How to bind a full cockpit using Axis and Ohs
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I just posted a video where I will go over how to bind nearly the entire plane using Axis and Ohs. The variables and events would work in any software that connects with MSFS 2024. Hope someone finds it useful. I have other more generic videos on how to use AAO also.
Video Link: https://youtu.be/S0Fz9cAAR1I
GitHub Repo with an export of a template from this video: https://github.com/SimPitMaker/msfs_AAO_Binds/
Topics Covered:
Axis-Based Controls and Brakes
Quality of Life Binds
Autopilot Mode Select Panel (MSP) and Course Heading Panel (CHP)
Altitude/Vertical/Airspeed Speed Indicator and Radar Altimeter
EICAS, Multifunction Display, and RTU (Comms)
Control/Display Unit (CDU)
Oxygen, Ice Protection, and Anti-Skid
Master Warning/Caution and Extinguisher
Engine Ignition, Props, Electrics, and Fuel
Lighting
Controlling the EFB with a Hat -
I use Mobiflight rather than Axes & Ohs, but the principles are the same so I’ll definitely give this a watch when I have time. However, on this topic, do you know how to bind a control to turn the Autofeather switch to OFF?
I’ve already whipped up a nice simple Mobiflight profile to get one of the single biggest things I need to bind properly bound to my hardware (autopilot reference altitude increase and decrease) and while I was at it, decided to bind the Autofeather switch. However, the manual only shows values for On and Test. I managed to get those two working, but how would I turn it off again?
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I use Mobiflight rather than Axes & Ohs, but the principles are the same so I’ll definitely give this a watch when I have time. However, on this topic, do you know how to bind a control to turn the Autofeather switch to OFF?
I’ve already whipped up a nice simple Mobiflight profile to get one of the single biggest things I need to bind properly bound to my hardware (autopilot reference altitude increase and decrease) and while I was at it, decided to bind the Autofeather switch. However, the manual only shows values for On and Test. I managed to get those two working, but how would I turn it off again?
@DrVenkman You'll see the variable names and events that I target and that would work on any app that interact with the sim. So if you're wondering about a variable or event you could jump to that section and see what you need to target with Mobiflight. I should download that and look at how it differs to give more specific comments. I know SpadNext works the same as AAO as it relates to targeting native events, L or B variables, etc.. If there is an event or variable you need, just yell and I'll look at it.
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I use Mobiflight rather than Axes & Ohs, but the principles are the same so I’ll definitely give this a watch when I have time. However, on this topic, do you know how to bind a control to turn the Autofeather switch to OFF?
I’ve already whipped up a nice simple Mobiflight profile to get one of the single biggest things I need to bind properly bound to my hardware (autopilot reference altitude increase and decrease) and while I was at it, decided to bind the Autofeather switch. However, the manual only shows values for On and Test. I managed to get those two working, but how would I turn it off again?
@DrVenkman oops, forgot to answer about the autofeather, its: 1·(>L:var_AutoFeatherSwitch,·number) or 2·(>L:var_AutoFeatherSwitch,·number), if I remember right 0·(>L:var_AutoFeatherSwitch,·number) is for test mode.
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Thanks, I just hit up your video and jumped to that section to see what you did. I think I’ll be able to figure out how to get it set back to Off based on what you did - and thanks immensely for the video timestamps!
Most of the functions I want to assign are usable with default sim control assignments but the Autofeather switch is not, nor is the autopilot target altitude (though most of the AP mode switches are …). So once I figure this little thing out, I’ll be good for now.
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I just posted a video where I will go over how to bind nearly the entire plane using Axis and Ohs. The variables and events would work in any software that connects with MSFS 2024. Hope someone finds it useful. I have other more generic videos on how to use AAO also.
Video Link: https://youtu.be/S0Fz9cAAR1I
GitHub Repo with an export of a template from this video: https://github.com/SimPitMaker/msfs_AAO_Binds/
Topics Covered:
Axis-Based Controls and Brakes
Quality of Life Binds
Autopilot Mode Select Panel (MSP) and Course Heading Panel (CHP)
Altitude/Vertical/Airspeed Speed Indicator and Radar Altimeter
EICAS, Multifunction Display, and RTU (Comms)
Control/Display Unit (CDU)
Oxygen, Ice Protection, and Anti-Skid
Master Warning/Caution and Extinguisher
Engine Ignition, Props, Electrics, and Fuel
Lighting
Controlling the EFB with a Hat@HadronFlux this looks really interesting thanks - I use AAO but so far only for various Streamdeck profiles I found on flightsim.to. It looks like you use it for absolutely everything and maybe don't have anything bound at all in MSFS? That seems slightly terrifying to me as a newbie at AAO but presumably in the end it's worth it for the very specific binds you're able to do that aren't available in MSFS?
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@HadronFlux this looks really interesting thanks - I use AAO but so far only for various Streamdeck profiles I found on flightsim.to. It looks like you use it for absolutely everything and maybe don't have anything bound at all in MSFS? That seems slightly terrifying to me as a newbie at AAO but presumably in the end it's worth it for the very specific binds you're able to do that aren't available in MSFS?
@edmooredop Correct. I have no airplane controls at all in MSFS. It saves confusion as it is a heck of a lot easier to see in AAO what profile is active, while MSFS you have 3 layers of profiles active (general, plane, and plane specific) for every single device. I have even cleared out all plane related binds from the keyboard controls as I am tired of accidental keybinds doing something to the plane. For example, some plane tablets can capture the keyboard, others can't - so when you type in an airport code or something now you're doing something in the plane too.
