Virtual Crew Chief for BMS
-
@Tomcattwo
Thanks for your effort.
Your analyse appears to be correct, but the issue is not the one you think.- To run AVCS profile , it is already request to use Voice attack as an administrator.
- Read only is not checked
One more test now , and still same result. Sorry
-
@Wingedsky
Hmmm…OK. We are very close to releasing V1.1 of VCC4BMS. Perhaps we will have a positive response using that new version, as @Ricky said. If we still have the same issues, he will work with you using a special diagnostic version to see what is going on.
Regards,
Tomcattwo
(VoiceClone) -
@Tomcattwo I also have VA already set to run as administrator (a requirement of AVCS).
I don’t have a standalone VA, but via Steam.
Thanks for taking the time to support us.
-
-
@Wingedsky ,
Where is VoiceAttack installed in your setup (I.e., is it in c:\Program Files (x86) or in c:\Program Files (x86)\Steam\StamApps\common or some other location)?@CriticalMass ,
Thank you for that info. When you give the voice command “Configure Joysticks” do you get all the proper prompts and expected axis assignment responses in the VoiceAttack event window?
Can you please try changing the “Start this profile when VoiceAttack starts” to AVCS CORE v1.11 instead of AVCS4 Falcon BMS Radios (v1.42) and try a Ramp Start.For both of you, this sounds like a dumb question but I don’t want to overlook anything, but in BMS, do your control surfaces actually work properly in BMS using your stick/rudder assignments? Are they properly assigned in Settings/Controllers in BMS and respond properly there?
As I understand it, VCC4BMS commands work for both of you in BMS except “Big Movements” “DBU” and brakes. Is that correct?
Can you try the following test for me and let me know the results:
a) Start VoiceAttack normally using your shortcut and set up your systems as usual
b) Do a Ramp Start using VCC. When you get to Big Movements and DBU, try to use key commands and see if the control surfaces and VCC respond (if they don’t, break out using voice command “Disregard”). When you get to Check Brakes, try to do the brake check except use the “k” key for movement and see if VCC responds. Again, if the command hangs, break out using voice command “Disregard”Thanks again for your patience and your replies/information.
Regards,
Tomcattwo
(VoiceClone) -
@Tomcattwo
Voice Attack is at the default place :C:\Program Files (x86)\VoiceAttackeverything is set correctly and is working fine with control surfaces in the sim. And yes, it is with “Big Movements” “DBU” and brakes only.
I did the test you asked for :
a) ok
b)With the key commands, the VCC is responding but surfaces are not movingHope it will help
-
@Wingedsky ,
Thanks for the quick reply. What you saw in the test was what I expected, and confirms the axis values are not being stored in VoiceAttack.dat properly. We are very close to releasing 1.1 Hopefully today. Hang in there…when V1.1 is released, delete the V1 profile from VoiceAttack. Follow the installation instructions and give it a go. The new version saves axis info and Pilot Gender in text files within …VoiceAttack\Apps\Virtual Crew Chief for BMS folder and calls them when needed from there - it doesn’t save that info to profile any longer. We’ll see if that change solves the issue for you.
@CriticalMass for info.
R/
TC2 -
1.1 is out! I’ve updated the first post.
@Tomcattwo’s contribution has grown into much more than just helping with testing and support. So we are now co-authoring VCC4BMS.
@Wingedsky and @CriticalMass, I hope this update solves your problem with the joystick axes. Let us know how it goes.
-
-
@Ricky said in Virtual Crew Chief for BMS:
1.1 is out! I’ve updated the first post.
@Tomcattwo’s contribution has grown into much more than just helping with testing and support. So we are now co-authoring VCC4BMS.
@Wingedsky and @CriticalMass, I hope this update solves your problem with the joystick axes. Let us know how it goes.
Thanks, @Ricky and @Tomcattwo I’ll take a look tomorrow and report back.
