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Lorby_SI

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About Lorby_SI

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  1. ?? I don't understand that part. Anyway. As described above, since MSFS, and some of the sims before it, don't/didn't have a nose wheel steering option over SimConnect, AAO has a custom solution for that. Yes, the animations in the cockpit are wrong. But it works correctly. ("custom" because AXIS_TILLER_SET doesn't exist in the SDK. All this is purely AAO internal logic, using the rudder axis to emulate the operation of a tiller. It only works when you have AXIS_TILLER_SET and AXIS_RUDDER_SET assigned at the same time to different controllers)
  2. K:STEERING_SET works too for turning the nose wheel, but it doesn't trigger any animations in the cockpit. That would have to be done with additional scripting and possibly (L:N_FC_CAPT_TILLER, Number) in the value range of -75 to 75
  3. The "sim bindings" have no relation to what AAO is allowed to do via SimConnect. You cannot compare the two, totally different logic and modules in the sim. Sad but true, you can do things in the sim that you cant do with AAO and vice versa. Most prominent example: camera controls. They are even present in the SDK spec but inop over SimConnect. And yes, the steering works as you describe with AAO. You can assign a separate tiller control to operate the nose wheel, independent from your pedals. As long as the tiller is active, the pedals are not, and vice vers. Yes, this triggers unwanted animations. But in operation it works correctly - and is the best that can be done at the moment. AAO has its own internal event to enable/disable the tiller btw. and you can apply this whole setup to any aircraft, regardless if it actually has a tiller or not. Or rely on the automatic mode, where the tiller is active up to 30 knots and the pedals become active beyond that.
  4. I don't know - I've just tested the Fenix with AXIS_RUDDER_SET on my pedals and AXIS_TILLER_SET assigned to my yoke (because the joystick is taken by aileron and elevator). Works just fine. When I turn the yoke, I turn the nose gear. Above 30 knots my pedals kick in and move the rudder. What exactly is the problem? I seem to be missing something here.
  5. The first thing to find out is what the aircraft expects. The tiller in AAO is a software "wrapper" around the rudder axis event. If the Fenix wants something else, this will probably not work correctly. This could be a BVar or any other axis that this plane doesn't use, like FBW does it.
  6. OK, I think I got it. Can you please send me an email with your proof of purchase? Address is on the last page of the manual. Then you can have the current build to test it with your setup.
  7. Correct. The entire part after the // is treated as a comment up to the line break. If your scripts get bigger, consider using script files instead.
  8. No. Comments are only possible at the end of a line, not right in the middle of the code (how would the parser know where the comment ends?) 1·(>K:#69749)·(SLEEP:50)·//TAXI 1·(>K:#69757)·(SLEEP:90)·//WING 2·(>K:#69754·)·(SLEEP:50)·//LIGHTS_LOGO
  9. This is wrong, AAO will not recognize this command. The parentheses are not for decoration, they are part of the command. 2·(>K:#69754)·(SLEEP:50)··//·LIGHTS_LOGO 2·(>K:#69755)·(SLEEP:150)·//·POS_STROBE 1·(>K:#69756)·(SLEEP:250)·//·ANT_COL No other text etc. allowed. If you want to add comments, you have to do it at the end of the line, with "// my comment" In AAO, the RPN implementation is - Case sensitive - Allergic to space characters missing or being in the wrong place - Angry when you start putting parentheses or braces in funny places because you think that you have to "structure" the code (they are part of the commands and cannot be used any other way) - Generally unforgiving of any syntax errors or experiments. You cannot think or type outside the box, it must be exactly like specified in the AAO manual, chapter "Scripting" and in the simulator's SDK documentation.
  10. Looks like you have an inconsitent setup/profile there, where parts are missing that are supposed to be there. Not sure what I can do about that TBH. I can try and catch this "in the blind", but that means that parts will be missing. Edit: or send me a message or email, possibly with a ZIP archive of your ProfilesV2 and Plugins folders.
  11. What does that do exactly? What the sim can do in its controller assignments and what AAO can do over SimConnect/SDK Events are not the same things.
  12. This is easier said than done. I'm not sure how to go about this. 😞 I need to think about it for a while, what the best strategy is to implement a fix. The only work around would probably be to switch the radio panel over to MIDI mode. But then you have to configure everything manually.
  13. OK, this is AAOs fault. It does this automatically, because the default Kohlsman Inc/Dec is actually only changing in inHg. So the logic in AAO is multiplying it when you set the panel to hPa. I will see that I can fix this somehow in the 2.30. Lucky I didn't push that version out already.
  14. Oh I see - it really is inHg vs. hPa. When I set the radio panel to inHg and the switch in the VC to either inHg or hPa, it works correctly. It is as if the Lvar is changing only inHg, and is being multiplied automatically in the other setting. Very weird...
  15. OK, trying to guess - and looking into the Behavior XML Left Down code is (L:S_FC_CAPT_TILLER_PEDAL_DISCONNECT, Number) ! (>L:S_FC_CAPT_TILLER_PEDAL_DISCONNECT, Number) 1 (>L:S_FC_CAPT_TILLER_PEDAL_DISCONNECT_Anim, Number) Left Release Code is (L:S_FC_CAPT_TILLER_PEDAL_DISCONNECT, Number) 0 == if{ 0 (>L:S_FC_CAPT_TILLER_PEDAL_DISCONNECT_Anim, Number) } els{ 2 (>L:S_FC_CAPT_TILLER_PEDAL_DISCONNECT_Anim, Number) } The _Anim variable suggests that it is responsible for the animation of the "thing" in the cockpit. If you don't utilize it, the knob will not move - but that doesn't matter, because it is just visuals. The actual aircraft system is apparently operated with the other LVar, the one without "_Anim" (yes, this may sound strange, but it is true - operation of the aircraft system and visual movement of the button in the VC are two different things. You can easily have one without the other)
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