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IL-2 Sturmovik The famous combat flight simulator. |
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#71
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You might have left one of them bound to 'power' in IL-2 which could cause some wonkiness. I suspect this because to control more than one engine in IL-2 seperately, one must tell IL-2 to 'switch' to the engine one wants to move (if not selected), and then give it the power setting we want to set it to. Assuming the theory is correct, see if you can follow: Device link is probably not as intensely updatingly fast as IL-2's in-game native controller assignments. When you first move up the one that is not bound to power in IL-2 to 100%, all works as intended. But when you try to move the other one (which IS bound to power in IL-2), it will be read first by IL-2, giving IL-2 an instruction to change the power reading to whatever position it is in - but because the 'last' moved engine is still selected (the one moved to 100%) it moves instead! And mere milliseconds later, my software reads the one you are moving as usual, and tells IL-2 to switch engine selection and to set the power to whatever, as it should. And multi-throttle, not knowing that the 100% engine was moved by something else, does not try to update that engine back into the proper position (it only sends updates when you move your controller into a new position, not otherwise). Go check if the suspicion was correct. If so, just unbind it (try binding power to elevator trim or something, then bind that axis back to elevator trim, that clears 'power' from any binds) and you can stop reading the stuff below ![]() The software has not used any kind of special 'moving them synced' method since it made the switch from keyboard emulation to device link. I want to try to replicate the issue but your description is a bit unclear to me. 1. Which version are you using of Multi-Throttle? 2. What kind of plane was it - single engined, twin, triple, quad? 3. How did you go about configuring your G940 throttles for Multi-Throttle? Did you UNBIND them both from 'power' in IL-2 as well? 4. The two throttles behave absolutely normal in every other situation for the same engine configuration aircraft? 5. Assuming you have hud log enabled, what does it say about which engines are being selected when moving a throttle and it malfunctions? 6. From what you describe, you put one throttle at 100% and leave it there. Then when moving the other, only the one you are not touching moves? What about the one you are moving by hand, does that one move at all? |
#72
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3.2
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I used the SETUP - G940 BASIC.exe Optional - ENABLE R1 AND R2 AS TRIMS.exe Quote:
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Its odd also because as I was writing this post I fired everything up again and now I cannot duplicate the behavior. It's as if nothing was ever wrong. ![]() "THROTTLE_1_REVERSAL_BUG_TWEAK_AMOUNT=1.546" up from 1.508 to what it is above as my % still jumps like 51 53 55 56 58 60 58 56 54 52 51 50 and I was trying to clear it up a bit. Ghost33 |
#73
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Whatever it was (or wasn't) it appears to be gone and un-replicatable so who the heck knows.
![]() That it moves in 1 and 2% increments up and down seems to be something about the math that IL-2 uses to read controls. One needs devices with massive amounts of resolution (if one changes sensitivity one can see that it moves in 1% consistently, on devices with already high resolution, but not otherwise). I suppose that the different numbers you see on the way back could be either the strange IL-2 math or that the reversal bug fix is slightly too much or too little, so you might be able to get it completely consistant with some of that tweaking. When tuning the amounts originally myself when seeing if it could be done or not, I used the AutoHotKey (the programming language I made this stuff in) debug features where I could see the exact indicated positions of the axes, and then I would check how much one 'normal' step was, compared to how much the fix was 'off', then adjusting over and over until they matched almost exactly. But each throttle was a bit different, and other throttles can be too. Unfortunately for you there's no way to see the numbers straight, all you have to go on is the in game %, which could be unreliable. Either way, changing that value by some fraction cannot be responsible. Even if set to crazy amounts it would not influence the other throttle in any way. |
#74
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Thanks for the response and help provided. That is what I have been doing. Load up IL2 turn on your program and test, close your program, change the .ini and reload your program and test again. As far as I can tell 2% or the occasional 3% jump is the best I can get and quite frankly good enough for me and much better than stock IL2. Haven't had that odd Left Right throttle bug anymore either.
