DIY Cockpit Controls
DIY Cockpit Controls
DIY Cockpit Controls
Contents
1. 2. 3. 4. 5. Introduction .............................................................................................................................................................. 3 DISCLAIMER ............................................................................................................................................................ 4 How to start? ............................................................................................................................................................. 5 What Tools do you need ........................................................................................................................................... 6 Basic electrical information ..................................................................................................................................... 7 Connecting switches PC keyboards. ............................................................................................................................ 7 Connecting relays to keyboards ................................................................................................................................... 8 Connecting Opto-couplers (photo-couplers) to keyboards....................................................................................... 9 Circuit to convert toggle switch action to momentary switch action using relays. ............................................... 10 Toggle switch action to momentary switch action using Opto couplers ................................................................ 11 Combination key-strokes ........................................................................................................................................... 12 Making your own joystick connections to PC game port ........................................................................................ 13 Unstable (jittery) controls. ......................................................................................................................................... 16 Joystick switches and POV HAT ............................................................................................................................... 17 Connecting multiple joysticks to your PC ................................................................................................................ 18 Connecting external potmeters to a USB joystick (joystick hacking) .................................................................... 19 Potmeter wiring issues ................................................................................................................................................ 20 Making connections .................................................................................................................................................... 21 6. Cockpit console layout ............................................................................................................................................ 22 Yoke function keys ...................................................................................................................................................... 22 Cockpit console dimensions ....................................................................................................................................... 23 Flightsimming setup ................................................................................................................................................... 24 7. Cockpit controls description (Flight yoke) ........................................................................................................... 25 Home build flight yoke for flight simulation ............................................................................................................ 25 Description of cockpit controls (other parts) ............................................................................................................ 30 Gear lever .................................................................................................................................................................... 30 Gear up / down indicator. .......................................................................................................................................... 30 Parking brake.............................................................................................................................................................. 33 Speed brake ................................................................................................................................................................. 33 Flaps lever ................................................................................................................................................................... 34 Throttle, Prop-pitch and Mixture controls ............................................................................................................... 35 Rudder pedals ............................................................................................................................................................. 36 Rudder and Elevator trim wheels ............................................................................................................................. 38 Rotary encoder to keyboard stroke interface circuit for rudder and elevator trim. ................................................... 40 Limitations of keyboard when driving with pulsed switches. ................................................................................... 41 8. Adding Tactile Transducers to your sim setup .................................................................................................... 44 Basic construction of home made transducer ........................................................................................................... 45 Transducer amplifier circuits .................................................................................................................................... 46 Note on building subwoofers for light aircraft simulation sound system: ............................................................. 49 9. Overview of complete cockpit switch wiring diagram ......................................................................................... 50 Other wiring connection details ................................................................................................................................. 51 10. Complete cockpit console pictures .................................................................................................................... 53 Cockpit artwork .......................................................................................................................................................... 54 11. Some notes on using the cockpit controls during the flightsim ....................................................................... 54 12. Material price indications .................................................................................................................................. 55 13. Sources for information ...................................................................................................................................... 56 14. Attachment: ......................................................................................................................................................... 57 Text of joykeys.cfg and flt3.cfg .................................................................................................................................. 57 Cockpit artwork .......................................................................................................................................................... 58
1. Introduction
PC flight simulator programs are getting better and better. Realistic flight models together with excellent cockpit instrument graphics and satellite photo-realistic scenery makes PC flight simulation a great hobby. The interface for controlling the various cockpit controls leaves something to be desired. Using a standard joystick and keyboard is not very realistic. Making controls feel more like the real cockpit controls adds a lot to the total flightsim experience. There are lots of commercial cockpit control setups available, but things can become quite expensive if more functionality is desired. There are some very professional flightsimmers around who have build complete cockpits of specific aircraft, with full functional instrument panels, controls, multi-displays, etc. But in general, those great setups require deep pockets. Since I do most of my flightsimming (mostly VFR) in various types of light aircraft, I decided to build a simple generic light aircraft cockpit controls console, with the flight yoke and various levers and switches at the places that are most common for those aircraft. All components come from local hardware and electronics shops (lots of those in here in Taiwan) and stuff that I got at the local (household) junkyard. With a little imagination, some basic wood- /metal-working and electronics skills, and the help of the great info sites on the net, you can build a nice cockpit setup for very little money. Just for indication: I estimate my complete setup (w/o PC and monitor) has cost me about USD$200,(Based on Taiwan street prices, see the section Material price indications). I have written this document for those flightsimmers who want to add something simple to increase the realism of their setup. My setup can be applied to basically any PC based flightsim program, since I used only standard interfacing methods. (keyboard, game port and USB joystick). For my flightsimming, I use Flight Unlimited III . Its a couple of years old, but still a great program. Therefore, youll find many references in the text to the keyboard functionality of this program. However, I dont see any reason why the same principles could not be applied to Microsoft Flight Simulator or other simulator programs with only some minor modifications. This document contains the full description of all parts (both electrical and mechanical), and some of the basic tricks and tips concerning components, PC keyboards and game ports you need to know in order to make things work with your PC. Except where I listed the source, the mechanics and circuits are my own design, but since they are rather straightforward, it is very well possible that somebody else thought of the same things earlier. In this case, please excuse for not giving credit, as I was not aware of it. In some cases, you may find my designs somewhat crude. I have tried to keep things as simple as possible, while maintaining reasonable functionality. Since I dont know much about PC peripherals specifications, many circuit solutions are based experiments, not specs. Things work with my setup, but I cannot guarantee that they will work with other setups. (A rather poor engineering practice, but hey, this is hobby, not work). The Flight Unlimited III community at AVsim has a group of very active and dedicated people making great freeware add-on aircraft and scenery, improving the sim continuously. This document is my contribution to the flightsim community, and I hope it will be of help for getting more enjoyment out of your sim experience.
