EasyManua.ls Logo

Grid MPX - LED Functionality and Priority Rules; Basic LED Rules and Priority Stacking; Overview of Available LED Functions

Default Icon
20 pages
Print Icon
To Next Page IconTo Next Page
To Next Page IconTo Next Page
To Previous Page IconTo Previous Page
To Previous Page IconTo Previous Page
Loading...
15
| | 15 20 20
Here are some basic rules:
- Each LED can have up to 3 functions with different behaviors.
- Functions are stacked where Function 3 is lowest and Function 1 is highest in
priority.
- Any LED with an ‘alwaysOn’ behavior should be used with ‘Function 3’ in case of
multiple functions on one LED.
- The visual representation of the wheel prefers to show functions which feature an
‘alwaysOn’. If it doesn’t find an ‘alwaysOn’, it will display the first non-black color.
You can see very quickly how the settings behave, just by looking at an
existing profile. One thing to note is that it is good to know what is expected of you
with some functions. After providing that information, we will go through some
examples:
- alwaysOn
This function is always active, unless another function temporarily
overrides it.
- carWarning
This is currently only a low fuel warning. This will be expanded later.
- drs
This has multiple options which you can divide over multiple LEDs are all use
in a single one. Upcoming, available and on are the three stages of this
function.
- flag
This function will be executed while a flag is waved.
- pitLimit
This function will be executed while the pit limiter is active.
- revBar
This function is your typical way of controlling RPM LEDs. A percentage is
given per LED.
- spotter
Depending on your sim you can light up LEDs depending on the
position of an opponent.