Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • Users
Collapse
Just Flight Community Forum
  1. Home
  2. Just Flight
  3. MSFS Products
  4. Black Square Add-Ons
  5. Piston & Turbine Dukes
  6. Duke (Piston + Turbine) LVAR for MobiFlight

Duke (Piston + Turbine) LVAR for MobiFlight

Scheduled Pinned Locked Moved Piston & Turbine Dukes
70 Posts 8 Posters 8.8k Views 1 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • J Offline
    J Offline
    jmarkows
    wrote last edited by
    #56

    Had a similar issue in the Bonanza regarding the Ignition Position not working right for positions 4 and 5. Nick has fixed it for a patch next week, hopefully the same fix can be applied to previous aircraft.

    Black SquareB 1 Reply Last reply
    0
    • J jmarkows

      Had a similar issue in the Bonanza regarding the Ignition Position not working right for positions 4 and 5. Nick has fixed it for a patch next week, hopefully the same fix can be applied to previous aircraft.

      Black SquareB Offline
      Black SquareB Offline
      Black Square
      Black Square Developer
      wrote last edited by
      #57

      @jmarkows Yes, that change should solve any issues here too, with the 5 position now working as a start position with no spring return.

      T 1 Reply Last reply
      1
      • Black SquareB Black Square

        @jmarkows Yes, that change should solve any issues here too, with the 5 position now working as a start position with no spring return.

        T Offline
        T Offline
        Tailhook
        wrote last edited by
        #58

        @Black-Square I'm open to testing anything prior to release.

        Black SquareB 1 Reply Last reply
        0
        • T Tailhook

          @Black-Square I'm open to testing anything prior to release.

          Black SquareB Offline
          Black SquareB Offline
          Black Square
          Black Square Developer
          wrote last edited by
          #59

          @Tailhook Thanks for volunteering! Believe it or not, it should be as simple as doing the following find-and-replace on the main behaviors XML, and of course for BKSQ_IgnitionPosition_2, as well.

          Find: (L:BKSQ_IgnitionPosition_1, number) 4 ==
          Replace: (L:BKSQ_IgnitionPosition_1, number) 4 >=

          T 1 Reply Last reply
          0
          • Black SquareB Black Square

            @Tailhook Thanks for volunteering! Believe it or not, it should be as simple as doing the following find-and-replace on the main behaviors XML, and of course for BKSQ_IgnitionPosition_2, as well.

            Find: (L:BKSQ_IgnitionPosition_1, number) 4 ==
            Replace: (L:BKSQ_IgnitionPosition_1, number) 4 >=

            T Offline
            T Offline
            Tailhook
            wrote last edited by
            #60

            @Black-Square

            Find: (L:BKSQ_IgnitionPosition_1, number) 4 ==
            Replace: (L:BKSQ_IgnitionPosition_1, number) 4 >=

            Tried this (3 lines, both mags), no difference. The mags won't go into START now at all. Still need to use the two different event's I posted above to get any action out of both L/R starters.

            Black SquareB 1 Reply Last reply
            0
            • T Tailhook

              @Black-Square

              Find: (L:BKSQ_IgnitionPosition_1, number) 4 ==
              Replace: (L:BKSQ_IgnitionPosition_1, number) 4 >=

              Tried this (3 lines, both mags), no difference. The mags won't go into START now at all. Still need to use the two different event's I posted above to get any action out of both L/R starters.

              Black SquareB Offline
              Black SquareB Offline
              Black Square
              Black Square Developer
              wrote last edited by
              #61

              @Tailhook Three lines? I only see two. Also, when you say you tried it, do you mean that you tried your previous homebrew solution, or you tried incrementing/decrementing L:BKSQ_IgnitionPosition_1 0 -> 1 -> 2 -> 3 -> 5?

              T J 2 Replies Last reply
              0
              • Black SquareB Black Square

                @Tailhook Three lines? I only see two. Also, when you say you tried it, do you mean that you tried your previous homebrew solution, or you tried incrementing/decrementing L:BKSQ_IgnitionPosition_1 0 -> 1 -> 2 -> 3 -> 5?

