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FSX Programmable switch , help needed ?

Tom

I had tried that , unfortunately it does not work for this instrument.

Using this code ( from post 20 above )
HTML:
<Keys> 
   <On Event="RELEASE_DROPPABLE_OBJECTS">
         (L:F111_Nbr_Sum, number) (>L:Repeat) (P:Absolute Time, seconds) (L:F111_Interv_Sum, seconds) - (>L:Elapsed,seconds)
   </On>
</Keys>

As can be seen in the shot below , both the "No" number of bombs .
and the "TI" time interval that are set , are ignored.
It dumps the bombs at that rate till all 250 are exhausted .
It can be stopped by resetting "No" to 00 and clicking the
trigger button.
CIV1A.jpg


Cheers
Karol
 
I achieved a better result with this "Keys" code .
as in post #19 above.
HTML:
<Keys> 
   <On Event="RELEASE_DROPPABLE_OBJECTS">
     1 (>L:Repeat)   
	    if{  
          (L:F111_Nbr_Sum, number) (>L:Repeat) (P:Absolute Time, seconds) (L:F111_Interv_Sum, seconds) - (>L:Elapsed,seconds)
          }		
   </On>
</Keys>

As can be seen below the "TI" time interval was done correctly as set .
In the Pave Tack instrument 1, 2, 3, are each 2 seconds apart.
However it ignored the "No" number that was set , it continued till all 250
bombs were exhausted .
VfPF.jpg


Cheers
Karol
 
Tom

If you have the click section code
HTML:
(L:F111_Nbr_Sum, number) (>L:Repeat) (P:Absolute Time, seconds) (L:F111_Interv_Sum, seconds) - (>L:Elapsed,seconds)

in the Keys code , it strikes me that it needs a pointer to the
logic code that is in the update section.

I did try to place the whole update code within the Keys section ,
but this bit seemed to create nasty results
HTML:
(>K:RELEASE_DROPPABLE_OBJECTS)

it froze the Sim session.

I just feel that the click portion is not enough by itself in Keys.

Attached is a zip with the current instrument , which now has a Bitmap background basis , included are brief notes.
For anyone who wishes to try it , there is no Key section in the version in the zip

Cheers
Karol
 

Attachments

I achieved a better result with this "Keys" code .
as in post #19 above.
HTML:
<Keys> 
   <On Event="RELEASE_DROPPABLE_OBJECTS">
     1 (>L:Repeat)   
	    if{  
          (L:F111_Nbr_Sum, number) (>L:Repeat) (P:Absolute Time, seconds) (L:F111_Interv_Sum, seconds) - (>L:Elapsed,seconds)
          }		
   </On>
</Keys>

Karol,

I told you that code is wrong, and as I see you don't get the point on why it is wrong I had to re-read your complete example :)
Now I find that you are using this:

Code:
<Update Hidden="Yes">
(L:Repeat) 0 &gt;
if{
    (P:Absolute Time, seconds) (L:Elapsed) - (L:F111_Interv_Sum) &gt;
    if{ 
        (>K:RELEASE_DROPPABLE_OBJECTS)
         (P:Absolute Time, seconds) (&gt; L:Elapsed)
         (L:Repeat) -- (&gt; L:Repeat)
        }
    }
</Update>

BUT, if in the event handler you try to use this:

Code:
<Keys> 
   <On Event="RELEASE_DROPPABLE_OBJECTS">
         (L:F111_Nbr_Sum, number) (>L:Repeat) (P:Absolute Time, seconds) (L:F111_Interv_Sum, seconds) - (>L:Elapsed,seconds)
   </On>
</Keys>

it surely won't work, because you are redefining the controlling code!

A fix? just try this:

Code:
<Keys> 
   <On Event="RELEASE_DROPPABLE_OBJECTS">
         (L:Repeat) 0 ==
         if{ 
             (L:F111_Nbr_Sum, number) (>L:Repeat) (P:Absolute Time, seconds) (L:F111_Interv_Sum, seconds) - (>L:Elapsed,seconds)
            }
   </On>
</Keys>

Tom
 
Tom

I did take note of your earlier statement that it was wrong .
It's just that I keep trying to get the Keys section to work .
So far everything that I have tried has NOT worked , and that includes the latest suggestion .

To date I have tried endless combinations in the Keys section.
At times I have got tantalisingly close , but it still eludes me.

Even using " Update Hidden " I find that the controller button that might
partially work in the 2D cockpit does not function in the outside spot view.

