Jump to content

MarkHurst

Members
  • Content Count

    308
  • Joined

  • Last visited

Community Reputation

105 Excellent

About MarkHurst

  • Rank
    Almost Aviator

Contact Methods

  • Website URL
    www.keysound.com

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Philippe, you should post some pictures of your cockpit in the Twin Otter Extended forum!
  2. Good news. Hoping there will be room for beta testers...
  3. Hi Mathijs, can someone else legally share that file? I think it needs a serial number, which presumably the OP has.
  4. From memory, I think the co-pilot's HSI is hard-linked to NAV2.
  5. I don't see what you're describing, or at least not in such an exaggerated way. What I do see is about 50% of the time I get one engine surging and the other not, so the aircraft tends to career off the runway coming off reverse. I haven't really invesigated this, mainly because the Twin Otter is almost impossible to taxi properly in P3Dv4 anyway so getting to and from the runway is a bit of a chore regardless. Usually I find the best way to handle reverse is to bring it to a complete stop and standon the brakes when coming to idle, which stops it slewing.
  6. Was it ever possible to hide the yoke?
  7. You do not need any drivers (and there are no Honeycomb-specific drivers). The Honeycomb yoke is a standard HID and you can program it just like you program the Saitek. There is one caveat, which is that it has 35 buttons, so the last three positions of the magneto switch will not be visible to FSX. I think this is because FSX uses a legacy DirectInput API that only supports 32 buttons. That goes for FSUIPC too (unless FSUIPC 6 has changed). Both P3Dv4 and XP11 can natively handle all the buttons. The YokeInput add-on for P3D allows you to bind buttons to Lvars in XML gauges as wel
  8. Well, no. Toggle will pretty much work, as I said. But ON/OFF is preferable, as I also said.
  9. I don't think this will work. I predict this will do the following as you cycle the switch: Switch Pos / Light State ON ON OFF ON ON OFF OFF OFF ON ON ...etc There are two ways to fix this. First, you could bind the adjacent button (can't recall if it is 23 or 25) to the same toggle command. That relies on the fact that each switch appears to be wired up as two independent buttons. It will work as long as you don't get out of sync. However, the proper way is to use the light ON and OFF commen
  10. I haven't done this with the checklist but you need to know how the 'window_size' and 'window_pos' values work. This is explained in the SDK, but here are some instructions for a hypothetical gauge installed as Window03 in panel.cfg. You will need to adapt the specifics for your requirements and for the actual size of the checklist gauge. (If these numbers seem arbitrary, they are from instructions I made for installing the HUDCA gauge on my old FSX setup!) I have calculated my sizes assuming the pixel size of my gauge is 768 x 480. You need to express these dimensions as a proport
  11. I think we need a picture. Perhaps you are just describing the geometric distortion out at the peripheries of the view. So things at the top and bottom of the screen will stretch up and down, things out at the sides will stretch left and right. This is exacerbated the further out you zoom. The WideviewAspect flag makes no difference except it lets you zoom out further (so you can make it look much worse if you try).
  12. Make sure you have understood which switch we are talking about. The '2' position is for the igniter switches, which don't do anything. The Normal/Manual position is for the Ignition switch, which is the one you need to change. 'Manual' ignition is for flame-outs due to icing or for other reasons, such as (notionally) flying in heavy turbulence.
  13. The 'No.1/both' switches (left and right) don't appear to have any significance in the sim. I have always presumed they represent a dual ignition system that is more efficient or more robust. The 'Normal/Manual' switch does have significance in the sim. When it is a 'Normal', the igniters fire only during the start sequence - you can hear them clicking when you hold the start switch left or right. Once the engine lights, it is self-sustaining and so the igniters stop firing. If you move the sitch to the 'Manual' position (which would more logically be called 'Continuous'), the igni
  14. I have my levers mapped to the FSUIPC 'mixture' axes. This operates the levers in the virtual cockpit as expected. That said, the Twin Otter fuel levers are really just ON/OFF switches, not analogue axes.
×
×
  • Create New...