                T Offline
                T Offline
                Tailhook
                wrote last edited by
                #62

                @Black-Square Lines 5256 and 5298 were the '3rd' for each. ¯_(ツ)_/¯

                I reverted those lines and tested again. Setting ignition to 5 does crank the starter now. But this change is not realistic because the knob only counts to 0-4 when using mouse.

                Instead, I replaced:
                (A:GENERAL ENG STARTER:1, bool) if{ 0 (>A:GENERAL ENG STARTER:1, bool) }
                with
                (A:GENERAL ENG STARTER:1, bool) if{ 0 (>K:STARTER1_SET) }

                and

                (A:GENERAL ENG STARTER:2, bool) if{ 0 (>K:SET_STARTER2_HELD) }
                with
                (A:GENERAL ENG STARTER:2, bool) if{ 0 (>K:STARTER2_SET) }

                NOW the magneto switches go to START when in position 4, like they should.

                Black SquareB 2 Replies Last reply
                0
                • Black SquareB Black Square

                  @Tailhook Three lines? I only see two. Also, when you say you tried it, do you mean that you tried your previous homebrew solution, or you tried incrementing/decrementing L:BKSQ_IgnitionPosition_1 0 -> 1 -> 2 -> 3 -> 5?

                  J Offline
                  J Offline
                  jmarkows
                  wrote last edited by
                  #63

                  @Black-Square said in Duke (Piston + Turbine) LVAR for MobiFlight:

                  @Tailhook Three lines? I only see two. Also, when you say you tried it, do you mean that you tried your previous homebrew solution, or you tried incrementing/decrementing L:BKSQ_IgnitionPosition_1 0 -> 1 -> 2 -> 3 -> 5?

                  So when the patch comes out, or we put the fix in manually, we should skip a value of 4?

                  1 Reply Last reply
                  0
                  • T Tailhook

                    @Black-Square Lines 5256 and 5298 were the '3rd' for each. ¯_(ツ)_/¯

                    I reverted those lines and tested again. Setting ignition to 5 does crank the starter now. But this change is not realistic because the knob only counts to 0-4 when using mouse.

                    Instead, I replaced:
                    (A:GENERAL ENG STARTER:1, bool) if{ 0 (>A:GENERAL ENG STARTER:1, bool) }
                    with
                    (A:GENERAL ENG STARTER:1, bool) if{ 0 (>K:STARTER1_SET) }

                    and

                    (A:GENERAL ENG STARTER:2, bool) if{ 0 (>K:SET_STARTER2_HELD) }
                    with
                    (A:GENERAL ENG STARTER:2, bool) if{ 0 (>K:STARTER2_SET) }

                    NOW the magneto switches go to START when in position 4, like they should.

                    Black SquareB Offline
                    Black SquareB Offline
                    Black Square
                    Black Square Developer
                    wrote last edited by
                    #64

                    @Tailhook said in Duke (Piston + Turbine) LVAR for MobiFlight:

                    But this change is not realistic because the knob only counts to 0-4 when using mouse.

                    I'm sorry if I'm missing something, but how is setting a value of 5 to get what you want "unrealistic", just because that's not what happens when you use your mouse?

                    T 1 Reply Last reply
                    0
                    • Black SquareB Black Square

                      @Tailhook said in Duke (Piston + Turbine) LVAR for MobiFlight:

                      But this change is not realistic because the knob only counts to 0-4 when using mouse.

                      I'm sorry if I'm missing something, but how is setting a value of 5 to get what you want "unrealistic", just because that's not what happens when you use your mouse?

                      T Offline
                      T Offline
                      Tailhook
                      wrote last edited by
                      #65

                      @Black-Square Because manually manipulating the starter variable through devmode by forcing an abnormal value just to achieve a desired effect is not realistic. Everyone using external hardware or software with the Duke, Baron, and Bonanza are currently suffering from this issue. I provided the fix for simconnect to get both engines started externally, and the animation now works correctly when setting the Lvar and starter event simultaneously.