2. DISCLAIMER USING THE METHODS / CIRCUITS / COMPONENTS AS DESCRIBED IN THIS DOCUMENT IS ENTIRELY AT YOUR OWN RISK. IF YOU DAMAGE YOUR PC / JOYSTICK / KEYBOARD / YOURSELF BY ANY OF THE THINGS I WROTE DOWN IN THIS DOCUMENT, ITS NOT MY FAULT. Having said that, here are some tips to limit the damage: 1. Switch of the power and UNPLUG the mains cord(s) when doing soldering in mains powered equipment. If you dont, you may find out the hard way: Most PC appliance and peripherals power supplies contain Y-capacitors. If you do not have too good grounding (like here in Taiwan), equipment circuits will float between ground and mains, even when the (soft) power switch is off. Touching sensitive pins with a soldering iron will produce a small spark, effectively killing electronics connected to it. When plugging / unplugging signal cables between two mains powered equipment, the same can happen. I had my printer electronics damaged this way. 2. BE CAREFUL with power tools. Use stable workbenches and vises to hold stuff. Wear glasses when doing high-speed wood cutting or grinding. Have somebody help when cutting large boards on a table saw. Count your fingers afterwards. 3. Soldering irons are hot, but youll survive. Torches are very hot and have long heat beam, far exceeding the flame length. If you are careless, the burns are 2nd degree. 4. KEEP AWAY from the mains voltage. Use power supplies that have good mains isolation and safety measures to avoid touching. Never grab near mains voltage terminals with both hands. 120V is nasty, 240V is VERY nasty! 5. Before powering up your newly build circuit, check & double check the wiring, especially the plus and minus supply connections. For small signal circuits, use supplies with some current limiting, like a 33 Ohm resistor in series with the positive supply line. Use IC sockets to avoid resoldering the whole board after blowing up one part. Put fuses (1 Amp or so) into your system, especially when using circuits driven from your PC +5V supply. Otherwise, your circuits and wiring may literally go up in smoke. 6 . Try to keep your circuits isolated from the PC. Using relays and opto-couplers is a good way to achieve isolation. Exceptions are the game port and USB stick circuits. Clean soldering, strain relieve on cables, isolation on bare leads will help avoid shorts.
I wrote down pretty much everything I know on the subject. If you find any major mistakes in the text or drawings, I would like to hear about it, so I can make correction revisions of this document. Note: The drawings and pictures in this word document have many details that can be viewed better if you increase the zoom function to 200% or more. Also, dont change the formatting of pages etc, as it will mess-up many drawings. Roland van Roy, March 2002, Chungli, Taiwan. E-mail: rvanroy@ms42.hinet.net (Please note: Im running off a slow 56k modem)
3. How to start?
It may be hard to decide where to start building. Some people like to make a full detailed plan, others just start somewhere. I have setup this document in different sections. The basic interfacing explains how to drive your keyboard with switches, and how to connect separate potmeters to your game port. If you have little experience, maybe some experiments with simple test circuits is a way to get familiar, before starting out building the real cockpit controls. The full cockpit controls overview section gives you an idea about the functionality of the complete setup. The controls description section shows all parts and dimensions in detail. You can build the modules one by one, since they are not cross-linked. If you are lost on how to connect everything, the cockpit wiring overview shows the whole scheme. Your sim setup also depends on available space. If you want to use an existing table, check the height for the yoke and your legs. (Im 1.76m tall, and the setup just fits my size). From flight experience enhancement point of view, building the flight yoke is one of the best additions. It is also the base for the whole wooden case dimensions. Rudder pedals with toe brake are easier to build, and add a lot to your flight control capabilities. Elevator trim comes next in realism, together with the throttle/prop/mix section. Adding transducers to your sim is another great enhancement. You can start with one, to see (feel) the effect. Other family members will also appreciate the effect for games, like StarWars Racer. The other levers like gear, flaps and parking brake are fun to have, and are very easy additions. On the cheap: If you want to make use of dump material, get a good idea of what you might need, and regularly check your local dump/junkyard for goodies. Old VCRs, fax machines, printers contain lots of useful parts, like gear wheels, timing belts, metal rods, etc. which are otherwise hard to get. Old copy machines are the ultimate for salvaging more heavy duty gear wheels, belts, pulleys etc. Old motorcycles or cars can provide the engine key switch. Old car radios can give you the transducer amplifier ICs you were looking for. Old speakers can serve as base for building transducers. Since the availability of parts varies a lot in different countries, I cannot give much advice here. I have listed the web-sites of major part suppliers, where at least you can view component spec sheets. Those suppliers however do not sell loose parts, only large quantities. For single parts, electronics and computer shops are the best bet, as you can find alternatives by talking to the shopkeeper. Otherwise, mail order service is the only way.
4. What Tools do you need For the wiring and electronics: 40W soldering iron and solder Solder sucker or solder wick Simple digital multi-meter. (they are getting really cheap, US$10,- or so, and are absolute must for checking wire connections, voltage, polarity, potmeters, easy to use) 0.3mm enamelled wire (the wire that is used on transformers etc. for making connections on experiment board). Normal isolated wire will also do, but stripping the isolation on short pieces is difficult. tweezers, pliers, cutter Isolation tape For the mechanics: (not everything is needed, depending on what you want to build and you tools skill). Metal hand saw Figure saw (wood and metal) Electric fret saw (Table saw is handy for getting very smooth edges and 90o cuts) Round and flat file (A grinding machine is handy for shaping metal parts) Small high-speed electric drill for drilling/grinding small parts Electric drill and various bits + grinding bits Bench vise for holding the stuff and clamping connectors 100W type soldering iron for large metal parts soldering (if you dont have a torch ) (Gas torch if you want to do good hard-soldering)
Note: These switches must be normally open. A continuously closed contact will produce a keyrepeat.
Connecting relays to keyboards If you use electronic circuits to drive switches, the drive circuits will normally have a common ground. In this case you can use relays or Opto-couplers to make the isolation between drive circuit and keyboard. Connection of a relay is pretty straight forward: The driver circuit connects to the relay coil which does not have any polarity. The only thing to take care or is that the driver circuit applies voltage across the coil which matches the relay coil spec. This coil voltage is normally printed on the relay housing. The relay contacts connect to the keyboard and dont have polarity either. In case the relay has Make/Break contacts, make sure you connect the Normally Open contacts to the keyboard. Take note that when you drive the relay coil directly with a switch (either mechanical or electrical) you get a voltage spike over the coil when switching OFF the coil current. To suppress this spike, add a diode over the coil as shown below.
For various types of relay and specs, check: http://www.oeg.com.cn/grlist.htm Many types are suitable, from 1Amp to 10Amp types. The PCG series is fine. Check the coil driving power. 500mW or less is OK, which is about 260 Ohms coil resistance for 12V coil type.
Connecting Opto-couplers (photo-couplers) to keyboards In case of an opto-coupler connections need some more care: An Opto-Coupler is contains a light emitting diode and a light sensitive transistor close together in one package. When you drive a current Id through the diode, the diodes light will turn-on the transistor. Both Opto-coupler input and output have polarity. The driver circuit needs some form of current limiting (resistor) to avoid damaging the Opto-coupler diode. Diode current around 30mA is a good value. Most opto-coupler diodes have about 1V drop when conducting 30mA current. When driving from 12V, the current limit resistor needs to be: 12V 1V choose 330 Ohm standard value 366 0.03 A When connecting the output circuit to the keyboard, the easiest way of finding the correct polarity connection, is by trial and error: Apply drive to the Opto-coupler input and connect the output to one of the keys; check with Notepad to see whether the key is activated or not. If not, reverse the Opto-couplers connection to the keyboard.
