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ark1320

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Everything posted by ark1320

  1. Thanks for your input, I was not aware of the direct joystick assignment capability of Teamspeak3. The problem remians, however, because I need the Teamspeak push to talk function on the Saitek yoke to be conditional on the position of what Saitek calls the Mode switch. So while Teamspeak3 does directly see the push to talk button, it does not seem to be sensitive to the mode switch position. Al
  2. The current Teamspeak setup works fine when in FSX. However, when using Teamspeak when NOT in FSX, using a printable (and repeating) keyboard key to activate Teamspeak often interfers with what else I'm doing on the computer. Thx, Al
  3. Hi Pete, I have been successfully using the following FSUIPC.ini code (with FSUIPC ver 4.937, FSX & Win7) for a Teamspeak push to talk function using a button on my Saitek yoke: 36=CR(+Y,8)Y,1,K192,8 ;TeamSpeak voice capture start, mode sw=1, K192 for ` key 37=CU(+Y,8)Y,1,K192,8 ;TeamSpeak voice capture stop, mode sw=1 I would like to change the key (keycode) used to activate Teamspeak from the ` key ( the left-most key above the Tab key on my keyboard) to just the Right Ctrl key. If that is not possible, my second choice would be to use just the Print Screen key. I have tried using K163 for the Right Ctrl key option, and K44 for the Print Screen option in the above code, but can't get either to work. When Teamspeak is setup to use one or the other of these keys, I can activate Teamspeak when using the respective keyboard key. Thanks for any suggestions . Al
  4. Szab, In the User Contributions subforum there is a set of Lua scripts called NpC (Numpad Control) that let you set radio frequiences, headings, courses, autopilot settings, etc by entering digits directly with the keyboard numberpad. NpC works for a/c that use the default FSX Offsets for such parameters. Perhaps NpC might meet your needs, at least temporarily until you get your mouse system working. Al
  5. To make FSUIPC "see" the Saitek Mode switch, go into the folder C:\Windows\System32 (assuming the C drive is where things are at, otherwise substitute the correct letter) – you should find a file SaiD0BAC.pro. Rename this file (as an alternative to deleting it) – I simply renamed mine SaiD0BACmodeswitch.pr0 to help remind me why I had done this, and left it in the original System32 folder (of course, you can also place a backup of the file in a "safe" place and then delete the original). Then restart Windows, and the next time you start FSX pull up FSUIPC and go to the Buttons + Switches section and flip the mode switch – FSUIPC should register the switch when it moves. From time to time, for reasons I'm not sure of, the original SaiD0BAC.pro file reappears ( and the mode switch doesn't work) and I have to delete it so just my renamed file remains in the C:\Windows\System32 folder. Please note: I don't use any of the Saitek software, drivers, etc, but instead run everything through FSUIPC, and have not seen any impact of "eliminating" the SaiD0BAC.pro file since I first did this over a year ago. I do not know what the purpose of the SaiD0BAC file is, and what the impact of the above might be if you use the Saitek software. If it does cause you a problem, you can simply rename it back to its original name. Al
  6. Thank you. As you can see, I'm not an expereinced programmer. I now understand my mistake. I thought the initial value of n had to be passed to the function, I see that it does not. The 80ms is my guess at about how long it will take for the function to execute. I'd like the value to be as small as possible while still getting reliabale results. I will determine that by experimentation. Thanks again, Al
  7. I appoligize Pete, but I just don't follow what you are patiently trying to tell me. For my example above, how do I define the "function"? Is it something like function Alt_inc(k) ipc.control(65823, 77) ipc.control(65823) k=k-1 end and then use event.timer(80, “Alt_inc(n)") where I have taken a guess at the msecs value? How do you cancel the event when n reaches 0? If this is "way off" and only a very few lines of code are involved, can you show me what replaces my original loop above? Thx, Al
  8. I looked at event.timer(msecs, “functionname") but I'm afraid I just don't see how to make good use of it in the loop below the purpose of which is to execute the two control functions n times, where the value of n is a function of the preceding code. Thx, Al ... while n > 0 do ipc.control(65823, 77) ipc.control(65823) ipc.sleep (80) n = n-1 end ...
