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Bob Church

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Everything posted by Bob Church

  1. Hi Steve, Go to the Test/Calibration page in the Control Manager. Up at the top is a tab marked "Throttle Settings". Pick that and it will bring up a screen with a settings box for each of the axes. There are three settings each. Min, Detent, and Max. The default is to set Max and Detent to 255. Change the Detent value to about 240 for all the axes you want the reverse on. Otherwise, there is no change in value behind the detent. It will hit 255 at detent and stay there all the way to the back stop. Best regards, - Bob The StickWorks http://www.stickworks.com
  2. Hi Bruce, >> Bob - thanks for your quick reply. << You're welcome! >> I would definitely like to give the CM beta copy a try. Please forward to binto100@yahoo.com. << Okay. I'll add you to the list and send along an email a little later that tells where to pick up the current version, and as updates come along you should receive emails telling where to get those, too. >> It this is using the new CM beta or for the new & existing? If it's for both then that means as long as CM is running with an active map then the MFP will show? << The MFP itself never shows up as a device, really. When you write a map, you assign the buttons and axes on the real controllers (MFP included) to what end up being virtual joysticks which is what Windows sees when the map is active. The MFP was set up so it gives you some buttons that you can assign to these same virtual joysticks. For example, if you had a CH Yoke in the map and the map was active, you'd normally end up with a "Control Manager Device" rather than a "CH Yoke USB", and if it was just mapped straight through, it would essentially work just like the Yoke did, 5 axes and 12 buttons. If you added and MFP, you could assign the buttons on the MFP to that same CM Device. They would show up as additional buttons on the CM device that represented the yoke, so instead of 12 buttons, you could add another 20. That's not enough to cover the entire MFP, with the two modes available, it's really got 50 buttons and those could be shifted and you could set up 4 modes, so it could actually produce 400 outputs by itself and 800 if you were to add the additional 25 buttons. And you can have more than one MFP. The CM Devices are 32-button/8-Axis devices, so it won't all fit on one, but you can create 16 CM Devices that will show up as individual joysticks in FS. Any button on the MFP or any of the real controllers can be be assigned to any of them. The thing is, you don't have to assign a real controller, just assigning an MFP button to a CM Device is enough to create the CM Device (or more, depending on whether you wanted to use the shifts and modes). It comes up as a joystick. The Control Manager adds an X and Y axis to the mix, they don't do anything but Windows won't recognize it as a stick without X and Y so they just sit there. Anyway, it's that "joystick" the FS sees and that you can assign any of the normal FS functions to. It operates below Direct Input, so FSUIPC still works fine, it just looks like another joystick. The problem is most FS users don't really like to use a map. The default assignments fall back to [Generic], and things act pretty strange until you reassign the buttons and axes to the "Control Manager Devices". OTOH, you can't do anything with the MFP unless it's in a Map, and you normally can't map just some of the CH devices. The map has to include them all, so mapping the MFP means mapping the Yoke, Pedals, Throttle Quad, etc. The new installer just includes an alternate set of INF files that don't send anything but the MFP (and the DT225 trackball) through the map, so your other CH controllers still run under the Windows drivers. You can also map the MFP buttons to send characters, mouse buttons, etc. but you have to have a map running to do it, just like you would with the standard Ergodex pad. The drivers will run in Vista 32 and 64, XP 64, and you can use multiple MFPs if you want to, things the Ergodex mapper doesn't support. Anyway, I'll get the info off to you. It can all be a little confusing at first, if you need help with it you can post here, I come through every day or so, but you'll probably get a quicker response if you post it over at the CH Hangar: http://www.ch-hangar.com There are lots of people there who can help. Best regards, - Bob The StickWorks http://www.stickworks.com
