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View Full Version : Toe Brakes Active When Rudder Moves In Il2



Murph
30th July 2008, 07:58 PM
I've used the script provided here in the examples forum and followed the instructions exactly.
If I assign brakes in the HOTAS section of the Il2 controls section using the left brake it identifies as X-Axis ID3. If I do this only the left toe brake works.
If I assign using the right toe brake it identifies as Z Axis Rotation ID3- both brake work but it now confuses rudder movement with braking. In other words, if I use rudder during a takeoff roll, the brakes are automatically applied!
I have tried assigning a different axis to the toe brakes, but if I do the script no longer works.
Has anyone else experienced this problem? How did you fix it?
How should I change the script if I want to change the axis assignment for the toe brakes in CM so that Il2 does'nt get confused?

Bob Church
30th July 2008, 10:32 PM
Hi Murph,

The right brake should be the Y axis, but it's difficult to move that without bumping the rudder axis. Seems to me just awhile back a fellow was having the same problem and it kept assigning the wrong axis. Try setting a really big deadzone on the Z axis while you make the assignment initially. That will keep the rudder quiet and let the Y axis get assigned. After the assignment gets made, you can go back and reset the deadzone.

Edit: Without analyzing the script I can't really tell, but you need to set the deadzone on the axis that actually moves the rudders. If the script is sending one of the CMS Controls axes to the rudder input, that's the one you need to set the deadzone on. If it's taking the rudder axis directly from the controller, then the deadzone needs to be there. If you set deadzone on the controller and it's the CMS Controls that are talking to the sim, it won't have any effect, the deadzone needs to be set on the CMS Controls.

Hope this helps!

Best regards,

- Bob

The StickWorks
http://www.stickworks.com

Murph
31st July 2008, 12:25 AM
Thanks for the quick response Bob. It seems like a good idea, but it did'nt work at all. It seems the game sees the right toe brake axis as the same as rudder axis. Strangely, the game does'nt see the left toe as a rotation axis at all, but the CMS does'nt work if I assign the left toe ingame.
How would I go about setting up the CMS so that I could try assigning an axis other than Y to the right toe?

Bob Church
31st July 2008, 01:16 AM
Hi Murph,

There's something not right in there somewhere and I don't know IL2. It sounds like there's a misassignment somewhere along the line. If the toe brake is moving the rudder, then it's assigned to the rudder somewhere along the line.

Revvin has it set up so the pedals are on the 3rd tab, if that's not the case you would need to make adjustment. Also, you can't really change the fact that the controller X and Y are the brakes and the controller Z is the rudder. You can assign controller Z to the CM Device R Axis if IL2 requires R, but you can't really change the fact that at the controller it's the Z axis.

I think I'd handle the braking a little differently, too. The "if this one is greater than that one" isn't the best way to do it. I would change that part to so something like:


script
cms.a1 = ( js3.a1 + js3.a2 ) / 2;
endScript

That would just take the average of the two for the cms.a1 braking force and it wouldn't really matter which was greater. Then I'd script the toe brakes like Sample #1 in the CMS section of the Users Guide to combine the two brakes to form one axis and set the sensitivity it to give a comfortable response for the differential action.

Are you using the whole script as posted? I'd like to be sure I'm looking at what you're using. It really ought to work if the assignments are right. If not, could you post the MAP, CMS, and CMC files you are using so I could take a look. Maybe I can see where it's gone astray. If it's the same, I can just download it.

Anyway, it should work. Let me know about the mas and we can probably sort it out.

