Robb Bates
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Well, after tossing the idea around for the longest time, it took all the news about the 40th Anniversary of the Apollo landing to light a fire under my butt.
I've finally decided to build my simpit. Lots of ideas, lots of questions. Here's what I have so far.
I found a Thrustmaster F-16 FLCS and F-16 TQS at a thrift store for $9 total! What a steal! They are the old game port versions. I've already hacked the joystick onto a Playstation controller with a PS2 to USB adapter. I had planned on doing the same for the throttle. But it seems the PS2 joystick likes to auto adjust the deadzone in the center of whatever pot you're using which wouldn't be good for a throttle. I have a "Eliminator" USB joystick, which I'll probably use to replace the PS2 guts in the F-16 joystick and throttle. I have plenty of other uses for the PS2 joystick/adapter. Namely the rudder pedals, the "Range" and "Elevation" dials on the thottle. I also plan on building a translation controller and a pilot viewing angle joystick.
I went down to a junk yard and bought a car seat from a 1990 Nissan something. Very space-ish looking. I'm quite pleased with it. But getting all the ergonomic measurements right is going to be a trick. How high do I put the joystick and throttle? How far away do I put the panels, etc., etc.
I also have an 8" touch panel LCD screen to use as an MFD.
I'm basing this mainly on the Delta Glider IV, but I want to still be generic enough for MS Flight Sim/Flight Gear, and whatever else. I'm really good with the electronics hardware side of it and I have a small CNC machine, but inexperienced with the interfacing with Orbiter. I could also dive into the SDK a bit.
Here's a few questions I have.
What would be the minimum set of controls for a good generic (but DG4 oriented) sim pit? Or another way to put it: What controls are used ALL the time that should be implemented in hardware so you don't have to grab the mouse to operate them on the virtual cockpit?
Should I include NAV/COM radio controls for MSFS (and Orbiter).
Is there an easy way to interface the MFD buttons to hardware buttons? The key mapping seems to change all the time based on what's displayed. Is there a fixed mapping for these buttons? Like Alt_Shift_1 for the first button, or something like that?
I plan on putting a bank of toggles for all the doors/lights, etc. But I'd like to come up with an easy way to change the switch labels depending on what software/ship I'm using. Like for the DG4, the switches could be Outer Airlock, Inner Airlock, Nose cone, Retro doors, etc. But for the Atlantis they could be, Cargo Door, Radiator, KU band antenna. I could do something like slide a piece of paper with different labels into a plastic holder, or something much more elaborate like an LCD display with software "hotkey" labels. Any other ideas?
Other than using a TripleHead2Go, is there any other way to display the outside view on more than one monitor? I've read that the latest beta separates the graphics engine from the simulation engine. Does that lend itself somehow to help with this?
Lots more questions, but not enough time right now.
Robb Bates
I've finally decided to build my simpit. Lots of ideas, lots of questions. Here's what I have so far.
I found a Thrustmaster F-16 FLCS and F-16 TQS at a thrift store for $9 total! What a steal! They are the old game port versions. I've already hacked the joystick onto a Playstation controller with a PS2 to USB adapter. I had planned on doing the same for the throttle. But it seems the PS2 joystick likes to auto adjust the deadzone in the center of whatever pot you're using which wouldn't be good for a throttle. I have a "Eliminator" USB joystick, which I'll probably use to replace the PS2 guts in the F-16 joystick and throttle. I have plenty of other uses for the PS2 joystick/adapter. Namely the rudder pedals, the "Range" and "Elevation" dials on the thottle. I also plan on building a translation controller and a pilot viewing angle joystick.
I went down to a junk yard and bought a car seat from a 1990 Nissan something. Very space-ish looking. I'm quite pleased with it. But getting all the ergonomic measurements right is going to be a trick. How high do I put the joystick and throttle? How far away do I put the panels, etc., etc.
I also have an 8" touch panel LCD screen to use as an MFD.
I'm basing this mainly on the Delta Glider IV, but I want to still be generic enough for MS Flight Sim/Flight Gear, and whatever else. I'm really good with the electronics hardware side of it and I have a small CNC machine, but inexperienced with the interfacing with Orbiter. I could also dive into the SDK a bit.
Here's a few questions I have.
What would be the minimum set of controls for a good generic (but DG4 oriented) sim pit? Or another way to put it: What controls are used ALL the time that should be implemented in hardware so you don't have to grab the mouse to operate them on the virtual cockpit?
Should I include NAV/COM radio controls for MSFS (and Orbiter).
Is there an easy way to interface the MFD buttons to hardware buttons? The key mapping seems to change all the time based on what's displayed. Is there a fixed mapping for these buttons? Like Alt_Shift_1 for the first button, or something like that?
I plan on putting a bank of toggles for all the doors/lights, etc. But I'd like to come up with an easy way to change the switch labels depending on what software/ship I'm using. Like for the DG4, the switches could be Outer Airlock, Inner Airlock, Nose cone, Retro doors, etc. But for the Atlantis they could be, Cargo Door, Radiator, KU band antenna. I could do something like slide a piece of paper with different labels into a plastic holder, or something much more elaborate like an LCD display with software "hotkey" labels. Any other ideas?
Other than using a TripleHead2Go, is there any other way to display the outside view on more than one monitor? I've read that the latest beta separates the graphics engine from the simulation engine. Does that lend itself somehow to help with this?
Lots more questions, but not enough time right now.
Robb Bates