• There seems to be an up tick in Political commentary in recent months. Those of us who are long time members of the site we know that Political and Religious content has been banned for years. Nothing has changed. Please leave all political and religiours commentary out of the fourms.

    If you recently joined the forums you were not presented with this restriction in the terms of service. This was due to a conversion error when we went from vBulletin to Xenforo. We have updated our terms of service to reflect these corrections.

    Please note any post refering to a politicion will be considered political even if it is intended to be humor. Our experience is these topics have a way of dividing the forums and causing deep resentment amoung members. It is a poison to the community. We apprciate compliance with the rules.

    The Staff of SOH

  • Server side Maintenance is done. We still have an update to the forum software to run but that one will have to wait for a better time.

Setting up my Saitek Throttles

Merlin216

Charter Member
I finally got my 2 Saitek throttle quadrants over Christmas. They were a pain in the butt to get FSX to use them properly though. One throttle thought it was the joystick, and my X52 ended up being completely disabled on my computer. I managed to get them to work though. I set up the 4 throttles just fine, and the other 2 knobs as trim and spoilers. I was hoping to have more individual reverse thruster control though. I had to assign the "Decrease Throttle Quickly" command as a button that presses when one of my throttles hits the reverse area. That unfortunately controls all engines. Is there a way to do this to each individual engine?

I think most of you are going to tell me to use FSUIPC. I would, but I dont have a registered version, and it costs way to much money to me. Are there not any other ways or programs?
 
fsuipc is well worth the investment !

and does exactly what you want

I find it extremely hard to buy any addon for FSX. I just hate the fact that they are usually several times higher than the price of the game itself. $42 dollars to change a few controls is just crazy to me.
 
I find it extremely hard to buy any addon for FSX. I just hate the fact that they are usually several times higher than the price of the game itself. $42 dollars to change a few controls is just crazy to me.


True. But you'll use it, everytime. Just like I look at the Active Sky Advanced weather generator, it's on every flight I take.
I don't have the FSX version of FSUIPC as well, since an upgrade was never offered for FS9 owners. I use buttons assigned as well for reverse thrust.

I've got a quite few aircraft addons collecting dust in the 'hangar'. And scenery is great, if you happen to be in the area. :kilroy:
 
True. But you'll use it, everytime. Just like I look at the Active Sky Advanced weather generator, it's on every flight I take.
I don't have the FSX version of FSUIPC as well, since an upgrade was never offered for FS9 owners. I use buttons assigned as well for reverse thrust.

I've got a quite few aircraft addons collecting dust in the 'hangar'. And scenery is great, if you happen to be in the area. :kilroy:

It is quite unfortunate to pay so much for this hobby. It seems that most of the addons worth getting happen to burn a hole in your pocket though.
 
First of all, FSUIPC doesn't just allow you to more correctly and better allocate controls - a registered version will allow you to fix all the stupid things that FS does wrong as well, such as instant 200mph/180 degree wind changes at altitude, step pressure changes and batteries that go flat in two seconds if you don't start an engine.

As an aside, (and not intended as a "bash" or attack, merely a comment), it is clear that you have never worked with professional software if you think that buying an add-on that costs more than the base package is unusual. As examples, at work we use Bentley Microstation 8 (a CAD package). This costs, per seat, around £3,500 a year. Then on top of that, we use a piece of software that creates "intelligent" drawings, which costs a mere £6,000 per year, per seat. I thought that was bad until I became IT Manager for a bunch of our Civil Engineersand had to deal with a package named SuperStress, which cost £12,000 per year, on top of the >£3,000 per year they have to pay for AutoCAD to sit on it. SuperStress was also very aptly named. Utterly user unfriendly, a pain in the backside to get and keep working... It made all the tweaks we do for FSX seem like child's play!

It's actually very usual to pay a lot more for add-ons than it is for a base package. It's caused by economies of scale. Microsoft will sell tens of thousands of copies of FSX, which splits the cost of development down to a few dollars per box. If Pete sold as many licenses for FSUIPC as MS did of FSX, he wouldn't have to charge as much either, but his sales are most likely in the hundreds, not thousands, per year, let alone tens of thousands.

As I said, please don't take that as in any way an indication that what you are saying is wrong - everyone has their own limitations on what they will and won't spend on things - but hopefully it might explain a little.

