March 23, 20251 yr I think for most this is a minor issue - I'm trying trying to simplify my life and have everything controls related handled by AAO. 🙂 I don't see this issue with any other axis (so far) that I have AAO handling. Anyway, one of the last things have to move over from MSFS to AAO is the left and right brakes. For some reason when using AAO there is a lot of noise in the reported value. I'm using Virpil ACE rudder pedals. The example below I have the left being handled by the sim and the right by AAO. Flip-flopping doesn't matter, behaves the same just on the other foot - so it isn't a hardware thing. I've also looked at the axis in Virpil's testing tool and noise is always after the decimal point in percentage values, like what is shown in the video below in the sim. I have tried increasing the filter value on AAO and that didn't change the resulting behavior. Going to Joystick Axis High Sensitivity seemed to improve it, but not as smooth as in-sim bound (video below is without high sensitivity set). Left Brake Axis in MSFS2024: Right Brake Axis in AAO: The video below shows there is more noise in the right brake - I know both "flutter" as there is always noise and a limit to my ability to hold my feet steady while pressing, but with the right brake setup I can actually see the pedal animation bouncing. Switching the right pedal to be mapped in the sim removes the fluttering behavior. Short Video Showing Behavior Edited March 23, 20251 yr by HadronFlux Fixed links to Flickr
March 23, 20251 yr Commercial Member "Flutter" is usually a sign of 1. either interference by another assignment elsewhere or 2. that you are using the wrong method to control it An example for 2.: when the aircraft logic itself uses the SDKs K-Event to simulate a certain brake behavior, it cannot work as expected when you assign it in AAO. These events are actually not really related to hardware input. They are the control method for the sim-internal aircraft logic, and they are constantly being used by the flight and systems "modelling" of an aircraft. Edited March 23, 20251 yr by Lorby_SI LORBY-SI
March 23, 20251 yr Commercial Member 43 minutes ago, HadronFlux said: fluttering behavior. Release the parking brake, that should stop the fluttering. Appatently there is additional logic in this plane that wants to move the pedal animation to the middle as long as the parking brake is on, hence the fluttering when you try to bypass it with the low-level SDK-Event. In general - don't get too hung up on the animations. Check out the actual brake (or whatever) operation, don't just look at the pedals/knobs/levers. The animation and the actuation of the aircraft system are two separate things. Edited March 23, 20251 yr by Lorby_SI LORBY-SI
March 23, 20251 yr Author I'm not too wrapped up in the animation - just using that to show that it appears to change enough to make the animation move, which doesn't happen when mapped in the sim. The percentages of actuation do bounce around, sometimes wildly compared to being mapped in the sim (like over 20% range, and while brief, it can be covering quite a range of values). When trying to do stuff like differential braking (not so much in the Lear in that case) it makes the behavior less consistent. I tried to look at the data using dev mode in a Cessna but I think the plane is encrypted and I can't see it like I can in the Lear (or don't know how to look). Edit: I'll look at it with the parking brake off also when I get a chance. Edited March 23, 20251 yr by HadronFlux
March 23, 20251 yr Commercial Member 9 minutes ago, HadronFlux said: or don't know how to look If "look at" means the behavior code, then TMBK you can only inspect items that are operated with the mouse. I tried it on my end with the Flysimwar Learjet, and immediately noticed that the pedals were not behaving as expected - something was fighting the input. After rummaging around for a bit I luckily remembered the parking brake. Once it was released, both pedals worked just fine. Edited March 23, 20251 yr by Lorby_SI LORBY-SI
March 23, 20251 yr Commercial Member 9 minutes ago, HadronFlux said: which doesn't happen when mapped in the sim. What you assign in the sim and what AAO can do over the SDK are two completely different, unrelated, "logics". You cannot compare them. Many items have similar names, but they are not the same "mechanics". Edited March 23, 20251 yr by Lorby_SI LORBY-SI
March 24, 20251 yr Author Parking brake was it. Thank you for taking the time to look at it, I don't relish your job - just on the user end, trying to sort out the different kinds of events and variables, how each developer does them in their plane, plus how the sim itself interacts with the plane vs how AAO can interact with the plane. Your willingness to dig through the weeds to figure out speaks volumes. As you can imagine on my end, I'm thinking both "bindings" are the same since they both go to the same pedal, but as you said in your last post that the two are interacting in two different ways with the underlying system and produce different results. Thanks again.
March 25, 20251 yr Commercial Member On 3/24/2025 at 1:40 AM, HadronFlux said: I don't relish your job Actually, this is not my job, Lorby is just a hobby. I do have a real 7-4 job (plus commute) though, but luckily that is unrelated to flight sims. 🙂 Under normal circumstances I'd say that I only provide the hammer, I don't build the house. It would be impossible to analyze and support all the aircraft out there. developers don't care much about the SDK specs, most build their very own logic. But since I was at the computer anyway and the question was about a plane that I actually have... Edited March 25, 20251 yr by Lorby_SI LORBY-SI
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