  3. Hi Bruce, No, it's not. The MFP has to be programmed through the Control Manager and with the current Control Manager releases you have to map all the controllers. If you're using the CM and a map, then just add the MFP to the map and you can program the buttons to send characters, or you can assign them to the Control Manager Devices that the map creates. By itself, the MFP is "vendor-defined" which means Windows doesn't have any idea what to do with it. If you don't want to use a map, the next release of the Control Manager has an install option to let it program only the MFP, the rest of the CH controllers will still use the Windows standard drivers. If you want, I can set you up with a beta copy, I just need a valid email address. Once it's programmed, FSUIPC should recognize it when the map is active, so you can use FSUIPC to assign functions to it if you want. Best regards, - Bob The StickWorks http://www.stickworks.com
  4. Hi Rob, >> The entries are definitely in the FS9.cfg file... << No, they aren't actually. If you start with a default FS9.CFG as you would have after installation, after doing a "Reset Defaults" or after FS9 detects a change in your controller configuration and resets the CFG file, there are no joystick settings in FS9.CFG. They don't appear until you modify some joystick-setting. It doesn't have to be an assignment, in snippet you posted it's probably because you changed the Sensitivities and Null Zones. You can prove it to yourself. Rename FS9.CFG so FS creates a new one. Start a flight, don't make any assignments, sensitivity changes, etc. Exit the flight and go look at FS9.CFG. You'll have no Joystick section in file. If you go in and even tweak a deadzone, though, then the entire section of Devices.cfg for your controller will be copied into FS9.CFG with the appropriate changes. I just did some tests with FS9. I plugged in a CH FighterStick, there was one handy. It has no specific section so it falls under [Generic]. I changed the assignments in Devices.cfg for buttons 02 and 03 to GEAR_UP and GEAR_DOWN, deleted FS9.CFG, and started up FS9. I took the default flight, but set the aircraft to the Baron 58 to have a landing gear. Sure enough, buttons 2 and 3 controlled gear up and gear down. Since I hadn't at that point touched any of the joystick settings, there was still no joystick section in FS9.cfg. It's also worth noting that the GEAR_UP and GEAR_DOWN commands did not appear in the list of assignments, even though they were obviously working. Again, my guess is that since the Controls Assignments dialog doesn't support GEAR_UP and GEAR_DOWN it can't display them. They do work, though. I prefer modifying Devices.cfg myself. FS won't rewrite it, so even if it dumps the CFG file entirely, the defaults it picks up are what you had set. You can set the Sensitivities, Null Zones, Button Assignments, Repeat Rates, etc. in Devices.cfg and all you need is a Reset Defaults to get your settings back. If you make the assignments normally, you can simply cut them out of your FS9.cfg file, replace the ones for the controller in the Devices.cfg file, and then reset the FS9.cfg file so it has no entries in it. It will run from Devices.cfg directly. You can also create new sections in Devices.cfg if your stick doesn't have it's own set of assignments. It's probably not the best of ideas to modify [Generic], but if you've got a PFC Yoke or something like that, create a section for assignments and then a second section for slew. Use the Name exactly as it appears in the Game Controllers list, "CH FIGHTERSTICK USB" or whatever. Works great for me. The same thing seemed to be true of FS2K. I never used FS2K2, but since FS2K4 works that way, my guess is it works the same way in FS2K2. Hope this helps clarify things. Best regards, - Bob The StickWorks http://www.stickworks.com
  5. Hi, FWIW, the Devices.cfg settings are reinstated any time you "reset defaults" or if FS decides to rewrite your .CFG file. In FS9, resetting defaults leaves the CFG file blank, it seems only to record settings that you've manually overridden with the FS Controls Assignments dialog in the CFG dialog. I'd also guess that the FS dialog won't show you GEAR_UP and GEAR_DOWN commands since it doesn't support them itself. IOW, if your control configuration got reset, it's not unthinkable that the GEAR_UP and GEAR_DOWN assignments are made in FS and are still invisible. The CH Yoke is the only place I've seen them use GEAR_UP and GEAR_DOWN at all, and then only in Devices.cfg. I would try this. Make a backup of Devices.cfg, then go in and edit it to remove the assignments for the gear commands, then "Reset Defaults" and see if that doesn't clear them up. Just a guess, but Peter is right. It has to be assigned someplace, FS doesn't make things up, and Devices.cfg is the only place I know where anybody assigns GEAR_UP and GEAR_DOWN at all (outside of FSUIPC of course). Best regards, - Bob The StickWorks http://www.stickworks.com
