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richie894

Help with assigning controls in X-Plane 11

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Coming from p3d and have some issues getting my controls set up in XP what with the different XP terminology. Can someone please point me in the right direction?

 

1. Parking Brakes - I do not see an option; what is the command I need to select to turn on/ off the parking brakes

 

2. Toe brakes - I have MFG crosswind pedals. They show up in the control screen. I have successfully got the rudder working by selecting "yaw". I have assigned the left and right toe brakes to the pedals and the blue bar shows in the menu as I press them to show it is registering. But when I am moving down the runway slowly and press the pedals the aircraft does not slow at all let alone stop.

 

3. Autopilot - which command is the for the master autopilot on and off.

 

4. Unavailable button options - I am using a Warthog Hotas and the joystick does comes up in the control menu. But only about 4 of the buttons are available for me to program. How can I program the other buttons? Do I need to do it externally, i.e. in the Thrustmaster Target software?UIP

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1. Parking brakes is the "V" key on the keyboard. It's maximum brake pressure, not parking brake as such, but that's how it's mapped in X-Plane. 

 

2. Toe brakes -- check to make sure you don't have something else also assigned to toe brakes, which could cause a conflict. I'm using Saitek Pro Combat pedals and the toe brakes work, so i suspect a conflict.

 

3. Autopilot -- look for "Servos toggle" in the command list.

 

4. Only a few of the buttons on controllers like the Warthog are labeled on the image of the device. To assign commands to the other buttons, look for the View drop-down menu at the upper right of the menu and choose "Other controls." That brings up all the other buttons on the right side. Click a button to see its number (you might have to scroll down), and then you can assign any command.

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The parking brake question sure comes up frequently. Almost like LR should re-label the control 'parking brake'. :smile:

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With the toe brakes, take your time with the calibration.....move the toe brakes several times, back and forth, move them with the yaw axis, do everything you can...I had a few issues with the toe brakes and turns out it was because it did not calibrate in every possible movement combination.

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... assigning commands in X-Plane are very interesting graphically it's been nicely executed but other than that it is a bit weird:

 

Can't find the Buttons assignments for the alternators

 

No Dom/ Flood lights Button assignment

 

The Fuel  Selector commands do not make any sense, no control over multi Engine Selectors mean I can't assign On & Off to each fuel tank individually

(Carenado on his B58 concealed the Fuel Selectors under the seats and made you hovering over the seats to look for the Selector. Funny .... )

 

​Cowl Flaps I'm trying to assign 2 Saitek TQ Levers to 2 Cowl Flaps, no way you can assign only one that will operate the 2 levers    

    

Have no clue what are the Slider # X means, and I have tons of them ?

 

Any thoughts ??

 

Cheers Yair     

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No offense to those who are asking about button assignments but isn't the whole point of flying a simulator to learn where all of the controls are and making the adjustments with the knobs and switches?  Assigning buttons to do all of the work, kinda takes the fun (and learning) out of the sim and turning it into a game, rather than a great learning tool as it is.  Changing your view to flip switches or turn knobs teaches the pilot how to multitask, while controlling the plane.  The most I have configured are the quick camera views and a couple of button assignments, such as toe brakes and an autopilot toggle.

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No offense to those who are asking about button assignments but isn't the whole point of flying a simulator to learn where all of the controls are and making the adjustments with the knobs and switches?  Assigning buttons to do all of the work, kinda takes the fun (and learning) out of the sim and turning it into a game, rather than a great learning tool as it is.  Changing your view to flip switches or turn knobs teaches the pilot how to multitask, while controlling the plane.  The most I have configured are the quick camera views and a couple of button assignments, such as toe brakes and an autopilot toggle.

Nope. It is important for me to have key commands on my stick. I.e trim and autopilot just like IRL.

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Nope. It is important for me to have key commands on my stick. I.e trim and autopilot just like IRL.

Trim and autopilot, I can understand and you are correct in assigning commands to buttons and switches on a yoke to mimic real life, but when it comes to non-essential commands, it's not really necessary.

