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Posted

So I'm currently using joystick, throttle, and combat pedals, as well as cougar mfd's on my monitor via velcro. I also am expecting a small keyboard I intend to configure as a small UFC panel, and may end up assigning the remaining keys to something like one of the CMS panels. Since I really want to move on to a full cockpit at some point, I'm interested to get some thoughts on how the rest of you prioritized. Did you first make a panel of buttons and switches you would need the most and then dropped this into your cockpit? Or did you begin by building a cockpit shell and laying your buttons out as closely as possible?

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Art Of The Kill:

Posted

I think with the costs of button boxes, panels etc that unless you plan to make a large cockpit and replicate most of the panels then a touchscreen with helios is the best way.

 

You can get every button/switch on a touch screen with only a couple hundred on a monitor.

 

You then also get the instruments on that touchscreen as well.

 

Building pits can take time so in the meantime get helios on a touchscreen. It will work really well and I reckon after using that for a little while you may get an idea of the order you want to tackle things. A lot of things you might have wanted to do right away won't be so important to do not with the touchscreen.

 

In fact, for all the work a pit involves it would not surprise me at all if a number of people decided a touchscreen was enough and never realised their initial goals.

Posted (edited)

It really depend where you live.

 

For example here in Brazil, a decent touch screen cost many panels (if you discount time to invest).

 

I am myself building slowly my pit.

Have a non touchscreen for gauges.

Some switches and buttons, (pan to add more) but not a replicate and not full stuff.

I want it to remain generic to be able to switch between Sims in a practical way.

So mindmapping switch group and switch position by relevance is important to avoid the "activating the right thing in the wrong place because in a diferent sim" syndrome.

Or the "Damn now i have all this stuff positioned and it ain t pratical for no sim but one" problem.

 

 

First thing to do for a cockpit is, let hype go down...then start to think clearly.

What kind of display, what kind of controls, what space do i really have/need ?

Fully replica (in any of the case) or flexible generic config ?

speadsheet what do you want and categorise in Critical(In my case it was: Must fit in the reserved space, must have big screen (or 3 normals), must be confortable (even to work) and must assent HOTAS in a confortable way 9without them getting in the way), must be done quickly to not render computer unusable (used for work) and must not pass XXX money unit), i really use it (XXX switches and XXXX buttons, MFDs), would be nice to have(I, for example, would like a UFC and a warning system....but i am totally unable to find any company able to do them at even a reasonable price (just need faceplates.) the rest i can manage.) and dreamlike (full generic cockpit).

Once listed, add estimated prices for each component involved, add estimated time for each component involved.

Then let it sleep 48 to 36 hours, when you come back things will have matured, Then review your list critically.

 

Remember, the most important is what you really use.

Edited by Succellus

HaF 922, Asus rampage extreme 3 gene, I7 950 with Noctua D14, MSI gtx 460 hawk, G skill 1600 8gb, 1.5 giga samsung HD.

Track IR 5, Hall sensed Cougar, Hall sensed TM RCS TM Warthog(2283), TM MFD, Saitek pro combat rudder, Cougar MFD.

Posted

I'm in the same situation. What I've decided on is to list the buttons and knobs I fumble for most in the sim and make a simple panel(s) for those. As I have more time, cash and experience then I can expanded, enhance, or replace those panels striving toward realism but not getting getting bogged down by it.

So far my list include:

Armament switches (Master Arm, Gun/PAC, Laser)

Position and Anti-collision light switches

Pitot heat

Yaw trim

 

Next priority would be:

Gear and Flap handles

and CDU keyboard

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