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John Dowson

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Everything posted by John Dowson

  1. Look in the zip. As well as the ReadThis.txt, there is a test file provided called UIPCHello.c. No vs project provided, just create an empty one and add/configure the FSUIPC_User.h and . lib files and add the UIPCHello.c and .rc files.
  2. @jaybird1nyc Please try the following build where I have corrected the positioning so it doesn't position off screen: FSUIPC7.exe
  3. Btw, what is the position of the FSUIPC main window when you try to open the assignment dialog boxes - is it near the bottom of the screen? If so, try with the main window towards the top of your screen. Thanks, John
  4. It is included in the SDK: FSUIPC SDK
  5. You can use the UIPC_SDK_C library (included in the FSUIPC SDK), or the 64bit version. There is also a version for the MFC framework.
  6. @jaybird1nyc Could you try the attached build please. Run it (doesn't matter if FS sim is running or not). and then open and close the axes assignment dialog (from main window, not directly from the tray icon). Then try to open the button & switches assignments dialog, again from the main window. You will then have to forcibly close FSUIPC7, and send me the FSUIPC7.log file. Thanks. FSUIPC7.exe
  7. It could be that the windows are being "displayed" but some where outside your screen coordinates. As its modal, it will block the main FSUIPC window until its closed. Not sure what would cause this though. And it should also be the same with the Axes assignments dialog if that was the case. Anyway, I'll take a look. I'll post you a version to try with extra logging. No need of the ini at the moment. Yes, it loads, but I don't think it does much (if anything) until the sim is connected and the ready-to-fly flag is set.
  8. It may also be due to a bad driver as it could be hanging when scanning your devices (although it also does this on start-up). You could try downloading and running the HidScanner utility (from Download Links -> Useful additional programs) to see if that reports anything. Also check your windows devices to make sure the drivers registered there look ok.
  9. No, it doesn't show anything. The log is also very small - no need to zip it! Every time? And you say also on previous versions? Did you try accessing those dialogs from the system tray icon (right click and select appropriate option)? I'm a bit flummoxed by this. All that selecting an option does is show a dialog box. I'll look to see if there is any logging I can add if this persists. For now, maybe you could try without loading the PFCcom64.dll to see if that makes a difference - just temporarily rename it. Maybe also show me your FSUIPC7.ini - and try (temporarily) renaming that (a new one will be generated) to see if its caused by some strange content in that file.
  10. Then FSUIPC6 is not installed into your modules folder, With FSUIPC6, you must select the installation folder when you install. Looking at your log file, you installed FSUIPC6 in this location: C:\Users\Andre\Documents\Prepar3D v4 Add-ons\FSUIPC6 You should really choose a different location. That is the default installation folder for a clean install, and is where the add-on.xml file is (always) located. It is better to choose a different folder for the actual installation directory. Your ini file is confusing. Could it be that your joystick ids have changed? These are your devices: 0=Joystick - HOTAS Warthog 1=Mad Catz Pro Flight Rudder Pedals 2=Throttle - HOTAS Warthog You seem to have a throttle axis assigned to your joystick in various places: 2=0Z,256,F,65765,0,0,0 -{ TO SIM: AXIS_THROTTLE_SET }- 2=0Z,256,D,4,0,0,0 -{ DIRECT: Throttle }- 2=0Z,256,D,4,0,0,0 -{ DIRECT: Throttle }- And elsewhere also have ailerons, elevator, propeller and mixture assigned to your throttle: 8=2X,256,F,65763,0,0,0 -{ TO SIM: AXIS_AILERONS_SET }- 9=2Y,256,F,65762,0,0,0 -{ TO SIM: AXIS_ELEVATOR_SET }- 11=2U,256,F,66291,0,0,0 -{ TO SIM: AXIS_PROPELLER_SET }- 12=2V,256,F,66292,0,0,0 -{ TO SIM: AXIS_MIXTURE_SET }- This I don't understand. You have plenty of assignments, although maybe to the wrong devices.... The first thing you should do is activate the 'JoyLetters" facility. See the user guide for details, but to activate just set this in the [JoyNames] section of your ini file and then run P3D: AutoAssignLetters=Yes This will assign letters yo to