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Travis Carney

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Posts posted by Travis Carney


  1. Thanks for posting your config. I didn't see any duplicates in mine. I even renamed the ini so FSUIPC would create a fresh one. Still see the same results when I set up my throttle.

     

    I'm about to build a new machine, so I'll see if I run into the same issue with a fresh install of everything. If I do, maybe I'll just go back to P3D v2.5. I hate to do that, but can't think of anything else at this point, and it was working fine until I upgraded to v3.


  2. Yes, the Tuscany demo works with 0.8. I don't have nVidia cards on that machine, so I'm not sure about those VR support drivers. I'm guessing it wouldn't hurt to install them, but you might want to try to get it working without them first, and instal them if t's still not working.

     

    There are two 0.8 downloads - the Oculus runtime, which is an executable to install, and the SDK, which is a zip file that contains various things (including the Tuscany demo, if I recall). Once you install the runtime, you should see an Oculus icon in your systray by the clock. That should let you bring up the control panel where you can verify that it's picking up your connected DK2. As long as it's showing up in there, FlyInside should be able to see it.


  3. Yes, it definitely takes a bit of messing around. Such is the nature of a development kit, I suppose. That said, I didn't have too much trouble installing it on my Windows 10 machine. v0.8 is the latest one, which is what I'm using, and it works fine with FlyInside. I installed both the runtime and the SDK. Since FlyInside is technically in beta as well, it might require the latest Oculus software (0.8), though I'm just guessing. Let me know if you have any questions about getting it working.


  4. I did try that while trying to set up the NGX, and have the same issue doing it that way. It's just so weird that the throttle is the only thing that has this problem. I can configure all of my other controllers through FSUIPC calibration. And if I try to configure my throttle axis as something else (like have it control the ailerons, for example), it works just fine, so it's something specific to the throttle in the software. My best guess at this point is the P3D issue Pete Dowson talks about in that post I linked earlier, but if that's the case, why are there so few people experiencing this issue? Seems like it should affect everyone with v3. Curiouser and curiouser.


  5. Thanks, Arwen. When I was searching the forums for this problem, I ran into a ton of posts from people with that same issue. I never had a problem with 2.0/2.5. The problem I'm seeing is kind of the opposite of that, where the simulator doesn't use the whole range of the throttle rather than the throttle not controlling the whole range of the sim. I did mess around a lot with those sensitivity settings though, but alas, no luck.


    What about your axis assignment inside the FSUIPC for the throttle?

    Post a picture from the assignment and calibration page and i will check my own throttle quadrant for you.

    You need to be sure 100% you have no axis inside the P3D normal control menu

    Michael Moe

     

    Hi Michael,

     

    Here is what my Axis Assignment tab looks like currently. This is the only way I've been able to get the throttle to work at all (though with the reverser problem I described):

    sendtofs.png

     

     

    When I set the Axis Assignment tab like this, I have no throttle control (I don't have any of the controllers set up in the P3D settings):

    sendtofsuipc.png

     

     

    This is what my calibration tab looks like. That Rev checkbox is probably the exact setting I need to fix this, if only I could get the FSUIPC calibration to work:

    calibration.png


  6. I have tried the leap motion, and it is not that great. I think I would rather use a mouse. For the time being.  The better it is calibrated the better it works, in fairness.

     

    Well I was trying to use it on the overhead panel of the NGX. Maybe not such a fair test. I'll probably play with it some more with a simpler airplane and be less lazy about calibrating it properly. I do think it has potential. I just don't know if that's only a matter of perfecting the software, or if it would require new hardware as well.

     

    One thing to note regarding Froogle's comments about FlyInside. Maybe they hadn't announced this yet at the time he made the video, but they are in fact planning on supporting the consumer Rift. It works just fine with the current Rift drivers, contrary to a statement he made in the video (that I think he later corrected).


  7. Hmm, I did play with the new calibration briefly, but since I wasn't able to configure the device directly in P3D, I didn't mess with it too much. But if that calibration is still effective, even if I have it set up through FSUIPC, I'll take another look at that.

     

    It just seems odd to me that P3D would introduce a completely new throttle functionality (i.e. having the back half of the throttle control reversers), and not see very much complaining about it online. I would think this would mess everyone up, but that doesn't seem to be the case. That's why I thought maybe I was missing something obvious, like a setting to turn that off, but I haven't been able to find one.


  8. I agree for the most part. We do have a long way to go before it's "perfect," but a long way technology-years isn't generally very long. Yes, I expect that the 1200 lines of resolution in the consumer version (compared to the 1080 in the DK2) will go a long way toward reducing the screen door effect, but I don't expect it to be perfect. I heard an interview with Palmer Luckey (founder of Oculus) on a podcast, and some of the stuff he was talking about was pretty interesting. It's very hard to get a high resolution in a device like this that would take up your whole field of view because of the sheer amount of pixels that would need to be driven in that area, and for each eye. The processing power to drive such a display at a high enough resolution where you wouldn't see the pixels would be tremendous. One of the ways they're working on alleviating that is to only render in high resolution the exact area of the screen you're looking at (detecting eye movement). The fovea, where things are in focus for us is actually a pretty small area of our vision, and everything outside of it is out of focus, so all that other area could be rendered at a far lower resolution, saving on processing power required. Pretty fascinating stuff.