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No Dom/ Flood lights Button assignment

 

If you mean the interior lighting, that's for two reasons. First, because every aircraft has a different interior lighting setup. Where there is more than one light, it allows separate lights to be controlled individually with the 3D switches in the cabin like the 3 dome lights in the default C172. The second reason is that many of these cabin lights are on dimmer switches (also like the C172), which requires turning a knob with the mouse and can't be assigned to an individual on/off switch. 

 

I know it's a little annoying sometimes. As with instrument lighting (which is also usually variable), it takes me some extra time to set up the cockpit the way I want it. But otherwise it would take up too many analog axis assignments if every individual light was assigned to a controller axis.

Nope. It is important for me to have key commands on my stick. I.e trim and autopilot just like IRL.

 

I've been able to assign every essential flight command to my HOTAS rig, and the rest are switches I don't need to touch with the mouse until I'm in stable flight and can spare the time for mousing. 

 

The only complaint I have about X-Plane's controller assignments is that, ideally, I should be able to assign the same controller switch to different functions for different aircraft models (i.e. joystick prefs stored in each plane folder). There are some commands like helicopter force trim release or autopilot assignments that are handled differently by different aircraft plugins, and that requires assigning too many extra switches that do the same thing. I know there is a plugin somewhere that can do this, and I can also do it with different configurations in the TARGET software I use for my HOTAS rig. But it should be a feature in the basic sim. 

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If you mean the interior lighting, that's for two reasons. First, because every aircraft has a different interior lighting setup. Where there is more than one light, it allows separate lights to be controlled individually with the 3D switches in the cabin like the 3 dome lights in the default C172. The second reason is that many of these cabin lights are on dimmer switches (also like the C172), which requires turning a knob with the mouse and can't be assigned to an individual on/off switch. 

 

I know it's a little annoying sometimes. As with instrument lighting (which is also usually variable), it takes me some extra time to set up the cockpit the way I want it. But otherwise it would take up too many analog axis assignments if every individual light was assigned to a controller axis.

 

I've been able to assign every essential flight command to my HOTAS rig, and the rest are switches I don't need to touch with the mouse until I'm in stable flight and can spare the time for mousing. 

 

The only complaint I have about X-Plane's controller assignments is that, ideally, I should be able to assign the same controller switch to different functions for different aircraft models (i.e. joystick prefs stored in each plane folder). There are some commands like helicopter force trim release or autopilot assignments that are handled differently by different aircraft plugins, and that requires assigning too many extra switches that do the same thing. I know there is a plugin somewhere that can do this, and I can also do it with different configurations in the TARGET software I use for my HOTAS rig. But it should be a feature in the basic sim. 

What if, in theory, you make a copy of your config file and then modify the new one to accept new assignments based off of what aircraft you are flying?  Sounds absurd, but seems legit.

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No offense to those who are asking about button assignments but isn't the whole point of flying a simulator to learn where all of the controls are and making the adjustments with the knobs and switches? Assigning buttons to do all of the work, kinda takes the fun (and learning) out of the sim and turning it into a game, rather than a great learning tool as it is.

 

I'm a hardware junkie. (I have a problem, and I can admit it...) :smile:

 

I have a PFC Cirrus II yoke console, retrofitted with a pair of Leo Bodnar usb boards, that has enough switches to run all major functions on a twin. Add to that a Saitek trim wheel (which has found new life with X-Plane, works really well), a Saitek TPM for aircraft with vernier controls, an few extra Saitek TQ's to place for various oddball throttle configs, a Saitek switch panel to use when I pull the console out to fly with a stick, a X-55 TQ (the stick died awhile back) to use for left hand throttles, some homemade panels with dual concentric rotary switches, and lets see... I've likely forgotten a bit. :)

 

Depending on the aircraft I'm flying, I can use my controls (and a wood framework of 2X4's and 1x4's) to emulate near accurate control placement of many different cockpit styles. I still use some buttons and knobs in the cockpit, but I absolutely love being able to reach for hardware switches and buttons.

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What if, in theory, you make a copy of your config file and then modify the new one to accept new assignments based off of what aircraft you are flying?  Sounds absurd, but seems legit.