Opto coupler connection to keyboard Opto-couplers are often found in switch-mode power supplies. They usually look like an IC, but have only 6 or 4 pins. Most of these couplers have a diode current rating of max 60mA DC. In the test circuit I used 330 Ohms, which gives 33mA drive current at 12V supply. The below picture and schematic show the test circuits and setup for relay and Opto-coupler. (Opto-coupler package top view)
Opto-coupler: Vishay, http://www.vishay.com/products do a search on: TCET1103 or SFH620 Toshiba, http://toshiba.com/taec/index.shtml search for TLP620 or TLP421
Circuit to convert toggle switch action to momentary switch action using relays. Many sim cockpit controls are activated by a key-stroke. This means that the keyboard switch is closed momentary, for about 0.1.0.2 seconds. If you connect a real toggle (tumbler) switch across the key-board switch, the constant ON of the toggle switch will result in a constant repeat of the key function due to the auto repeat feature of all PC keyboards. To convert the toggle switch constant ON action into a momentary ON action you need some extra circuit in between the toggle switch and the key-board switch input. The below circuit shows a simple way to achieve this. It makes use of a relay and an electrolitic capacitor.
In the switch position shown, the electrolitic capacitor is discharged. The relay is not active. When the switch is flipped to the +12V position, the electrolitic capacitor is charged to +12V via the relay winding resistance. The pulse charge current through the capacitor and the relay will close the relay switch momentarily. When the switch is flipped back to ground, the capacitor will discharge, again activating the relay switch momentarily. Thus the toggle switch action can be transferred to the keyboard as if a key was pressed momentarily. A 330uF (micro-Farad) capacitor and 12V relay (260 Ohm resistance) will give about 0.2 seconds ON-time. The time is not really critical. You can also use a 5V relay and supply, but you may need to experiment with the capacitor value. (100uF .470uF). Remember that electrolitic capacitors have polarity. The positive side should be connected to the switch side. Note that you dont need the diode across the relay for blocking the inductive spike, as the current through the relay has a slow decaying current (via the capacitor) in both directions. The above circuit is for cockpit functions that use the same key for activating / disabling, like Parking brake, Gear Up / Down, etc.
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If you want to control a function that uses different keys for activate / disable with one toggle switch, you can use the below circuit where charge and discharge currents are directed to different relays via two diodes, see circuit below. (Used in FUIII engine on/off via car key-switch)
Toggle switch action to momentary switch action using Opto couplers The same idea can also be build with Opto-couplers, but requires some more components. The Opto-coupler diode cannot be used as time-constant parameter, so some external resistors need to be added for the current limiting and time constant setting. For toggle to momentary with one opto-coupler, the charge / discharge current needs to flow through the same opto-coupler. If you use a DC opto coupler, you can add a diode bridge, but this is component wise rather wasteful. Its simpler to use an AC type Opto-coupler, that has two diodes anti-parallel inside. (These types are often found in telephone equipment). Toggle to momentary with single AC type Opto-coupler This circuit gives an Optocoupler ON time of about 60msec
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Combination key-strokes There are many cockpit functions in flightsim programs that use the CTR / ALT / SHIFT keys in combination with another key. In this way the number of functions accessible from keyboard can be increased. Making the combination keystroke with one external switch is however not as simple as the circuits described above; I tried the above circuits with a dual pole relay (one pole for SHIFT and the other for a normal letter key. The result was not satisfactory. The keyboard needs to detect the SHIFT key being pressed 10 or more of milliseconds before a letter key is pressed, otherwise the SHIFT will be ignored. See illustration below.
To make this would require a one-shot IC like HEF4538 per combination key function. If you use a lot of combi keys, the amount of circuitry can get large. Thus far Ive re-mapped the key configuration in such a way to avoid combination key-strokes. (See my joykeys.cfg for re-mapping the various function keys to single key action)
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Making your own joystick connections to PC game port If you ever opened a normal PC game port joystick, youll see that the X and Y axis movements are coupled to two potentiometers (variable resistors, often called potmeters). If you have a joystick with throttle, that movement will go to a third potmeter. Youll find that the potmeters have three terminals, but normally only the middle and one of the outer terminals are connected to the wiring. The switches of the joystick are normally small tact switches, that are ON when you press them. All the wiring then goes via shielded cable to the 15 pin D-shell PC game port which is normally located on the sound card. The circuit connection is pretty much standard.
The left diagram shows the wiring diagram as many audio card makers provide it. The idea was to be able to connect two joysticks, each with X and Y axis and two buttons. (The pin numbers are normally printed on the connector plastic) In case you were wondering how to connect MIDI in and out to your General Midi keyboard, I added these connections drawings too. (At least it works with my CASIO WK1500).
For flight simulation, you can use the four available axis to control aileron, elevator, throttle and rudder. I added the directions of each control w.r.t. to potmeter value. (These are the directions that were used in early DOS games, and may be different for some newer games) For Flight Unlimited I, II and III, these directions are still valid.
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If you want to build your own flight controls, you can use the above diagram to connect the potmeters. If you first want to test whether your game port and software indeed work as described, it is handy to make a small circuit according the diagram, (shown at the left), plug it into your PC, and check the functions. (It consists of 4 adjustable 100k potmeters and 4 switches, wired to a gameport connector After plugging in the test board, you have to select the right kind of joystick configuration and calibrate the axis to the potmeter values. If you dont calibrate, youll find that your potmeters dont control the functions over the whole range. Note: These are Win 98 screen shots (Im using DirectX 8.0 on a P233MMX) In the control panel select gaming options Either remove you old joystick, or add an new one. Select 4 button flight yoke with throttle. Make sure you check the Rudder/pedals box
If you have wired your test board correctly, the game port status should show OK. If you used too large potmeter values (> 200k), the game card may not be able to detect your board.
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Now you have to calibrate your test board. Select properties, then the settings tab, and click calibrate. This window should appear. Just follow the instructions on the screen. Basically youll let the joystick software know you center settings and min/max range of the potmeters used. The software can compensate for quite some variation in resistance. It is however recommended to stay close to the 0 100k resistor range, which normally gives the best results for linearity, jitter, and drift.
The final result should be like the window at the left. Turning the potmeters from min to max should give the complete range in the square box and bars. I found that sometimes one calibration is not sufficient to get good results, and has to be repeated two or three times.