  6. Peter et al, The need to move the levers is usually that until the stick data changes, the CM sends no reports. Most sticks only report data changes, there's nothing else that's really of interest. When FS first starts, it's apparently defaulting everything to zero or whatever. FS has no data until an axis or button on the controller changes value/state and it sends a report. It should only take movement by one control on each controller, and in a lot of cases one of the values will be bobbling (127, 128, 127, 128, .....) anyway and that's enough. You're feet are on the pedals and your hands are on the yoke, it would be very unlikely that they wouldn't move by at least a count. OTOH, with the Quad, if the levers are in the detents they're dead stable because they're in deadzone, and it's likely that the endpoints are stable too so no data goes to FS and you're running on the default value until something moves. The pedals will do that too about half the time if your feet aren't on them. Would that explain what you're seeing? Best regards, - Bob The StickWorks http://www.stickworks.com
  7. Hi Peter, >> Thanks for clarifying that. I was just trying to say that if you installed CHCM but don't actually run it you get the option to set the detent position (which you can't without CHCM)... << Yes, I see that now. I think I just misunderstood what you were saying. It sounded like you thought the CM wasn't running and you weren't in Direct Mode, just running under the Windows drivers, which of course isn't true. >> ..and this makes it easier to set up reverse thrust and a null zone at minimum thrust in FSUIPC. Without CHCM installed it is very difficult to get a reading in FSUIPC that corresponds to minimum thrust at the detent and reverse thrust below the detent on the TQ. I would say without CHCM installed it would be difficult to set up reverse thrust in any meaningful way. With CHCM installed I have had no issues with Reverse thrust as I did when I did not install CHCM. I was trying to give simmers a cast iron method to ensure that the settings on the TQ at detent corresponded exactly with changed values in FSUIPC - time after time and by setting a null zone, reverse thrust would not "kick in" until well below minimum thrust. << Yes, I think it really does help. There's a lot of scaling that goes on above the CM, first in DirectInput and then in FS itself. They scale up, so you end up with much larger value increments. Given the 8-bit range of the the CM, the minimum that can be expected is probably a 256-count step, 1 count in Raw Data results in increments of 256 by the time FSUIPC gets it. Throw in FS adding deadzone and sensitivity, it can get rather messy. Without the prescaling to a detent of 240 or whatever you decide to use, you have no control over what comes along from axis to axis, the upper scaling routines are likely to err differently. Underscaling one axis, overscaling the next. With the CM up front, you're guaranteed that you have adequate separation between detent and max, and whether it underscales or overscales, it will do the same thing with both. FSUIPC has fewer variables to deal with. >> Thanks again I learn so much from you :) :) << Always my pleasure, Peter. And thank you for your support over the years! Best regards, - Bob The StickWorks http://www.stickworks.com
  8. Hi Peter, >> This needs clarification. << Okay. :) >> 1) If I install CHCM ( I never open it) I get the second Throttle settings window under windows calibration which has the Detent setting. just installed (about 3 weeks ago) the latest version of CHCM and havnever opened it, and the second throttle settings window is there. << Yes, that's correct. The CM is installed correctly and so the CM drivers are replacing a Windows driver and calibration system with it's own. That calibration setting is needed for jahmans method to work, otherwise he can't force the 240 at detent. I believe you can do it in FSUIPC too, but since he was explaining it in terms of the CM, it has to be installed. If the CM is installed, you're in "Direct Mode" (unless you tell it otherwise). There is no way to switch back and forth since it implies a change to the driver stack used. In Direct Mode it uses the same name that the device (and hence Windows) does and really just passes the controller through button-for-button and axis-for-axis, so it acts essentially like the CM