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English Rebel

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Everything posted by English Rebel

  1. Pete Yes I know it's listed -- but only where I entered it in the button condition. The actual button entry is not. The entry for button 72,0 is here: 90=P72,0,C1126,0 91=U72,0,C66705,0 What I don't see is the equivalent entry for 72,7. What I expected to see was this entry, as I programmed the Down (On) action as APU start: 120=P72,7,C66704,1I tried to delete the action for 72,7 in Buttons + Switches and reprogram it but it's grayed out and says I can only edit it in the INI file!! I even deleted the programming for Virtual Joystick 72 buttons 0 and 7 and deleted the button condition in the INI file. Buttons + Switches didn't recognize them -- obviously as I had deleted them, but when I reprogrammed 72,7 and went into Buttons + Switches and actuated it, it defaulted to the original entry (APU Start) and is grayed out FYI 72,7 is APU START and 72,0 is the APU Master and it has to be ON before the APU can be started. Once the APU is running turning 72,0 OFF stops the APU. Thanks Alan
  2. Pete I have two switches 72,0 and 72,7. Switch 72,7 is not supposed to operate until switch 72,0 is in the ON position. I added a button contingency highlighted in red and for a while it worked fine. It no longer does. Now the strange thing is I cannot see button 72,7 in the INI file yet it is recognized in Buttons + Switches as such and is noted that it is dependent on another button and to edit in the INI file. Can you please help me figure out why it's not showing up in the INI file and the reason the dependency is no longer working? Thanks Alan [buttons] ButtonRepeat=20,10 0=PB,0,Cx0D0073F8,x01 2=PB,5,Cx050073F8,x20 4=PB,1,Cx050073F8,x02 5=PB,14,C66040,16211 6=UB,1,Cx090073F8,x02 7=UB,0,Cx090073F8,x01 8=PB,2,Cx050073F8,x04 9=UB,2,Cx090073F8,x04 10=PB,3,Cx050073F8,x08 11=UB,3,Cx090073F8,x08 12=PB,4,Cx050073F8,x10 13=UB,4,Cx090073F8,x10 14=UB,5,Cx090073F8,x20 15=PB,13,Cx050073D5,x40 18=UB,13,Cx090073D5,x40 19=PB,7,Cx050073F9,x01 20=UB,7,Cx090073F9,x01 21=PB,8,Cx050073F9,x02 22=UB,8,Cx090073F9,x02 23=PB,9,Cx050073F9,x04 24=UB,9,Cx090073F9,x04 25=PB,10,Cx050073F9,x08 26=UB,10,Cx090073F9,x08 27=PB,11,Cx050073F9,x10 28=UB,11,Cx090073F9,x10 29=PB,12,Cx050073F9,x20 30=UB,12,Cx090073F9,x20 31=RB,19,Cx110073FD,x00FF0001 32=RB,18,Cx210073FD,x00FF0001 33=RB,23,Cx110073FC,x00FF0001 34=RB,22,Cx210073FC,x00FF0001 35=RB,21,Cx210073D2,x00FF0001 36=RB,20,Cx110073D2,x00FF0001 37=RB,25,Cx510073D7,x00FF0000 38=RB,24,Cx610073D7,x000000FF 39=RB,27,Cx610073D8,x000000FF 40=RB,26,Cx51000049,x00FF0000 41=RB,29,C65883,1 42=RB,28,C65884,1 70=PB,6,C65821,0 71=UB,6,C65821,-4096 75=R72,4,Cx32000C04,x3FFF004B 76=R72,5,Cx33000C02,x3FFF004B 77=R72,3,Cx42000000,xC001004B 78=PC,4,Cx02000BC8,x0000 80=PC,5,C65820,0 81=UC,5,C65820,-4096 82=PC,6,C65821,0 83=UC,6,C65821,-4096 84=PC,2,C65983,0 85=UC,2,C65987,0 86=PC,3,C65988,0 87=UC,3,C65992,0 88=UC,4,Cx02000BC8,x7FFF 89=R72,6,Cx42000C02,xC001004B 90=P72,0,C1126,0 91=U72,0,C66705,0 92=CR(+72,0)72,7,C66704,1 93=P69,8,CL3:R,0 94=U69,8,CL3:K,0 95=P70,9,CL4:R,0 96=U70,9,CL4:K,0 97=P70,10,CL3:R,0 98=U70,10,CL3:K,0 99=R64,0,Cx42000BC0,xC001004B 100=R72,1,Cx32000BC0,x3FFF004B 101=R72,2,Cx42000BC0,xC001004B 102=P64,2,CL5:R,0 103=U64,2,CL5:K,0 104=P64,3,CL6:R,0 105=U64,3,CL6:K,0 106=P64,5,CL5:R,0 107=U64,5,CL5:K,0 108=P64,4,CL3:R,0 109=U64,4,CL3:K,0 110=R64,7,Cx32000BC0,x3FFF004B 111=P64,8,C1126,0 112=CR(-64,8)72,1,Cx32000BC0,x3FFF004B 113=CR(-64,8)64,0,Cx42000BC0,xC001004B
  3. Pete I'm using InterfaceIT to program the switch offsets. Logged the two switches today and they worked okay - showed on and off as they should. Go figure -- must be the weather. :???: Thanks Alan
  4. Ah well, what can I say Pete, except don't believe all you hear on the Internet. :???: Pressing the start switch on my engine panel starts the engine but then the IGN and STARTING on the EICAS are supposed to go out after the engine reaches a certain N1 value but in my case it's not doing that and I have to go into the FSX fuel panel to turn it off (where it shows as still being ON). For information I am using Offsets 092A and 0892 for the R & L engines with Set value then zero with a sleep time of 18000. This has worked fine up until now so I'll try logging the button presses to see what's happening. Thanks Alan
  5. Pete For some reason I have started to have issues with the engine start switches staying in the ON position after the engines reach the N1 level where they are supposed to shut off. Someone told me that an update to FSUIPC fixed this but I'm running v4.9. It has only started to happen in the last few days (although in the past it did happen but only occasionally). On my EICAS I can see the IGN and STARTER text display flicker when they are supposed to go off but they stay on. Is there anything I can select in the logging section to see what is going on? Thanks Alan