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Unstable (jittery) controls. You will sometimes find that the + cursor in the lower right of the box will be unstable, (jitter). Also the low end of the bars may show some jittery behavior. This is due to noise pickup of the potmeter wires. When the potmeter is turned for maximum (100k ) resistance, the noise can easily be picked up from the wires to the game port. This will give unstable axis movement, and often gives different range after each calibration, as the PC sees variable range at the high resistance setting. As you can see from the wiring diagram, high potmeter resistance corresponds to right aileron, up elevator, right rudder, and idle throttle. To minimize jitter, use shielded cable for each axis, from potmeter to gameport. Try to keep cables as short as possible, and keep them away from noise sources like switching power supplies. Sometimes, poor contact of the potmeter wiper to the carbon resistance trace can cause jitter. There are special contact sprays for electronics that can help. Connecting the unused outer contact of the potmeter to the middle contact can also help, as it avoids the open contact condition.
This diagram illustrates how to make your controls less sensitive for noise. Keep the unshielded ends as short as possible.
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Joystick switches and POV HAT The joystick game port has only 4 switches. Most joysticks have a POV HAT, which is used to quickly switch between different views (front/left/right/rear) In flight simulation with single monitor setup, I find 4 views insufficient, as the 45o views are often used when flying a traffic pattern. This requires 8-POV HAT capability. In principle it is possible to use the 4 joystick switches to make 8 views, by using combinations with multiple switches simultaneously ON. CH flight stick Pro uses this trick to have both joy switches and POV HAT. Their HAT works as following: 12 oclock: 1,2,3,4 ON 3 oclock: 1,2,4 ON 6 oclock: 1,2,3 ON 9 oclock: 1,2 ON. For each direction, you can use diodes to the corresponding switches, and in this way create a 4 POV HAT using 4 extra switches and 12 diodes. This is described in http://user.fundy.net/jdyarrow/controls/controls_index.html another great info site. Up to now, I havent been able to figure out a way to have 4 joy key switches and a 8-POV HAT via the game port. Therefore, my HAT still makes use of the keyboard view keys in Flight Unlimited III. Here, the numerical key pad keys 8, 9, 6, 3, 2, 1, 4, 7 give a full view circle around the cockpit. My HAT drives those keys. (I found such a HAT switch at a electronics dump store). It consists of a miniature joystick with 8 contacts around and one center contract. The little pivot can be moved in all directions, and the center contact will touch the outer contacts at 45 degree positions. To make this 8 direction switch drive the keyboard switches, isolation must be provided. I used 8 opto-couplers for this. Since the switch can only have one active contact at the time, one common resistor can be used for all opto-couplers.
HAT build from 8-position joy-switch. I put the HAT on the left handle of the yoke: This is more convenient for switching views when flying the traffic pattern, as your right hand will be busy with the throttle. (I often fly Base and Final with left hand on the yoke, and right hand on the throttle).
The left yoke handle with HAT, and the 8-position joy-switch that I used for the purpose.
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Connecting multiple joysticks to your PC Light aircraft cockpit controls require more than 4 proportional axis: For example, when you want to add Prop-pitch and Mixture, youll need two more axis. Since the standard game port has only 4 axis, you need to add extra devices. There seem to be multiple game-port cards on the market, but I have never seen them in Taiwan. Adding USB devices is a good alternative. There are USB to Game-port converter boxes, that plug into USB but show a game port D-shell connector at the other end. You can use these devices to add 4 more axis to your sim. I have not bought such a device, but I guess the wiring diagram to the joystick is identical to the one I gave earlier. For my axis extension, I bought an extra USB joystick. I used a Taiwanese brand Rockfire QF605U. When you plug it in, the (Win 98) system detects the stick and puts it under the gameport joystick that was added earlier. The calibration procedure is similar to the one described earlier. This is the window that should show up when connecting two joysticks to the PC. The Controller ID tab can be used to assign the correct ID to each joystick. In my original setup, I had the gameport flight yoke assigned as #1 and the USB stick as #2. However, Flight Unlimited III mistook the USB stick as device 1 and gameport as device 2. .(?) Since I wanted the gameport for primary controls, I had to swap the IDs as shown on the left. Flight Unlimited III has support for multiple joysticks, but you have to tell it via flt3.cfg file what stick axis is supposed to do what. For the gameport flight controls, everything worked as intended (aileron/elevator/throttle/rudder) without adding special commands. For the USB stick, I assigned Prop Pitch to axis 1 and Mixture to axis 2 by putting the following lines in flt3.cfg: prop_pitch_device 2 1 mixture_device 2 2 After that, both prop pitch and mixture were controllable via the USB stick.
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Connecting external potmeters to a USB joystick (joystick hacking) The USB joystick internals are different from normal gameport joysticks. In most sticks, the stick movements are still transferred to potmeter movements. Note: some modern sticks like Microsoft joysticks do not use potmeters, but instead optical encoders. (good for reliability, but unsuitable for hacking). The joystick potmeters are wired to a small PCB with some electronics on it. Normally one IC (a custom ASIC microcontroller) which deals with the transfer from potmeter resistance to USB to PC game device software. Still, a potmeter is a potmeter and can easily be replaced by an external potmeter. (The earlier recommendations about jitter still apply) As you dont need the joystick case, its most convenient to remove the USB PCB from the stick case, together with the USB cable (which provides power and signal).
You should end up with something like this: The connectors at the middle and left are for the potmeters and switches.
With some patience, you can trace the complete circuit connections.
It should look something like this. Note the values on the potmeters (or measure them) In my case they were all 100k, so my external 100k potmeters worked fine with the USB PCB. I only used axis 1 and 2, so I disconnected the rest, and externally connected the prop pitch and mixture potmeters to the corresponding connector pins. Basically you could also make use of the switches, but for some reason, Flight Unlimited III does not recognize the switches of the second joystick device. Keep in mind that you need at least one switch to calibrate your joystick, so connecting one external switch is required. (I would suggest not to solder to the PCB directly. Try to find fitting connectors, and solder the external potmeter (shielded) wires to the wires of the connectors)
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Potmeter wiring issues Use your Flightsim program for verification of the various potmeter controlled cockpit functions. If you find that one of the control functions works reversed, the potmeter wiring needs to be changed: leave the middle wire unchanged, but the outer wire needs to be swapped to the other outer connection
wiper Carbon (resistance) trace Resistance change over full 290o movement has resisnace contacts
Normal potmeter
Joystick potmeter
Joystick potmeters are different from normal potmeters: Due to the limited movement of the joystick, the potmeters only have variable resistance specifically for that movement. The rest of the slider range will not give resistance any change When using normal potmeters, try to build the mechanics such that about 270o is used. Different kind of potmeters: Dual potmeter, 1W potmeter, standard potmeter and shift potmeter. As long as you choose 100k with linear taper (B-type), all work equally well. The closed type potmeters will be better for rudder pedal, as they stay cleaner over time. Shift potmeters are sometimes easier to link to mechanical constructions. Shafts with teeth are easier to fix gear wheels, etc. I used dual type potmeters, one section for the flight controls, and one section reserved for connection to a simple motion platform (a future project).