isn't there. Device.cfg recognizes the name and so the expected defaults are set. About the only thing that changes is that the name changes from upper-case to mixed-case (it makes it easy to see in the list of devices that the Windows Game Controllers applet shows whether the CM is in control or not.). There is one axis swap on the Yoke, what's ZRot on the CM is XRot on FS and vice-versa. MS changed it when they dropped the older X..Z, R..V designations in favor of the HID standard names. The change was really Devices.cfg. You can go into Device.cfg and swap the assignments back, or just delete Device.cfg and it will revert, but then the pedals and things won't assign properly. It will get essentially the "Generic" assignments everywhere. >> 2) If I uninstall CHCM the second throttle settings window disappears. So because I have installed it - is it running in "DIRECT" mode in the background. << Yes. If you uninstall it, things revert to the Windows drivers and the Control Manager is completely out of the picture. It's just that Direct Mode and running under Windows are essentially identical. Click the "Properties" button in the Control Panel Game Controller applet. If it takes you to the standard Windows calibration, then the CM is not installed or the controller isn't talking to the CM, it's still talking to Windows. If you get the CM Calibration applet, then the driver is running in Direct Mode (or if you see CM Devices, Mapped Mode). If the CM is installed for the controller, then the CM Calibration Applet is the same process as you would see if you ran the GUI and selected the Test/Calibrate function. In any case, actually opening the GUI isn't a prerequisite, the installation essentially replaces the standard Windows driver with the CM driver and sets up the registry to open the CM applet rather than the standard CP applet. >> I do not see it in any of the Windows processes in Task Manager? << No. I hadn't paid much attention, but none of the other system drivers, etc. are listed either. My guess is it only shows application-level stuff. The CM has no background application running unless you've installed the CMCC. >> Where is it loading to? What should I see in the "Task Manager". I can send you screenshots if you need them. It seems just the installation of CHCM does give you this extra throttle settings window. << Yes. It's using the same CM Applet that the GUI itself uses, and setting the same calibration points that you would from the GUI, but the GUI doesn't need to be resident for that to works. Hope this helps clarify. I'd have spoken earlier, I just ran across the thread today. Best regards, - Bob The StickWorks http://www.stickworks.com
  9. Hi Peter, >> One small point you can also achieve the same result by installing CHCM but not using it and doing the calibration set up in Windows. Gives two options and is the same as "Direct" mode in the CHCM. << Well, no, not really. The only way to "not use it" is to not let the controllers go through the CHCM at all, in which case there's no point in installing it. It's just taking up memory, but the controllers are running up the Windows drivers. Click the Properties button in Game Controllers. If you get the Windows calibration applet, then the CHCM isn't seeing the device. If you get the CM Calibration Applet, then the controllers are talking to the CM Drivers. You actually have to have the CM installed to get the detent settings, deadzones, etc. for the Quad since it's the CM that creates and calibrates those points. You can run it in Direct Mode, in that case the setting referred to are set on the "Throttle Settings" tab in the CM calibration applet for Direct Mode. If you don't get the CM applet, then the detent position and it's values aren't set. The axes on the Quad become plain old throttle levers, 255 fully back and 0 fully forward. Best regards, - Bob The StickWorks http://www.stickworks.com
  10. Hi, If you haven't already done so, go into FS find the Sensitivities and Null Zones dialog. Make sure all 6 Sensitivity sliders are fully to the right and all 6 Null Zone sliders are fully to the left. FS normally sets the 5th axis (of 6) to 0% sensitivity. FS will still respond in the Control Assignments dialog, but then it produces no change in the axis value when you actually try to use it and so the axis is dead in flight as far as FS and FSUIPC are concerned. The Sensitivities and Null Zone dialog normally only shows 3 axes at a time, but there are some scroll bars there that will bring the others into view. If you've got the Control Manager installed, you may also need to adjust the Detent value. Normally it defaults to 255 at Detent and at Maximum. The result is that there is no analog value change between the detent and the fully-back positions and FSUIPC doesn't have anything to work with. Set the Detent value to 240, that usually works well and gives FSUIPC something to work with. You'll need to recalibrate things again. If you're using the Control Manager in Direct Mode, you can set the values on the "Throttle Settings" tab in the CH Calibration Applet. If you are using it in Mapped Mode, then you have to make the settings at each of the axes in the map itself. Hope this helps! Best regards, - Bob The StickWorks http://www.stickworks.com
