#DKS issue: keys stay activate after full release, or same key double active.

1 messages · Page 1 of 1 (latest)

ornate valveBOT
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reef mason
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DKS issue: keys stay activate after full release, or same key double active.

hoary glade
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Is this active or not?

reef mason
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Sorry, I tried to delete the post, but kinda failed.

It seems the problem was solved by configuring the DKS keys differently

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@hoary glade can I ask you a question about DKS configuration? related to the issue I had?

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I have it set up like this now, without keys getting stuck etc. so working ok

reef mason
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But ideally, I'd like to have it like this. So that the 2nd key activates sooner, when I start to release. The problem, I discovered, was that when half-releasing D, and repressing it. D would not activate again. That would be ideal, do you know how to get that result? Rapid trigger seems disabled for DKS keys.

hoary glade
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Why not add another binding for D between point 2 and 3?

reef mason
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Like this? will try

hoary glade
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Yes...

reef mason
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whoah, it seems to work. I woulda never thought of that

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I doesnt make sense to me, but it works like madgic

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thank you 🥲

hoary glade
# reef mason I doesnt make sense to me, but it works like madgic

The holds are continuous and 1 & 4 and 2 & 3 dependent to each other. Meaning 1 can only be triggered if the key was fully lifted before, like it happen when you reach 4. Because they are continuous if you have it on 1 to 3 like in your example the registration can't reenter the activation state in-between on 2 and you need to reach 4 again. By creating two sections with 1 & 2 and 2 & 3 you can mitigate the continuous limitation.

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This would be the clean approach for what you want:

reef mason
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I see, with the explanation it makes sense why it's made like that

hoary glade
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I totally forgot that this is possible these days. Back in the day the UI didn't allow that and would just make a continuous hold and so combine the two sections. Luckily these days this is possible.

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Back in the days you need to do this to get around the UI limitation and this is basically the same as I recommended before.

reef mason
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Yes indeed. Not sure if it's documented somewhere, and I missed it? the content I found was more general, didnt go into the details like this

hoary glade
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For the example here it doesn't matter if 1 only goes to 2 or 3 because of the second part of D in the firth row the result would be the same.

reef mason
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Yes indeed, the D actually has 2 seperate actions, it just split into 2 lines (or not)

hoary glade
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Think of it in an event based manner. The keyboard basically only see the events happen at the four points.

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For a hold only the start and end matters, so can't jump in-between. This is intended and if you want that you only need to split them up into their sections.

reef mason
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got it!