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Making connections Connecting all the cockpit controls can be a tedious work. Try the functionality by checking one function at the time. For the keyboard driving functions, I use Notepad to check the correct key action.
For making connections, the flat ribbon cable with matching connectors is very handy. (The types that are used for connecting Floppy-drives, Hard-drives and CD ROM to your PC main board) The connectors are available in various pin count size, from 10 to 40 pins. You can also get the fitting male pins (2.54mm pitch, they will fit perfectly on experiment board. You can use pre-assembled cable with connectors, but the loose parts can easily be assembled by yourself: The connectors have a top and bottom half, that need to be pressed together in a vise with the ribbon cable in between. Ribbon cable can be bought by the meter. Since all circuits are basically one-piece projects, I normally dont bother making real circuit layouts. I use experiment board with 2.54mm pitch copper islands, and place the components in a logic fashion. Adjacent connections are done with solder, longer connections with 0.3mm enamelled copper wire. (You can remove the isolation at the wire ends by heating them with your soldering iron for a few seconds). This method works quick, and the transformer wire isolation is good enough to avoid shorts over crossing wires. I normally try to build with some ease for disassembly in mind. Modular building blocks help keep things organized and will make trouble shooting easier. Using labels for various connections with polarities (i.e. supplies) will make troubleshooting easier. For the keyboard wiring connections you cannot do without clear labels. The key to good electronics soldering: Not too hot solder iron (40W or so), wipe the tip of the iron clean on a damp sponge after every solder point, solder quick, not more than 5sec (after that, the solder degrades). Soldering wires to connectors: First put a coat of tin on each end of the leads, then solder together.
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Auto pilot switches Gear indicators Throttle Gear Prop pitch Mixture Flaps
Yoke
PITOT HEAT
Y (Yes) ESC
7 4 1 0
8 5 2
Rudder trim
Yoke function keys The yoke contains those key functions that have to do with sim views and ATC communications. The HAT is at left side on purpose, as view cycling and (right hand) throttle control is otherwise difficult.
Cycle Model detail 8-POV hat F5 (outside) view Communicate Enter Cycle cockpit views Numbers 1 9 for ATC menu select
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145mm
72mm
46mm
40mm
100mm 36mm
72mm
7 4 1 0
8 5 2
9 6 3 .
14mm
57mm
85mm 170mm
8-direction HAT stick to keyboard via opto couplers or relays 32mm 25mm
62mm
0.2mm transformer wire 60mm Front cover to hide nut 40mm 76 degrees
180mm
Rear cover to mount connector 100mm 30mm 85mm 9mm 40 pin computer connector
32mm
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74mm
Flightsimming setup
A basic drawing of a possible setup configuration. I found the drawer-style console mounting very handy, as it allows you to shift it out partly and make small modifications and tests without having to disconnect everything. The drawer action has to have some friction, to avoid console movement when pulling the yoke. The mouse is sometimes necessary for navigating the inflight map, or enabling some cockpit switches/controls that have no keyboard support, and could not be build into the console. (Cowl flaps / VOR adjust, etc). Flying the sim does not require a separate keyboard, so the space in front of the monitor can be used for sectionals, notes etc. It is however recommended to have a second keyboard somewhere that can be activated via a switch (see cockpit wiring overview). This keyboard may be necessary to make the required modifications to your joykeys.cfg and flt3.cfg files, then switch back to the console keyboard and check the functions.
PC
mouse
8 woofer
610mm
Drawer cabinet
24
750mm
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Steel tube fit over fixed to threaded rod Tape on rod ends centers tube
Pitch axis centering springs Fixed to T-piece and wooden frame (not shown) Roll info wheel locked between nuts
Locking nut Roll action Pitch action Roll axis centering and end stops
T-piece Pitch axis potmeter Timing belt fixed to T-piece turns pitch potmeter
roll axis potmeter T-piece moves with pitch action but not with roll action Guiding rod keeps T-piece fixed over roll action mounting board Fixed to T-piece with tie-wraps Detail of roll axis potmeter linkage
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310mm
140mm
320mm
125mm
96mm 25mm
8mm
380mm
Top rod with rubber stops at Tpiece rods: Roll movement: 170 degrees
100mm
8mm 6mm
150mm 28
T-piece (2x) Pitch axis centering spring 1mm wire 13mm spring 45mm long 45mm 15mm 45mm
3mm thick roll axis potmeter mounting board, made from 2 PCB plates Fixed to T-piece with tie-wraps 28mm wheel (from old fax machine) 68mm 145mm timing belt (from old fax machine)
33mm
80mm
Roll axis centering spring 1mm wire 8mm spring 25mm long
90mm
guide made from brass bearing soldered on nut (matched to guiding rod)
20mm
16mm wheel (from old fax machine) 100k Ohm linear potmeter (100kB) (pitch axis) 73mm wheel (made from 5mm plastic and carton edges)
270mm
200mm
20mm guiding wheel (made from wood) 20mm guiding wheel (made from wood)
290mm
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Description of cockpit controls (other parts) This section gives some examples of possible solutions for the different cockpit controls. All pieces are screwed to the front (or bottom) of the wooden cockpit case.
Gear lever Moving the lever up and down flips the toggle switch. The toggle switch arm has been extended to get better switch action. Interfacing to keyboard via the toggle to momentary switch action circuit. The same switch can be connected to the gear light indication circuit as well.
17mm Extended switch lever 78mm 40 degrees +12V To electrolitic capacitor Gnd 16mm 41mm 35mm diameter (2 round pieces of 8mm multiplex) 24mm
Gear up / down indicator. When moving the gear lever up and down, the gear indicator lights are changing as well. For most light aircraft, there are three green gear down and locked indicators, and one red gear in transition indicator. Although the flightsim screen will also show them, I found it handy to have real lights next to the gear handle as well. From the sim, you can check the light sequence and timing, and with a small circuit driven from the gear lever switch, you can make the four lights behave in the same manner.