 

That would work, but for that much effort I might as well use the TARGET software that can load different configs in the Thrustmaster HOTAS. For one thing, I think it would work to swap configs while X-Plane is still running, which might be the smoothest way to do this when changing to a different aircraft.

 

Oh, and I just remembered that the Warthog throttle quadrant can be set up to swap between 3 additional "layers" where buttons can send different commands based on the layer. It's intended for mode switching on one aircraft (like between air-to-air, navigation, or air-to-ground in the A-10), so it's kind of a clumsy way to handle this. But that would also work, for at least 3 different unique aircraft models. 

 

I still think it would be ideal if X-Plane saved controller prefs separately for each aircraft model instead of a single fixed pref file. Or maybe a basic main pref file (so as not to confuse newbies) and then a set of custom commands for individual a/c models.

Depending on the aircraft I'm flying, I can use my controls (and a wood framework of 2X4's and 1x4's) to emulate near accurate control placement of many different cockpit styles. I still use some buttons and knobs in the cockpit, but I absolutely love being able to reach for hardware switches and buttons.

 

I've tried not to go too far down that path, although it's neat to see how others have set up their home cockpits. The Warthog throttles and control base have a slew of switches already.

 

Lately though, I've been strongly tempted to add the Saitek multi panel, just so I have a physical knob for setting altitude capture on the autopilot. That's probably the cockpit control I use the mouse on the most (aside from the GPS), and it can be a bit fussy in some cockpits. It would be nice to have that on my desk, along with the autopilot mode buttons to confirm current mode. 

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That would work, but for that much effort I might as well use the TARGET software that can load different configs in the Thrustmaster HOTAS. For one thing, I think it would work to swap configs while X-Plane is still running, which might be the smoothest way to do this when changing to a different aircraft.

 

Oh, and I just remembered that the Warthog throttle quadrant can be set up to swap between 3 additional "layers" where buttons can send different commands based on the layer. It's intended for mode switching on one aircraft (like between air-to-air, navigation, or air-to-ground in the A-10), so it's kind of a clumsy way to handle this. But that would also work, for at least 3 different unique aircraft models. 

 

I still think it would be ideal if X-Plane saved controller prefs separately for each aircraft model instead of a single fixed pref file. Or maybe a basic main pref file (so as not to confuse newbies) and then a set of custom commands for individual a/c models.

I think you're on to something.  Just like the way XP automatically saves camera views per aircraft, why not extend that ability to the controls?  For a lot of folks who fly both GA and tubeliners, that feature would be most welcomed.  I have the Thrustmaster TFlight Hotas X, and while it is pretty simple to set up, I know I have futzed around with the button assignments more than once, due to changing from GA to tubeliner.

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I still think it would be ideal if X-Plane saved controller prefs separately for each aircraft model instead of a single fixed pref file.

 

This would be heaven.

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I'm a hardware junkie. (I have a problem, and I can admit it...) :smile:

 

I have a PFC Cirrus II yoke console, retrofitted with a pair of Leo Bodnar usb boards, that has enough switches to run all major functions on a twin. Add to that a Saitek trim wheel (which has found new life with X-Plane, works really well), a Saitek TPM for aircraft with vernier controls, an few extra Saitek TQ's to place for various oddball throttle configs, a Saitek switch panel to use when I pull the console out to fly with a stick, a X-55 TQ (the stick died awhile back) to use for left hand throttles, some homemade panels with dual concentric rotary switches, and lets see... I've likely forgotten a bit. :)

 

Depending on the aircraft I'm flying, I can use my controls (and a wood framework of 2X4's and 1x4's) to emulate near accurate control placement of many different cockpit styles. I still use some buttons and knobs in the cockpit, but I absolutely love being able to reach for hardware switches and buttons.

I was wondering when we'd get a response from the home cockpit builders. :)

 

Jokes aside, yes I do get the need for button and switch assignments for panels and that is legit in it's own right.  I should have clarified my remarks, by stating that for those who use all-in-one controllers (no panels), there has to be some compromise on what is important to assign.  We only have so many buttons so the reliance on assigning everything to everything is not ideal.  My argument of sorts is about flying in the 3D cockpit and getting familiar with where everything is, just like you would in a real cockpit or flightdeck.  Sure, it's convenient to have those buttons ready to press when needed, but maybe it's just me and the old school attitude that you know where all your controls are and use them in place.

