Posts by Marc Borchers

    Hello Ray,

    most of the Multi panel, Switch panel, Radio Panel and TPM panel functionality is supported in the current version, we will add more to it in parallel to adding those things to our aircraft.

    The Backlit Instrument panel is highly user configurable, so we will need some sort of additional user interface to get the individual assignments right.

    Saitek FIPs will be supported in the future, but this is not high priority and may take some time.

    If you want to use your tablet or pad for flight instruments, moving maps or synthetic vision, the current version supports network data output for FSWidgets and generic data for use with software like ForeFlight and others.

    Regards,

    Marc

    Quote

    - Are we going to be able to assign potentiometers to panel and instrument lighting ?

    - Will AFS2 accept toggle switch input for other functions like landing gear, external lights etc. in the way when if "button pressed" = light on, "button released = light off" ?

    Yes, both will be supported in the future.

    If you don't have other constraints, we would always recommend to use relative / incremental controls like rotary encoders and push buttons instead of absolute encoders like potentiometers and switches. Doing so avoids most of the synchronization problems between the controller positions and the simulated positions (like airplane is placed on runway, gear lever in cockpit is still up)

    You can copy the texture_animation objects to use the PFD or similar from an existing aircraft. Let's assume you wan't to copy the A320 PFD, you would copy texture_animation object 'DisplayTexture', the graphics_animation_display object 'DisplayPilotLeft' and the display_a320 object 'EFISPilot'. Set the TextureName in the first one to your display's luminance/self-illumination texture name and edit the RenderList to contain DisplayPilotLeft.Render only. In the DisplayPilotLeft object, set the target area for the display on your texture (i.e. the area of the texture that is mapped to your display, lower left corner is 0,0 ). Set the GeometryList to the name of the display 3D object (must be a separate object in the 3D file) and remove the ND.render from the RenderList for the beginning. The most difficult part is to provide all the values the display_a320 object uses, use the a320.tmd as a reference on how generate the values in the dynamics section and how to transport them to the graphics. You can start with some basic values and add more when the display shows up correctly.