Well, I knew they didn't work in "career" scenarios -- another reason not to like them, but I hadn't thought of some of the fancy engine controls conflicting with them. I just checked the manual of the player engine I'm using and the only CTRL+Shift combination it uses is the standard CTRL+Shift+C for manual coupling. That doesn't seem like a combination that would interfere with the AsyncKeys, but perhaps . . .
The fact that AsyncKeys doesn't work in career scenarios suggests that RSC did not want players to be able to manipulate velocity in them so as to get around the tight time schedules typical of those scenarios, but it seems strange that they would disable a system that they invented . . . or does it? Perhaps whoever came up with the newer engine controls didn't know about AsyncKeys?
Another mystery that will probably never be solved
