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number of pulses per unit of time


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I am using the EPIC card. Quite an old product but to my mind still more advanced as what is available today as values are generated within the card and then sent to FS rather then sending signals to FS which turn the knobs.

However, not every add-on aircraft has Offesets, so I am now programming EPIC to send button pulses to FSUIPC. By way of a macro and LVARs they will then manipulate the aircraft's input (A2A C172 in this case).

Now I notice if I turn a knob quickly, it sends three pulses from EPIC to the Windows Game Controller. But out of these three pulses, only one goes through to the aircraft. The other two get lost on the way.

I think I have explained in a non-technical manner what some of you might have experienced - FSX seems to be rather slow accepting inputs, so if they are above FSX's tolerance, they get lost.

Can anyone help with this?

Best,

Holger

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30 minutes ago, shorthauler said:

Now I notice if I turn a knob quickly, it sends three pulses from EPIC to the Windows Game Controller. But out of these three pulses, only one goes through to the aircraft. The other two get lost on the way.

Are you assigning these is FSUIPC? If so you could try increasing the scan rate.  This parameter controls that:

[Buttons]
PollInterval=25

That value, which is in milliseconds, can be reduced. 25 gives up to 20 presses and their releases per second.

In the end, though, these events do gve rise to messages flying about within the simulator, and the processing of those will depend on other factors too. Sometimes (usually0 they get queued, but that depends.  

What is often done for rotary encoders is to differentiate between turning a knob quickly and slowly. GoFlight do that within there own drivers for modules like the RP48. It can be done for others too, by prograam or even by having a Lua plug-in to process the incoming button press indications and acting differently depending on the interrval between.

Pete
 

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