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Afterburn

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Everything posted by Afterburn

  1. W7x64 Pro. Should have gone with Home Premium...pro has had no use to me, and I consider myself at least enthusiastic, if not power user... I just had XP Pro & figured 7 Pro was the right way to go... :doh: As is frequently the case, I digress, though.
  2. Solution: I recently plugged in a racing wheel. Best I can figure is it was supplying alternate inputs that DCS was interpreting in a funky way. Unplugging the controller solved the issue. I imagine deleting the assignments would be equally fruitful.:music_whistling: Thanks PeterP for you rapid responses!
  3. I'm using an old Saitek X36 HOTAS (still works great after all these years) with X, Y, and RZ assigned to roll, pitch, & yaw. Slider 1 is collective, slider 2 is wheel brake, and RX is throttle. I'm not sure of the time line but I've been adding more and more to my GP-Wiz40 controllers through Helios. I'm pretty sure I had Helios integration before this issue started, but I experimented with gauge output to a second monitor around the time this issue occurred. I used a second profile for the gauge output, and have since reverted back to my original profile within Helios. Reinstall? Anyway I'm in the US, so turkey calls...time to eat. Thanks!
  4. Edit: Solved - see my post #5 below. I have the Steam version of BS1 v1.0.2 (haven't upgraded yet). I used to use the trimmer to a great extent. It allowed my deflection of my non-ffb stick to be minimal. Now the cyclic does not trim, but the rudder does. Also I have "central position trimmer mode" checked but the rudder instantly jumps without returning the rudder to center (as if that mode is not checked...I think...) I've attached a track. You will see me first try to trim the cyclic to no avail, then trim the rudder (notice the jump immediately after the trim), then attempt to trim the cyclic again. :helpsmilie: trimmer issues.trk Also, I'm using Helios for some GP-Wiz controllers but not for any HOTAS commands (trimmer is on my HOTAS and assigned in game).
  5. Nor am I an expert but from my experience in the controls field (all sorts of 4-20ma inputs/outputs) and my engineering background I seem to remember that amps = amps anywhere along a series circuit. It's the voltage drop that changes in a series connection. If you set a sensor to drive 20ma through the controlled loop, the electrons will move at that rate at any point in the series circuit. Each device on the circuit will drop the voltage along that wire. Conversely with a parallel circuit, the voltage will be identical along the parallel nodes but the amperage will vary as a function of resistance along each path. :smartass: I don't have any LEDs to test or I would...anyone with hands-on experience on this question?
  6. Not sure if this applies, but I use an ON-OFF-(ON) switch (real cheap) for the Off ON MENU switches. Through the LUA file you can assign the [toggle] button "down" to be OFF and button press "up" to be ON. Same with the MENU [momentary]. "Down" is MENU, and "up" is ON. This behaves the same way any other ON-OFF-ON switch would work in game. I believe it's easily completed in HELIOS, as well, if you don't want to dig into the lua. As far as the casting of the knobs, I either would like none or only a select few, making it less practical on a cost of production standpoint. Great idea, though, for the full-pit people!
  7. The RJ-45s are indeed for additional enclosures. I have the EEP power panel (with a couple other functions) attached remotely to my first controller (pictured above). This made it easy enough to transport if need be. My second controller has functions for fuel flow, LASTE, APU, and some other misc functions with the AHCP attached remotely. (sorry for the slight hijack...:music_whistling:)
  8. Many thanks for the replies! For a bit more info, I have all my switches working in a-10, including 2 & 3-way toggles, rotaries, etc. That seemed easy enough (and I also used that specific video for inspiration...thanks tigersharkbas!) When I got into the toggles for Black Shark, I discovered many have guards to open before the toggle will actuate. Without having a microswitch on each physical cover (seems a bit extreme), how would one flip a single toggle up and have the game interpret this as battery 1 cover open, battery 1 on, battery 1 cover closed? Maybe I'm over-complicating... I have no idea where to configure macros as I'm using a GP-Wiz40 that acts as a joystick, not a keyboard controller. I assume many, many people have cockpits for BS and very few have the guard covers modeled with physical mappings, so this should be super easy...I'm just relatively inept at this stuff. Also, I've never fussed around with Helios...could that be my solution? I've always just dealt with the lua files myself.
  9. I was so excited to supply my aid I forgot to read that you wanted completely realistic looking switch covers :doh:. Oh well, but for those who may be looking for good enough [for me at least], here's what I got: Switches were sourced from Digi-Key. I used the 360-2351-ND for the 4-position and the 360-2350-ND for the 3-position switch. I also used the 360-2366-ND for the black knobs, 21mm high. I found the prices to be fair and selection vast. FYI, I did not purchase the toggles there... I purchased the CMSP mode switch from RadioShack prior to figuring out anything. It was a test run, and was a 6-position switch. I just soldered the last two positions to "auto" in case I clicked it too far, and stuck with it. It's worked well so far. Also, word of the wary...make sure you have enough inputs for ALL of the positions for the 4 & 5 terminal switches. I tried to skimp by having one position "null" with no connection, and the programming didn't work well at all. You can get away with the steer point (3-pos) having only two conductors (plus ground). The middle position will be null and the programming works fine (if any of that made sense). Hope all this helps!
  10. I did some searches on the forum and can't find an answer with regards to BS. I have a "pit" with a bunch of toggles and momentary switches designed for A10. I purchased BS a while ago but just now installed. I want to assign a toggle (when flipped on) so it flips up the guard in game, turns on the switch, and flips the guard down, similar to the battery switches on start-up. Any way to do this using a single toggle? Thanks!