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No offense to those who are asking about button assignments but isn't the whole point of flying a simulator to learn where all of the controls are and making the adjustments with the knobs and switches?  Assigning buttons to do all of the work, kinda takes the fun (and learning) out of the sim and turning it into a game, rather than a great learning tool as it is.  Changing your view to flip switches or turn knobs teaches the pilot how to multitask, while controlling the plane.  The most I have configured are the quick camera views and a couple of button assignments, such as toe brakes and an autopilot toggle.

..no offense at al,l but keyboard and mouse clicking, well for this I have an Excel spreadsheet or my Word Processors, I think Keyboard and mouse clicking belong to the past , this is not a game but a simulator mean it need to mimic the RW. I'm a RW Student Pilot, did not see any Keyboard or Mouse in my Cockpit (other than my Tablet) immersive experience can be achieved only when the desire level of realize has been achieved, that is the reason why we are investing so much $$$ in Hardware that will interface with the Sim 

 

Cheers  

 

Yair

Nope. It is important for me to have key commands on my stick. I.e trim and autopilot just like IRL.

++++1

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..no offense at al,l but keyboard and mouse clicking, well for this I have an Excel spreadsheet or my Word Processors, I think Keyboard and mouse clicking belong to the past , this is not a game but a simulator mean it need to mimic the RW. I'm a RW Student Pilot, did not see any Keyboard or Mouse in my Cockpit (other than my Tablet) immersive experience can be achieved only when the desire level of realize has been achieved, that is the reason why we are investing so much $$$ in Hardware that will interface with the Sim 

 

Cheers  

 

Yair

Well if we are to progress, by the way you are talking, then VR should be the main staple of home flight simulation, correct?

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..no offense at al,l but keyboard and mouse clicking, well for this I have an Excel spreadsheet or my Word Processors, I think Keyboard and mouse clicking belong to the past , this is not a game but a simulator mean it need to mimic the RW. I'm a RW Student Pilot, did not see any Keyboard or Mouse in my Cockpit (other than my Tablet) immersive experience can be achieved only when the desire level of realize has been achieved, that is the reason why we are investing so much $$$ in Hardware that will interface with the Sim 

 

The problem here is that a general purpose civilian flight sim can't cater to just a small set of aircraft, like typical student pilot trainers. It has to be able to handle everything from complex airliners to combat jets, helicopters, and vintage aircraft like DC-3's and DC-6's. The advantage of mouse clicking your way around a 3D cockpit is that it can handle all those different types of aircraft in the most realistic way possible, by modeling individual switches that can be very different from one aircraft to another.

 

X-Plane does include a long list of generic commands that can apply to different aircraft, but when it comes to the small details like cabin lights (especially ones on dimmers that would use up a controller axis), mouse clicks handle that situation well enough.

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Trim and autopilot, I can understand and you are correct in assigning commands to buttons and switches on a yoke to mimic real life, but when it comes to non-essential commands, it's not really necessary.

..not sure what is essential or what is, LR think that flying Space Shuttle and assigning buttons  to fly Blip is more essential than to assign some straight forward buttons for an alternator, they got tons of weird buttons that I'm sure only few simmers even understand what they are for, but not being able to set up Fuel Selector to a Twin Engine AC , or juts turning the Cabin lights when you get to your AC at night which is what you do in RW ..sorry, I'm not sure I understand the concept, IMHO this is ridiculous ...

 

Yair

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Well if we are to progress, by the way you are talking, then VR should be the main staple of home flight simulation, correct?

 

Only after we get good haptic controllers for our hands, so we can reach out and feel a panel switch or knob with our fingers, and then twist it in the VR environment. We're getting there, but I think that's a few years away still.

 

Meanwhile HOTAS and home cockpit panels where you can touch enough switches with a brick on your face, and use the mouse when you run out of physical switches, will have to be the bridge to that world.  :smile:

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where you can touch enough switches with a brick on your face

Oh, classic!  :lol:

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If you mean the interior lighting, that's for two reasons. First, because every aircraft has a different interior lighting setup. Where there is more than one light, it allows separate lights to be controlled individually with the 3D switches in the cabin like the 3 dome lights in the default C172. The second reason is that many of these cabin lights are on dimmer switches (also like the C172), which requires turning a knob with the mouse and can't be assigned to an individual on/off switch. 

