Air brakes ?
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You can replace the brakwind.ogg by this one : http://8thdragons.free.fr/Perso%20DeeJay/Cartes%20FliteStart/NLY/brakwind%20update%20for%20BMS433.rar
(Do not forget to make a backup of the original file!)
:munch::rofl:
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I’m a newbie.
When practicing landings, particularly overhead patterns, I hit the “9” key on the keyboard to check configuration of both speedbrake and landing gear. It’s pretty handy and I’m used to going to the numbers row on the keyboard to change outside views.
I have Track IR and I’m beginning to be able to quickly glance left to see the 3 green for the gear. The speed brake indicator is hard to find in the final turn while combating a three axis PIO!
Blasko
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Much easier to do this with a proper HOTAS. You can simply check whether the airbrake is closed by feeling for the position of the airbrake switch.
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Much easier to do this with a proper HOTAS. You can simply check whether the airbrake is closed by feeling for the position of the airbrake switch.
I have a habit of locking mine in the closed position on the TMWH… What’s that term they use for RL Viper drivers because they’re always pushing it close as a ‘just in case’?
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Some technical info for pit builders. Its an indicator that switches with ground. This is very rare in the cockpit. Also RWR and AOA switch with ground. All other indicators have one common ground.
Just for your info…
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There’s no reason to put them in neutral from closed other than if you’re in a two seater. So I’d say you’re doing it right
If you’re building a pit and using a lot of different switch interfacing over USB, parking the speed brake switch close can cause key collisions - for my setup it can cause the hook to cycle when I apply wheel brakes. So I guard against it by applying a timeout on the speed brake->close command. I timed the time it takes to close the speed brakes from full open (about 4 sec) and null the signal after that time; the timer resets if I move the switch to any other position. No more key collisions.
But I still try to maintain the discipline to return the switch to neutral when it should be there.
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@Stevie, that looks like ghosting on the switches. Programming the speedbrake can be easy done with XKEYS. Closed should be programmed as steady switch (release is the middle position) and the speedbreak open is a momentary switch. With the momentary function you can open the speedbrake step by step (or hold to open full)
What interface do you use for your pit ?
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for the OP
ok so adding this old line in your cfg takes a little out of the Realism but I’m old and eyes are not that great so I quite often fly with this on and glance at it especially during refuels
set g_bBrakeOnHud 1
so what does it do well it adds a analogue value on you guessed it your hud for the air brake realistic nope
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for the OP
ok so adding this old line in your cfg takes a little out of the Realism but I’m old and eyes are not that great so I quite often fly with this on and glance at it especially during refuels
so what does it do well it adds a analogue value on you guessed it your hud for the air brake realistic nope
I think it would be nice to see ALL of the old cfg settings back in the cfg file, maybe under the DEV area and set to 0 on the next release, or at least all of the old ones which are still incorporated in code. Gems like this are great for new players and “Old Eyes” alike.
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not rly possible as some have been or are in the process of removal so I would hate to post something like that here
as in time a lot will disappear and it will lead to inaccurate information I will help out as much as I can though when I see the opportunity too
I agree they can be useful but it also takes away the realism aspect which we work hard on accomplishing
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You can replace the brakwind.ogg by this one : http://8thdragons.free.fr/Perso%20DeeJay/Cartes%20FliteStart/NLY/brakwind%20update%20for%20BMS433.rar
(Do not forget to make a backup of the original file!)
Thats more then what I can take! lol!
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not rly possible as some have been or are in the process of removal so I would hate to post something like that here
as in time a lot will disappear and it will lead to inaccurate information I will help out as much as I can though when I see the opportunity too
I agree they can be useful but it also takes away the realism aspect which we work hard on accomplishing
Just to add my perspective on this. Ninja, BMS, fans of simming, I don’t think I have ever heard anyone ever complain about implementing a more “realistic” feature per se. Put it in, you love it, we love what you do. But taking away what someone else might call a “cheat” is just taking away another person’s “flavor” or even worse his “aid” for a disability or for an aging body and-or mind. Some of us are getting pretty long in the tooth, others have learning disabilities, eyesight issues, hearing issues. I am all for the BMS volunteers focusing on what they love but please, please, do not take away options in that pursuit unless it is absolutely necessary. You can put all the “unrealistic” options in a sub menu and allow the server to enforce realism options, but the benefits of these options – which are just that – options – seem to outweigh the arguments for taking them out entirely.
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Thats more then what I can take! lol!
I am always trying to lower the volume of my brakewind.;)
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please, please, do not take away options in that pursuit unless it is absolutely necessary. You can put all the “unrealistic” options in a sub menu and allow the server to enforce realism options, but the benefits of these options – which are just that – options – seem to outweigh the arguments for taking them out entirely.
