simcenter lelystad Posted September 6, 2011 Report Posted September 6, 2011 Hello, As I am totally new here, I start with a new topic. We have a full motion simulator with a Moog platform. Yesterday MOOG was here to tune the motion on FSX. As we worked with FS2004, this was a mayor change concerning the motion. We bump in to a problem: the ground speed output (input?) from Microsoft to the motion (FSUIP is in between) gives a much to low figure/rate. The input the motion is receiving (MOOG) is about 0,004, which makes the motion on the ground doeing wrong things (to slow pitch at take off for example). In the MOOG explorer the input is called "Vehicle Ground Speed", and is meaning the speed over ground in feet per second. Does some one happens to know how that can be changed? Thanks in advance and who ever this is reading or answering: feel free to step by if you are in the Netherlands Regards, Roel Bakker Simcenter Lelystad
Pete Dowson Posted September 6, 2011 Report Posted September 6, 2011 We bump in to a problem: the ground speed output (input?) from Microsoft to the motion (FSUIP is in between) gives a much to low figure/rate. The input the motion is receiving (MOOG) is about 0,004, which makes the motion on the ground doeing wrong things (to slow pitch at take off for example). In the MOOG explorer the input is called "Vehicle Ground Speed", and is meaning the speed over ground in feet per second. There is no difference in ground speed readouts between any version of FS from FS98, and even CFS1 and CFS2. It sounds like the program you are using is reading an unsupported FSUIPC offset. Only the documented values are compatible across the whole range of Microsoft simulators The offset to be used is: 02B4.........4 bytes.........GS: Ground Speed, as 65536*metres/sec. Not updated in Slew mode! You see that the format amounts to the integer METRES per second in the 16 bit word at 02B6, with the fractional part (in 1/65536ths of a M/Sec) in the 16bit part in 02B4. If you need feet/sec you can read it the 4 bytes into a 32-bit integer, copy to a floating point variable, then multiple by 3.28084 and divide by 65536. This certainly works in FSX the same as it does in FS9 and before as it is used by many programs without any problems. I've no idea how your application gets a different results in each and makes me suspect that it is even getting the wrong value in FS9. You can use FSUIPC Logging to see what the program is actually reading, and see the GS value in that offset in real time on screen by using the Monitor for offset 02B4 as a type U32 and checking the FS display or Adv Display option. Do this in both FS9 and FSX and compare. Regards Pete
simcenter lelystad Posted September 15, 2011 Author Report Posted September 15, 2011 Hi Pete, Thanks alot. I will sort this out. Keep you posted! Regards, Roel. There is no difference in ground speed readouts between any version of FS from FS98, and even CFS1 and CFS2. It sounds like the program you are using is reading an unsupported FSUIPC offset. Only the documented values are compatible across the whole range of Microsoft simulators The offset to be used is: You see that the format amounts to the integer METRES per second in the 16 bit word at 02B6, with the fractional part (in 1/65536ths of a M/Sec) in the 16bit part in 02B4. If you need feet/sec you can read it the 4 bytes into a 32-bit integer, copy to a floating point variable, then multiple by 3.28084 and divide by 65536. This certainly works in FSX the same as it does in FS9 and before as it is used by many programs without any problems. I've no idea how your application gets a different results in each and makes me suspect that it is even getting the wrong value in FS9. You can use FSUIPC Logging to see what the program is actually reading, and see the GS value in that offset in real time on screen by using the Monitor for offset 02B4 as a type U32 and checking the FS display or Adv Display option. Do this in both FS9 and FSX and compare. Regards Pete
opperforel Posted February 1, 2012 Report Posted February 1, 2012 Hello Pete Sorry for the bad explaination, but i will try... We have an issue with the pitch (yoke) on FSX, using FSUIPC. The first part of the pitch with the yoke is not making the aircraft pitch. (on runway). You ll need to pull the yoke into your brest which finaly makes the pitch go. If we take a look into the calibration you will see that the first part of the pitch/movement is not resulating in a movement, a kind of dead part in the first inches. With FS2009 (same hardware) the calibration is great. have you got any idea what can be the reason for this?? We have tried and tried to calibrate on FSX, but no result. It is a quite the same with the rudders... Hope to hear from you, and thanks in advance. PS: when will you step by? We still own you a flight in the full motion sim! Regrds Roel
Pete Dowson Posted February 1, 2012 Report Posted February 1, 2012 We have an issue with the pitch (yoke) on FSX, using FSUIPC. The first part of the pitch with the yoke is not making the aircraft pitch. (on runway). You ll need to pull the yoke into your brest which finaly makes the pitch go. If we take a look into the calibration you will see that the first part of the pitch/movement is not resulating in a movement, a kind of dead part in the first inches. Are you calibrating with FSUIPC? have you followed all the steps? It sounds exactly as if it is simply not calibrated. It is a quite the same with the rudders... Evidently you are not doing things correctly, then. Please read the relevant section of the FSUIPC user guide and follow the steps. It is simple enough. FSUIPC's calibration maps points on your axes according to the values they provide. The only way changing values will not make chainging inputs to FS is by bad calibration. PS: when will you step by? We still own you a flight in the full motion sim! i don't get about much owing to my poor eyesight. If i can get someone to go with me I may just visit Lelystad again this November. I missed last years. Regards Pete
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now