  11. I played around with HIDMacros briefly, and the answer from their help file seems to be < or > for left or right. So, for example, I used <^s which sent left-ctrl+s. Seems to work well. _Excerpt from HIDMacros Help:___"Modifiers + ^ and % can have < or > before them. Then code for left or right key is used."_________________________ My issue with HIDMacros, and this may just be the nut behind the HOTAS, but it seemed to work when assigning key presses within DCS options menu. Once in sim, however, the results were erratic at best. I think there was a thread relating to the fact that DCS captures key presses on a low level, then HID intercepts the press and outputs a new press. DCS sees two commands and behaves accordingly. See this link to one of the discussions about HIDMacros: http://forums.eagle.ru/showthread.php?t=75140 If anyone has a clue how to fix this at this point, I would sure appreciate it if you could post how!
  12. A few of my wishes: 1. For any rotary dial (e.g. CMSP OFF, STBY, MAN, SEMI, & AUTO), I would propose adding two mappable commands, one to increment and the other to decrement the rotary control. This would allow someone to map two buttons on an input device and control a 5-way rotary switch (usually requiring 4 rotary inputs or 5 momentaries to work). 2. Add a button to the key assignment dialog box so you can clear the existing assignment AFTER you open the assignment dialog. Can't tell you how many times I've opened the assign dialog only to remember I didn't clear the old command... :mad: 3. Modelling of the open/hold/close canopy switch in controller assignment. I was greatly disappointed when I purchased an (on)-off-on toggle, drilled my enclosure, wired it up, and found I could only assign a single canopy open/close button. It became a L/G toggle :doh:. 4. Adding the functionality to assign a key assignment as a toggle switch, as opposed to momentary, within the UI. I'm capable of editing the LUA as much as the next guy (or gal) but a simple check-box that has the software do it behind the scenes would be AMAZING. 5. Maybe this is already done. I only got DCS:BS recently and haven't had a chance to try it. But...I want to be able to buy the modules for the aircraft and be able to select which one I fly within a single UI (like load A10 and select the KA-50 as my machine of choice). 6. AT-802U :music_whistling: All joking aside, I'd buy it. Esp if I can control it in SP (I'm not much of a MP pilot...yet). I love my FSX GA planes. This would obviously be different (as it can be armed) but I see no reason I would like it any less than GA. Crop dusting will be the least of my enemy's worries:joystick: It's been great! Keep up the good work, ED!
  13. Not to beat a dead horse, but suppose a publisher saves $10 per copy by going DD (I use a hybrid between the $4 and half the cost of the game for sake of argument). That's $10 more they can pump into development, and from what I see when playing DCS, that $10 is well spent indeed. As for the topic of the OP I can't offer any info that hasn't been offered, but I can agree that there was something special about sitting in [red] traffic lights with the manual in hand because I couldn't even wait to complete my drive home. I forsaked those old days when Steam caught my attention with some quite good deals. Plus I don't even have to enter a mall (that's a plus in my book any day). A special edition box set with printed stuff/other baubles would be quite sweet. Maybe it's not realistic, but I think it would entice people who have already bought the DD to purchase another copy, not to mention first-timers.
  14. Just a slight bump with a slightly different question maybe someone can answer. Is there a function in LUA to get the state of a control (on or off)? This would allow me to complete what I'm trying to do.
  15. TL;DR: Is there a way to control a rotary knob like the CMSP mode knob with two momentary buttons? Hope this simplifies my request :thumbup:
  16. *Edit: See third post for the most specific question that will answer my needs* I have a GroovyGameGear GP-Wiz40. I'm trying to model the CMSP rotary switch (among other things). Problem is I'm out of inputs so I decided to try the ROTO-X technology they are advertising to eliminate one wire (3 inputs instead of 4 for the CMSP Mode switch). See bottom paragraph for how roto-x works. I hope it's clear... Now to the nitty-gritty. I want to increment the CMSP mode switch each time button "a" is pressed and decrement each time button "b" is pressed. So, I need something to the effect of this: if(cmsp.mode == OFF and button.a == on) then cmsp.mode = stby end if ... if(cmsp.mode == semi and button.a == on) then cmsp.mode = auto end if .... if(cmsp.mode == man and button.b == on) then cmsp.mode = stby end if etc. etc. Problem is I have no idea how to do this in the .lua file. :huh: If anyone can help, it would be greatly appreciated! Thanks, Joe FYI roto-x converts a rotary switch from individual contacts to a button pulse for either clockwise ore counterclockwise rotation of the rotary. It takes three inputs on the controller, and you wire your rotary switch in multiples of three to those three inputs (so for a 6-way rotary you wire K-M-O-K-M-O terminals on the board to 1-2-3-4-5-6 on the switch). These three inputs are used to determine the direction of rotation of the rotary switch, thus outputting one of two joystick presses through the USB (one press for each clockwise click of the rotary, and the other button for counterclockwise).
  17. Not sure if you're familiar, but you can use the scripting of the lua file. We'll consider switch position 1 being flaps up, pos 2 being flaps at maneuver, and pos 3 at landing. Since position 2 on the 3-way switch would be off, you would set your lua file to flaps up on pos 1 "down", flaps down on pos 1 "up", flaps down on pos 3 "down", and flaps up on pos 3 "up". Hopefully that's clear - essentially, you're setting a flap movement direction per button press, then another direction for release, knowing there's a 1-to-1 relation for each state change. I am getting the GGG in the mail soon, and will test this as soon as I get it... Oh, and THANKS so much for this wonderful tutorial with videos to match. It's pushed me to finally making the pit I've been mulling over for years...:pilotfly:
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