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The above circuit shows the gear lights driving circuit and the connection to the gear lever switch. In shown position, the gear switch output is low. This should correspond to gear up position. The three upper LEDs and the red LED are dark. When the gear switch is flipped to gear down position, the upper one-shot gets triggered, and produces a positive pulse of about 4.7seconds at the Q output. (determined by R*C of the upper one shot timing components) This pulse drives the lower transistor and the red LED will light for 4.7 seconds. At the same time, Q of the upper one-shot produces a low (going to 0V) pulse of 4.7 seconds. This pulse will pull down the base of the transistor that drives the three gear down LEDs. After 4.7 seconds, Q goes low, and Q goes high. The red light goes out, and the green lights lightup driven by the high output of the gear switch. When the gear lever is again pushed in the gear up position, the switch output goes low, and the green lights go out. At the same time, the lower one-shot is triggered, and its Q output sends a high pulse of 4.7seconds to the red LED driver transistor. You can change the gear transition time by changing the 470k resistor value or the 10uF capacitor value of upper and lower one shots: Upper determines up down time, lower determines the down up time. (For info on the ICs, see the Elevator Trim section)
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10uF
2x BC548
470k
680
16 4538 1
10k 4148
470k
Green LEDs
Ground
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Parking brake Just a fun piece of mechanics that should give you the feeling of pulling or releasing the brake. Interfacing to keyboard via the toggle to momentary switch action circuit.
220mm Spring pushes and turns Spring wire on switch lever 125mm 90mm 55mm
Wooden handle
Speed brake Another simple mechanical construction. Ive tried to make it resemble the Mooney speedbrake. Interfacing to keyboard via the toggle to momentary switch action circuit.
Rod and fitting plastic tube from old printer Travel: 28mm
55mm
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Flaps lever This flaps lever is a very simple one: It does not show the different flap settings, as many light aircraft have different number of flaps steps. The switches are momentary types (micro switches) so can be connected to the keyboard directly.
8mm multiplex
55mm
33mm
43mm 50mm
60mm
Piece of PVC plate Retract flaps micro switch To keyboard extend flaps key Extend flaps micro switch 50mm 8mm multiplex 8mm multiplex 20mm 8mm 36mm 50mm 34
U-piece slides backwards when flaps lever goes up or down Tension adjustment screw 10mm 58mm 55mm 1.5mm PCB plate (glass fiber type) 10mm 20mm
40mm
18mm 35mm
The U-piece and PCB spring keep the flap lever centered and provide more centering force. (The force or the micro switches was too little, and made the lever bounce when released.)
The lever throw distances are close to actual Cessna Cardinal. I used rotation type potmeters, but things could probably be simpler when using slide potmeters.
45mm
58mm
35mm
Prop pitch
0.6mm wire, fastened to both ends of the control rod, and goes around the wooden disk on potmeter shaft where it is also fixed in the middle
Prop-pitch and Mixture potmeter connections go to USB joystick X/Y axis connection
The throttle potmeter uses about 270o rotation, but prop and mixture use about 200o rotation. However, after calibration, the joystick calibration software will correct for this, and all levers will have full control range in the flight simulator cockpit controls.
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154mm
Rudder pedals
Left Rudder pedal assembly (with toe brake function) mounted on slider boards Wheels fixed to centering pieces push crossbar in mid position Centering pieces Rubber stops Springs: 1.5mm wire, 8mm coil 65mm long Springs: 1mm wire, 8mm coil 56mm long 78mm
48mm 137mm
52mm gear wheel (from old VCR) fixed on crossbar To left toe brake Keyboard key 100k Ohm linear potmeter with 11mm gear wheel (from old VCR) on shaft (connect to X-axis of B-joystick)
152mm 32mm
32mm 80mm
32mm 58mm
127mm
415mm
80mm 32mm 310mm 530mm 90mm 78mm 8mm multiplex 0.7mm hard table top covering
Wheels (from patio door slider) recess mounted through slider board to make rudder pedals slide more smoothly DIY cockpit controls Roland van Roy 2002
8mm multiplex bottom plate Add rubber pads for better grip on floor 36
200mm U-plates from 1.5mm iron plate 50 x 50mm V profile (extruded aluminum) 110mm long 10mm bold hardsoldered on U-plate
8mm multiplex board footrest Toe-brake micro switch with 50mm long switch lever
54mm
90mm
2mm wire, 15mm coil , 10mm long springs push pedal backward
50mm
90mm 10mm bold & nut 55mm x 65mm x 35mm (h) wood mounted with long screws to sliding board
The key to good rudder pedal action is smooth sliding parts and strong centering force. The sliding parts need to be some length, to avoid lifting the rear section when braking. Try to make use of (almost) the full potmeter rotation for better accuracy It is possible to use proportional toe brakes by converting the pedal tilt action into potmeter rotation action by means of gears. Potmeters should then be connected to a hacked PCB from USB joystick. I havent tried this, as Im quite satisfied with on/off brake action.
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Rudder and Elevator trim wheels The rudder and especially the elevator trim wheel function is a very nice addition to the cockpit controls. Since elevator trim is used a lot, I have tried to make it come (somewhat) close the the real thing found in light aircraft. The whole assembly is mounted below the throttle/prop/mix section, and elevator trim is quite easy to reach. Rudder trim is somewhat low, as I needed to place the small keyboard for radio frequency input as well. The trim interface is via rotary encoders, to a pulse shape circuit, to the keyboard trim up/down/left/right keys.
Trim up
For the elevator trim, there is a small gear section that makes the turn sensitivity more realistic. Rudder wheel is directly mounted to the rotary encoder. The wheels need some friction, so I used dishwasher sponge (dont laugh) in between the wheel and the wooden frame.
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110mm 85mm
28mm
125mm trim wheel from 5mm PVC plate For the rim, you can use the isolation of 6mm TV grade coax cable 52mm gear wheel from old VCR 50mm 58mm Dishwashing sponge for wheel friction Dishwashing sponge for wheel friction
290mm
30mm 28mm 125mm trim wheel from PVC plate Rudder trim rotary encoder
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Rotary encoder to keyboard stroke interface circuit for rudder and elevator trim. In cockpits there are a number of rotating knobs, like radio tuning, OBS, etc. Also rudder and elevator trim are rotating inputs. For radio tuning, I still use the numerical keypad as frequency input. Therefore I mounted a small keypad to the controls console, cut out of an old keyboard, and wired it to the main keyboard number keys. In Flight Unlimited III, OBS needs to be rotated by means of mouse. No keyboard input seems to exist. For adjusting the elevator trim, you have to press pre-defined trim-up and -own keys repeatedly. Same for rudder trim. Real aircraft use trim disks that you have to rotate to change the trim setting. Since elevator trim is used very often, it adds lots of realism in the sim when rotating the trim disk a couple of notches in stead of pushing a key a couple of times. In the Cessna, the rudder and elevator trim disks need to be rotated 2.5 turns for trim limit to limit. In Flight Unlimited III, the elevator trim key needs to be pressed 180 - 200 times limit to limit, the rudder trim about 110 - 120 times limit to limit. (both seem to vary a bit over the different airplanes) To make that amount of switch pulses over 2.5 turns is best done with a rotary encoder. This is a little device that looks like a potentiometer, with three connections, but internally has two wipers that pass a number of contacts when rotated. The mid connection is connected to the wipers center, while the outer connections are the contacts that each wiper passes. The reason for two wipers is the fact that the circuit that decodes the on/off cycles of the wipers also has to distinguish whether the rotary is turned clockwise or anti clockwise. This is accomplished by setting the inner and outer contacts 90o out of phase. I used Alps http://www3.alps.co.jp/index-e.html 12mm rotary encoder search for EC12E2420801. Below pictures show the encoder and the switching waveforms.
