Hand Cranking code in MSFS

redmill

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Hi everyone!

I'm working on an aircraft for MSFS that, in the real world, requires ground crew to crank the propeller by hand before starting. I'm trying to replicate this in the sim by using the propeller as a priming switch.

In principle, this works fine, but due to the way the animations work the switch animations reverse after playing to reset the condition of the switch. Is there any way to remove this logic so the propeller rotates then stays where it is?

Thanks in advance!

many thanks
 
Maybe you could alias the prop crank to a fuel pump toggle switch or even a turboprop fuel condition lever?
 
I thought about doing something like that, but all the switch code still has the animation reversing on subsequent clicks
what I currently have is a standard Asobo priming switch template that's linked intentionally to the incorrect animation, so clicking the prop doesn't invoke an animation. What I think I need is another miscellaneous piece of code linked to the prop, that plays the 360degree revolving animation every time its clicked, but I can't figure that bit out... I'm probably just being stupid and its probably really simple, but I can't seem to get it!
 
I thought about doing something like that, but all the switch code still has the animation reversing on subsequent clicks
what I currently have is a standard Asobo priming switch template that's linked intentionally to the incorrect animation, so clicking the prop doesn't invoke an animation. What I think I need is another miscellaneous piece of code linked to the prop, that plays the 360degree revolving animation every time its clicked, but I can't figure that bit out... I'm probably just being stupid and its probably really simple, but I can't seem to get it!
Hmm, I can't think off the top of my head at the moment how to do this, but perhaps you could look at the CAS J-3 Cub code for some ideas. There was another vintage craft in MSFS that did this as well, but can't recall which it was.
 
Hello Remill,

I arrive a little late but here is the method I used on several planes:
- create a dummy propeller that will serve the pullthrough and is at the same starting position as the real propeller
- animate this blade on 250 keyframes for 2 and a half turns
- each pullthrough uses 50 keyframes for 1/2 turns
- depending on the temperature of the engine, I calculate a number of pullthrough to be achieved: 2, 3 or 5
- when the number of pullthrough reaches the pre-programmed threshold, the dummy propeller disappears and the real propeller takes over

The whole trick is in the fact that the factive propeller only does half turns so every pull-through it gets right over the actual blades so the user doesn’t see anything changed ;)
This said in some cases, the dummy propeller returns from its final position to its starting position without disappearing and this breaks the illusion. :rolleyes:
 
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