  11. Hi cencog, It may be the 5th axis (of 6). If so, FS will set the Sensitivity to 0 by default. It can be assigned, but it won't actually move anything and it won't respond in FSUIPC since it's being seen from inside FS itself. Go into the FS Sensitivity and Null Zone screen and check it there. All the Null Zone sliders should be fully left, all the Sensitivity sliders fully right. The dialog only shows three axes at a time usually, but there is a scroll bar that that will bring the other axes into view. If it's the 5th axis problem, that should fix it up. Hope this helps! - Bob The StickWorks http://www.stickworks.com
  12. Hi Bertkuiper, It's undoubtedly an assignment problem. FS used to recognize the pedals and make the correct assignments, but a couple of posts I've seen lately indicate that it's no longer doing that, but perhaps only for only the early versions of the pedals. The toe brakes are probably the culprit. They're the X and Y inputs and, assuming FS is not recognizing them by name, will get the default generic aileron and elevator assignments. The rudder action will end up on the throttle. FS will allow different controllers to control the same axes, taking input from whichever controller moved last. Usually what happens is that you set the ailerons with the yoke, FS responds, then the toe brake bounces by a count and FS responds to it. The toe brake is set to minimum when released, so you would get up aileron, left elevator, and about 50% throttle depending on which axis bounced. Go into the FS Control Assignment dialog, find the pedals, and check the toe brake and throttle assignments, assign them correctly. The toe brakes will also need to have the "Reversed" box checked. Also, be sure to set the Slew assignments, you can be in for a wild ride if you don't. Finally, it's a good idea to check the FS Sensitivity and Null Zone dialog. Sensitivity should be fully left, Null Zone fully right, for all three axes. Give it a try and see if it helps. Good luck! Best Regards, -Bob The StickWorks http://www.stickworks.com
  13. Hi cmgam, If you're using the Control Manager in Direct Mode, go to the calibration screen and click the "Throttle Settings" tab. You can set the value for the max (fully back) and detent positions there. Try 255 fully back, 240 at detent. They default to 255 in both places, which is why you can't find a difference. Don't forget to hit the "Apply" button when you're done. If you're using the Control Manager in Mapped Mode, then you need to do the same thing, but it has to be done where the axis is programmed in the map itself. The settings on the Throttle Settings tab only affects direct mode. You might want to drop by my website, look on the "File Downloads" page for a file called CMNOTE02.ZIP. It has a PDF (Adobe Acrobat) document in it that talks about the Quad. It might be some use. Hope this helps! Best regards, - Bob The StickWorks http://www.stickworks.com
  14. Hi Stanner, I've never seen FS refer to axes by anything but axis numbers 0..7, really. The names Slider0 and Slider1 come from the device, the calibration screen will show those names but that's Windows just reporting what the device calls itself and has nothing to do with FS itself. As I recall FS does recognize the sliders now as the 7th and 8th axes (Axes 6 and 7 in FS9.cfg, etc). If FS responded properly to the assignment in the FS Controls Assignment dialog, e.g. you moved the axis and FS associated the selected axis function with it as it should, then I would check the FS Sensitvities and Null Zones dialog and see if FS has zeroed the sensitivity. It does that for the 5th axis and FS is very likely to see the 7th and 8th axes in the same manner - an axis with no underlying default function. It wouldn't surprise me at all to find that it zeroed the sensitivity for the 7th and 8th axes as well. You have to pay attention in the Sensitivities and Null Zones dialog. It only shows three axes at a time as I recall, but there are some scroll bars there to get to the others. The scroll bars aren't very obvious, though. Hope this helps! Best regards, - Bob The StickWorks http://www.stickworks.com