Best regards,

- Bob

The StickWorks
http://www.stickworks.com

Murph
31st July 2008, 05:24 AM
Here's the script;
// CMS Script File
//
// Game Title:
// Written By:
// Date:
//
script
IF ([JS3.A1 > JS3.A2]) then
CMS.A1 = JS3.A1; // Left Toe Brake
ELSE
CMS.A1 = JS3.A2; // Right Toe Brake
endIf
// Generate pulses on d1 and d2 so long as the buttons are held
// down.
//
timer( INTERVAL, d1, 1, 1 ) = js1.b27;
timer( INTERVAL, d2, 1, 1 ) = js1.b31;

// Pass the pulses out to the CMS Controls buttons
//
cms.b1 = d1;
cms.b2 = d2;

//
timer ( INTERVAL, d3, 1, 1 ) = js1.b5;
timer ( INTERVAL, d4, 1, 1 ) = js1.b7;
//
cms.b3 = d3;
cms.b4 = d4;
//
timer ( INTERVAL, d7, 1, 1 ) = js1.b16;
timer ( INTERVAL, d8, 1, 1 ) = js1.b14;
//
cms.b5 = d7;
cms.b6 = d8;

//


endScript
This includes some other scripting I've set up for flaps, manually retracted gear etc.,
Here is the command file;
/ CMC Command File
//
// Game Title: Pacific Fighters
// Written By: FAe_Peacemaker
// Date: 14.05.2006

// AIRCRAFT CONTROLS SECTION

Level-Stabilizer SHF x
Elevator-Trim-Negative CTL KBUP
Elevator-Trim-Neutral SHF KPEND
Elevator-Trip-Positive CTL KBDOWN
Alienor-Trim-Left CTL KBLEFT
Alienor-Trim-Neutral SHF KBLEFT
Alienor-Trim-Right
Rudder-Trim-Left CTL KBLEFT
Rudder-Trim-Neutral SHF KP5
Rudder-Trim-Right CTL KBRIGHT

// ENGINE CONTROLS SECTION

Toogle-Engine i
Bost-WEP w
Prop-Pitch-100%-Auto SHF 0
Increase-Prop-Pitch 3
Decrease-Prop-Pitch 4
Mixture-100%-Auto
Increase-Mixture 1
Decrease-Mixture 2
Magneto-Next SHF 3
Magneto-Prev SHF 4
Supercharger-Next-Stage SHF 1
Supercharger-Prev-Stage SHF 2
Select-All-Engines SHF i
Unselect-All-Engines SHF e
Select-Left-Engines ALT i
Select-Right-Engines CTL i
Select-Engine-1 ALT 1
Select-Engine-2 ALT 2
Select-Engine-3 ALT 3
Select-Engine-4 ALT 4
Select-Engine-5 ALT 5
Select-Engine-6 ALT 6
Select-Engine-7 ALT 7
Select-Engine-8 ALT 8
Toogle-All-Engines SHF a
Toggle-Left-Engines ALT l
Toogle-Right-Engines ALT r
Fire-Extinguisher SHF y
Feather-Prop SHF w

// AIRCRAFT MECHANICAL SYSTEMS SECTION

Flaps-Up f
Flaps-Down v
Landing-Gear SHF g
Raise-Gear-Manually SHF f
Lower-Gear-Manually SHF v
Cowl-Armor-Flaps r
Airbrakes SHF b
Wheel-Brakes b
Lock-Tail-Wheel k
Droptanks SHF k
Toggle-Wing-Fold CTL w
Toggle-Arrestor-Hook h
Toogle-Chocks j
Cannopy y

// WEAPONS SECTION

Weapon-1-Cannons ENT
Weapon-2-Machine-Guns BKSPC
Weapon-3-Rockets SPC
Weapon-4-Bombs SHF SPC
Weapon-1-And-2 ALT SPC
Toggle-Gun-Pods CTL SPC

// GUNSIGHT CONTROLS SECTION

Toggle-Sight-Mode-Auto ALT KP0
Increase-Sight-Distance ALT KBUP
Decrease-Sight-Distance ALT KBDOWN
Adj-Sight-Ctl-To-Right ALT KBRIGHT
Adj-Sight-Ctl-To-Left ALT KBLEFT
Increase-Sight-Altitude ALT KP8
Decrease-Sight-Altitude ALT KP2
Increase-Sight-Velocity CTL KP8
Decrease-Sight-Velocity CTL KP2
Gunner-Fire LCLICK

