trouble with the heading/ALT AP bug?
watch this please
Microsoft Flight Simulator | Heading/ALT Bug | Cause | FIX!! - YouTube
it makes me wonder when the author of this vid says that the way MSFS reads switches and buttons is as a continuous pulse - rather than as an open/closed position - does that 'stack'?
in other words - is it then true that the more you use the AP or whatever - on top of having the battery and generators ON and everything else - that all of these switch positions are continuing to 'ping' the sim? as he says
"on isn't just ON - it's ON ON ON ON ON" -for every switch and button. If this is the case - no wonder there are stutters and CTD's as there would be conflicts as the load increases over time - unless I'm not understanding fully how this works (entirely probable)
I don't think he's right. The problem as I understand it is exactly what he's saying, and it has to do with whatever driver is between the Honeycomb and MSFS. And I have zero idea why it's not fixed yet. But it's not a general problem with MSFS, why do other controllers work just fine?
He is right, the signal is getting sent again and again and again,.... from the honeycomb, nothing to do with MSFS. I assume the Honeycomb does this for compatibility with other games, etc.. Who knows? I'm not a driver designer. I'd trust him if he went in with some sort of probe, either hardware or software, and looked at the logic of the gauges and did some debugging and looked at the signals and responses. But he doesn't have a clue, it's all guessing. And he made up a reason from one anecdotal incident (the gauges turning off, I could think of other reasons).
So, I'm no expert either, but, it works with a mouse, everything works just dandy with my CHProducts controllers, and yet it doesn't work with the Honeycomb. If it was a general interface design issue with MSFS, you'd get the same result from all of them. This is ONLY a problem with the Honeycomb.
But, supposedly they are partners... Why isn't it fixed yet?
It has to be a difference in logic between the two. I'm sure someone familiar with controller and driver design could figure out immediately what's wrong, but, to your original statement, I really don't think this is the cause of stutters. And I don't see it as a problem with the way MSFS is reading controllers, the problem is the way the Honeycomb is sending signals. Gauge refresh rate
IS a cause of stutters, that graphic update of a portion of the screen is a tax on the graphics engine and takes a lot of compute, especially since it's getting reflected off of surfaces. Polling a physical button controller should not be a cause of stutters, unless the driver is written
really poorly. You'll notice his fix is bypassing the main interface with MSFS, and sending key commands.
Maybe it's an issue because really the turnable knobs should really be considered axes, but they're being used to send key commands? That would make sense that it wouldn't work properly, MSFS doesn't know what to do with so many axes, and since it's really an axis, it's sending a constant stream of commands?
For instance, if you're going to drive the trim, use the trim (-100 - +100) AXIS... do NOT send button commands for trim up and trim down. Using the axis works awesome as a trim wheel. I set up the unused throttle axis on my Logitech Extreme3D Pro controller as the trim axis and flying is soooo much easier.