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IL-2 Sturmovik The famous combat flight simulator. |
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Thread Tools | Display Modes |
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#1
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From the Readme:
"The tools in the JOYSTICK_IDENTIFIER folder let you scan each of the first four joystick ID slots (usually a joystick takes up slot 1, a throttle slot 2 and so on, but it can deviate)." Does this mean more than 4 controllers are not supported? Or just not identified? Soon I will have 5 with more to come. |
#2
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![]() Last edited by TheGrunch; 01-27-2010 at 04:29 PM. |
#3
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Saitek throttle 1 for power, proppitch & flaps, Saitek throttle 2 for aileron trim, rudder trim and brakes, MS ForceFeedback Wheel for elevator trim (in the future it will be placed besides me, like the big wheels in real A/C) with centering power off. And I'm building my own pedals using a timing belt and two camshaft sprockets & some old wood, with a Saitek steering wheel (USB) as a base, and which will have toe brakes and include a pedestal for placing the Sidewinder and a locking mechanism for my office chair using a big lever. I wanted better resolution and most wheels use optics. My previous pedals used the classic pivoting style, used a cable over a pulley which turned a potmeter from a gameport-joystick. Was nice and built them from scratch in a few hours with the stuff I had lying around (drawing, measuring? nah ![]() Although I like the idea of buying a brand new HOTAS, building stuff for a few euro's is even more fun. |
#4
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Doing that, you replace the second throttle and the elevator trim steering wheel with one controller straight away and into the bargain using rudder and aileron trim is now a lot more intuitive since you can place them on the box however you like (likely on the right for elevator trim, back for aileron trim and top for rudder trim). You also have spare space on the top for buttons and switches at a later date. There's a tutorial for connecting those up here. You could even replace the other Saitek throttle as well if you wanted (the Bodnar board supports up to 8 axes, 32 buttons and a hat switch), but that would probably be slightly more difficult since building throttles from scratch is a bit harder than just drilling holes in a box and screwing potentiometers into the holes (the limit of my ability, at least ![]() The only thing you're missing that way is brakes, but once you complete your pedals you're all sorted. ![]() Last edited by TheGrunch; 01-28-2010 at 09:11 AM. |
#5
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Check this,less than 30€,article is in Greek but you get the point:
http://www.hotas.gr/content/view/63/53/lang,en |
#6
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Wow, that's really awesome, Swaty. I like your website!
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#7
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Thank you!
![]() I hope its useful! Last edited by 335th_GRSwaty; 01-28-2010 at 04:04 PM. Reason: Typo:You find it useful!lol whatever! |
#8
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#9
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I just found out that Team Daidalos are not just giving throttle support, but also individual prop pitch, fuel mix, and radiator to axis with 12 settings instead of just 5 through keyboard cycling we have now, and that they somehow got everything to actually work 'right' (not like now, where you only select one engine at a time, then it's settings are cloned to any new engine to select, making everything totally messed up beyond only using the throttles, prop pitch especially).
It is amazing news. These things are not possible to do without access to the source code, although I did pretty well with most of the functions I think. ![]() I hope they can also get seperate wheel brakes on axis properly through the game, but I don't think that's going to happen. But I'm excited about the prop pitch support, beacuse that can't be made to work quite right without the source, and I do want that feature for myself. Next project for me is to release G940 button color light support. It won't be using IL-2 info directly, but instead you just run it in the background, then tell it when you are starting a new flight (and if it's on the ground or in the air) and it'll reset to the assumed positions. When you click the 'gear up' button it will go from green to yellow, and then a timer will make it wait the average time gears take to rise in game - and then it will switch to red. IL-2 is very reliable in this respect. ---- On the topic of building simpits/controllers etc. I am always seeking immersion, realism, these kind of things. Often thinking of these things, I have come to the realizations: 1. With today's display sizes, headtracking and quality cockpits/instruments inside the simulators; the aircraft instruments, levers, switches - everything - is large and instantly easily readable to us. Consequence: Seperate screens, indicators, instruments, anything to look at, at all, is not only wasteful but even confusing, since we then get duplicate instruments, serving no purpose, in fact being unimmersive. See exception at the end before protesting. 2. While we can see everything just fine and in detail through our display, interacting with it is a different matter. Using a mouse to move a pointer on the screen to 'manipulate' something is unrealistic on so many levels - a strongly unimmersive, detaching experience. A minor exception is having modern jets with touch displays - having your own touch display displaying the same info to touch is more real and immersive than it is not. Consequence: To have controls to manipulate and feel, in their relative correct position, is important and promotes immersion. Our rudder pedals, throttles, quadrants, and flightstick, are necessary for interacting with the aircraft and what a pilot would feel. But they don't need to look the same way - in fact, ideally we should not look at them at all when using them, instead keeping our eyes on the (virtual) cockpit alone. There's a gap there currently as there is no virtual representation of your hand moving. 3. The major exception. If one can have real sim cockpit detailed and complete enough to supply all the instrumentation and controls needed, and a display so encompassing and large that headtracking is no longer used, a virtual cockpit would be unrealistic (having two cockpits? Come on). Then one would turn off the cockpit rendering in game and position the mega display so one's own cockpit covers the same area in the field of vision. This is how commercial simulators operate. --- The future definitely will go in only one direction: Bringing displays onto our heads and miniaturized is the only logical course of development, with head tracking obviously being part of it. Then the rendering of the cockpit will be supremely realistic and all ratios and scales completely true to life. Wearing 'hand trackers' is the most likely add-on for that time, so we can see our hands move around. When that time comes, simmers will attempt to put a stick with the same feeling as the one in the plane they fly, in the same position, and the same for the throttle. The rest of the controls of an aircraft will be virtual (i.e. no tactile feedback, you are pushing stuff in the air) - at least it will look like you are in a cockpit, and your hand is actually touching things without substance, flipping switches, etc. |
#10
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![]() Last edited by TheGrunch; 01-29-2010 at 11:14 AM. |
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