aircraft:tmd:inputs
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aircraft:tmd:inputs [2019/07/07 17:01] – [Buttons, Switches, Knobs and Levers] jh | aircraft:tmd:inputs [2019/07/20 17:11] – [input_active] jh | ||
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====== TMD Inputs ====== | ====== TMD Inputs ====== | ||
- | |||
- | ===== Buttons, Switches, Knobs and Levers ===== | ||
Aircraft in the Aerofly FS 2 simulate interactive cockpits where each button, switch, knob, lever, selector, etc. are individual parts. We're now describing how to set up the most common inputs for your own custom aircraft. | Aircraft in the Aerofly FS 2 simulate interactive cockpits where each button, switch, knob, lever, selector, etc. are individual parts. We're now describing how to set up the most common inputs for your own custom aircraft. | ||
- | === General principle === | + | ==== General principle |
The keyboard, joystick or clickspot activated by the mouse, VR hands or touch inputs generate a message from the [[aircraft: | The keyboard, joystick or clickspot activated by the mouse, VR hands or touch inputs generate a message from the [[aircraft: | ||
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> It is important to get the combination of control message '' | > It is important to get the combination of control message '' | ||
- | === Naming Convention === | + | ==== Naming Convention |
**Copy & Paste** | **Copy & Paste** | ||
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E.g. you don't need to come up with different names for the graphics section than for the physics. Just re-use the same one everywhere. Much easier. | E.g. you don't need to come up with different names for the graphics section than for the physics. Just re-use the same one everywhere. Much easier. | ||
- | E.g. In the GraphicObjects section you can **re-use the same name for the graphic object**, e.g. the hingedbodygraphics LandingLightSwitch can use the AngleID LandingLightSwitch.Output without problem. This speeds things up when you only need to copy paste. Sometimes you have to do more on the graphics side of things, then you could use the name with a " | + | E.g. In the GraphicObjects section you can **re-use the same name for the graphic object**, e.g. the hingedbodygraphics LandingLightSwitch can use the AngleID LandingLightSwitch.Output without problem. This speeds things up when you only need to copy paste. Sometimes you have to do more on the graphics side of things, then you could use the name with a " |
**...Knob, ...Switch** | **...Knob, ...Switch** | ||
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In the [[aircraft: | In the [[aircraft: | ||
- | For the sounds, group several switches | + | **Pilot/ |
+ | |||
+ | In general it is easier | ||
+ | |||
+ | When there are more than two devices or the device is located in the center, accessible to both pilots, or when they are usually named this way you can also use a numbering (e.g. RPM1, RMP2, NAV1, NAV2) or left and right (LeftCDU, CenterCDU, RightCDU). The name should be helpful when you search and replace it. For example you can setup the left CDU keys first and then just copy the entire section and then rename all " | ||
**Controls** | **Controls** | ||
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In the [[aircraft: | In the [[aircraft: | ||
- | **Pilot/ | + | **Sound** |
- | + | ||
- | In general it is easier to stick with Pilot and Copilot, even though this may no longer be correct terminology. You could of course use Captain and FirstOfficer or Left/Right everywhere but it is somewhat easier to rename Pilot to Copilot as there are only three characters difference. Typically we have the name location leading the function, so for example: PilotNDBrightnessInput or NAV1FrequencyInput. | + | |
- | + | ||
- | When there are more than two devices or the device is located in the center, accessible to both pilots, or when they are usually named this way you can also use a numbering (e.g. RPM1, RMP2, NAV1, NAV2) or left and right (LeftCDU, CenterCDU, RightCDU). The name should be helpful when you search and replace it. For example you can setup the left CDU keys first and then just copy the entire section and then rename all " | + | |
+ | For the sounds, group several switches or buttons together to one group and name them after the location, e.g. LeftPedestalButtonSoundIn or RearOverheadSwitchSound. | ||
---- | ---- | ||
+ | |||
+ | ===== Buttons, Switches, Knobs and Levers ===== | ||
==== Button ==== | ==== Button ==== | ||
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---- | ---- | ||
+ | |||
+ | ==== Lever2 - Dual Lever === | ||
+ | |||
+ | < | ||
+ | < | ||
+ | < | ||