  6. Andy This from the User Guide (page 32). You should find them in the drop down list in Buttons+ Switches. Also this from page 33: Hope this helps and I haven't led you astray :???: (I'm sure Pete or someone else will chime in if I have). Alan
  7. Dennis For some unknown reason I had the exact same problem -- Lua file not showing up in the drop down list after I added it to the Modules folder. I closed and restarted FS four or five times and it still didn't show up. I rebooted and restarted FS but still no joy. Then on the next close and restart of FS it magically appeared. As I said I have no idea why this happened but you may want to try that. Alan
  8. Greg That's normal. FS thinks it's a new device and enables the controls. I have mine disabled and it's never been re-enabled. Have you set your joystick numbering so that FS "remembers" them and doesn't think they are new devices? Look at page 27 in the User Guide for information. Alan
  9. Pete You got me going there for a while -- 91000 mSecs=1 sec. :razz: . I too have a habit of typing 9 when I meant ( -- particularly when in a hurry. Took a while for that number to sink into my thick skull as being way to large. :mrgreen: Alan
  10. Okay I'll try ipc.sleep as I can measure the length of the sounds. This sounds (no pun intended :razz: ) as the easiest solution as I'm not very proficient at Lua. Thanks Alan
  11. Pete I edited the Lua file to list: Sound.play("E:\\Program Files (x86)\\Microsoft Games\\Microsoft Flight Simulator x\\sound\warningchime.wav") three times but it only plays once. Any ideas? Thanks Alan Edit I created another Lua file to play three different sounds and they all play at once. This is why the warning chime Lua only seems to play one chime when in fact it's playing all three at the same time. Is there a way to put a delay between the sound.play entries? Thanks Alan
  12. Ah, thanks for that. I used function because I saw that in another Lua file, but I guess that was more complex. I'll change mine to the simpler version. As far as the Lua file not showing up, I didn't try the reload but shouldn't shutting down and restarting FSX make the file show up? Thanks Alan
  13. Pete I have this Lua script to play a warning chime when a test switch is pushed. --Plays the master caution warning WAV file when the test button is pressed-- function warn(warningchime) Sound.play(warningchime) end warn("E:\\Program Files (x86)\\Microsoft Games\\Microsoft Flight Simulator x\\sound\warningchime.wav") This plays a single chime just fine but what do I need to add to play the sound three times? Also I created this Lua file by copying, renaming, and editing another Lua file that I had used successfully. It's in the modules folder but was not listed in the drop down list in Buttons + Switches. I exited and restarted FSX four times and even rebooted the PC but only after exiting and restarting FSX a further three times did it finally appear. Any thoughts? Thanks Alan
  14. Pete My example was the actual WAV file (barking dog :razz: ) not the script. The double \\ did it -- I said it was my first rookie attempt. :???: Works great. Thanks Alan
  15. Pete Okay I changed "sounds" to lower case and the error message has gone away -- thanks for that. However the sound does not play. The log file shows the Lua script starting and stopping okay (in fact six times -- I had the button depressed for about two seconds). I played the sound file and it's fine. Any suggestions? I have the Action to repeat while the button is held box checked. Thanks Alan
  16. Oh, okay. Didn't think Lua was case sensitive in the file links -- just its own commands. Thanks Alan
  17. Okay thanks for that response. I'm trying to write a Lua script that will play a wav file whenever buttons on my test panel switch are pressed. The first one is the stall test and when the button is pressed the stall.wav file will play. I apologize in advance as this is the first time I've attempted a Lua script so please be patient with me. I used a Lua editor to compile the script and put it in the Modules folder as instructed. I have programmed the button and it's recognized in FSUIPC where I assigned the Lua script to it. I've played around with this for over an hour but the problem is that I don't understand the error message I'm getting in the script log file so maybe you can help here. This is the script (I used an existing wav file just to test the function) :razz: --Plays the stall warning WAV file when the stall test button is pressed-- function stall(stallwarning) Sound.playloop(stallwarning) end stall("E:Program Files (x86)\Microsoft Games\Microsoft Flight Simulator x\Sound\ORBX_Sound_dog_barking.wav") The log file gives me this error ***LUA ERROR*** E:Program Files (x86)\Microsoft Games\Microsoft Flight Simulator\Modules\Stall warning. lua:1: attempt to index global 'Sound (a nil value) Thanks Alan