 

I know it's a little annoying sometimes. As with instrument lighting (which is also usually variable), it takes me some extra time to set up the cockpit the way I want it. But otherwise it would take up too many analog axis assignments if every individual light was assigned to a controller axis.

 

I've been able to assign every essential flight command to my HOTAS rig, and the rest are switches I don't need to touch with the mouse until I'm in stable flight and can spare the time for mousing. 

 

The only complaint I have about X-Plane's controller assignments is that, ideally, I should be able to assign the same controller switch to different functions for different aircraft models (i.e. joystick prefs stored in each plane folder). There are some commands like helicopter force trim release or autopilot assignments that are handled differently by different aircraft plugins, and that requires assigning too many extra switches that do the same thing. I know there is a plugin somewhere that can do this, and I can also do it with different configurations in the TARGET software I use for my HOTAS rig. But it should be a feature in the basic sim. 

..again, LR assigned and enable so many option ,so it is only a matter of setting the priorities ..... Alternators Cabin Lights Control over your Fuel Tank, & Cowl Flaps are very elementary and basic no need a rocket science to understand this, this suppose to be State of The Art (of the shelve) Simulator ...Cabin/ Dome Lights well, I got them in FSX, you assing to a button on your Saitek TQ and they are working in 99.9% of the A/C ... that is not so hard ..... I have night vision button ...but not a Dome light ...ha...ha...ha ,come on ,,,give me a break, sorry, this is a jock .... 

 

Cheers

 

Yair        

What if, in theory, you make a copy of your config file and then modify the new one to accept new assignments based off of what aircraft you are flying?  Sounds absurd, but seems legit.

.that is LR job and responsibilities not mine, when was the last time you took your new Toyota ECM Board and configured it so you can turn your Flood Lights, lol 

I'm here to fly not exercise my tech skills ..lol

 

Yair    

Well if we are to progress, by the way you are talking, then VR should be the main staple of home flight simulation, correct?

..well, you are probably right, but this is the future and I'm trying to take off with a Twin Engine puppy in the present, and the only way I can can accomplish the check list is by using Mouse and Keyboard to (get my Alternator and Fuel Selector setup ) technology that is from the PAST .. it is more than annoying it is pathetic   ...

 

Yair

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Twin Engine puppy in the present, and the only way I can can accomplish the check list is by using Mouse and Keyboard to (get my Alternator and Fuel Selector setup ) technology that is from the PAST .. it is more than annoying it is pathetic   ...

 

i use my buttons for my alternators on my GoFlight equipment, Fuel selectors to buttons on my CH throttle and light switches etc on my GoFlight switch panels. Pitch on my Ch Yoke buttons.

Not annoying at all.  :hi:

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 in FSX, you assing to a button on your Saitek TQ and they are working in 99.9% of the A/C ... that is not so hard ..... I have night vision button ...but not a Dome light ...ha...ha...ha ,come on ,,,give me a break, sorry, this is a jock ....

Well, the difference is: IIn many cases the dome lights can be dimmed, as well as many other lights.  So if the plane expects a dimmable light it would mean that it needs its own axis. So it gets very difficult to offer default controls for every such situation. It can still be done.It might take a few lines of LUA code.

An aircraft designer can change the type of control, that he wants and can even offer its own custom controls. In such cases you recognize why plug-ins like X-assign were developped. But you first have to configure your controller for a new plane.

 

But try to dim a light in the FSX. It doesn´t rerally simulate these lights, instead it can only switch through an array of light textures. X-Plane on the other hand can even direct some map lights to the position that you want.

 

It is a well known problem: If you come to X-Plane and expect a super FSX: It doesn´t work this way! In a lot of cases the controls and options have a totally different history and background. You can try to work around some of these differences for a small period of time. But in the long run you will simply have to learn the real X-Plane controls, and which setup you really want to use. They simpy have a different background.

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