     

    And yes, Froogle failed to mention the goggle effect. I've heard other YouTubers describe it as taking up your whole field of vision and being able to see things peripherally, which is just not the case. (Unless I did something horribly wrong when I was adjusting my headset.) :P

     

    You're right about the button manipulation thing still being an issue. I have the LeapMotion device, which detects where your hands are and lets you see them in the simulator. I would say that a technology like that, if perfected, would be a great solution for button manipulation, but it's just not there yet. Not there to the point that I tried it once, and haven't used it since, it was so frustrating to use. It would probably improve with practice, but still not ideal.


  9. I've definitely experienced the nausea before with the DK2, though I didn't at all in the flight sim. Not sure if that's just because I've had it a while and got used to it. My system is five or so years old, so I'm not getting crazy awesome frame rates or anything.

     

    Yes, you can lean in to read the dials and labels, and that works. It would just be better to have the higher resolution. I'm really curious to see how it is in the consumer model. Actually, leaning in to look at the gauges is really cool because they're a lot more detailed than you might think. For example, you can actually see the hands on the altimeter standing out in 3D above the face of the gauge. In a well modeled aircraft, there's very little in the cockpit that's just "painted on," and I think a lot of that detail usually goes unnoticed. So excited to see where all of this goes. Once the quality is there, this will completely change flight simulation. It's so close.


  10. I'll preface this by saying it's likely that I'm missing something obvious here, since I haven't been able to find anyone else with this exact problem. :)

     

    There are two issues here that are probably related. The first is I'm unable to set up a throttle directly in Prepar3D from the control settings. I can set the prop and mixture in there just fine, but not the throttle. This isn't a huge problem, since I normally set the controls through FSUIPC anyway, but I thought it might be relevant.

     

    When I do set up the throttle through FSUIPC, it doesn't work if I use the "send direct to FSUIPC calibration" action. So I can't use FSUIPC to calibrate the throttle. I have to use "send to FS as normal axis." Again, this is only the case with the throttle. Prop, mixture and everything else work fine when calibrated through FSUIPC. Based on this post from Pete Dowson, there may not currently be a way to use the FSUIPC calibration: http://forum.simflight.com/topic/80199-important-fsuipc-calibration-of-axes-in-p3d-version-30/
    If that's the case, they haven't fixed the issue in v3.1.

     

    So configured as "send to FS," there's no way to set the range of the throttle, and when I use it, only half of the range is being used. I slide the throttle forward, and it doesn't start registering until about half way up. The reason for this is P3D v3 seems to be using the lower half of the range as a thrust reverser. Obviously I don't need a thrust reverser in a light GA airplane, and this functionality is actually really frustrating to use in something that does use it, like the NGX, since there's no easy way to pull the throttle to idle without accidentally activating the reversers.

     

    So I guess the question is, is there a way to turn off that reverser functionality in P3D?

     

    One other thing to note is this isn't hardware specific. I see the same issue with three different throttles. The issue is unique to v3+. I didn't have it in 2.5.

     

    Thanks for any insight anyone may have!

     

    Travis

     

    P3D v3.1.2.15831

    FSUIPC v4.949

    Offending throttles: Saitek Pro Flight Throttle Quadrant, Saitek TPM, Thrustmaster HOTAS Warthog


  11. Heya Jools,

     

    I have the DK2, and it works well with v3.1, using a third-party application called FlyInside (flyinside-fsx.com). There are things that it's great for, and things that aren't so great. Sitting inside the cockpit with it for the first time and looking around is just amazing. It's really useful for things that don't generally translate well in the simulator to real world flying like flying the pattern. Being able to look around and see where the runway is really helps for pattern work.

     

    What it's not great for are things that require a lot of switch manipulation (like the PMDG NGX). The resolution just isn't that great for reading labels on the panels and getting your mouse on the switches to manipulate them is a major pain. I expect the experience will be considerably better with the consumer Rift when that comes out.


  12. To clarify the issue we're seeing, the Flight Illusion yoke (I have the HW-FFB-737) won't control A2A aircraft (I've tried with the PA28, 172 and 182). The Flight Illusion yoke doesn't show up as a normal game controller in Windows like a regular joystick or yoke would. It doesn't show up in the simulator control settings window or in FSUIPC. I'm guessing because of the different way A2A aircraft are built (simulating the systems, flight characteristics, etc.), it's not picking up the data that the GSA software sends.


  13. Not officially supported perhaps, but it's certainly compatible. I've been flying with it without a problem since Prepar3D first came out.

     

    I'll mess around with it some more and do a clean install as Anders suggests. I'll report back if I figure anything out.


  14. Okay, I figured it out. I'm using a Flight Illusion force feedback yoke, which runs a separate application to manage the force feedback, autopilot follow mode, etc. That was interfering with the vnav. Disabling it fixed the problem. I'll take a look on Flight Illusion's forums to see if there's a better work-around than just disabling it. Thanks for all the suggestions.

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