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+ | < | ||
+ | < | ||
+ | < | ||
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+ | > | ||
+ | </ | ||
==== Rocker Button and Switch ==== | ==== Rocker Button and Switch ==== | ||
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> | > | ||
</ | </ | ||
+ | |||
+ | ===== Flight Controls ===== | ||
+ | |||
+ | ==== input_default ==== | ||
+ | |||
+ | The input_default is used for all non-discrete (floating point) inputs. | ||
+ | |||
+ | Typically these are found for light dimmers, trim inputs, etc. which are typically operated with a joystick or with a cockpit dimmer or trim-wheel, etc. but button inputs are also possible with this generic input. | ||
+ | |||
+ | The '' | ||
+ | |||
+ | '' | ||
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+ | < | ||
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+ | > | ||
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+ | </ | ||
+ | |||
+ | ==== input_control ==== | ||
+ | |||
+ | The input_control behaves much like the input_default but it allows for multiple input devices at the same time. E.g. you could be holding the yoke with your VR hands, then put them down and use your physical yoke instead. The input_control handles these cases and allows a soft transition between multiple devices or even the operation of multiple devices at the same time. | ||
+ | |||
+ | > Usually the input_control is only used for the elevator and aileron. | ||
+ | |||
+ | < | ||
+ | < | ||
+ | < | ||
+ | < | ||
+ | > | ||
+ | </ | ||
+ | |||
+ | ===== Other Inputs ===== | ||
+ | |||
+ | ==== input_binary ==== | ||
+ | |||
+ | The input_binary either outputs 1.0 (true) or 0.0 (false). With messages from the controls it can either be toggled (qualifier '' | ||
+ | |||
+ | Using [[aircraft: | ||
+ | |||
+ | < | ||
+ | < | ||
+ | > | ||
+ | < | ||
+ | < | ||
+ | < | ||
+ | < | ||
+ | > | ||
+ | </ | ||
+ | |||
+ | ==== input_discrete ==== | ||
+ | |||
+ | There are several types of inputs that are represented by an input_discrete, | ||
+ | |||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | |||
+ | The '' | ||
+ | |||
+ | < | ||
+ | < | ||
+ | < | ||
+ | < | ||
+ | < | ||
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+ | </ | ||
+ | |||
+ | The input_discrete has an output to the tmd only ('' | ||
+ | |||
+ | ==== input_discrete_cyclic ==== | ||
+ | |||
+ | The input_discrete_cyclic works exactly like the '' | ||
+ | |||
+ | < | ||
+ | < | ||
+ | < | ||
+ | < | ||
+ | < | ||
+ | < | ||
+ | > | ||
+ | </ | ||
+ | |||
+ | ==== input_discrete_momentary ==== | ||
+ | |||
+ | Again very similar to the '' | ||
+ | |||
+ | > Used for the magneto switch and starter or a hold-to-test switch. | ||
+ | |||
+ | < | ||
+ | < | ||
+ | < | ||
+ | < | ||
+ | < | ||
+ | < | ||
+ | > | ||
+ | </ | ||
+ | |||
+ | |||
+ | ==== input_cyclic ==== | ||
+ | |||
+ | The input_cyclic is an input that loops back around to the beginning when it reaches the end of the '' | ||
+ | |||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | |||
+ | < | ||
+ | < | ||
+ | < | ||
+ | < | ||
+ | < | ||
+ | < | ||
+ | > | ||
+ | </ | ||
+ | |||
+ | ==== input_pair ==== | ||
+ | |||
+ | This is the typical frequency input that can be found in all kinds of aircraft. The frequency input has two values at the same time, an active and a standby value. The standby value is adjustable and can be set without having an immediate impact. Then the frequency is transferred (swapped) to the active frequency and the previously active frequency is now the standby frequency. | ||
+ | |||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | |||
+ | For optional automatic frequency tuning (autotuning): | ||
+ | * '' | ||
+ | * '' | ||
+ | |||
+ | < | ||
+ | < | ||
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+ | > | ||
+ | </ | ||
+ | |||
+ | ==== input_event ==== | ||
+ | |||
+ | Receives messages and then fires events with the received message value. | ||
+ | |||
+ | * '' | ||
+ | * '' | ||
+ | * All events in the '' | ||
+ | |||
+ | The use of the '' | ||
+ | |||
+ | < | ||
+ | < | ||
+ | < | ||
+ | > | ||
+ | < | ||
+ | < | ||
+ | < | ||
+ | < | ||
+ | > | ||
+ | </ | ||
+ | |||
+ | ==== input_active ==== | ||
+ | |||
+ | Outputs 1.0 to the tmd as long as a lever is grabbed or a button is depressed. | ||
+ | |||
+ | > Typically this is only used to make a light illuminate as long as a button is pressed or to give visual feedback that a control is grabbed. Don't use this for every single button in combination with an event_edge, this should be done with the '' | ||
+ | |||
+ | < | ||
+ | < | ||
+ | < | ||
+ | > | ||
+ | </ | ||
+ |
aircraft/tmd/inputs.txt · Last modified: 2022/07/19 21:02 by jh