// VIEWS SECTION

Pilot-Or-Gunner-Pos c
Wide-View KPPGDN
Normal-View KPEND
Gunsight-View
Increase-FOV KPDEL
Decrease-FOV KPPGDN
Center-View KP5
Toggle-FOV CAPS
Toggle-Gunsight SHF j
Toggle-Seat-Position SHF u

// COMS SECTION

Toggle-Coms TAB
Press-To-Talk +

// MISCELLANEOUS CONTROLS SECTION

Toggle-Autopilot a
Toggle-Level-Autopilot CTL a
Bail-Out e
Toggle-Reticle-Dimmer CTL d
Cocpit-Lights l
Toggle-Nav-Lights SHF l
Toggle-Landing-Lights o
Toggle-Wingtip-Smoke SHF o
Toggle-Map m
Chat `
Online-Rating s
Speed-Bar SHF h
Icon-Types u
Toggle-Mirrors g
Quick-Save CTL s
Shift SHF
The problem is'nt that the game activates the rudder when I try to use the brakes- it's not doing that.
The rudder sets off the brakes, but not the other way round.
In the game's interface it's calling the assignment for rudder "Z Axis" and it's calling the right toe brake "Z Axis Rotation".

Bob Church
31st July 2008, 12:38 PM
Hi Murph,

>> The rudder sets off the brakes, but not the other way round. In the game's interface it's calling the assignment for rudder "Z Axis" and it's calling the right toe brake "Z Axis Rotation". <<

That's kind of why I wanted to see the actual map file. The HID ZRotation axis generally corresponds to the 4th axis. The CM predates the introduction of the HID nomentclature though, so it's usually the equivalent of the "R" axis, and ZRotation is conventionally used for rudder these days. You've got the right pedal being seen as the R axis. I don't know why the Rudder (Z Axis is what the Control Manager will default to) would interfere with the toe brakes or why they would be seen as ZRotation (4th axis). The script is using the Y (second axis) for the right toe brake, that's where the CM would put it by default, too.

It could be crossed up in the map, something got bumped over on the right side of the screen by mistake, it could be a configuration file that the game uses that's making the assignment. There just isn't a 4th axis on the pedals to default to ZRotation.

The only other thing that would make sense is that it's one of those sims that tells you to move the pedals and it looks to see which one moved and makes the assignments that way. That can cause it to see Z when it should see Y or vice-versa, but there is normally no 4th axis associated with the pedals to move and the lack of a 4th axis would normally preclude it making a ZRotation assignment. The sim would have to be doing some (very strange) mapping or there would need to be a misassignment in the map itself, maybe the Y or Z axis assignments got bumped and aren't going where they should. The script looks fine as far as the assignments not causing what you're seeing, at least as far as I can tell, and if there were a problem with the CMC file the map wouldn't download, so if the problem is with the CM and not with in-game assignments, it just about has to be in the .map file itself.