  15. Hi Scott, If you have the Control Manager installed and aren't using a map, look on the Throttle Settings tab and make sure that the Detent value is only around 240 and the Max is 255. It defaults to setting 255 for both and that can cause what you're seeing. If you are using a Map with the CM, then the settings need to be made in the map for each TQ axis. Best regards, - Bob The StickWorks http://www.stickworks.com
  16. Hi cfelix, The toe brakes can be a bit of a mystery, but this is what seems to work for most that I've talked to (I'm assuming you're not using the Control Manager). The toe brakes are the X and Y axes and so Windows assumes they're centered axes. When you calibrate the center position with your feet off the pedals, Windows makes the assumption then that released toe brakes are "centered", any backward pressure on the pedals causes the negative values you reported. What I'd try is this. First, go through Windows calibration for the pedals and click the "Reset Defaults" button. That clears Windows calibration completely. It's not a problem since the toe brakes typically cover the whole 0..255 range that they're expected to and Windows just makes the assumption that center is 128, which is fine. Next, go into the FS Control Assignments dialog, seems to me it's: Options -> Controls -> Assignments and find the Toe Brake axes. Make sure the "Reversed" boxes are checked. Then go to the Sensitivity and Null Zone dialog in FS, I think that one is: Options -> Controls -> Sensitivity and set the Null Zone slider fully to the left and the Sensitivity slider fully to the right. It's a good idea to check the "Reversed" boxes back in the Control Assignment dialg once you've done that, sometimes they'll get unchecked in the process of playing with the Sensitivities. That seems to set the maximum Null Zone on the pedals (CH USB Pedals only), typically you have to move them maybe 30% of the way to the bottom before the "BRAKES" light comes on. Once they're working, you can move the Null Zone sliders to the right and bring the activation point back as close to the top as you like. That only leaves you with the rudders themselves. Since they're the Z axis, Windows won't even try to center them. You should be able to calibrate them with the FSUIPC calibration and bring it into line though, and that should set things up for you. Anyway, that's what I'd try first, see how it works out. Best regards, - Bob The StickWorks http://www.stickworks.com
  17. Hi Paul, It could be the Control Manager settings. If you're in Direct Mode, there's a tab on the Test/Calibration page called "Throttle Settings" that lets you set the value at forward, detent, and back. The default is 255 at detent and 255 back. Usually you want 240 or so at detent and 255 at fully back to run analog reversers with FSUIPC. When the two values are the same, there is no value change going into FSUIPC behind the detent and it likely won't respond as you expect. The same applies in Mapped Mode if you're using the CM that way, but the settings are with the axis in the Map itself, the Throttle Settings tab only affects things in Direct Mode. You might want to drop by my web site and look on the "CH Utilities" page for CMNote02.zip. It just has a WordPad .DOC file in it that talks about setting the Quad up in Mapped and Direct mode and with or without FSUIPC. It might help you get it running again. Best regards, - Bob The StickWorks http://www.stickworks.com
  18. Hi Carlscottco, I'm not sure exactly why the update to FSUIPC would have affected things at all, but the Control Manager actually does swap two of the levers. It doesn't really have anything to do with Flight Sim, it's just a result of the axis ordering that the CM uses to maintain rudder compatibility with Windows 98. If those assignments appear correct, then it could be that you reversed the assignments earlier with the FS Control Assignments dialog. Another possibility is that you're using (or have used) CMFS. If so, it makes the swap in Devices.cfg so that the Yoke coming out of the Control Manager matches up with the assignments that FS makes for the yoke coming out of Windows. If that's the case then you would need to keep the Control Manager running or go back to a stock copy of Devices.cfg. Or you could just reassign things in the FS Controls Assignments dialog. Best regards, - Bob The StickWorks http://www.stickworks.com