Hope you can get a solution sorted that works for you!

Incidentally, I've used both decrease throttle quickly assigned to throttle 2 and FSUIPC controlling individual engines... I prefer FSUIPC, but it really is personal preference. The reverse all on lever 2 worked perfectly adequately for most purposes - it was just quickly turning a Hercules that was a pain. :d
 
First of all, FSUIPC doesn't just allow you to more correctly and better allocate controls - a registered version will allow you to fix all the stupid things that FS does wrong as well, such as instant 200mph/180 degree wind changes at altitude, step pressure changes and batteries that go flat in two seconds if you don't start an engine.

As an aside, (and not intended as a "bash" or attack, merely a comment), it is clear that you have never worked with professional software if you think that buying an add-on that costs more than the base package is unusual. As examples, at work we use Bentley Microstation 8 (a CAD package). This costs, per seat, around £3,500 a year. Then on top of that, we use a piece of software that creates "intelligent" drawings, which costs a mere £6,000 per year, per seat. I thought that was bad until I became IT Manager for a bunch of our Civil Engineersand had to deal with a package named SuperStress, which cost £12,000 per year, on top of the >£3,000 per year they have to pay for AutoCAD to sit on it. SuperStress was also very aptly named. Utterly user unfriendly, a pain in the backside to get and keep working... It made all the tweaks we do for FSX seem like child's play!

It's actually very usual to pay a lot more for add-ons than it is for a base package. It's caused by economies of scale. Microsoft will sell tens of thousands of copies of FSX, which splits the cost of development down to a few dollars per box. If Pete sold as many licenses for FSUIPC as MS did of FSX, he wouldn't have to charge as much either, but his sales are most likely in the hundreds, not thousands, per year, let alone tens of thousands.

As I said, please don't take that as in any way an indication that what you are saying is wrong - everyone has their own limitations on what they will and won't spend on things - but hopefully it might explain a little.

Hope you can get a solution sorted that works for you!

Incidentally, I've used both decrease throttle quickly assigned to throttle 2 and FSUIPC controlling individual engines... I prefer FSUIPC, but it really is personal preference. The reverse all on lever 2 worked perfectly adequately for most purposes - it was just quickly turning a Hercules that was a pain. :d

I do see your point. I know you usually get what you pay for in products, but I also tend to be cheap when shopping.

I love the C-130, and I love flying my C-17, so I know what you are talking about with ground handling. For me, aircraft tend to somehow have enough power at idle to speed up when on taxi. I was hoping the throttles would kinda fix this, but it seems even when they are at idle I still have 1% of throttle. I was hoping to have individual throttle controls mainly for ground handling, but that did not seem to work out to well. At some point, it will probably drive me crazy and I may just buy FSUIPC. Like I said though, I am cheap.
 
I finally got my 2 Saitek throttle quadrants over Christmas. They were a pain in the butt to get FSX to use them properly though. One throttle thought it was the joystick, and my X52 ended up being completely disabled on my computer. I managed to get them to work though. I set up the 4 throttles just fine, and the other 2 knobs as trim and spoilers. I was hoping to have more individual reverse thruster control though. I had to assign the "Decrease Throttle Quickly" command as a button that presses when one of my throttles hits the reverse area. That unfortunately controls all engines. Is there a way to do this to each individual engine?

I think most of you are going to tell me to use FSUIPC. I would, but I dont have a registered version, and it costs way to much money to me. Are there not any other ways or programs?

Backup your standard.xml file in your 'controls' folder.

Open your standard.xml file in notepad.

Scroll down to the index for each 'button' to be assigned. On each quadrant, index 6 = the button at the bottom of the left-most lever, and index 8 = the button at the bottom of the right-most lever (the ones triggered when the levers are pulled back into the 'reverse' position.

For each one that you want to assign to a specific engine, use the THROTTLE#_DECR command, be sure repeat is set to 1, and use THROTTLE#_CUT for the button's 'up' (or release) event.