  18. I just found this very nice little tutorial http://forum.simflight.com/topic/67235-how-to-install-a-lua-file-or-script/ that may suit what I'm trying to do (assign a sound file to a button push). When the Lua script has been written (I'll name it Stall Sound.lua), where should it be installed so it will appear in the FSUIPC Buttons + Switches page pull down list for Action taken when button is pressed? Thanks Alan
  19. I'm just getting started with Lua scripts so please excuse my lack of knowledge. :neutral: I have read through the FSUIPC Lua Library document and noticed that virtual joystick buttons cannot be used to trigger an action such as playing a .WAV file (e.g. event.button(joynum, button, "function-name"). Is there no other way to detect a virtual joystick button to do this such as ipc.read? I have buttons for which there are no offsets so virtual buttons are my only option. Thanks Alan
  20. Pete You are totally missing the point here. I'll say this just one more time and if you choose to answer or not -- that's your choice. In the context of this discussion of the Lear45, the APU generator is running. I don't care if in the sequence of the APU system the APU starts and then then the APU generator is started -- it's immaterial -- the APU generator is running and power is available. We have established that the APU is running and the generator is providing power -- okay. Now the GCU tells the pilot that there is APU power available by illuminating the AVAIL light and the pilot now pushes the APU GEN S/I switch to connect the APU that is running and producing power to the electrical system. According to Bombardier -- who I'm sure know how their systems operate, the AVAIL light is extinguished and the ON light is lit. What part of that sequence don't you understand? Could someone who understands this sequence please let me know how to extinguish the AVAIL light? Thanks Alan
  21. Pete I did read the aircraft manual which says this: When the green AVAIL light appears on the APU GEN S/I (the switch/indicator in the electrical panel) the APU generator can be used. Depressing the APU GEN S/I sends a discreet signal to the GCU which connects the generator to the aircraft electrical distribution system. Once the generator is connected the green AVAIL indication will extinguish and a white ON indication will illuminate. This is exactly what I described in this thread as I wrote To which you replied I took that to mean you understood what I meant. But then you wrote You confused me when you started referring to the APU and generator as if they were separate entities. Per the manual the AVAIL light indicates that the APU Generator is available to power the electrical system.All I was asking for was a way to turn the AVAIL light off when connecting the APU with the APU GEN S/I switch as per the aircraft manual maybe using offset 66C0 . Regards Alan
  22. I think there is miscommunication going on here (or at the least on my part for which I apologize) so let me start over. I am solely referring to the APU generator. In my Lear45 I can start the APU generator from the APU panel on the center console. I have an APU switch on my MIP electrical panel that has two LEDs in it and one lights up to say AVAIL when the APU is running. According to the aircraft manual the aforementioned switch can then be pushed to disconnect the aircraft from its batteries and connect the APU to the aircrafts electrical system at which time the second LED in the switch illuminates ON to show that the APU is now powering the aircraft and the AVAIL light is then extinguished. As I said I used offset 0B52 (APU Generator Running) to illuminate the AVAIL light and now need an offset to extinguish it when the APU switch is pushed to the on position which is why I asked about the offset 66C0. Hope that makes sense. Regards Alan
  23. Pete Sorry for the obfuscation :???: Yes -- I did mean APU generator I guess I was too economical with my words. :???: If I set the light to ON with offset 0B52, can I then use offset 66C0 (and set the bit to 0) when the switch is in Down (On) position to turn the light OFF or will the presence of 0B52 always keep it ON? Thanks Alan
  24. Pete I don't understand that comment because otherwise we couldn't turn lights on and off in our sim. Offset 0B52 (APU Generator Active) is listed in the FSUIPC offset table and it's a read only offset. It is active when the APU is running. Ideally an offset for APU Generator Inactive would work but I don't see it. There is APU Generator Off but then that turns the APU off which is not what I want -- I just need some way of "canceling" offset 0B52. Thanks Alan
  25. Pete I have a Kory type switch in my electrical panel that connects the APU generator when it's been started. There are two LEDs in the switch -- AVAIL and ON. To illuminate the AVAIL LED I'm using APU Generator Active Flag (ofset 0B52). When I press the switch to connect the APU the ON LED illuminates but the AVAIL needs to extinguish. How can I achieve this? Thanks Alan
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