Best regards,

- Bob

The StickWorks
http://www.stickworks.com

Murph
1st August 2008, 12:18 AM
Sorry, it took me a bit of looking till I found out where CM puts it's maps- here is the map file;
000003=50
000004=100
000005=1
000007=7
000008=pacific_fighters
000011=4
000012=7
000013=9
000014=12
010101=2
010104=1
010110=1
010111=1
010114=83911691
010201=2
010204=1
010210=1
010211=2
010214=83911691
010301=2
010304=1
010310=1
010311=42
010313=flaps
010314=83911689
010701=1
010801=1
010804=1
010805=1
010820=Weapon-2-Machine-Guns
010824=1
010825=1
010901=1
010904=1
010905=1
010920=Bail-Out
010924=1
010925=2
010A01=2
010A04=1
010A24=1
010A25=3
010B01=1
010B04=1
010B05=1
010B20=Weapon-1-Cannons
010B24=1
010B25=4
010C01=1
010C04=1
010C05=1
010C20=Increase-FOV
010C24=1
010C25=5
010D01=1
010D04=1
010D05=1
010D20=Normal-View
010D22=Elevator-Trim-Neutral
010D24=1
010D25=6
010E01=1
010E04=1
010E05=1
010E20=Decrease-FOV
010E22=Toggle-Gunsight
010E24=1
010E25=7
010F01=1
010F04=1
010F05=1
010F20=Toggle-Coms
010F24=1
010F25=8
011001=1
011004=1
011005=1
011020=F9
011024=1
011025=9
011101=1
011104=1
011105=1
011120=Cowl-Armor-Flaps
011124=1
011125=10
011201=1
011204=1
011205=1
011220=Center-View
011222=Rudder-Trim-Neutral
011224=1
011225=11
011301=1
011304=1
011305=1
011320=Toggle-Map
011324=1
011325=12
011401=1
011404=1
011405=1
011420=Toggle-Mirrors
011422=Landing-Gear
011424=1
011425=13
011501=1
011504=1
011505=1
011520=Flaps-Up
011522=Raise-Gear-Manually
011524=1
011525=14
011601=1
011604=1
011605=1
011620=Wheel-Brakes
011622=Airbrakes
011624=1
011625=15
011701=1
011704=1
011705=1
011720=Flaps-Down
011722=Lower-Gear-Manually
011724=1
011725=16
012001=1
012005=1
012020=Increase-Mixture
012201=1
012205=1
012220=Increase-Prop-Pitch
012222=Supercharger-Next-Stage
012401=1
012405=1
012420=Decrease-Mixture
012601=1
012605=1
012620=Decrease-Prop-Pitch
012622=Supercharger-Prev-Stage
020101=2
020104=1
020110=2
020111=1
020114=83911691
020201=2
020204=1
020210=2
020211=2
020214=83911691
020301=2
020304=1
020310=2
020311=3
020314=83911689
020701=1
020801=2
020804=1
020824=2
020825=1
020901=1
020904=1
020905=1
020920=Weapon-3-Rockets
020924=2
020925=2
020A01=1
020A04=1
020A05=1
020A20=Weapon-4-Bombs
020A24=2
020A25=3
020B01=1
020B04=1
020B05=1
020B20=LSHF
020B22=SHF F1
020C01=1
020C04=1
020C05=1
020C20=Toogle-Engine
020C24=2
020C25=5
020D01=1
020D04=1
020D05=1
020D20=Select-Right-Engines
020D24=2
020D25=6
020E01=1
020E04=1
020E05=1
020E20=Select-All-Engines
020E24=2
020E25=7
020F01=1
020F04=1
020F05=1
020F20=Select-Left-Engines
020F24=2
020F25=8
021001=1
021004=1
021005=1
021020=Rudder-Trim-Right
021024=2
021025=9
021101=1
021104=1
021105=1
021120=Elevator-Trip-Positive
021124=2
021125=10
021201=1
021204=1
021205=1
021220=Rudder-Trim-Left
021224=2
021225=11
021301=1
021304=1
021305=1
021320=Elevator-Trim-Negative
021324=2
021325=12
021401=1
021404=1
021405=1
021420=Icon-Types
021422=Toggle-Gunsight
021424=2
021425=13
021501=1
021504=1
021505=1
021520=Speed-Bar
021524=2
021525=14
021601=1
021604=1
021605=1
021620=Cocpit-Lights
021622=Toggle-Nav-Lights
021624=2
021625=15
021701=1
021704=1
021705=1
021720=Toggle-Landing-Lights
021722=Toggle-Wingtip-Smoke
021724=2
021725=16
022001=1
022005=1
022020=Lock-Tail-Wheel
022201=1
022205=1
022220=Toggle-Arrestor-Hook
022222=Droptanks
022401=1
022405=1
022420=Toogle-Chocks
022601=1
022605=1
022620=Cannopy
022622=Bost-WEP
030101=2
030104=1
030110=3
030111=1
030114=83911689
030201=2
030204=1
030210=3
030211=2
030214=83911689
030301=2
030304=1
030310=3
030311=3
030314=83911691
120101=2
120104=1
120110=3
120111=4
120113=toe brake axis
120114=83911691
120201=2
120301=2
124101=1
124104=1
124105=1
124120=3 NULL
124201=1
124204=1
124205=1
124220=4 NULL
124301=1
124304=1
124305=1
124320=KPDEL NULL
124401=1
124404=1
124405=1
124420=KPPGDN NULL
124501=1
124504=1
124505=1
124520=v NULL
124522=SHF v NULL
124601=1
124604=1
124605=1
124620=f NULL
124622=SHF f NULL

