I suppose the difficulty comes when you want to use a stepped function 
for say the flaps... FG expects a step-step-step-step function from the 
keyboard, assigning this sort of function to a stepped analogue control 
(a n x position switch with various resistor values) might be limited by 
FG functionality... TIAS would be the key I think

Interested in how you get on....
Cheers
Dene

JD Fenech wrote:
> That may be an option that I can pursue.
> Four potentiometers and four toggles/buttons could be quite enough in 
> general for what I want to do.
>
> Dene wrote:
>   
>> JD Fenech wrote:
>>   
>>     
>>> Dene wrote:
>>>   
>>>     
>>>       
>>>> JD Fenech wrote:
>>>>   
>>>>     
>>>>       
>>>>         
>>>>> Anyone know of any good information on do-it-yourself joysticks and
>>>>> controls?
>>>>> I don't expect it would be all that difficult to do, if I had the right
>>>>> knowledge.
>>>>>
>>>>> The basic idea is that Flightgear is rather difficult to operate with
>>>>> just a PS2 controller attached to a PC (though it suffices, barely).
>>>>> I wouldn't mind being able to build a basic setup, at least like a
>>>>> secondary controller to control things like mixture, throttle, gear, etc
>>>>> and other console-ish features of an aircraft.
>>>>>
>>>>> I can see it done with knobs, toggles, etc, and read through a serial
>>>>> port (USB ports are really common, but I know next to nothing about
>>>>> them, including drivers). Obviously, in Linux, a module would be
>>>>> required, but that's a slightly seperate subject that I can research and
>>>>> learn on my own. In Windows, I'm sure a proper driver would be required,
>>>>> too, unfortunately, I have no experience writing drivers for a Windows
>>>>> system.
>>>>>
>>>>> Anyway, a few recommendations for DIY Joystick/console control resources
>>>>> would be nice.
>>>>>
>>>>> Thanks.
>>>>> JD
>>>>>
>>>>>   
>>>>>     
>>>>>       
>>>>>         
>>>>>           
>>>>  From the odd little snippets I've been shown, FG is very flexible on 
>>>> where it gets its inputs from...
>>>>
>>>> I've seen pics of rudder/tail rotor pedals being fed in through a game 
>>>> port and running side-by-side with a usb joy stick... I think its 
>>>> largely limited by the number of inputs you can connect to the PC.
>>>>
>>>> Cheers
>>>> Dene
>>>> NZWN
>>>>
>>>>   
>>>>     
>>>>       
>>>>         
>>> I know it's mostly limited to how many inputs a PC has. I'm more looking 
>>> for material on how to hook those things to the PC without overpowering 
>>> things. A com port seems to be the best way to implement a simple n-axis 
>>> controller, from what I can tell. A test of my electrical engineering 
>>> know-how, if you will.
>>>
>>>   
>>>     
>>>       
>> Hi,
>> I suspect that the best/easiest option will be to construct game port 
>> compatible devices then use a Game to USB convertor, just looking at my 
>> older reference material , each Game Port can handle 4x analog & 4 x 
>> digital inputs.... usb cards for computers are relatively cheap and a 
>> four USB port card would give you an additional 16A x 16D inputs
>>
>> in lieu of more learned advice that's how I would approach it...but with 
>> enough knowledge on the usb operation, a (n x A) + (m x D) home-brew box 
>> should be possible.. but that's a bit beyond where I want to take my 
>> Electrical Engineering knowledge unless I could find an off-the-shelf 
>> USB driver chip(-set).
>>
>> Cheers
>> Dene
>> NZWN
>>
>>
>>
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>
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