![]() When you said you used AHK's Debug did you mean that JoyID identifier you provided with Joy1-4? I fired it up to look closer and I do get a full range of every number 0-100. Ghost33 |
#75
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I did not mean those, the JoyID thing does not even show decimals. It's just debug screens one can access if running the uncompiled "AutoHotKey" code with AutoHotKey installed, and it shows all the variables, their values etc. With that I could see that my left throttle would move 0.723 (out of 0-100) when moving forward as little as possible. When tuning the reversal bug amount I could see if, when reversing, it also moved 0.723 (it did not usually, it could be way off until I dialed it in closer and closer. But when pretty close, it might move 0,6 or 0,9 instead and there'd be no real percievable difference in IL-2. The amount in the .ini file is that amount x2 by the way, since it bugs in both directions).
And yep, full range in 1% increments with the JoyID program, and the accuracy is even higher than that (around 0.7 increments as mentioned above). In IL-2 it goes from 0% to 120% (122 steps) but the throttle has more steps than that available (about 140-150) yet IL-2 does not seem to read it properly, and similar with other more accurate devices so, who knows why. Something IL-2 related. |
#76
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MikkOwl,
Is possible a version with "separated_engine_buttons" that support toggle switch, say: switch up, engine ON, switch down engine OFF. [seperate_engine_buttons] TOGGLE_ENGINE_1_KEY=1joy23 TOGGLE_ENGINE_2_KEY=1joy24 TOGGLE_ENGINE_3_KEY=no TOGGLE_ENGINE_4_KEY=no FEATHER_PROP_1_KEY=no FEATHER_PROP_2_KEY=no FEATHER_PROP_3_KEY=no FEATHER_PROP_4_KEY=no Cause: ![]() ![]() Sokol1 |
#77
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By the way, very nice switches you have there. I always wanted metal proper switches like that. The engine on/off as seperate buttons work like this (up/down, choose yourself): Switch up = Engine Start: selects the engine and presses 'toggle engine' function. Switch down = Engine Stop: selects the engine and moves magnetos all the way to "off" and then up to "1+2" again. This shuts off the engine no matter what it is doing. Note: when people use buttons, if it was only like this, the 'Engine Start' button would also turn off an engine that is running. To prevent this, the engine start button can only be pressed once - if the engine then does not start (engine restart in air etc), one must press the "Engine Stop" once, and then try the "Engine Start" again. This is not a problem for people like Sokol with two state switches, as it is not possible to press the switch twice - it moves between two states only - to press a switch again the switch must be moved to the 'off'. This also means the program must be told if we spawn in the air (engine already on) or on the ground (engine off). Unless someone thinks of a better solution to avoid the 'engine start' shutting the engine off if pressed when engine is already running... Hmm. Maybe I will leave it simple and allow the 'engine start' to also shut the engine off if pressed again. Switch people have no problems with this, and not many people without switches would want 3 buttons for each engine anyway to justify implementing a 'air/ground' extra button and the extra programming and documentation. |
#78
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#79
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![]() Regarding radiator on axis (with bonus unecessary exposition! ![]() ---- New features planned for version 3.3: 1. Radiator and fuel mix making a return 2. Possibility of prop pitch (because I have an itch for that). 3. Toe brakes (which have to manipulate the rudder to work properly on the ground) no longer manipulates rudder during take off, in flight, or landing. 4. Possibly .ini free setup method for individual engine buttons (toggle & feather). 5. Separate engine kill switches. Last edited by MikkOwl; 02-12-2010 at 04:42 AM. |
#80
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I actually have better simulated differential braking (better than stock) by changing a few lines in my User folder @ C:\Program Files\Ubisoft\IL-2 Sturmovik 1946\Users\wells. When you use rudder pedals and set your brake axis it will become either an X or a Y depending on which toe brake you press (L or R).. what ever it becomes.. just add the other line (If X add Y, if Y add X) and then make it a read only file and it wont change. I lie your idea better though...
![]() [HotKey move] AXE_RX JoystickDevice2=trimaileron AXE_RX JoystickDevice1=trimrudder AXE_RZ JoystickDevice2=rudder AXE_U JoystickDevice1=-power AXE_U JoystickDevice0=-pitch AXE_V JoystickDevice1=-trimelevator AXE_X JoystickDevice2=brakes AXE_Y JoystickDevice2=brakes AXE_X JoystickDevice0=aileron AXE_Y JoystickDevice0=elevator |
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