your devices which won't change, even if the joystick Id changes, preventing problems with assignments when this happens. You then need to review your assignments. I cannot tell which button you have on which device, but you should know this.If you review your ini after the above change, you can switch the device the assignment is made against by changing to the appropriate letter. If that proves too difficult, it may be easier to delete your current assignments and start again. As an example, looking at your general button assignments, you have this: Looking at the first assignment: 1=P2,19,C65603,0 -{FLAPS_DOWN}- This is button 19 on your device 2, which is your throttle. Once you have assigned letters, this will change to something like: 1=PC,19,C65603,0 -{FLAPS_DOWN}- where your joystick id 2 is mapped to the letter C (although the actual letter may be different). If you know that this was assigned on your joystick (which has joystick id 0), then you need to find the letter assigned to the joystick (probably 'A'), so to switch this assignment back to your joystick you would change to: 1=PA,19,C65603,0 -{FLAPS_DOWN}- But really, I think you would be better of starting again. You don't have that many assignments, and they do look rather confusing. For example, you have your ailerons assigned to two different axis on your joystick (in general axes assignments): 0=0X,256,F,65763,0,0,0 -{ TO SIM: AXIS_AILERONS_SET }- 3=0R,256,F,65763,0,0,0 -{ TO SIM: AXIS_AILERONS_SET }- and you have duplicate button assignments but to different devices: To your HOTAS throttle (general buttons): 1=P2,19,C65603,0 -{FLAPS_DOWN}- 2=P2,16,C66079,0 -{GEAR_UP}- 3=P2,18,C65595,0 -{FLAPS_UP}- 4=P2,17,C66080,0 -{GEAR_DOWN}- 5=P2,4,C65615,0 -{ELEV_TRIM_UP}- 6=P2,5,C65607,0 -{ELEV_TRIM_DN}- 7=P2,7,C66277,0 -{AILERON_TRIM_RIGHT}- 8=P2,6,C66276,0 -{AILERON_TRIM_LEFT}- and to your HOTAS joystick:10=P0,12,C65759,0 -{FLAPS_DECR}- 11=R0,15,C65615,0 -{ELEV_TRIM_UP}- : assigned above 12=R0,17,C65607,0 -{ELEV_TRIM_DN}- : assigned above 13=P0,16,C66277,0 -{AILERON_TRIM_RIGHT}- : assigned above 14=P0,11,C66080,0 -{GEAR_DOWN}- 15=P0,10,C66079,0 -{GEAR_UP}- : assigned above 16=P0,5,C65752,0 -{PARKING_BRAKES}- 17=P0,18,C66276,0 -{AILERON_TRIM_LEFT}- : assigned above 18=P0,6,C65861,0 -{AUTO_THROTTLE_TO_GA}- 19=R0,29,C65602,0 -{THROTTLE_DECR}- 20=U0,29,C65604,0 -{THROTTLE_CUT}- Another example, in your 'beach' profile you have Aileron, Elevator and Throttle assigned both to your joystick and throttle: 0=0X,256,D,1,0,0,0 -{ DIRECT: Aileron }- 1=0Y,256,D,2,0,0,0 -{ DIRECT: Elevator }- 2=0Z,256,D,4,0,0,0 -{ DIRECT: Throttle }- 3=0U,256,F,66291,0,0,0 -{ TO SIM: AXIS_PROPELLER_SET }- 4=0V,256,F,66292,0,0,0 -{ TO SIM: AXIS_MIXTURE_SET }- ... 8=2X,256,F,65763,0,0,0 -{ TO SIM: AXIS_AILERONS_SET }- 9=2Y,256,F,65762,0,0,0 -{ TO SIM: AXIS_ELEVATOR_SET }- 10=2Z,256,F,65765,0,0,0 -{ TO SIM: AXIS_THROTTLE_SET }- 11=2U,256,F,66291,0,0,0 -{ TO SIM: AXIS_PROPELLER_SET }- 12=2V,256,F,66292,0,0,0 -{ TO SIM: AXIS_MIXTURE_SET }- All rather confusing!
  11. Thats not up to us. We use what is provided by the SDK. Currently they only provide 2 byte BCD format (4 digits), which is enough for 25KHz spacing, Its the 4byte 32 bit integers (in Hertz) that are currently not available, which is the issue. This is a know issue and has been reported to Asobo - please see The increment value depends on the frequency and frequency spacing. John
  12. I don't know what those files are, but they are certainly not the FSUIPC6.log and FSUIPC6.ini files requested. If you go the the logging tab of FSUIPC6, you will see a button to open the installation folder location. Use that, and send us the FSUIPC6.ini andFSUIPC6.log files from that location please. The files you sent are binary files, and look to be (binary) shell link files. Why do you have these, and what for?
  13. Ok, thanks. But the issue of the default key bindings in MSFS still arises. As you have to have numlock off for MSFS to send the numlock-on keys via simconnect, when you do this, the MSFS defaults for those keys will be actioned on before it is received by FSUIPC7, which may then also act on this if there is an available assignment. So, to work as expected, you will still need to delete the defaults assigned to the non num-locked numpad keys in MSFS. We need to wait for this to be fixed in MSFS really to be able to use both the MSFS non-numlocked assignments and also any numlocked assignments in FSUIPC.