This type encoder produces 24 pulses per rotation. For the elevator, 2.5 turns should produce about 200 pulses. I added a gear ratio of 1: 2.5 between trim disk and encoder, giving 150 pulses for 2.5 turns. For the rudder trim I did not add any gear, as it is less used anyway.
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Limitations of keyboard when driving with pulsed switches. After doing some experiments with the rotary encoder directly connected across the keyboard switches, I found that the keyboard controller IC (an old Intel P8049AH in my case) cannot detect too narrow pulses. (I checked this by rotating the encoder fast and checking with Notepad to see the key output). If key ON pulses are less than 20 msec, the key press is ignored or unstable. I also found that the time between two key presses cannot be too short either: The OFF time between two ON pulses needs to be more than 20 msec as well. This means that the rotary switch outputs need to undergo some pulse width modification before they can drive the keyboard. As mentioned before, the keyboard switches do not have a common ground, and therefore are best driven by means of a relay or Opto-coupler. For repeated switching, relays are too noisy. In this case, Opto-couplers are preferred.
The drawing at the left shows the rotary switch action (slow and fast turning) and required keyboard switch action to maintain stable key recognition. When the rotary encoder is turned very fast, the buffer circuit in between maintains the speed that the keyboard controller still can follow.
Circuit for elevator trim rotary encoder to elevator trim keyboard strokes
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In the above circuit, the D-flipflop (one-half of CMOS HEF4013 IC) determines which direction the rotary encoder turns. When turning in one direction, HEF4013 Q output will be high and Q will be low. When turning the other direction, the situation reverses. When high, these outputs Q and Q enable upper and lower one-shot circuits build with IC HEF4538. These one shot circuits are used to re-shape the pulses from the rotary encoder as shown in the drawing. Since Q and Q are each others inverse, only one section will drive the keyboard via one opto-coupler, depending on the turning direction. For info on the ICs do a search at http://www.semiconductors.philips.com/. The HEF4538 IC is connected as two non-retriggerable one-shots. The first one-shot has a twice longer time than the second. Both are triggered by the pulses of one of the switches of the rotary encoder. The first negative going pulse will produce a pulse at both Q outputs. The pulse time duration is equal to R*C as connected to the timing pins. The Q output pulse of the first one-shot lasts 0.07sec, that of the second 0.033sec. As long as the first one-shot output is high, neither one-shot can be re-triggered by additional pulses of the rotary encoder. Even if the encoder is turned very fast, the opto-coupler is driven with a pulse that is at least 0.033sec high and 0.032sec low. Since CMOS ICs cannot deliver a lot of current, I added an emitter follower to drive the Opto-coupler. BC548C (or BC547) is a standard small signal NPN transistor. (see http://www.semiconductors.philips.com/) The circuit is not perfect, as there are occasionally false pulses from the other section while tuning one direction. Adding 1 nF (0.001uF) capacitors at the rotary switches may help somewhat. (I did not use them). For elevator trim, I found the performance satisfactory. In principle, the same circuit can be used for rudder trim. Since rudder trim is normally not rotated very fast, some simplifications can be made: I deleted the trigger inhibit after initial ON pulse, thereby saving one IC. The rotation direction detect circuit can be made from the other half of the HEF4013 IC. The circuit is shown below.
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Elevator trim rotary encoder to keystroke converter circuit waveforms: 1&2: rotary encoder switches output (quick turn clockwise) 3: First one-shot output (HEF4538 pin 6) 4: Second one-shot output (pin10) that drives the opto-coupler As can be seen, the very fast turn will give 32msec output pulses that the keyboard still can follow. (Although you loose some pulses from the original encoder output, the final pulse count is the most you can get via the keyboard, and works much better than w/o pulse shape buffer).
BC548 B C E
220k 0.15uF
220k 0.15uF
220k
9 220k 4538 220 0. 33uF BC548 220k 10k 0.15uF 220 0.1uF 220 220 Trim up Trim down Trim left Trim right 8
220k
14
4013
4538 Opto-couplers 0.15uF BC548 Component (top) view PCB: 90mm x 50mm 2.54 mm pitch experiment boards 0.3mm isolated jumper wire
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For your feet, you can mount the whole rudder pedal assembly on rubbers, and put one 5 transducer on the base board. It works, but I got a lot of rattle sounds from the springs. Therefore, I mounted very small 1.5 multi media speakers with some added lead weight glued on the cone, then mounted directly on the pedals themselves. With only 3Watts / speaker you get plenty vibrations, and little rattle.
Paper cone Speaker frame Voice coil suspension Voice coil Magnet 1: Speaker cone cut away half
3: Lots of epoxy glue to fix metal strip to dust cap and cone (Apply in layers)
Piece of lead glued on top of epoxy Epoxy glue poured into cone
The amount of lead mounted on the metal strip needs to be determined experimentally: Drive the speaker with amplifier that has your flightsim engine noise (somewhere at idle) as input signal. Continue adding lead until best vibration is obtained
Warning: small size speakers with soft cone may deform due to the weight of epoxy and lead, causing the voice coil to rub against the magnets. Sounds awful
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Chair transducer and mounting Transducer amplifier circuits The power requirements for driving light aircraft flightsim transducers is not so high; about 20W (real Watts, RMS power). Attention has to be paid to the amplifier circuit to make sure that the amplifier has sufficient low frequency bandwidth. Single ended amplifiers with capacitive coupling between amplifier and speaker would require very large capacitor values to reach 5Hz. Amplifiers with direct coupling between amplifier and speaker are preferred. You can either go for amps that have + and supply that drive a speaker to ground reference, or you can choose Bridge Tied Load (BTL) structure, where the speaker is connected between two amps, where the amps have opposite polarity. BTL is most easy, supply- and component-wise. Building small power amplifiers is very easy with currently available IC amplifiers. They require very few external components, have various protections build-in and are cheap. You can choose from SGS-Thompson http://us.st.com/stonline/index.shtml , Philips Semiconductors http://www.semiconductors.philips.com , National Semiconductors http://www.national.com to name a few. All you have to care about is total power, gain, max supply voltage, speaker resistance, heatsinking. For my transducers I used Philips TDA1554Q which in BTL configuration has two channels. As I wanted to adjust the volume of each transducer function separately, I used 2 ICs, leaving me with one unused channel. (You could use this channel for driving a separate subwoofer). (Similar device is TDA7374B from SGS Thompson, do a search on the part number) Subwoofers and transducers do not really need stereo information, so I mixed Left and Right together, added a low pass filter stage and then dedicated volume adjustment for each transducer. The two rudder pedal transducers need very little power, so I put them in series, driven by one amp.
