#3879359 - 12/18/13 01:55 PM
Re: WOFF wont recognise my Rudders
[Re: BirdDogICT]
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Joined: Sep 2010
Posts: 70
Hector42
Junior Member
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Junior Member
Joined: Sep 2010
Posts: 70
South of England
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Tinman,
I tried your approach of deleting WOFFkeys.xca, and found that I can accomplish the same thing by resetting devices in WOFFkey.exe. Thanks for the heads-up about saving a backup.
I played around with the CH settings tonight and found something interesting. In the past, I couldn't bind my rudder pedals to Rz (default rudder axis in CH), even though the WOFFkey utility recognized Rz and reacted to inputs.
As a fix to this, I assigned the Rudder as Slider 0. I also mapped the Fighterstick Throttle Axis to Slider 1 for use as Mixture 1.
In the process of making some changes to my CH profile, I reversed these settings so that Rudder was Slider 1 and Mixture 1 was assigned to Slider 0. I could get both to beep when I moved them in WOFFkey, and they appeared to bind, BUT I could not get the rudder to work in-game. Long story short, the order of the axes and sliders has a big impact on being able to bind the rudder. It worked fine WHEN IT WAS THE FIRST LISTED SLIDER, that is, Slider 0.
So, I tried a different setup and was able to get the rudder working on Rz. Here are my CH axes/slider assignments:
Fighterstick X axis mapped to X Axis FighterStick Y Axis mapped to Y Axis, ProThrottle mapped to Z Axis ProRudder mapped to R Axis ProRudder brake axis is disabled Fighterstick Throttle Axis mapped to Slider 1
Now when I start WOFF and WOFF key.exe, it recognizes these axes and sliders:
X Axis Y Axis Z Axis Rz Axis Slider 1
I have to manually bind X (ailerons), Y (elevator), and Slider 1 (Mixture 1) in WOFFkeys.exe, and they beep and a bind button pops up correctly.
But Z and Rz axes are another story. Z is automatically bound to the Throttle and Rz is automatically bound to the Rudder. You can see the input values change as you move the Throttle or Rudder, and the info window indicates that they are bound, but neither one will beep. If you unbind these axes and try to manually bind them, it doesn't work.
So, I think I now have a firm grasp of the obvious: WOFFkeys.exe expects Throttle to be Z and Rudder to be the FIRST non-XYZ axis or slider. By convention, this is usually Rz. But Slider 0 works just as well.
Excuse me for being pedantic, but this minor problem has been bugging me. How this applies to non-CH controllers, I can't say...but hope this helps. I think you are spot on, i finally got mine to work but because some axis beeped and others didn't i assumed they weren't being assigned or working, only by trial and error i found some axis are given by default and actually work in game.
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#3884134 - 12/26/13 11:19 AM
Re: WOFF wont recognise my Rudders
[Re: BirdDogICT]
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Joined: May 2012
Posts: 46
wiiired
Junior Member
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Junior Member
Joined: May 2012
Posts: 46
Northeast Ohio, USA
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Hey Birddog, any chance of getting a copy of your profile and Cmc?
Thanks, wiiired
Last edited by wiiired; 12/26/13 11:23 AM.
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#3884333 - 12/26/13 06:30 PM
Re: WOFF wont recognise my Rudders
[Re: wiiired]
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Joined: Jan 2008
Posts: 366
BirdDogICT
Member
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Member
Joined: Jan 2008
Posts: 366
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wired,
I had already mentioned to Devs that I would make it available. I'm waiting for them to get back from their well-deserved Christmas vacation.
PM me, and I'll send you a copy.
There are no accidents and no fatal flaws in the machines; there are only pilots with the wrong stuff.
— Tom Wolfe, The Right Stuff,1979.
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#3884678 - 12/27/13 12:12 PM
Re: WOFF wont recognise my Rudders
[Re: Hector42]
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Joined: Jul 2002
Posts: 69
Bussard 1
Junior Member
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Junior Member
Joined: Jul 2002
Posts: 69
Raymond Terrace,NSW, Australia...
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Salute OBD,Polovski, Thanks for my Christmas present! I too am having trouble getting my MFG Crosswinds to register. I have tried the suggestions here to no avail. My next stop is to contact Milan(the genius manufacturer) and ask his advice. Lausbub78, Vorlander,have either of you gents had any luck?
If I discover a fix I'll be sure to post back here.
Again thanks to OBD and the crew for your tireless work.
Viel' Feind', Viel' Ehr'!
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#3896281 - 01/16/14 05:48 PM
Re: WOFF wont recognise my Rudders
[Re: Hector42]
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Joined: Jan 2012
Posts: 266
Lausbub78
Member
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Member
Joined: Jan 2012
Posts: 266
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There are happy news for owners of MFG Crosswind Pedals. Milan,the producer of the Pedals, made a new Firmware update aviable which makes the pedals getting recognized by CSF3. Though this new Firmware is a Beta,well Beta my be the wrong term,it's basicly the older Firmware V4.11 but with the Fix for use with WoFF added. I ran a few Quickmissions and had no problems so far.
A really big THANK YOU to Milan for resolving the issue so fast.
A copy and paste of the important part of the Email:
Problem : Microsoft Combat flight simulator cannot see MFG Simundza at all
Despite the fact that WOFF key assingment application see our beloved rudders just fine...but when you get to fly it WOFF use underlying engine of CFS3...which don't see it. So I turned back to CFS3...my goal was to find out why this game won't see my rudders despite the fact that I use standard USB HID driver...implemented in windows....
After checking all the possibilities without sucess...I turned out checking all impossible things... and tried to turn on all possible axis on the pedals ( game device can have 8 axis and 128 buttons at most)...and finally ...sucess. After more fiddling with it...I did come to the conclusion :
1. Game device can have up to 8 axis in windows.... first is X...second is Y...then Z, rZ (rot Z or rotation Z), rX, rY, dial , slider 2. MFG Crosswind rudder pedals are configured to use : rZ - rudder axis rX - left toe brake rY - right toe brake
Why I didn't set these up as X,Y and Z ...you may ask. Simple...becouse most simulators know how to interpret these axis and will assign automaticly rudder and brakes axis to the controls. If I set these up as X,Y and Z...then simulators would assign pitch, elevator and throttle automaticly....which is of course wrong !.
3. Some games....obviously...don't like the fact that axises X and Y don't exist....as by old interpretations...every gaming device should start with X and Y Therefore...if X and Y axis don't exist...it's not considered as a game controller in the game and will not be recognised as such...
4. So far only game with such nasty behaviour are : CFS3 ( which effects WOFF) and Mechwarrior. I bet there are plenty others...but we just don't use pedals in such games.
5. TESTING SOLUTION !!!!
- I've attached you my new beta firmware for testing. It is based on the V4.11...but it is called "V4.14" ( don't ask why...it's just for testing) - This V4.14 firmware differ from the 4.11 ony by the fact that windows will recognize 5 axis... X,Y, rX,rY,rZ......and X and Y axis don't do anything...these are blind...I've made them only apear in windows so these games can recognise pedals. I belive it's the same problem with the CH rudders...and that Saiteks use X,Y Z bindings instead.
6. UPGRADE INSTRUCTIONS - Just pass the firmware thru Microbootloader application. Your calibration will not be lost...and your axis bindings in all games should stay the same...no need to reasign. Only difference is that you'll get to see two more axis in windows which don't move at all :-)
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CD WOFF
by Britisheh. 03/28/24 08:05 PM
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