The way I see it, with templates in AAO, there is nothing in the default MSFS controls menu that can't be done with AAO (or SpadNext). Considering the vast majority of a cockpit can't even be bound within MSFS and devs have to do goofy things like have the "deploy smoke" bind be the "autopilot maneuver" bind - it's just easier to make the transition to using an outside app. Once you make that jump, then having a single toggle switch for battery turn on multiple batteries and set the standby battery or whatever logic you want, now shows how limited the MSFS system is for our varied hardware.
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@edmooredop Correct. I have no airplane controls at all in MSFS. It saves confusion as it is a heck of a lot easier to see in AAO what profile is active, while MSFS you have 3 layers of profiles active (general, plane, and plane specific) for every single device. I have even cleared out all plane related binds from the keyboard controls as I am tired of accidental keybinds doing something to the plane. For example, some plane tablets can capture the keyboard, others can't - so when you type in an airport code or something now you're doing something in the plane too.
The way I see it, with templates in AAO, there is nothing in the default MSFS controls menu that can't be done with AAO (or SpadNext). Considering the vast majority of a cockpit can't even be bound within MSFS and devs have to do goofy things like have the "deploy smoke" bind be the "autopilot maneuver" bind - it's just easier to make the transition to using an outside app. Once you make that jump, then having a single toggle switch for battery turn on multiple batteries and set the standby battery or whatever logic you want, now shows how limited the MSFS system is for our varied hardware.
@HadronFlux Makes tons of sense. Do you have a basic AAO template that covers most typical stuff and you layer the Starship specific one on top? Just wondering how you make sure when you jump in any old MSFS aircraft you're not having to make a whole AAO template each time. I can't stand the whole approach of the MSFS24 thing with the layers as you describe so I'm very tempted to spend the time to set this up.
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@HadronFlux Makes tons of sense. Do you have a basic AAO template that covers most typical stuff and you layer the Starship specific one on top? Just wondering how you make sure when you jump in any old MSFS aircraft you're not having to make a whole AAO template each time. I can't stand the whole approach of the MSFS24 thing with the layers as you describe so I'm very tempted to spend the time to set this up.
@edmooredop I do. On my channel I have a video that talks about templates. Youtube Link
Basically I have a template for single engine piston, turbo prop, and then dual engine piston/turbo/jet. Those have the basic controls also for elevator, aileron, and rudder. So really its like 3 or 4 clicks to have basic control of most planes and then just be in mouse mode for cockpit interactions. I have another template for camera controls. AAO recognizes the walk around as being in its own thing, so once I set that up it auto switches between walk around and inside of a plane. If I buy a plane I of course go through the effort of mapping everything, but I have a literal full cockpit (OpenHornet F18) plus extras (WinWing autopilot, CDU) so it can take a while but then I rarely have to use the mouse other than for the planes tablets or maybe the touchscreen on a GTN750.
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@edmooredop I do. On my channel I have a video that talks about templates. Youtube Link
Basically I have a template for single engine piston, turbo prop, and then dual engine piston/turbo/jet. Those have the basic controls also for elevator, aileron, and rudder. So really its like 3 or 4 clicks to have basic control of most planes and then just be in mouse mode for cockpit interactions. I have another template for camera controls. AAO recognizes the walk around as being in its own thing, so once I set that up it auto switches between walk around and inside of a plane. If I buy a plane I of course go through the effort of mapping everything, but I have a literal full cockpit (OpenHornet F18) plus extras (WinWing autopilot, CDU) so it can take a while but then I rarely have to use the mouse other than for the planes tablets or maybe the touchscreen on a GTN750.
@HadronFlux thanks! I watched a bunch of your videos, super helpful thanks. Got started on moving all the Starship commands over to AAO. Had some slight differences to your setup (for example I had to use a specific brake axis sim event rather than the 'built in' AAO brake axes or they behaved very strangely) but getting there. It seems like none of the control animations in the cockpit 'play' when the controls are being puppeted by AAO - is there a way to fix that? Be nice to actually see the knobs/controls moving as I'm moving my own hardware.
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@HadronFlux thanks! I watched a bunch of your videos, super helpful thanks. Got started on moving all the Starship commands over to AAO. Had some slight differences to your setup (for example I had to use a specific brake axis sim event rather than the 'built in' AAO brake axes or they behaved very strangely) but getting there. It seems like none of the control animations in the cockpit 'play' when the controls are being puppeted by AAO - is there a way to fix that? Be nice to actually see the knobs/controls moving as I'm moving my own hardware.
@edmooredop Thanks, that Starship video was my first attempt at trying a 'bind the full plane' thing and it taught me a bunch, such as I actually might have a bind not perfect (brakes) and just didn't notice they weren't behaving right in my testing.
The issue I've found with animations is that they can be connected with different events and variables. For example, a dev can use a B event to handle the animation and an L variable to handle the data. In general, trying to use events will give the animation also and take care of the variable but its no guarantee. So to get the animation, depending on the item, there might need to be additional commands given (usually via a script or a single line of RPN code in the binding window). Also, I've seen some planes where there are O variables and such that are not accessible by us outside of the sim. So my usual focus is more on 'does the command work' than 'does it move.'
The recent Citation X release is a good example of this as they used mostly L variables to control stuff and the B events just do animation and don't control data. While being able to see the knob rotate or button press (the usual culprits with animations in my experience) does help with "is this thing working?" the Citation shows just because it moves doesn't mean it will work.
If you have an example item I can look at it and see if I can figure it out.