Air brake - Can you partly extend them?
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Quick question about the air brakes in the viper…
Can you partly extend them? Say to 30% open or is it simply fully open or fully closed?
Cheers
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Yes.
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There are different call backs for this. To make them open or close for as long as you push the key, use:
AFBrakesOut
AFBrakesInSo if you push AFBrakesOut for just a second then they will only partially open.
AFBrakesToggle fully opens and closes them.
Note that they open faster then they close.
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Cheers.
I’ve currently got Ckpit-Air brakes open and Ckpt-Air brakes close bound to a couple of keys and have the slider on my x52 pro mapped to those keys (with a big dead zone in between so it’s easy to go back to ‘pressing’ neither) but it seems to only open fully and close fully with nothing in between.
Figured it out!
I was using ctrl + b and shift + b for open and close.
I changed these to v and b as the saitek profiles can be a bit funny with commands where a key is held down and then another key pressed (it often thinks the first key has been released before the 2nd key press) and that’s sorted it.
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I don’t have an x52 but if it is the same as the warthog then shifted keys tend to get stuck. For instance ctrl-B assigned to my warthog would press that key and get stuck in that state. Better to use unshifted keys or better yet use dx numbers.
You could test your assigned key in the sim and see if it works first then test it with x52 to see where the issue is.
Edit, you beat me to it
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I don’t have an x52 but if it is the same as the warthog then shifted keys tend to get stuck. For instance ctrl-B assigned to my warthog would press that key and get stuck in that state. Better to use unshifted keys or better yet use dx numbers.
You could test your assigned key in the sim and see if it works first then test it with x52 to see where the issue is.
Edit, you beat me to it
Strangely enough it works with some combinations but not others.
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You’re getting key collisions - I was getting some of the same on my Mac setup with FAF…hook cycling when trying to use my wheel brakes with the Speedbrake switch parked in close. I fixed it by applying a 4 sec timeout on the Speedbrake switch so it doesn’t remain “parked” once the boards are in (I timed the transit to come up with the 4 sec timeout) and now all is well.
Dunno how one might do this on a PC, but it’s one way to solve key collision problems. I’ve had to implement a few, and learn as I go. Hopefully I can transfer the lessons into solutions for my BMS fed pit project.
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You’re getting key collisions - I was getting some of the same on my Mac setup with FAF…hook cycling when trying to use my wheel brakes with the Speedbrake switch parked in close. I fixed it by applying a 4 sec timeout on the Speedbrake switch so it doesn’t remain “parked” once the boards are in (I timed the transit to come up with the 4 sec timeout) and now all is well.
Dunno how one might do this on a PC, but it’s one way to solve key collision problems. I’ve had to implement a few, and learn as I go. Hopefully I can transfer the lessons into solutions for my BMS fed pit project.
Interesting. It should be a 6 second transit to close the brakes fully.
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Keep in mind that I’m working on a Mac, with the OS X version of FAF…so BMS MMV as far as transition time is concerned, but I’ve got it working in such a way that I no longer get my hook cycling as I’m braking during rollout because I’ve left my switch parked in CLOSE…or brake with the speed brakes in transit, really. Man, was that annoying…and it took me a bit to figure out it was the hook…I can still make it happen if I violate my own cadence though.
I really, REALLY wish I could get ControllerMate in a PC version…I’d ditch every other controller utility I’ve come across. Very easy to use, and very powerful…I’ve also used it to set up proportional braking by setting the Brake key rate proportional to my pedal toe throw - so it acts pretty similar to how anti-lock pulsing, I guess.