  19. Hi Rafal, >> If You could drop me a line at... << Done! Let me know if it doesn't arrive. Best regards, - Bob The StickWorks http://www.stickworks.com
  20. Hi Rafal, I'll leave it to Pete to answer WRT FSUIPC, but if you're using the Control Manager and a Map with the Yoke and Quad, it's easy enouth to set up one of the levers to activate gear up and gear down. I can show you how to do it if you're interested. Best regards, - Bob The StickWorks http://www.stickworks.com
  21. Hi Howard, Yes, it will work fine. The CM creates joysticks (CM Devices) that look like regular controllers to Windows. The only difference at the FS level is that the controllers are listed as "CM Device 1", "CM Device 2", etc. rather than "CH Yoke USB", "CH Pro Pedals", and so on. FSUIPC won't see anything different. Ray Proudfoot was the first to mention this to me, he had mapped out a Yoke, Pedals, and Pro Throttle to appear as nine different controllers in FS based on the three modes and was using FSUIPC to map the buttons since it was easier to just click and have FSUIPC dig through the list and find the button that he'd clicked then than it was to try and sort through the 9 controllers in the FS Controls Assignments dialog. Worked great for him, and I've used it for simpler things myself. In any case, it shouldn't be any different than any other collection of controllers that FSUIPC might deal with, it should work just fine. Best regards, - Bob The StickWorks http://www.stickworks.com
  22. Hi Alan, The sensitivity setting in FS is the most likely culprit. FS has no underlying default for that axis and invariably sets it to 0% sensitivity initially. You have to go to the Sensitivity and Null Zone page in FS and set the Sensitivities full right and the Null Zones full left for all 6 axes. That usually clears the problem. Also, when you calibrate the Quad in Windows and it asks you to "Center the stick", you need to move the first lever to the mid position and then line all the other levers up with it. Easiest to use a pencil or something. If they aren't at the same position when the center calibration point is picked up, they won't want to track. It's not terribly critical that you get the first lever exactly centered, only that the other levers are at exactly the same position. It definitely needs to be done with the 1st and 2nd levers, and there's some evidence that the later versions of DX are picking up center on the 4th (normally rudder) axis also. Centering them all is the easiest thing to do. Those that matter will line up, those that don't will just be ignored. Hope this helps! Best regards, - Bob The StickWorks http://www.stickworks.com
  23. Hi Pete, >> Erthese "buttons" are in fact toggle switches, not buttons? Do they actually have separate button numbers when pushed up from when pushed down? It doesn't seem very likely to me, yet that is how you say you have programmed them. It sounds like you've programmed them only to set Lean, overwriting the Rich settings? << They are separate, basically the same momentary switches as are on the yokes. The up and down positions are seen as individual buttons and the switch returns to the center (off) position when it's released. Best regards, - Bob The StickWorks http://www.stickworks.com
  24. Hi Charles, I'm not sure what the FSUIPC interaction is, but since it's the 4th lever you should check the Sensitivity and Null Zone settings in Flight Sim. FS will default the 4th lever to 0% sensitivity. It will let you assign it, but then it won't move the control surface. Anyway, make sure all 6 axes are maximum sensitivity and minimum null zone. Best regards, - Bob The StickWorks http://www.stickworks.com
  25. Hi Pete, >> However, I thought there was also a documented way to get reverse on the CH quadrant using the CH control manager... << To clarify a bit. You can do it with the Control Manager, but it relies on two "virtual" buttons, one that's on when the lever is in the detent (about 1/2" ahead of fully back) to send a min throttle command and then one that's on when the lever is behind the detent that you can program to send the decrease throttle command. It's basically keyboard control, though it does work better if the FS button commands are used, especially if you're doing pitch and mixture. There is no way that I'm aware of (aside from using FSUIPC) to get analog control of reverse thrust, but lots of people assume (I did, too, when I first started working with it) that if they just pull the lever back, FS will do the reversal automatically and it leads to lots of confusion. Best regards, - Bob The StickWorks http://www.stickworks.com
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