Cheers
karol
 
This latest code.
HTML:
<Keys> 
   <On Event="RELEASE_DROPPABLE_OBJECTS">
         (L:Repeat) 0 ==
         if{ 
             (L:F111_Nbr_Sum, number) (>L:Repeat) (P:Absolute Time, seconds) (L:F111_Interv_Sum, seconds) - (>L:Elapsed,seconds)
            }
   </On>
</Keys>]

Returns the following results:
- Continues endlessly.
- It repeats a cycle , if you set 4 bombs , it releases 5 , a cycle comprises
2 together followed by 3 that are evenly time interval spaced , it then continues to repeat that cycle with every forth release having the twin release.
- Continues till exhaustion.
- Controller button does not work in outside spot view.

EDIT ADDED: my interpretation is that I got a double firing of " Release Droppable Objects :
1- start of continuous cycle that is both number and time interval based.
2- the normal single number release associated with ( Release Droppable Objects) this repeats at the beginning of each (1-) cycle.
This results in the twinning observed.

Cheers
Karol
 
Last edited:
Maybe I'm missing something, but why can't you simply call the same @Macro your mouse script does? :confused:

Code:
<Keys> 
   <On Event="RELEASE_DROPPABLE_OBJECTS">
         @Button6
   </On>
</Keys>]
 
Fr Bill

The " @Button6 " results in complete and rapid dropping till all Qty 250
are exhausted.
The Macro contains only a snippet of the function code , the balance
resides in the Update section .

I thought about your idea , and something Tom said earlier ;
" it surely won't work, because you are redefining the controlling code! "

My idea was to get all the code together in one place in the
@Button6 Macro ,
Remove the Update section ,
then call that Macro in the Keys section.

Tried :
HTML:
<Macro Name="Button6">  
(L:F111_Nbr_Sum, number) (>L:Repeat) (P:Absolute Time, seconds) (L:F111_Interv_Sum, seconds) - (>L:Elapsed,seconds)
if{
    (P:Absolute Time, seconds) (L:Elapsed) - (L:F111_Interv_Sum) &gt;
    if{ 
        (>K:RELEASE_DROPPABLE_OBJECTS)
         (P:Absolute Time, seconds) (&gt; L:Elapsed)
         (L:Repeat) -- (&gt; L:Repeat)
        }
    }</Macro>   
  <Area Left="5" Top="5" Width="21" Height="22">     
  <Tooltip>Drop Bombs</Tooltip>  
<Click Kind="LeftSingle">12 (>G:Var1) @Button6</Click>
  <Cursor Type="Hand" />
  </Area>   
   </Mouse>
   
<!-- THIS LOCATION for Keys - On Event  if used    -->    
<Keys> 
   <On Event="RELEASE_DROPPABLE_OBJECTS">
         @Button6
   </On>
</Keys>

It didn't work !
Presumeably because I am missing an understanding of the logic at
play here.

Cheers
Karol
 
It didn't work !
Presumeably because I am missing an understanding of the logic at
play here.

Yes, that's the main problem and in consequence it turns difficult for you to identify the proper kind of tests you need to make to figure out the error(s)

I understand you are mapping RELEASE_DROPPABLE_OBJECT to one of your controller's button, right?. Now, as this is the same event used for commanding the timed dropping there will be undesired results, for example the two first bombs released almost together. Therefore I strongly recommend to use a disabled event (ie ROTOR_BRAKE) instead. Let me explain this later.

Another critical issue is that you won't be able to capture the event within an XML gauge in external view, this can be done only with a C++ gauge. I have a very basic event handler coded in C++ that I could easily adapt to support your own capture, just let me know of your interest.

In the meantime, I'll test your gauge's example and see if I can make it work :)

Tom

EDIT: I suppose you don't have that gauge placed more than once in your panel...but have to ask anyway?
 
Last edited:
Tom

I currently have the gauge located in
(1) Left Pilot's side 2D Cockpit , (2) Right WSO's side 2D cockpit .
and (3) once only in the Virtual cockpit.
I'm quite happy to remove the WSO and Virtual entries.

I need to declare here that I intend this instrument to be " public Domain "
for unconditional use or modification by anyone , either freeware or
commercial users .
It is ideal for use on a wide variety of aircraft especially the heavies
such as B-52 , B-1 , Vulcan, B-17 , Lancaster , etc.
I suspect that there would be quite a few in the community that might
appreciate this type of capability.

I felt that it was necessary to warn about the " Public Domain " aspect
at this stage.