For example, I have two saitek quads set up for twins. So the first two levers on the first quad are my throttles, the right-most lever of the first quad, and the left-most lever of the second quad are my prop levers, and the right-most two levers on the second quad are my mixture levers. In that configuration, my standard.xml for the buttons that are hit when the levers are pulled back are as follows:

For the first (left-hand) quad (throttle 1 and 2, and prop 1), scroll down to the section for the first quad in the standard.xml file that refers to the first quad's configuration (not it's 'slew' configuration), and you can use the following code:

(NOTE: In the examples below, you will need to change the curly brackets to greater than and less than signs, ie: '{' should be replaced with '<' and '}' should be replaced with '>').
Code:
        {Entry}
            {Index}6{/Index}
            {Down}THROTTLE1_DECR{/Down}
            {DownRpt}1{/DownRpt}
            {Up}THROTTLE1_CUT{/Up}
        {/Entry}
        {Entry}
            {Index}7{/Index}
            {Down}THROTTLE2_DECR{/Down}
            {DownRpt}1{/DownRpt}
            {Up}THROTTLE2_CUT{/Up}
        {/Entry}
        {Entry}
            {Index}8{/Index}
            {Down}PROP_PITCH1_DECR{/Down}
            {DownRpt}1{/DownRpt}
            {Up}PROP_PITCH1_HI{/Up}
        {/Entry}
</ENTRY>

Then for my second quad, which covers the prop for engine 2, and the mixture for both engines, my code looks like this:
Code:
        {Entry}
            {Index}6{/Index}
            {Down}PROP_PITCH2_DECR{/Down}
            {DownRpt}1{/DownRpt}
            {Up}PROP_PITCH2_HI{/Up}
        {/Entry}
        {Entry}
            {Index}7{/Index}
            {Down}MIXTURE1_DECR{/Down}
            {DownRpt}1{/DownRpt}
            {Up}MIXTURE1_LEAN{/Up}
        {/Entry}
        {Entry}
            {Index}8{/Index}
            {Down}MIXTURE2_DECR{/Down}
            {DownRpt}1{/DownRpt}
            {Up}MIXTURE2_LEAN{/Up}
        {/Entry}

So THROTTLE#_DECR is the command for decreasing individual engine throttles, where # would be replaced with the engine number (1-4).

PROP_PITCH#_DECR is the command to decrease prop pitch (and/or feather) on an individual engine basis, again, where # should be replaced with the appropriate engine number.

MIXTURE#_DECR is the command to decrease the mixture lever, where once again, the # sign would be replaced with the appropriate engine number.

The DownRpt section of each enty is what makes the command repeat itself as long as the 'button' is held down (while the lever is pressing it down in the lever's reverse position).

Finally, the THROTTLE#_CUT, PROP_PITCH#_HI, and MIXTURE#_LEAN essentially forces each of those 'levers' in the game to be reset to their neutral or 'idle' positions.

This is all done in the standard.xml file, and doesn't require FSUIPC or any other additional programs. It just takes the time to make the edits and test them. :)

Hope this information helps. :)

-George
 
Backup your standard.xml file in your 'controls' folder.

Open your standard.xml file in notepad.

Scroll down to the index for each 'button' to be assigned. On each quadrant, index 6 = the button at the bottom of the left-most lever, and index 8 = the button at the bottom of the right-most lever (the ones triggered when the levers are pulled back into the 'reverse' position.

For each one that you want to assign to a specific engine, use the THROTTLE#_DECR command, be sure repeat is set to 1, and use THROTTLE#_CUT for the button's 'up' (or release) event.

For example, I have two saitek quads set up for twins. So the first two levers on the first quad are my throttles, the right-most lever of the first quad, and the left-most lever of the second quad are my prop levers, and the right-most two levers on the second quad are my mixture levers. In that configuration, my standard.xml for the buttons that are hit when the levers are pulled back are as follows:

For the first (left-hand) quad (throttle 1 and 2, and prop 1), scroll down to the section for the first quad in the standard.xml file that refers to the first quad's configuration (not it's 'slew' configuration), and you can use the following code:

(NOTE: In the examples below, you will need to change the curly brackets to greater than and less than signs, ie: '{' should be replaced with '<' and '}' should be replaced with '>').
Code:
        {Entry}
            {Index}6{/Index}
            {Down}THROTTLE1_DECR{/Down}
            {DownRpt}1{/DownRpt}
            {Up}THROTTLE1_CUT{/Up}
        {/Entry}
        {Entry}
            {Index}7{/Index}
            {Down}THROTTLE2_DECR{/Down}
            {DownRpt}1{/DownRpt}
            {Up}THROTTLE2_CUT{/Up}
        {/Entry}
        {Entry}
            {Index}8{/Index}
            {Down}PROP_PITCH1_DECR{/Down}
            {DownRpt}1{/DownRpt}
            {Up}PROP_PITCH1_HI{/Up}
        {/Entry}
Then for my second quad, which covers the prop for engine 2, and the mixture for both engines, my code looks like this:
Code:
        {Entry}
            {Index}6{/Index}
            {Down}PROP_PITCH2_DECR{/Down}
            {DownRpt}1{/DownRpt}
            {Up}PROP_PITCH2_HI{/Up}
        {/Entry}
        {Entry}
            {Index}7{/Index}
            {Down}MIXTURE1_DECR{/Down}
            {DownRpt}1{/DownRpt}
            {Up}MIXTURE1_LEAN{/Up}
        {/Entry}
        {Entry}
            {Index}8{/Index}
            {Down}MIXTURE2_DECR{/Down}
            {DownRpt}1{/DownRpt}
            {Up}MIXTURE2_LEAN{/Up}
        {/Entry}
So THROTTLE#_DECR is the command for decreasing individual engine throttles, where # would be replaced with the engine number (1-4).

PROP_PITCH#_DECR is the command to decrease prop pitch (and/or feather) on an individual engine basis, again, where # should be replaced with the appropriate engine number.

MIXTURE#_DECR is the command to decrease the mixture lever, where once again, the # sign would be replaced with the appropriate engine number.

The DownRpt section of each enty is what makes the command repeat itself as long as the 'button' is held down (while the lever is pressing it down in the lever's reverse position).

Finally, the THROTTLE#_CUT, PROP_PITCH#_HI, and MIXTURE#_LEAN essentially forces each of those 'levers' in the game to be reset to their neutral or 'idle' positions.

This is all done in the standard.xml file, and doesn't require FSUIPC or any other additional programs. It just takes the time to make the edits and test them. :)

Hope this information helps. :)

-George


Wow thanks that helped so much. Never would have thought about going into the files and looking around. Thanks
 
I have dual Saitek Pro throttle quadrants and have had
no problems interfacing them in FSX or assigning axis
and switches. I also have an X-45 stick/throttle attached
and it co-exists just fine with the Pro stuff.

I disabled the X-45 throttle axis and use the Pro axis' for
my 4 throttles. I use the old Saitek software on the X-45
since that was what I had used previously and have many
standard functions set up on the stick and throttle buttons
that I didn't want to take the time to reprogram when I
added the Pro stuff. I don't use the Saitek software for the
Pro setup since it can not coexist with the older X-45
software.
Instead I use FSUIPC which, aside from TrackIR4, is one
of the best and now essential investments I have made
for simming.

To show what can be done with FSUIPC, attached is a JPG
that depicts the functions I have mapped to the dual
Pro throttle quadrants. I have created 6 different 'control sets'
that expand the 12 switches to map 60 controls.
I use one pair of switches to select the 'control set'
and then map the 5 pairs of switches in each set to
the desired functions. This technique could be expanded
to up to 256 'control sets' but that, of course, would be
a bit of an overkill ( 2560 switch events! )

I only use 2 of the throttle detent switches for the
B-377 example. One to activate/deactivate ADI and
the other to enter/exit the prop reverse.

The various switch events either send FSX commands
directly, such as NAV lights toggle, etc.
More complex functions are implemented using the
FSUIPC MACRO facilities or small LUA routines.

You are only limited buy your imagination as to what
you can accomplish with FSUIPC.