We 100% agree with this Vandal … this is the reason why Multi-Coloured HUD, High Contrast MFDs, Radar Scale … etc … are still available. But AIR-BRAKE on HUD is certainly not “absolutely necessary” since the toggle open/close on keyboard works perfectly.
I do not know if you were using Falcon4 back in 2003 - 2010 … (?) … the list of .cfg options was about three pages and configuring OF or FF was a nightmare, especially for newbies and for MP, … so much confusing and sometimes critical that external tools were needed to help the task.
BMS philosophy is to reduce amount of configurable options to the strict minimum applicable for Joe Pilot (means 80% of users) … and we will continue in that way in the future. -
-Vandal-
I hear what your saying but here’s the thing
Most of the CFG Vars options that are not available are old and obsolete some work some don’t and believe me there are a lot off options in the code and going though the list to see if they work or not is no quick job and I don’t have the time due to coding other things.
adding those to a MP check for a tournament scenario would be a real PITA and take time of a coder to implement when he could be working on something else for example I’m in a learning curve for a new UI lib and doing little other fixes others are doing other things which have been asked for 4 ages a lot of new things coming
so this would be very, very low priority if on the list at all.
I don’t see it as taking away options as you didnt know it existed before I posted it and those other ones were removed in our ongoing attempts at making this primarily F16 sim as real life as we can get it…
I will however help those as much as I can such as the OP and others
Bahh Dee-Jay was quicker at typing
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…for a new UI libWith the advances in hardware in the last 15 years you could really save yourself some time and do this in a .net or CLR language then wrap it up for presentation to C++ There isn’t anything really “Time Critical” in the UI that requires you to stay with the unmanaged languages, and you can pull the other APIs and DX out of the UI altogether–much cleaner and easier to manage since you aren’t actually transitioning to 3D from an in engine UI. It’s simple enough to call the managed code from the C++ loop, and plenty of articles on the interweb to help get you started too–added bonus you can use it to call your 3D window and do garbage collection after the fact to catch any leaks in the spaghetti. Just a thought…
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-Vandal-
I hear what your saying but here’s the thing
Most of the CFG Vars options that are not available are old and obsolete some work some don’t and believe me there are a lot off options in the code and going though the list to see if they work or not is no quick job and I don’t have the time due to coding other things.
adding those to a MP check for a tournament scenario would be a real PITA and take time of a coder to implement when he could be working on something else for example I’m in a learning curve for a new UI lib and doing little other fixes others are doing other things which have been asked for 4 ages a lot of new things coming
so this would be very, very low priority if on the list at all.
I don’t see it as taking away options as you didnt know it existed before I posted it and those other ones were removed in our ongoing attempts at making this primarily F16 sim as real life as we can get it…
I will however help those as much as I can such as the OP and others
Bahh Dee-Jay was quicker at typing
LOL on Dee-Jay beating you out. But for the record, now that I am learning how to build button boxes and a rudimentary pit, I’ll be able to make my own indicator that I can see. So, I really wasn’t asking on behalf of myself. But what is that saying? “When they came for X I didn’t speak up… and when they came for me, no one was left to speak up?” Something along those lines. There’s no telling what sort of crutch or feature you and I may need or want in the future. So, I am just speaking up for the idea that taking stuff out “for realism’s” sake alone is not necessary and may impede someone’s ability to enjoy this sim. I completely understand about debugging, incorporating new blocks of code, etc. and wanting to get your priorities taken care of. I won’t fault anyone for that, but again, if it’s not too hard please consider keeping and reinstating options.
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@JJO:
@Stevie, that looks like ghosting on the switches. Programming the speedbrake can be easy done with XKEYS. Closed should be programmed as steady switch (release is the middle position) and the speedbreak open is a momentary switch. With the momentary function you can open the speedbrake step by step (or hold to open full)
What interface do you use for your pit ?
Yes - exactly; I do use a steady switch for close and that’s the problem in conjunction with pedal brake - I get hook cycling (key collision) when both are hot…so I simply time the close switch out (null input) after four seconds, parking problem solved.
I’m using Pokeys for my pit, but with my FAF Mac setup I use a utility called ControllerMate that makes short work of programming these sorts of things out at the input level. REALLY wish there was a version of ContollerMate for the PC…it would be all I’d use when it comes to USB devices.
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I am not familiar with Pokeys, check http://xkeys.com/PIComponents/index.php for info about the XKEYS. You can use it for keyboard/mouse and joystick functions. My pit uses original cables from the panels. so that means hundreds of meters cables. The little pcb does it all The PCB will solve your ghosting problem.
Buying from Europe is expensive, within the USA the shipping is much cheaper.