> Think of it this way, determine the angular travel of your control
> stick; for 8bits divide by 256; for 12 bits divide by 4096. That defines
> the resoluion., i.e. degrees per bit. So then you have to decide how
> good is your sensor in defining the control stick location. If you can't
> sense 4096 discrete positions your wasting time and money using 12 bits.

Well, I'll choose the proper sensor depending on the expected resolution 
(but not only!), no doubt about that. The method used to measure this 
value has its role too.

I've read a good deal about hall sensors for high res sensors (I already 
started investigating those one too).

You see I try and choose considering various factors here; FGFS needs 
are a part of this decision process. There's costs, easy of usage, and 
reliability also.

I'd like to know what FGFS developers think it has to be expected from a 
decent input device, the other aspects are up to me.

Torsten's right when it says the Parking Brake needs only 1bit 
resolution. He's got a valid point: it's his point of view :-)

I'm not using a joystick since I installed Windows7 so I can't see 
what's the default input res used by FGFS with a Joystick. Could someone 
help me there?
That's the res people using FGFS are generally expecting for basic 
elevator/aileron/rudder actions. And I guess it's enough for them. I 
wonder if more is needed.

Then again, engine controls may work flawless with an 8bit res input. 
Anybody thinks a 10bit res is needed here?

I'm not talking about what people are currently doing (I'd go with 24bit 
on everything ... joking!), I'm asking about reasons (technical aspects, 
facts) that can help me decide for high-res against low-res.
That would help me a lot in making good choices with respect to what 
FGFS is expecting from an input device.


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