No Use For A Name
06-07-2005, 11:30 AM
I found the "more accurate mini-stick' topic (for LOMAC) and decided to try it out. As far as I can tell I have everything just as needed, but get hardley any response for the left or up posistions; but the right/down positions work correctly as far as I can tell. Anyone see anything wrong? The only thing I changed was the DELAY
My other question is that I have a sequence to cycle my flaps from retracted to combat (half) to full (landing) and then back to retracted. but for some reason the sequence gets messed up. When I first load a mission, it will cycle through correctly, but then when I start the sequence again it goes from retracted--->full--->half then back to retracted. this really isn't a big deal, but it's fooled me a couple of times. I've tried changing the posistions but I get pretty much the same results. is there any way to have the sequence do the same thing every time?
thanks for any help!
Heres my full script:
SCRIPT
CMS.B1 = [JS2.A1 > 200]; //Mini-joystick
CMS.B2 = [JS2.A1 < 50];
CMS.B3 = [JS2.A2 > 200];
CMS.B4 = [JS2.A2 < 50];
SEQUENCE
while([JS2.A1 > 170] and [JS2.A1 < 221]);
b1=true;
delay(2);
b1=false;
delay(7); // U can adjust this delay time but the delay
// should never be less than 2 if you are
// sending ordinary keys and not directx presses
endSequence
sequence
while([JS2.A1 < 80] and [JS2.A1 > 14]);
b2=true;
delay(2);
b2=false;
delay(7); // U can adjust this delay time but the delay
// should never be less than 2 if you are
// sending ordinary keys and not directx presses
endSequence
sequence
while([JS2.A2 > 170] and [JS2.A2 < 221]);
b3=true;
delay(2);
b3=false;
delay(7); // U can adjust this delay time but the delay
// should never be less than 2 if you are
// sending ordinary keys and not directx presses
endSequence
sequence
while([JS2.A2 < 80] and [JS2.A2 > 14]);
b4=true;
delay(2);
b4=false;
delay(7); // U can adjust this delay time but the delay
// should never be less than 2 if you are
// sending ordinary keys and not directx presses
endSequence
if ([JS2.A1 > 220]) then
b1=true;
endif
if ([JS2.A1 < 15]) then
b2=true;
endif
if ([JS2.A2 > 220]) then
b3=true;
endif
if ([JS2.A2 < 15]) then
b4=true;
endif
if ([JS2.A1 < 171]) then
b1=false;
endif
if ([JS2.A1 > 79]) then
b2=false;
endif
if ([JS2.A2 < 171]) then
b3=false;
endif
if ([JS2.A2 > 79]) then
b4=false;
endif
CMS.B1 = b1;
CMS.B2 = b2;
CMS.B3 = b3;
CMS.B4 = b4;
//Cycle Flap Positions
SEQUENCE
WAIT (JS2.B16);
CMS.B9 = TRUE; //Combat Flaps
WAIT (JS2.B16);
CMS.B9 = FALSE;
CMS.B10 = TRUE; //Landing Flaps
WAIT (JS2.B16);
CMS.B10 = FALSE;
CMS.B11 = TRUE; //Retract Flaps
WAIT (JS2.B16);
CMS.B11 = FALSE;
ENDSEQUENCE
ENDSCRIPT
My other question is that I have a sequence to cycle my flaps from retracted to combat (half) to full (landing) and then back to retracted. but for some reason the sequence gets messed up. When I first load a mission, it will cycle through correctly, but then when I start the sequence again it goes from retracted--->full--->half then back to retracted. this really isn't a big deal, but it's fooled me a couple of times. I've tried changing the posistions but I get pretty much the same results. is there any way to have the sequence do the same thing every time?
thanks for any help!
Heres my full script:
SCRIPT
CMS.B1 = [JS2.A1 > 200]; //Mini-joystick
CMS.B2 = [JS2.A1 < 50];
CMS.B3 = [JS2.A2 > 200];
CMS.B4 = [JS2.A2 < 50];
SEQUENCE
while([JS2.A1 > 170] and [JS2.A1 < 221]);
b1=true;
delay(2);
b1=false;
delay(7); // U can adjust this delay time but the delay
// should never be less than 2 if you are
// sending ordinary keys and not directx presses
endSequence
sequence
while([JS2.A1 < 80] and [JS2.A1 > 14]);
b2=true;
delay(2);
b2=false;
delay(7); // U can adjust this delay time but the delay
// should never be less than 2 if you are
// sending ordinary keys and not directx presses
endSequence
sequence
while([JS2.A2 > 170] and [JS2.A2 < 221]);
b3=true;
delay(2);
b3=false;
delay(7); // U can adjust this delay time but the delay
// should never be less than 2 if you are
// sending ordinary keys and not directx presses
endSequence
sequence
while([JS2.A2 < 80] and [JS2.A2 > 14]);
b4=true;
delay(2);
b4=false;
delay(7); // U can adjust this delay time but the delay
// should never be less than 2 if you are
// sending ordinary keys and not directx presses
endSequence
if ([JS2.A1 > 220]) then
b1=true;
endif
if ([JS2.A1 < 15]) then
b2=true;
endif
if ([JS2.A2 > 220]) then
b3=true;
endif
if ([JS2.A2 < 15]) then
b4=true;
endif
if ([JS2.A1 < 171]) then
b1=false;
endif
if ([JS2.A1 > 79]) then
b2=false;
endif
if ([JS2.A2 < 171]) then
b3=false;
endif
if ([JS2.A2 > 79]) then
b4=false;
endif
CMS.B1 = b1;
CMS.B2 = b2;
CMS.B3 = b3;
CMS.B4 = b4;
//Cycle Flap Positions
SEQUENCE
WAIT (JS2.B16);
CMS.B9 = TRUE; //Combat Flaps
WAIT (JS2.B16);
CMS.B9 = FALSE;
CMS.B10 = TRUE; //Landing Flaps
WAIT (JS2.B16);
CMS.B10 = FALSE;
CMS.B11 = TRUE; //Retract Flaps
WAIT (JS2.B16);
CMS.B11 = FALSE;
ENDSEQUENCE
ENDSCRIPT