-
Same here, Thanks,both of you. I’ll take a look tomorrow and report back.
-
@Ricky and @Tomcattwo :
thanks so much
Yes, v1.1 installed and everything is ok now -
I’ve tested v1.1 and the stick movements are now being responded to, thank you, though…
…they are reversed, both X and Y axes. I have a VKB Gladiator which needs to be inverted in AL to give the correct movements in-game, but changing this made no difference.
I use the Z axis (rotate) for the rudder, this is not “inverted” and works (VCC responds) as expected.
MPO also doesn’t respond when pressed - I have this on hold. Again changing this to toggle made no difference in-game?
-
And, as always, you send a reply then your brain kicks in. I went into the VKB config software and set the “invert” there, VCC responds to stick movements as expected!
MPO is still an issue.
-
@CriticalMass , with the MPO, you have to be very short (0.5s as written in the check list) with your press key.
First try, I was more than 1s and the CC didn’t answer
MPO on hold doesn’t workHope you will solve your isue
-
@CriticalMass said in Virtual Crew Chief for BMS:
And, as always, you send a reply then your brain kicks in. I went into the VKB config software and set the “invert” there, VCC responds to stick movements as expected!
Woo hoo! Glad you got that sorted!
MPO is still an issue.
The VCC response for “Kick” (MPO engaged) works like this:
The “Kick” response will only occur when the pitch is full down.
So try this: when going through Big Movements and DBU movements:
a) Do pitch UP, get VCC Response “Nose Up”,
b) then do pitch down and hold it there (full down), get VCC response “Nose Down”,
c) wait for VCC response to stop completely, then
d) press and hold O key (or your assigned button for O keypress) for about .5 to 1 sec, get VCC response “Kick”.
e) Let go of O key and then press O key again (this disengages MPO - verify when you get back in the cockpit)
f) then continue on with roll and yaw testing.Please give this a try and please let me know how it goes.
Regards,
Tomcattwo
(VoiceClone) -
@Tomcattwo Are you detecting MPO switch position from shared memory or is it tied to the keypress? I was trying to find it in shared memory variables but I’m not seeing it…so I’m guessing it’s the latter but wanted to see if I was just missing it.
-
@foxster
We could not find MPO switch position in shared memory, therefore we had to sense the keypress for the default bound key (o). The keypress test is nested inside the loop for “Nose Down” and keypress search occurs once nose down is properly sensed and VCC has completed reply (“Nose Down”). See explanation above on proper way for users to go through this part of the procedure (for both Big Movements and DBU) .
R/,
Tomcattwo
(VoiceClone) -
@Tomcattwo Ok thanks for confirming that. I also didn’t find indicators for the AAR door. I’m going off joystick/keypresses as well.
Same for brakes…
-
@foxster
We could not find the AAR Door position nor the cockpit switch position in Shared Memory. So we used the RDY and DISC light bits, which are in Shared Memory. If you look within the profile, you’ll be able to see the inline C# code which looks for the RDY light on (bit set) or off (bit cleared). We also had to design in code to ensure that VCC did not respond when the pilot pushes the disconnect button (RDY goes out, DISC comes on for 3 seconds then DISC out, RDY on), and after the pilot places the switch in shut (which causes RDY and DISC to go out), a slight (~3 second) delay between when RDY and DISC lights are both out and when VCC responds (to give time for the “door” to close completely).Shared Memory does not contain brakes applied or not (at least we could not find it). For Brakes, we used the toe brakes (which are mapped along with the pitch, roll and yaw joystick/rudder axes at initialization or by a voice command. If the user doesn’t have toe brakes, we look for keypress “k” (the default keypress for wheelbrakes).
Regards,
Tomcattwo
(VoiceClone) -
@Tomcattwo Ahhh…Ok, that helps with the AAR Door. I don’t have voiceattack and can’t see the inline c# you’re using, but I see the bits in the FlighData.h header and can work it out from there. Your description of the logic is helpful.