Personally I would love to have the ability to capture a controller button in
both external views and from the cockpit , I suspect most users would
appreciate that as well.

Cheers
Karol
 
Karol,

The .gau file for capturing a controller button is ready, as is the modified XML.
However, there is a problem if you'll want to link RELEASE_DROPPABLE_OBJECTS to this action, as it is not possible to "cancel" the event once triggered, ie if 0 bombs to release is selected at least one is going to fall each time the user presses the button. My advise would be to select another event, like ROTOR_BRAKE or whatever unused one; the final effect would be the same.

Tom
 
Tom

Thank you for that , it is appreciated.

The " ROTOR_BRAKE " would be the better option.
If you use ROTOR_BRAKE does the 0 bomb condition actually mean 0 ?

With you permission ;
I would upload both instruments ,
- the one that was attached above , triggered only on face of instrument.
and
- the one you mention , triggered by either the instrument or the assigned
ROTOR_BRAKE button.

Those that wish to use it in a helicopter gunship will only be able to use
the earlier one that is triggered on the face of the instrument , if they are using " ROTOR_BRAKE " for the actual helicopter rotor brake function.


My proposed upload would contain the following :-
1. Old Ripple switch
2. New Ripple switch , button assignment capable.
3. Copy of the Pave Tack instrument to enable in cockpit viewing.
4. Operation notes.
5. PDF with graphics and detail notes of all weapons that are contained in
the Weapons Package by Chris Sykes.

Cheers
Karol

My original intention was to have this instrument in my freeware F-111 panel.
However , I feel it is too important and would be desired by quite a few people in a lot of other aircraft ,
hence my desire to make it available freeware - public domain initially as a stand alone Ripple Switch package.
 
Last edited:
Tom

My apology for not replying earlier .

If it is acceptable to you , could you please send me a copy of both the
.gau and the modified xml that you did , preferably for the
ROTOR_BRAKE Controller button assignment.

Either to:
My Email address. karoljet@gmail.com
or
by attachment to this thread.

My intention is to upload this instrument to 3 freeware websites within the next 7 days.

Cheers
Karol
 
Karol,

I was absent for the weekend. I've just emailed you the gauges.
There are three versions, using:

RELEASE_DROPPABLE_OBJECTS
ROTOR_BRAKE
TOGGLE_TAIL_HOOK_HANDLE

Hope they work as per your expectations.:)

Tom
 
Tom

It's beyond my expectations , absolutely stunning.
So far have only tested the ROTOR_BRAKE version , some might call it
testing , but to me it is a mixture of fun and testing.
It works flawlessly .
The assignment of a controller button makes the world of difference to
this particular switch.
I just ran it using a ripple of 6 Maverick missiles from the MILVIZ F-15E
spaced at 3 second intervals , visually impressive , multiple rocket
exhaust trails , each terminating in a large explosion .
At the moment I'm leaning towards releasing 2 separate packages.
(1) probably the ROTOR_BRAKE version.
and
(2) a version for Helicopter Gunships , at this stage I'm undecided about
which version to use for the Gunships.

Still hopeing to release within 7 days.

Cheers
Karol
 
Karol,

I'm glad you liked it!

For the Helo version, I'd rather use the TAILHOOK variant...

Regards,

Tom
 
Good , I agree .
It's (1) ROTOR_BRAKE and (2) TAILHOOK .

Above I mentioned a PDF , See attachment .
The reason for this PDF is :

1. To provide a list of all the weapons available in the Weapons Package by
Chris Sykes.
Most of us would not be aware of what a GBU-27 looks like .
This list Relates the Weapon ID code to a image and it's weight and basic
dimensions , that helps in selection for loading.

2. This PDF is specifically in a " Copy Allowed " format .
The user can Highlight any weapon ID code , and Copy ,
then go to a "Saved Flight" open the " FLT file " document and,
Paste in a new weapon preference.
This PDF makes this process a rather simple process that can be
repeated as often as the user desires.

It is a simple but very handy document.

Cheers
Karol
PS: The Weapon ID code is the grey text at the Left of the Page.
 

Attachments

Last edited:
Had a computer hardware failure , my graphics card died , $$$ Ouch !
Fixed now .

Have uploaded both Fixed Wing and Helicopter Gunship Bomb/Missile
Ripple Switches at Simviation and Flightsim Websites.
They are already appearing at Simviation .

Thank you for this instrument.

Below is an interesting shot taken during Gunship testing.

Cheers
Karol
xdJ65.jpg
fsx 2013-06-27 21-17-08-59.jpg
 
Last edited:
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