Paul

View attachment 24256

Here is the 'buttons' section of my FSUIPC.ini file for the A2A B377:
[Buttons.Boeing Stratocruiser]
!1=//SET 0 STARTUP SETUP
0=B66C0=0 P3,14,CM4:19,0
1=B66C0=0 U3,14,CM4:19,2
2=B66C0=0 P3,15,CM4:19,1
3=B66C0=0 P3,16,CM4:8,1
4=B66C0=0 U3,16,CM4:8,0
5=B66C0=0 P3,17,C65858,0
6=B66C0=0 P3,18,CM4:7,1
7=B66C0=0 P3,19,CM4:6,1
8=B66C0=0 P0,0,C66340,0
9=B66C0=0 P0,1,C66341,0
10=B66C0=0 P0,2,C66342,0
11=B66C0=0 P0,3,C66343,0
12=P0,4,Cx510066C0,x00050001
13=P0,5,Cx610066C0,x00050001
14=P3,20,CM4:5,1
15=U3,20,CM4:5,0
16=P0,8,CL2:R,0
17=U0,8,CL1:R,0
18=P2,10,C1079,0
!2=//SET 1 GENERATORS,CARB HEAT/AIR/TURBOS
20=B66C0=1 P3,14,C66363,0
21=B66C0=1 P3,15,C66364,0
22=B66C0=1 P3,16,C66365,0
23=B66C0=1 P3,17,C66366,0
24=B66C0=1 P3,18,Cx010066C2,x01
25=B66C0=1 P3,19,Cx010066C2,x00
26=B66C0=1 P0,0,Cx010066C3,x01
27=B66C0=1 P0,1,Cx010066C3,x00
28=B66C0=1 P0,2,Cx010066C4,x01
29=B66C0=1 P0,3,Cx010066C4,x00
!3=//SET 2 AP/OIL/COWL/IC FLAPS SETUP
30=B66C0=2 P3,14,C65580,0
31=B66C0=2 P3,15,C65726,0
32=B66C0=2 P3,16,CM4:9,2
33=B66C0=2 U3,16,CM4:9,1
34=B66C0=2 P3,17,CM4:9,0
35=B66C0=2 U3,17,CM4:9,1
36=B66C0=2 P3,18,CM4:20,5
37=B66C0=2 P3,19,C66465,0
38=B66C0=2 R0,0,Cx7C0037F0,x0000000F
39=B66C0=2 R0,0,Cx7C003730,x0000000F
40=B66C0=2 R0,0,Cx7C003670,x0000000F
41=B66C0=2 R0,0,Cx7C0035B0,x0000000F
42=B66C0=2 R0,1,Cx7C0037F0,xFFFFFFF1
43=B66C0=2 R0,1,Cx7C003730,xFFFFFFF1
44=B66C0=2 R0,1,Cx7C003670,xFFFFFFF1
45=B66C0=2 R0,1,Cx7C0035B0,xFFFFFFF1
46=B66C0=2 P0,2,Cx010066C1,x02
47=B66C0=2 U0,2,Cx010066C1,x01
48=B66C0=2 P0,3,Cx010066C1,x00
49=B66C0=2 U0,3,Cx010066C1,x01
!4=//SET 3 RADAR ALTS/RMI
50=B66C0=3 P3,14,CM4:21,0
51=B66C0=3 P3,15,CM4:22,0
52=B66C0=3 P3,16,CM4:23,0
53=B66C0=3 P3,17,CM4:24,0
54=B66C0=3 P3,18,CM4:25,0
55=B66C0=3 P3,19,CM4:26,0
56=B66C0=3 P0,0,CM4:27,0
57=B66C0=3 P0,1,CM4:28,0
58=B66C0=3 P0,2,C66719,0
59=B66C0=3 P0,3,C66718,0

!4=//SET 4 LIGHTS
60=B66C0=4 P3,14,CM4:29,0 //EXTEND/RETRACT
61=B66C0=4 P3,15,C65751,0 //LANDING LIGHTS
62=B66C0=4 P3,16,C66379,0 //NAV LIGHTS
63=B66C0=4 P3,17,C66376,0 //WHITE LIGHTS/PASSING LIGHT
64=B66C0=4 P3,18,C66240,0 //NOSE TAXI LIGHT
65=B66C0=4 P3,19,C66378,0 //GEAR TAXI LIGHTS
66=B66C0=4 P0,0,C66239,0 //BEACON
67=B66C0=4 P0,1,C65560,0 //STROBES
68=B66C0=4 P0,2,C65750,0 //RED LIGHTS
69=B66C0=4 P0,3,CM4:30,0