Bob Church
1st August 2008, 12:57 AM
Hi Murph,

Got it. The axis is the one you've got assigned to Axis 1 on the CMS Controls. It's going to "R", if you look at CM Device 3 in the Test/Calibrate screen with the map running you'll see the fourth axis.

It's that "R" axis that should be assigned to the brakes in the sim, then whichever pedal is pushed further is the one that gives you braking. The Rudder axis is still connected directly to the Pedal "Z" axis, which is normal.

The assignment to CM Device 3, R Axis would be done in the sim somehow, I'm not really sure but you probably know. Also, I don't really see that it's making any provision for simulating differential braking, only picking the toe brake you're stomping on the hardest to use as the Brake axis.

It looks to me like if you assign CM Device 3, R Axis, to the brake axis in the sim, it should let the toe brakes control the braking force, CM Device 3, Z Axis will control the Rudder itself.

Does that help at all? What are you trying to get it to do exactly?

Edit: Just to clarify, if the sim has Rudders assigned to the R Axis on CM Device 3 and the brakes assigned to the Z axis on CM Device 3, I think you would see what you describe.

Best regards,

- Bob

The StickWorks
http://www.stickworks.com

Murph
1st August 2008, 01:41 AM
Il2 does'nt allow actual differential braking, it simulates it by using the "brakes" button combined with rudder input. In other words, if you are taxiing, and want to turn left, apply left rudder and brakes.
The CMS script simulates differential braking by letting you assign both toes axes to input braking. You could in fact apply right brake and left rudder and you would still turn left.
I just tried to assign axis R to my right toe brake but CM sees this as a conflict because I've already assigned that axis using the CMS script.
In Il2, control assignments are made by clicking on a command in the "controls" interface and using either a keystroke, joystick button, on an axis movement to set the assignment. It's not possible to type in an axis assignment in the interface.
I'll look at the game's config.ini file and see if it can be typed in there.
Update; Is CMS scripting case sensitive? In comparing my script with the one shown in the examples forum, I noticed that the line ENDIF in my version of the script was not all uppercase.
Further update; Naw, it's did'nt change anything.

Bob Church
1st August 2008, 04:10 AM
Hi Murph,

That script won't actually do that as far as I can tell. The brakes are still independent of the rudder, you would want the toe brakes to apply a little rudder at the same time they applied brake. As it is, they're both feeding one axis, it has to be a pure brake input. The rudder action would still steer it, but it wouldn't be as a result of the toe brakes, you'd need to apply brakes and move the rudders.

WRT to the assignment error, it's easy enough to fix that. Unassign the R axis from CMS Axis 1, then you can reassign the Z axis on the pedals, finally you would assign the Z axis to the CMS axis.

I don't think that fixes the problem, though, because CMS.A1 is generated by the script and expected to operate the brake input. You would need to leave the map alone, really, and just swap the assignments inside the sim itself, and that may be where you got into trouble to begin with. In my first post I suggested the added deadzone because it's very difficult to move rudders and not the brake or vice versa. During the initial assignments, if the first one got misassigned, the second would almost surely follow suit since the alternative would have already been assigned, e.g. you try to pick up brake, the rudder moves, so the sim picks up the rudders. When you go to assign rudders, the axis is already being used but the brake axis is going to move to and it picks that up. Then result could be just the situation you describe.

I would clear the brake and rudder assignments in the sim. Next unassign CMS.A1 from anything, just set Control and Axis to "None". Download the map and assign the rudders. The toe brakes won't interfere because they're essentially not there yet.