  9. No, it cannot. It is just a message sent to the Windows message queue for FS to pick up and obey. FSUIPC has no idea what the control does, so obviously it cannot check for completion. OK, so that means if the control process takes FSX long enough to exeucute, the loop could "loop" around and issue another control call before the first one had completed. I can see how this could lead to unreliable results. I'll look up the event timer. Thx much, Pete. Al
  10. In some Lua code I am writing I use a loop like the below: ... while n > 0 do ipc.control(65823, 77) ipc.control(65823) ipc.sleep (80) n = n-1 end ... I find to get the loop to execute reliably I need the delay of 80 ms. If I reduce the delay the loop sometimes seems to execute the wrong number of times (i.e., the control functions don't execute the correct number of times) . The initial value of n can be from 0 to over 40. The loop updates information in a G1000 display on an addon aircraft. I use FSUIPC ver 4.936. Does the need for this magnitude of delay seem reasonable? I am also trying to understand why the loop seems to execute the wrong number of times if the delay is to small. When an ipc.control function call is executed, does the system automatically wait for the control function to be completed (and return) before the next loop instruction is executed, or not? Thx, Al
  11. From www.Pilotoutlook.com: The beta range of operation consists of power lever positions from flight idle to maximum reverse. Beginning at power lever positions just aft of flight idle, propeller blade pitch angles become progressively flatter with aft movement of the power lever until they go beyond maximum flat pitch and into negative pitch, resulting in reverse thrust. While in a fixed shaft/ constant-speed engine, the engine speed remains largely unchanged as the propeller blade angles achieve their negative values In the KIng Air, the a/c is often taxied in the beta range because the flatter prop pitch keeps the thrust, and thus the taxi speed, down and saves on the brakes while maintaining engine rpm at the necessary level. Your very clever suggestion to edit the low end throttle calibration number in the FSUJIPC ini file to a value below the lowest the axis can achive, eg -16400, solved the problem! Thanks very much Pete! Al
  12. Hello Pete, I am trying to set up reverse thrust for the Flight1 KIng Air B200. I am using FSUIPC 4.934 and a Saitek Power Quadrant (PQ). I use a singe lever on the PQ as the throttle (power lever) for both engines, and I run all my lever type controls through FSUIPC4 calibration (the Enable Controllers option is deactivated in FSX) . I have programed the Saitek throttle (power leve) to activate reverse thrust when moved into the full down position, which actually turns on a switch in the PQ which in turn activates the FSX Throttle Decr control (with repeat while held). Flight1 said: We "cheated" FSX to get a working Beta range for the King Air by adjusting the power curve in the FDE so that idle power is at 25% on the FSX throttle range. In operation, as I decrease the Saitek throttle lever from the position labeled IDLE on the a/c, the animated sim throttle lever enters the Beta range and as I get to the very bottom of the Beta range, the animated throttle lever jumps back to Idle (this is the problem). If I then move the Saitek throttle lever down a bit further to activate the reverse switch, the animated throttle quickly moves down through the Beta area into reverse and reverse is activated. I'm trying to figure out how to setup the system so the animated throttle does not jump back to idle from the bottom of the Beta range before entering reverse. Thx, Al
  13. Pete, Thanks very much for fixing the keyboard Return key vs Numpad Enter key issue in FSUIPC4.924a so the Enter key can now be used to initiate Lua scripts. Much appreciated. Best, Al
  14. Pete, Thanks for solving another puzzle for a FSUIPC user. The support you provide is amazing! Please post here if you do decide to make any FSUIPC changes regarding treatment of the numpad Enter key so it can be used as a "stand alone" Lau script instigator. And yes, get some well deserved sleep. Al
  15. It all works if the main keyboard Return key is assigned via FSUIPC as the instigator for the Lau script, but does not work if the numpad Enter key is assigned via FSUIPC as the instigator for the Lau script. I am trying to figure out what is different between the Return and Enter keys that might explain why one works and one doesn't as the instigator. All default uses of the Enter key in FSX had been removed. Hope that is a little clearer. Al
  16. Pete, More info on Numpad Enter key: If I use the keyboard Return key via FSUIPC to setup and then instigate a Lua script all works well. AND then even the numpad Enter key will also instigate the script. But if I try to use FSUIPC to setup the numpad Enter key to instigate the script, nothing works (including the Return key). Any ideas on what might be happing? Thanks, Al
  17. Pete, Very helpful info -- thanks again! Al
  18. Pete, Besides making sure I understood the big picture, part of my motivation for the original post had to do with the Enter key on the numpad. I wanted to make sure that if the Enter key (or any key) was used to instigate a Lua script, it (the key code) would not also get passed on to FSX. So using the Enter key to instigate a Lua script is no different than using any other key, and thus the Enter key does not require special handling in some way. Thanks very much for your help. Al