!5=//SET 5 MISC SETUP
80=B66C0=5 P3,14,C66127,0
81=B66C0=5 P3,15,C66126,0
82=B66C0=5 P3,16,C66129,0
83=B66C0=5 P3,17,C66128,0
84=B66C0=5 P3,18,C66131,0
85=B66C0=5 P3,19,C66130,0
86=B66C0=5 P0,0,C66133,0
87=B66C0=5 P0,1,C66132,0
88=B66C0=5 P0,2,C66241,0
89=B66C0=5 P0,3,C66293,0
90=P3,22,C1084,0
91=U3,22,CL17:R,0

[LuaFiles]
1=B377_exit_revers
2=B377_reverse
3=display vals
4=liar
5=freeze
6=init pos
7=ipcDebug
8=landing
9=record to csv
10=log lvars
11=Fuel737
12=Payload737
13=MasterClient
14=SlaveServer
15=testclnt
16=testsrvr
17=A2A_B377_icflap
18=DisplayCS

[MacroFiles]
1=APchart
2=747 OHD
3=A2A_J3
4=A2A_B377
5=A2A_P47
6=A2A_B17G
7=L1049H
Here is my A2A B-377 MACRO file:

[MACROS]
1=L:CowlFlap1=SET
2=L:CowlFlap2=SET
3=L:CowlFlap3=SET
4=L:CowlFlap4=SET
5=L:ADIPump=SET
6=L:StartersBoost=SET
7=L:StartersStart=SET
8=L:primers=SET
9=L:OilPumpSwitch=SET
10=L:IntercoolerFlap1=SET
11=L:IntercoolerFlap2=SET
12=L:IntercoolerFlap3=SET
13=L:IntercoolerFlap4=SET
14=L:IntercoolerFlap1Switch=SET
15=L:IntercoolerFlap2Switch=SET
16=L:IntercoolerFlap3Switch=SET
17=L:IntercoolerFlap4Switch=SET
18=L:APTurn=SET
19=L:ApuStarterGenSwitch=SET
20=L:OilTankSelector=CYCLIC
21=L:RadioAltSwitchOn=TOGGLE
22=L:RadioAltRange=TOGGLE
23=L:RadioAlt2SwitchOn=TOGGLE
24=L:RadioAlt2Range=TOGGLE
25=L:RadioAltScr718On=TOGGLE
26=L:RadioAltScr718Range=TOGGLE
27=L:RMI1=TOGGLE
28=L:RMI2=TOGGLE
29=L:LandingLightExtendSwitch=TOGGLE
30=L:EmergExitLightSwitch=TOGGLE
Here are the two LUA routines for the B377 reverse function:

B377_reverse.lua file

i = 0
ipc.keypress(112)
ipc.sleep(250)
while i < 14 do
ipc.keypress(113)
ipc.keypress(113)
ipc.keypress(113)
ipc.sleep(50)
i = i + 1
end
//---------------------------
B377_exir_revers.lua file

i = 0
while i < 15 do
ipc.keypress(114)
ipc.sleep(50)
ipc.keypress(114)
ipc.sleep(50)
i = i + 1
end
//---------------------------
And the LUA routine to manage InterCooler flaps and a few
other non-standard functions including the
display, for 10 seconds, of the current control set assignments
whenever the 'control set' is incremented or decremented:

A2A_B377_icflap.lua file

function icflaps(offs, val)

state = val
i = 0
while i < 2 do
if state == 1 then
i = 2
end
ipc.writeLvar("L:IntercoolerFlap1Switch",state)
ipc.writeLvar("L:IntercoolerFlap2Switch",state)
ipc.writeLvar("L:IntercoolerFlap3Switch",state)
ipc.writeLvar("L:IntercoolerFlap4Switch",state)
ipc.sleep(10)
i = i+1
state = ipc.readUB(0x66C1)
end
end

function carbheat(offs, val)

state = val

ipc.writeLvar("L:CarbHeat1Switch",state)
ipc.writeLvar("L:CarbHeat2Switch",state)
ipc.writeLvar("L:CarbHeat3Switch",state)
ipc.writeLvar("L:CarbHeat4Switch",state)
end

function carbair(offs, val)

state = val

ipc.writeLvar("L:CarbAir1Switch",state)
ipc.writeLvar("L:CarbAir2Switch",state)
ipc.writeLvar("L:CarbAir3Switch",state)
ipc.writeLvar("L:CarbAir4Switch",state)
end