Once the rudders are assigned, set the deadzone very wide for those on the pedal assignment itself. Reassign CMS.A1 to the brake input. Run the sim again and assign the brake. You only need to assign one of the pedals, they both go the same place.

Finally, set the rudder deadzone back to normal. I'd think that procedure would sort it out. You would need to download at each step of course. I think once the axes are assigned correctly in the sim then it's going to work as it was designed to, right now things are just crossed up.

Anyway, that would be my best shot at the script as it stands. Give it a try if you want, let me know how it goes if you do.

Best regards,

- Bob

The StickWorks
http://www.stickworks.com

Murph
2nd August 2008, 02:13 AM
If you'll pardon the pun, no joy.
I did exactly as you suggested. Even with the rudder axis dead zone set at 100 and sensitivity at -5, it still calls the right toe brake z-axis rotation id3.
If I use the left brake, it calls it x axis, but I will only get braking using the left toe brake, not with both. I cannot get the game to identify either toe brake as axis R.
Maybe the game cannot identify an axis called R?
I do however have flaps set on my joystick throttle axis and called it slider-u and the game correctly identified it as such.

Bob Church
2nd August 2008, 02:58 AM
Hi Murph,

Well, you might be right about the naming , it's a long and kind of messy situation. With the gameport, the axes were X, Y, Z, and R. Nobody ever set standards back then, but it got to be the norm that X/Y were the joystick, Z was the throttle wheel, and R was the rudder. In recent sims, they've started using the HID nomenclature, which goes X, Y, Z, XRotation, YRotation, ZRotation, and then Sliders 0 and 1. Those are the 8 that you normally encounter, actually I don't think HID limits the number of sliders and there are a lot of other "Usages" in any case, but those are the ones Flight Sims use (if they pay any attention at all).

So, normally, Rudder is derived from "ZRotation" if that sort of nomenclature is used, which more or less makes sense. If you're moving the axis to assign it, though, it really shouldn't matter what the sim calls it. It's just a number that's changing, the name shouldn't really mean anything. It should still pick up the axis that you move.

It's why I thought that unassigning the brakes axis might be helpful, but if the right pedal got detected as being moved first, it might be better to unassign the rudders until the brakes are assigned. I don't really know what else to try. I think the problem basically stems from the fact that it's hard to move a brake without moving the rudder (or vice-versa). If you watch the Raw Data display in the CM, you can see that the force required to make a 1-count change in the Raw Data value (look at it in Direct Mode) is very, very, small and that it's nearly impossible to push a toe break down without causing the rudder to change by 1+ counts, or to move the rudders without bouncing the brake axes but 1+ counts. In Direct Mode, they should show up as the X, Y, and Z axes, and the sim should be able to pick them up, but if you move two at a time it's just the "luck of the draw" which of the two the sim will stumble over first and decide to use.

Best regards,

- Bob

The StickWorks
http://www.stickworks.com

Murph
2nd August 2008, 06:20 AM
Well, I just tried setting the Z axis on the rudder to "none" and tried it in game.
The game still names the right toe brake "z axis rotation" even when it does'nt see the rudder axis at all.
I suppose I should mention that I'm using Vista32 home premium- I don't know if that's relevant.
Edit; As a further experiment I tried swapping the axes between the two toe brakes- Y to the left and X to the right.
It's now calling the right TB "X Axis" and the left TB " Z Axis Rotation".
I don't think it's a matter of the game detecting rudder axis movement. It's only seeing the Y axis as Z Rotation, never the X. It does this even when there is NO Z axis there to detect movement from. Something else is going on here, but I don't know what.
Also, the instructions say it should'nt matter which TB I press to assign brakes, but it does. Only using the Y axis will result in brakes for both feet.

Bob Church
2nd August 2008, 08:07 PM
Hi Murph,

I went back and took a look at the original package (I'm assuming you started with Papa_K's map). Have a look at that. He's got CMS Axis 1 assigned to the Y axis on CM Device 3, showing up as ZRotation would match the fact that you have it assigned to the R axis if the sim is assuming R is rudder.