                      1 Reply Last reply
                      0
                      • Black SquareB Offline
                        Black SquareB Offline
                        Black Square
                        Black Square Developer
                        wrote last edited by
                        #66

                        Please bear with me again, because I want to make the correct decision for everyone here. Can you explain how setting an L:Var and the correct starter event simultaneously is more desirable than just setting one L:Var? There's nothing "abnormal" about the value five. It just allows us to bypass the spring return of the four position in code.

                        T 1 Reply Last reply
                        0
                        • Black SquareB Black Square

                          Please bear with me again, because I want to make the correct decision for everyone here. Can you explain how setting an L:Var and the correct starter event simultaneously is more desirable than just setting one L:Var? There's nothing "abnormal" about the value five. It just allows us to bypass the spring return of the four position in code.

                          T Offline
                          T Offline
                          Tailhook
                          wrote last edited by
                          #67

                          @Black-Square Because magneto switches do not have 6 positions. This would require a custom intercept of receiving the Lvar value of 4 and then forcing the value of 5.

                          1 Reply Last reply
                          0
                          • Black SquareB Offline
                            Black SquareB Offline
                            Black Square
                            Black Square Developer
                            wrote last edited by
                            #68

                            I'm not the most adept with hardware and the various 3rd party applications to bind them, so maybe that's the problem here, but... my users bind all sorts of complex behaviors with my aircraft using L:Vars. What is so complicated about setting the value to five when you turn your hardware switch to the start position? Please don't misconstrue my questions for resistance to change. If I have to explain a change to all my users in the future, I would just like to understand why it was the best choice to make at the time.

                            1 Reply Last reply
                            0
                            • T Offline
                              T Offline
                              Tailhook
                              wrote last edited by Tailhook
                              #69

                              Understandable. Just note that you are using the wrong event for the starter variable. _HELD is primarily for starter buttons, not switches. For more, see here: https://devsupport.flightsimulator.com/t/set-starter1-held-sdk-info-needs-slight-update/5366/3

                              1 Reply Last reply
                              0
                              • T Tailhook

                                @Black-Square Lines 5256 and 5298 were the '3rd' for each. ¯_(ツ)_/¯

                                I reverted those lines and tested again. Setting ignition to 5 does crank the starter now. But this change is not realistic because the knob only counts to 0-4 when using mouse.

                                Instead, I replaced:
                                (A:GENERAL ENG STARTER:1, bool) if{ 0 (>A:GENERAL ENG STARTER:1, bool) }
                                with
                                (A:GENERAL ENG STARTER:1, bool) if{ 0 (>K:STARTER1_SET) }

                                and

                                (A:GENERAL ENG STARTER:2, bool) if{ 0 (>K:SET_STARTER2_HELD) }
                                with
                                (A:GENERAL ENG STARTER:2, bool) if{ 0 (>K:STARTER2_SET) }

                                NOW the magneto switches go to START when in position 4, like they should.

                                Black SquareB Offline
                                Black SquareB Offline
                                Black Square
                                Black Square Developer
                                wrote last edited by
                                #70

                                I agree, and I think the discrepancy that you've noticed was me "shotgun" testing multiple possible solutions back when I was developing this system. The STARTER_SET event would be the most correct to use, but I also want to make sure that people have a way to access the magneto switch via L:Var without the spring return, which has been a sticking point for the majority of hardware questions in the past.

                                Now, reading your original post to figure out the best combination of things to do here, the real question is why I haven't had any problems with starting the engines (with the proper visual switch position) by using the native starter events from the in-game controls menu.

                                1 Reply Last reply
                                0
                                Reply
                                • Reply as topic
                                Log in to reply
                                • Oldest to Newest
                                • Newest to Oldest
                                • Most Votes


                                • Login

                                • Don't have an account? Register

                                • Login or register to search.
                                • First post
                                  Last post
                                0
                                • Categories
                                • Recent
                                • Tags
                                • Popular
                                • Users