

  • SIMRAIL Team
Posted

If I'm reading the code right, keys for push to talk, player list, cameras and hide parts of UI can't be reused. But freeing any other key, not listed there, and reusing it, causes hang up on my side, so something is evidently wrong.

Keybinds are kept in

user\AppData\LocalLow\SimKol\SimRail\buttons.conf

 

  • Like 1
  • SIMRAIL Team
Posted

After adding missed keys it no longer hangs on me, and allows to rebind push to talk too. Just remove that key, apply changes and only then try to reuse it. It won't allow you to swap keys is single operation.

Posted (edited)
On 12/14/2022 at 4:44 AM, Puncake said:

Hi there,

Been trying to change my control keys to how they are similar to Train simulator. I'm unable to bind decrease brake key to ' as it thinks that's push to talk which is bound to `. And also when i change a key, and try change it back, it still thinks its bound to that key so i can't re-change the key. 

I'm unsure if there's a way to manually change this via a file? 

Kind regards

There is a weird issue changing controls. What I mean is - say you have your horn bound for "H", and you change it to "/". Than, you want to rebind the Push-to-talk function to "H" key, the game will give you an error saying that the "H" key is still in use by horn. After you have bound the horn to "/", you have to click "Apply" on the bottom of the screen, than the game will let you finally use the "H" key. Weird, I know. Took me a minute to figure out too. Very annoying at first. As Stele mentioned above, it won't allow you to change controls in a single operation.

Edited by TheShotte
  • SIMRAIL Team
Posted

Should be fixed in a patch tomorrow (assuming someone at the offices runs a build tomorrow). 

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