This is a good discussion that we've started. Way back when, we didn't have menus (or scripting), so every function had to be accessible from the keyboard (and all the assignments were hard-coded in C++ to boot).
I think that we need to take a few steps: 1. Come up with a prioritized list of functions that should have global keyboard assignments (e.g. switch view, lower flaps, raise gear, etc.). 2. Decide on a block of keys to be set aside for per-aircraft key assignment. 3. Agree on a useful set of core bindings for the remainder, which no model should touch. This will be not be easy, but it will be very beneficial. There should be some logic to it, e.g. function keys used for one kind of thing, alphabetic for another, etc. As people have noted, a lot of stuff currently assigned to keys should move to menus and dialogs. 4. Provide a GUI for a user to change keyboard assignments while the sim is running and to save the changes. The user's local changes should override everything else, including per-model assignments. (If we're really sophisticated, we could let the user make his/her own per-model assignments.) Anyone game to start? Does someone already have a first draft of a prioritized function list? All the best, David ------------------------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ _______________________________________________ Flightgear-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/flightgear-devel