  19. Hi Pete, Using FSUIPC4 I have "assigned" different keyboard and numpad keys to "activate" different LUA scripts. The activated script then looks at the ipcPARAM value associated with the keypress and processes it accordingly. My question is a conceptual one. My understanding is when a keypress occurs, it is intercepted by FSUIPC4. It if one of the keys assocaited with a LUA script, FSUIPC4 calls (activates) the script, and passes the associated ipcPARAM value to the script. In this case neither the script or FSX actually "sees" the value of the particular key (the key code) that was pressed and so the only thing that matters is the value of ipcPARAM. On the other hand, if the keypress is not assocaited with a script, FSUIPC4 passes the keypress keycode on to FSX or perhaps uses it in some other previously programmed way. Is my understanding correct? If not, where am I going wrong? Thanks very much, Al
  20. We now have an updated version of Numpad Control - this one includes a script for entering airspeed for those aircraft equipped with an auto-throttle. Speeds can be entered in Knots or Mach number. The new NpCv1.1 files are attached. Thx, Al and Dan NpC_v1.1.zip
  21. We would appreciate feedback on any problems associated with the NpC program or manual, as well as suggestions for improvements. Thx, Al & Dan
  22. Pete, thanks. My problem was the a/c had previously been assigned under the first profile, so I wasn't getting the menu options for the new profile. Once I edited the FSUIPC4.ini to remove the a/c from the first profile, all worked just as you said. Is editing the FSUIPC.ini file the only way to remove an a/c from being assigned? Thx again, Al
  23. I have a profile defined, and now would like to define a 2nd profile which will differ from the first in only one axis assignment. To do this I would like to carry over the settings from the first profile to a new one, and then make the necessary changes in FSUIPC4 for the new profile. I don't see how to do this directly in FSUIPC4. I suppose I could do it by editing FSIPC4.ini (by copying the 1st profile, pasting it into FSUIPC4.ini, and then change all the name references in the differnet sections of the new profile), but I suspect there is a better way. Thanks, Al
  24. Pete, I guess because I said YES to apply the general settings to the logitech joystick profile called Logitech3D, I have the categories [buttons], [Axes] and [Joystick Calibration] showing up both in the part of FSUIPC that is not really profile specific and which came from the Saitek yoke settings, and in the logitech profile specific area (area below [Profile.Logitech3D] ). Should I delete those categories from the part above [Profile.Logitech3D]? And if so can I just do that by just making the terms in brackets a comment, e.g., //[Axes]. or should I delete all the associated lines? Thanks again, Al EDIT: Ignore this post, dumb questions. I lost sight of the big picture. Those other settings have to apply to a/c not listed under the logitech joystick profile,i.e like when I want to use the yoke with a C172. Sorry Pete.
  25. Hi Pete, I think I've got things working OK, but have a couple questions: 1. I initially found my profile (named Joystick) included the yoke, rudder and throttle axes as well as the joystick axes. Could this of happened because I had the yoke, throttle and rudder controls plugged in while setting up the joystick profile, or becasue I said YES to the option to apply general settings to the profile (BTW, is saying YES to applying the general settings usually the right thing to do)? Since I did want to use the rudder and throttle with the joystick, I left those axes in and just commented out the yoke's elevator and aileron axes. See part of FSUIPC.ini below. Since Joystick is a common term used in FSUIPC.ini I'd like to rename the Profile. Can I rename my profile just by editing the name in all the profile specific places it appears in FSUIPC.ini (e.g., Axes.Joystick to Axes.Logitech)? Thanks Pete. Al [Profile.Joystick] 1=T-6 SP2 #0 [buttons.Joystick] 0=RJ,4,C65607,0 1=RJ,2,C65615,0 2=PJ,5,C65759,0 3=PJ,3,C65758,0 [Axes.Joystick] //3=YX,128,D,1,0,0,0 //4=YY,256,D,2,0,0,0 0=RX,256,D,7,0,0,0 1=RY,256,D,8,0,0,0 2=RR,256,D,3,0,0,0 3=YZ,256,D,4,0,0,0 4=YU,256,D,5,0,0,0 5=YV,256,D,6,0,0,0 6=JX,256,D,1,0,0,0 7=JY,256,D,2,0,0,0 [JoystickCalibration.Joystick] AllowSuppressForPFCquad=Yes ExcludeThrottleSet=Yes ExcludeMixtureSet=Yes ExcludePropPitchSet=Yes SepRevsJetsOnly=No ApplyHeloTrim=No UseAxisControlsForNRZ=No FlapsSetControl=0 FlapDetents=No ReverserControl=66292 Reverser1Control=66422 Reverser2Control=66425 Reverser3Control=66428 Reverser4Control=66431 MaxThrottleForReverser=256 AileronTrimControl=66731 RudderTrimControl=66732 CowlFlaps1Control=66162 CowlFlaps2Control=66163 CowlFlaps3Control=66164 CowlFlaps4Control=66165 SteeringTillerControl=0 MaxSteerSpeed=60 Aileron=-16384,-512,512,16383 Throttle=-16384,16383 LeftBrake=-16384,16383/16 SlopeLeftBrake=2 RightBrake=-16384,16383/16 SlopeRightBrake=2 Elevator=-16384,-225,128,16383
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