[simpits-tech] To gene or any other programmer

Erwin Neyt simpits-tech@simpits.org
Fri, 21 Jun 2002 10:13:32 +0200


One of my whishes is to get actual switch-states in sh.mem. Though this does
not solve all problems, it can adapt to a full sync.

For example:

Gear(state)
{
  if (ReadSwitchState(Gear) != state) {
    keyhit(g)
  }
}

This means that if a physical switch is put in a position it already is in
the sim, nothing happens. 

Another thing you can do, if create a pre-flight checklist on a separate
monitor (PDA on kneepad) which show the switch positions in the sim. You can
then set all the physical switches to match the sim's.

Just a thought,

Erwin.

> -----Original Message-----
> From: Mark Doran [mailto:msdoran@attbi.com] 
> Sent: vrijdag 21 juni 2002 8:49
> To: simpits-tech@simpits.org
> Subject: RE: [simpits-tech] To gene or any other programmer
> 
> 
> Falcon4's keymap is typically ill-arranged for mapping to 
> physical switches.  There are knobs in the game that wrap 
> around where the real ones don't...in some cases these are 
> hamstrung with single keystroke bindings that only operate 
> the knob one-click-right; look at the nav mode knob for an 
> example.  There are bags of places where there are 
> multiposition toggle switches that have single "rotary" 
> keystokes in the game's keymap too; look at the autopilot 
> switches for an example.  For these, I don't think there's 
> any hope for sync beyond physically setting them to the 
> game's known initial state (which means one of several 
> possible since you can start on the ramp, ready to taxi or in 
> the air; default starting positions for some controls are 
> different in these cases).
> 
> On the upside there are some knobs that are modeled with an 
> "end stop" and that have up and down keystokes so these you 
> can set to known state; look at the CMDS panel mode knob for 
> an example like this.  Same goes for a few of the 
> multiposition toggle switches where there are keystrokes in 
> the game's keymap for each position; look at master arm for 
> an example of this.  For these types, you can read physical 
> switch states and command the game to match up.  We are 
> planning to "shanghai" a button to do just this; one that's 
> not normally used in the game (say like the "test" position 
> of the test/maintenance toggle on the TEST panel).
> 
> The other "trick" I'm thinking of for the harder ones above 
> is to have a switch (again, one that isn't normally used) be 
> equivalent to a "send no keystrokes" flag.  In EPL it would 
> be something like this:
> 
> flag fSupressKeys = false;
> 
> void dTestPanel.Maintenance.On(void)
> {
>   fSupressKeys = true;
> }
> 
> void dTestPanel.Maintenance.Off(void)
> {
>   fSupressKeys = false;
> }
> 
> // and then all keypress routines follow a pattern
> 
> void dMPOPanel.PitchOverride.On(void)
> {
>   if (!fSupressKeys) {
>     keyhit(o);
>   }
> }
> 
> Well something like that anyway.  This way if the switch on 
> the test panel is in the "maintenance" position, you can move 
> any other physical switch to re-sync with what you see on the 
> screen (i.e. how the game is
> set) without actually sending keystrokes.  Sort of a kludge I 
> guess -- anyone got a better idea?? :-)
> 
> Cheers,
> 
> Mark.
> 
> 
> > -----Original Message-----
> > From: simpits-tech-admin@simpits.org [mailto:simpits-tech- 
> > admin@simpits.org] On Behalf Of Gene Buckle
> > Sent: Wednesday, June 19, 2002 9:54 AM
> > To: simpits-tech@simpits.org
> > Subject: Re: [simpits-tech] To gene or any other programmer
> > 
> > > When the UFC in the F16 dies for some reason the plane 
> has a backup
> mode
> > > which is controled by the panels - most of the time 
> thepanels ( most
> of
> > > them ) are inactive.
> > >
> > > whan you flip to backup mode all the panels settings take effect.
> > >
> > That's not too bad then.  You just read the panel switch positions
> when
> > the UFC fails.  However, SETTING them within Falcon 4 may 
> be difficult 
> > without modifying F4.
> > 
> > g.
> > 
> > 
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