  14. Maybe @Thomas Richter could comment on this I'm reluctant to implement any workaround for this that I don't fully understand, and could maybe adversely affect other AP implementations,. As a (maybe) temporary workaround, you could overload your button functions so that they always send (although only actually needed on the first press - maybe you could test for this via an offset condition) an AP SET control before writing to offset 0x07F2.
  15. @ark1320 Please try the attached build. In this version, you can add the following ini parameter to the [General] section of your FSUIPC7.ini: UseAlternativeNumpadKeyMapping=Yes Once this is added, FSUIPC7 will receive the numpad keys (but only with numlock off due to MSFS bug) via SimConnect, but then send them to itself as the un-numlocked keypad keys. So, as discussed, using this you would assign to the non-numlocked numpad keys, and when using MSFS you need numlockk off for FSUIPC to react to these keys. They will also work when FSUIPC7 has the focus (with numlock off). FSUIPC7.exe
  16. Yes Sorry, but this doesn't make sense. Custom controls are distinct, and are additional controls added by add-on aircraft. You should use the event/control name in the dropdown. You can use the offsets, but then you would use the various (depending upon offset size) offset set/toggle controls. If you have a choice between the two, use the control. Writing to an offset to trigger a control just adds another (unneeded) step. Only use the offset controls if no standard control is provided (e.g. for controlling pushback at offset 0x31F4), or for updating offsets for other uses.
  17. Discussed this with @Thomas Richter : So it seems that this is just due to the way the different AP systems work.
  18. Btw, if you are using slopes to try to control the sensitivity for a particular aircraft, its best to make this 'profile specific'. Currently your calibration is only general and so will apply to all aircraft.
  19. By the way, you should activate the "JoyLetters" facility. You can do this by setting AutoAssignLetters to Yes in the [JoyNames] section of your ini. this will prevent you loosing assignments if your joystick ids change. It looks like this has already happened once, as you have entries assigned to device '3' which doesn't exist - you can remove these entries (highlighted in bold below):
  20. No. The read offsets are generally populated from sim variables, not events. The write offsets can use either sim variables or events. i agree that it would be useful to have the events listed against the offset(s) where its being used. I may get around to this at some point but it would take some time which I just don't have at the moment. The drop-down list contains all (or most) of the known sim events, plus additional ones added by FSUIPC and some older ones not mentioned in the MSFS documentation. Note also that the list was built from the MSFS list of the sim events under SimConnect and not under 'Variable Lists', which seems to contain more not avaiable via SimConnect. There is currently no such list - I will provide one later, when the product is released. For the time being you can use the 2016 list which should be 95% applicable - I've attached it below. John The 2016 List of FSX and P3D Controls.pdf
  21. This is also how it works in the A320Neo, but its different in the Boeings. I've already queried this with Asobo (2 weeks ago, as of yet no reply): I think@guenseli may be right and this is expected behavior, although I'm not sure.
  22. There are also a couple of other things you can try. If you look in the FSUIPC User Guide, there is a section called 'Offset Increment/Decrement Controls' (around p27) which actually uses elevator trim as an example. There is also an example lua script provided (in the FSUIPC example lua plugins) which convert the rotary buttons triggered into virtual buttons, toggling one for a slow movement and another for a fast movement. Using this, combined with the offset increment/decrement controls, you could set the slow virtual button to increment/decrement by 64 (say), and the fast by 256 - just vary the numbers until you get the fast/slow speed that suits you.
  23. Just noticed this....strange. Not sure how this happened - you should remove this line (if its still there). Did this improve things?
  24. If you had previously registered then there is no need to re-register - you should have skipped registration (clicked 'not now') and your existing key file would have been used. Did you enter all three details - name, email and your WideFS key?
  25. No, doesn't look right as each button number is different - I was expecting to see both a press and a release on one button assigned to trim dwn, and the same for trim up on another button. However, lookin at the log of button presses/releases, they don't make much sense: It doesn't surprise me that you had problems stopping the movement when you had repeat on, as you would have to position the trim so that all the 'buttons' on it had triggered a 'release' without any outstanding presses. Looking at the log, thats a difficult position to find! Assuming 7 is the topmost button, and 4 the lowest, you could add the following (in bold): 21=P165,5,C65607,0 -{ELEV_TRIM_DN}-22=U165,4,C65607,0 -{ELEV_TRIM_DN}-23=P165,6,C65615,0 -{ELEV_TRIM_UP}-24=U165,7,C65615,0 -{ELEV_TRIM_UP}- 25=P165,7,C65615,0 -{ELEV_TRIM_UP}- 26=P165,4,C65607,0 -{ELEV_TRIM_DN}- This just sends a second control when the buttons are pressed, so should speed things up a bit but I wouldn't expect too much. You can try varying the button numbers (e.g. change one or both of the 7 and 4 to 5 and/or 6), and change the press P to a release U. Ideally you could add these via the UI, as I suggested. Other than that, you would have to try lua.
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