For the pedals themselves, he has no assignments at all to the Toe Brakes, which would be correct. The Rudder Z axis is assigned to CM Device 3, Z Axis, so that's apparently what works for the rudder action.

The package also includes a file called:

settings.ini.txt

which probably sets the axis assignments in the sim. The file name looks a little suspect. "settings.ini.txt" is what would happen if he'd loaded "settings.ini" and then save it with Notepad. Anyway, you might need to rename it to just "settings.ini", but you'll just need to give it a try and see if it works one way or the other.

There's a Readme file in the package you might look over, too. Maybe that will clarify things a little.

Anyway, I'd load that map up and see how he's handled the assignments, etc. Maybe it will sort things out.

Hope this helps!

Best regards,

- Bob

The StickWorks
http://www.stickworks.com

Murph
3rd August 2008, 02:25 AM
I started with FAe_Peacemaker's command file and added the script Revvin posted in the CMS examples forum.
I notice PapaK's script is a little different from Revvin's- perhaps I should try it.

Bob Church
3rd August 2008, 02:30 AM
Hi Murph,

Well, he handles the brakes the same. It's just the axes he assigns to are different. The script looks different, but it really does the same thing.

Anyway, it's worth a shot, just set up the pedals and the CMS Controls Axis 1 the way he did.

Best regards,

- Bob

The StickWorks
http://www.stickworks.com

Murph
3rd August 2008, 03:53 AM
Well I tried pasting Papa_K's version of the script and even though it still calls the brake pedal z-axis rotation, it seems to work without inputting brakes when I'm just using rudder. The worst thing about the other script is that once the rudder was applied it tended to stay on until I "tapped" the brakes button. It also tended to spontaneously go on while I was running downfield for takeoff- tended to want to nose in unless I cleared the brake input right away with a tap.
Seems all right now, I'll let you know if anything changes. Thanks for your patience.

Bob Church
3rd August 2008, 04:30 AM
Hi Murph,

The scripts were identical as far as the way they worked. Papa_K just used the %define statement to reference the to brakes and the CMS.A1 output.

It's the assignments in the map itself that would matter. You need to go on to the CMS Controls Tab and assign Axis 1 to CM Device 3, Axis "Y", and then go on the ProPedals tab and set the two toebrakes to "None" and "None" on the right side of the screen. The Rudder axis needs to be assigned to the Z axis on CM Device 3.

I'm not sure the affect of the INI file are, but it does seem to define the key bindings, I don't see anything in it that look like axis assignments, but they may matter somehow.

Anyway, your script should be fine as far as the brakes go. Change the assignments up in the GUI and see if that makes the difference.

Best regards,

- Bob

The StickWorks
http://www.stickworks.com

Murph
3rd August 2008, 05:07 PM
I just tried setting the toe axes to none and the CMS Axis 1 to Y and the game does not recognize any input at all from the TB axis.
So far my best luck has been with doing what I described in my last post.
I did not use a predefined map- I just started with PM's command list and made all my own command line assignments to create the map.

Bob Church
3rd August 2008, 07:54 PM
Hi Murph,

Well, I'm about out of ideas. At this point, I'd guess there's something like the INI file maybe that needs to be set up, but I don't know how that's set up in the sim. Maybe somebody more familiar with it can lend a hand.

Best regards,

- Bob

The StickWorks
http://www.stickworks.com

Barrakooda
10th August 2008, 09:02 AM
Hi Murph

I have the fighterstick, throttle & pedals. I used ronnies profile for IL2 http://ch-hangar.com/forum/showthread.php?t=4173

Not sure if it has the same script as rev or others but eventually got mine to work as Bob said. Set higher deadzone then set brake pedal in hotas section of game then went back and set lower dead zone, all good now.

Just make sure whats used in the script matches what the controls are set to in the game & in the profile map you are using.