function turbo(offs, val)

state = val

ipc.writeLvar("L:TurboOverrideSwitch1",state)
ipc.writeLvar("L:TurboOverrideSwitch2",state)
ipc.writeLvar("L:TurboOverrideSwitch3",state)
ipc.writeLvar("L:TurboOverrideSwitch4",state)
end

function disp377CS(offs, val)

conset=val

if val == 0 then

ipc.display("APU Start_Primer_Stater_Boost1_Boost3\nAPU Stop _Pitot _Boost _Boost2_Boost4 \nControl Set = "..conset, 10)

end

if val == 1 then

ipc.display("GEN1_GEN3_CarbHeat ON _Carb Air ON _Turbo Climb\nGEN2_GEN4_CarbHeat OFF_Carb Air OFF_Turbo Takeoff \nControl Set = "..conset, 10)

end

if val == 2 then

ipc.display("AP MASTER_OIL FWD _OIL SELECT_COWL INC _IC FLAPS INC\nALT HOLD _OIL BACK_COMM RCVR_COWL DEC_IC FLAPS DEC\nControl Set = "..conset, 10)

end

if val == 3 then

ipc.display("RALT1 _RALT2 _RALT3 _RMI1_SEAT BELTS\nRANGE1_RANGE2_RANGE3_RMI2_NO SMOKING\nControl Set = "..conset, 10)

end

if val == 4 then

ipc.display("LL EXTEND _NAV _NOSE TAXI_BEACON_RED\nLANDLIGHTS_WHITE_GEAR TAXI_STROBE _EMER EXIT\nControl Set = "..conset, 10)

end

if val == 5 then

ipc.display("MAG 1 INC _MAG 2 INC_MAG 3 INC_MAG 4 INC_ Battery\nMAG 1 DEC_MAG 2 DEC_MAG 3 DEC_MAG 4 DEC_AVIONICS\nControl Set = "..conset, 7)

end
end

event.offset(0x66C0,"UB","disp377CS")

event.offset(0x66C1,"UB","icflaps")

event.offset(0x66C2,"UB","carbheat")

event.offset(0x66C3,"UB","carbair")

event.offset(0x66C4,"UB","turbo")
 
No problem, Merlin216.

I hope you get it all working the way that you want it to, and let me know if you get things working, or need additional assistance with the 'standard.xml' route.

-George
 
So far everything is working fine. If I hit the reversers on one engine, they turn on, and when I put them to idle they turn off.

GypsyBaron: That is quite a setup. I guess its a good thing you have those all on a reference card. I can hardly remember what are on my toggle switches in the different modes.

Thanks guys for the help, made things a lot easier for me.
 
So far everything is working fine. If I hit the reversers on one engine, they turn on, and when I put them to idle they turn off.

...

Thanks guys for the help, made things a lot easier for me.

Glad to hear you've got things working the way you wanted. :)

-George
 
-SNIP-

GypsyBaron: That is quite a setup. I guess its a good thing you have those all on a reference card. I can hardly remember what are on my toggle switches in the different modes.
-SNIP-

Glad you have a setup working now.

As to the reference card, I also have a LUA plugin that
displays the "current control set assignments" for
10 seconds when I change sets :)
The reference card is also available as a 2D window
pop-up as well.

Paul
 
I have dual Saitek Pro throttle quadrants and have had
no problems interfacing them in FSX or assigning axis
and switches. I also have an X-45 stick/throttle attached
and it co-exists just fine with the Pro stuff.

Would you happen to have a template for that button assignment graphic? It looks really nice.

scott s.
.
 
Would you happen to have a template for that button assignment graphic? It looks really nice.

scott s.
.


I have a couple of them, Scott. I just used PaintShopPro to create something
for my use. One template is for three different aircraft on one page.

The other is for a case with 4 control sets.

My 6 control set map was created by just moving the blocks on the 4 template
to make room for 2 more rows. I then just filled it in so I don't have a template.

The numbering of the axis and switches will depend upon how FSX and FSUIPC
see the throttle quads. Those can easily be eliminated or changed with a
paint program.


Paul
View attachment 24374

View attachment 24375
 
Back
Top