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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 11-14-2010, 06:48 PM
LegTaste LegTaste is offline
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Default DIY cockpit control panel

I've been planning on building some sort of control interface for flight sims for quite a while. I'm a bit lost regarding what controls to include, how many switches, how many trim wheels, layout etc....

I could probably put something functional together without too much trouble, but i want to do my best to get it right first time round, and seriously lacking experience as far as playing flight sims is concerned doesn't help too much.

My goal is to create something relatively compact that offers the controls one is likely to need to fly the variety of aircraft in IL2/SOW, and to document the process and provide the resources enabling even novices to take on such a project.

I intend to base unit on something from Leo Bodnar (like the BU0836) as they are pretty much plug and play, and inexpensive compared to other controllers, more advanced functions/macros could probably be enabled using some sort of joystick profile software which I'm sure a lot of people must be familiar with.

I think the best place to start would be listing the basic controls required for all aircraft (excluding joystick, rudder, and throttle), then to examine how some of these work differently for different aircraft (e.g. multiple position flaps instead of just up for down), and to finally look at the controls more specific to each aircraft that may need to be specifically included or just accounted for with extra buttons/switches.

If you've any thoughts please share the knowledge.
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  #2  
Old 11-14-2010, 07:24 PM
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TheGrunch TheGrunch is offline
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This isn't something you can really do in a generic manner efficiently. What kind of aircraft do you intend to fly the most?
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  #3  
Old 11-14-2010, 07:25 PM
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Friendly_flyer Friendly_flyer is offline
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I'd say you need the following (for a fighter or fighter-bomber, larger aircrafts will require additional buttons):

Axes
Stick/pedals (3 axes)
Trim (3 axes)
Throttle/pich/mixture (3 axes)

on/off or up/down buttons
Ignition
Radiator
wheels auto
wheels manual
Seat up/down
Hood open/closed
Fold wings

One push button
Fire (3 buttons - guns, cannons, rockets)
Bomb release
Breaks
engine selection (one for cycling or four for engine 1-4)
Emergency power
Chocks
Tail hook
Eject/bail out
Select tank
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  #4  
Old 11-14-2010, 07:49 PM
LegTaste LegTaste is offline
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Thanks for the info, thats given me a starting point.

Quote:
Originally Posted by TheGrunch View Post
This isn't something you can really do in a generic manner efficiently. What kind of aircraft do you intend to fly the most?
Probably fighters.

But if people can manage with keyboards surely i could put together something thats a bit more useful.

I'm not looking to accurately replicate cockpit controls, although i plan on having some hands on levers.

Throttles and joysticks will be handled by my CH gear, trying to keep it as simple a possible, i could fail, but its worth a go.
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  #5  
Old 11-14-2010, 07:57 PM
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TheGrunch TheGrunch is offline
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I just meant that it would be useful to know for a start how many engines you wanted to be able to deal with.
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  #6  
Old 11-14-2010, 09:06 PM
bolox bolox is offline
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alot depends on your 'favourite' plane aswell as what stick setup/view control you use

might be worth considering the X version of the Bu as it makes wiring easier and eliminates possible need to use diodes

whatever controller you decide on try a small scale experiment first with just a few switches of different types . try each switch type out on different controls to see how reacts in game. when you are comfortable with this try out the options given by profiling software(press/release functions i find great for making on/off toggle switches into positional switches eg GEAR up/down)

only then think of how you'll layout your controls with what switches.

think 10 times, measure 3 times, cut once

here's some of what i use:-
AXES
trim controls- analogue pots
elevator-essential. 5-10 turn pot recommended
rudder- essential, 5-10 turn pot recommended
aileron-optional but why not? again multi turn pot

with multi turn pots some sort of indicator can be useful

flaps- essential. possible pot (or up/down momentary buttons/toggle switch)


i group switches by function and use different types to differentiate by feel
ENGINE
start/stop- momentary push button
radiator- momentary push button
wep-momentary push button

supercharger+/- optional- momentary toggle/on/off/on rocker switchprop pitch auto optional -momentary push button
mixture +/- optional -momentary toggle

for engine selection i use 6 momentary push buttons (sel#1-#4, sel all, sel none)
fire exting and feather- optional but work well with on/off switch and 'missilecover'. also useful for bail and wingfold?

AIRFRAME

gear -essential- momentary button/toggle
flaps- 2 momentary buttons
tail wheel lock- momentary button

manual gear up/down- optional- possible rotary encoder or mom toggle
chocks/hook- optional- mom button or on/ff switch with profiling software

VIEWS
gunsite view- essential- on/off switch or mom button
incr/decr fov- momentary rocker or 2 buttons
tir centre on mom button is useful

BOMBSITE
rotary encoders work for sight alt/velocity +/-. mom toggle for sight distance
on/off switch for sight auto

most other controls i use on/off switches for a cockpit like feel (often using programming software). i do use 3 positions of a rotary switch for autopilot functions (left ap, centre off, right level ap)
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  #7  
Old 11-14-2010, 09:44 PM
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TheGrunch TheGrunch is offline
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Bolox pretty much said it all. Bear in mind that some of the things he mentioned i.e. mixture and radiators may be able to be bound to an axis in future IL-2 updates and SoW.

PS: Have you seen any of Numca_of_CS's designs over at the Ubi forum? Or the Pit Builders forum at SimHQ? Plenty of inspiration there.
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  #8  
Old 11-15-2010, 12:57 AM
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Sokol1 Sokol1 is offline
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I think that above tips consider "vanila" IL-2.

The incoming 4.10 enable more controls on axis, like radiator, mixture, engine 1, engine 2 power... Hope that BoB too.

Since you already have stick+throttle (+pedal), consider use the 8 axis provide by Bu0836
to:

-rudder trim
-elevator trim
-aileron trim

Preferable whit multiturn pots, to allow small adjustment.

(4.10)
-radiator
-prop pitch
-mixture

Things like supercharge next/previus stage, flaps, manual gear, bombsight controls, you can control with rotary encoder - one handle two button in Bu0836 ( + - ).

Sokol1
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  #9  
Old 11-15-2010, 06:50 AM
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Azimech Azimech is offline
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A rotary encoder! Now that's an elegant solution!

The tool JoyToKey is helpful as well, since it's generic it will work on any device that's recognized as a game controller. Currently I only use it on my stick, buttons 3 & 4, to zoom in & out in a smooth fashion (button 3 makes JoyToKey push the I on keyboard 25 times a second, button 4 the same with the O on keyboard).

Using multi-turn pots is beauftiful but I imagine those things being expensive. You might consider using normal pots and use a non-linear scale so movements around the center doesn't result in sharp changes. I use cheap Saitek 3 lever slides, one for power/proppitch/flaps, the other one for elevator/rudder/aileron trim, which works fine with default settings for me.

http://www.fspilotshop.com/images/saitekusaP45.gif
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  #10  
Old 11-15-2010, 04:24 PM
LegTaste LegTaste is offline
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Thanks for all the info.

I probably wont finalise anything until SOW is released as its likely to be more advanced.

I'm planning on using hall sensors instead of pots.

Although i've allready got a BU0836, i might just use this to convert my throttle and joystick and buy the X version so i can use latching switches.
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