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Explanation: resistors 56k = 56000 Ohm, Capacitors: 100uF = 100 micro Farad The LM358 is a standard small signal operational amplifier, with two amps in one 8 pin package. Manufacturers: National Semiconductors, SGS Thompson, The TDA1554Q is a class B output amplifier, with 4 power amps in one 17 pin plastic power package. Manufacturer: Philips Semiconductors. Go to http://www.semiconductors.philips.com and type TDA1554Q in the search box. You will also be able to find all similar devices. Pins 9 and 15 are not connected. Connect the other pins as shown. Capacitors on the supply (470uF and 0.1uF) need to be close to the IC. Keep in mind that the electrolitic capacitors have polarity (see top one). Although the amp outputs and speakers have polarity as well, it does not make a difference how you connect them, as transducers are on separate areas anyway, so do not cancel. For the volume potmeters, I used the PCB mounted type, not wired to the front. If you wire them to a front panel, you need to use shielded cable. (Ground = shield) I needed the gain stage as my sound card (Sound blaster 16) did not have sufficient output signal to fully drive the output amplifier, which has a gain of 26 dB (20x). The 1uF input coupling capacitors make a high-pass filter with the output amplifiers 30k input resistance at about 5Hz. The gain stages make a low pass filter of 100Hz (determined by 0.047uF and 33k) With supply voltage +12V and speaker impedance shown, the 4 Ohm chair speaker receives about 15W max, the 8Ohm throttle speaker about 8W max, and each pedal speaker about 4W max. The 12V supply needs to be able to deliver about 4 Amps max. I used a 70W switch mode power supply brick as used for notebooks. They are getting cheap, and are (mostly) short circuit proof. The output amplifiers need to be mounted on a heatsink of about 2.5oC/W (I used 100x100mm black anodized, with 12 x 20mm fins)
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If you use a higher gain output amplifier, (45dB or so), the gain stage can be omitted, and replaced by simple passive low pass filter as shown below. This assumes a sound card output with reasonably low output impedance (<100 Ohm, most of them are able to drive headphones, so should be OK) Below circuit with higher gain output amplifier like TDA1557Q. This IC is even simpler to use, has only13 pins. Pin 12 is not connected.
The passive low pass filter rolls of at 60Hz. I did not build this circuit as I could not get the TDA1557Q IC, but it should work. For IC spec, go to the Philips Semiconductors web site mentioned earlier. Note on the supply capacitor (470uF) for each IC: If you dont use a switch mode power supply brick but ordinary transformer with diode bridge, the capacitor value needs to be increased dramatically, about 2200uF/25V type per IC. Transducer amplifier with TDA1554Q All of my circuits are build on experiment boards, placing the components in a logic fashion and connecting them with solder (for adjacent pads) or 0.3mm transformer (enamelled) wire. (you can remove the isolation at the wire ends by heating them with your soldering iron for a few seconds). This method works quick, and the transformer wire isolation is good enough to avoid shorts over crossing wires.
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Pin 1
Pin 17
T2
T1
V2
V3
= isolated wire Top (component) view 2.54mm pitch experiment board 100mm
Note on building subwoofers for light aircraft simulation sound system: One side of my flightsim table top rests on my home-build subwoofer. It measures 750mm high x 600mm deep x 260mm wide. Material is 20mm particle board. The speaker is a 8 inch woofer that I bought in a Taiwan electronics shop for USD 30,-. From acoustics point of view, it makes sense to make the box big. Speaker characteristics together with inner box volume determine the low frequency roll-off point. Too small box volume will limit the low frequency range. For nice deep engine rumble, low frequencies down to 30Hz give great realism. Most multimedia speakers roll-off around 100 120 Hz, and the so called Subwoofers sold with small PC audio systems may go down to 70Hz or so (if you are lucky), adding lots of distortion along the way. Keep in mind that the difference between 30Hz and 70 Hz is not trivial. A reasonable quality 6 - 8 speaker in a large (100 liter or more), heavy box with 15W power input will outperform any MM subwoofer, unless they are of comparable size. When buying subwoofer speakers, it is hard to get any speaker spec except for power and impedance. If you are able to find more spec details, check for low self resonance frequency (around 25Hz) and low Qts (around 0.45). Power handling is normally not a problem, as 20W (RMS) already gives plenty sound from a large speaker + box combination and will match the sound from the L/R speakers. My box reaches 35Hz, and the sound pressure in the room makes the windows rattle. I used a completely sealed (really airtight) box construction.
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50
Wiring connections of the switches mounted on the yoke.(basically nothing more than extension wires).
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Audio and transducer and power supply wiring connections. Keep in mind that the power supply current capability is mainly necessary to drive the transducers. If the transducer amp is not used, a small 12V / 0.5A supply is sufficient. The audio splitter can be made from two 3.5mm headphone jacks. Audio splitters may also be available commercially
Keyboard select switch. By means of a simple 4-pole switch, you can switch between the keyboard in the cockpit controls case and the keyboard for normal (other family members) use. A keyboard cable contains 4 leads. Make sure that you wire the correct leads of each keyboard to the switch terminals.
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Elevator potmeter
Autopilot switches
Throttle section/transducer/gear/switches
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Transducer amp connections. (Use thicker wire for the chair transducer)
Cockpit artwork For making the cockpit artwork (lettering at the different controls) I used very simple means: In Word I typed a page of text boxes with the text in the right size for each control switch/lever. Then I used a sheet of Labels for Wordprocessors (a one-piece A4 sheet label with peel-off back) and printed the textboxes on that sheet. I used simple black and white, but if you have a color printer, the labels can be made more fancy. To make the labels stronger, I taped transparent tape over the printed labels and then cut each label out with a sharp knife. The attachment shows an example of my cockpit labels.
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Components from junk: Speakers for transducers Old AT keyboards Engine switch All gears, levers, rods Some equipment switches Total estimate about US$ 200,Man hours: a lot! (On and off, I spend about 7 8 months) Keep in mind: Building is half the fun. Happy flying!
Weather and wind modeling is very accurate in FUIII, lots of challenges for any pilot. (FUIII Screenshot provided by Glidernut, the expert in FUIII soaring. Check out his FUIII blackbox videos in the AVsim library)
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14.Attachment:
Text of joykeys.cfg and flt3.cfg To re-assign joystick key switches and keyboard keys to different functions in FUIII, you have to create a new text file named joykeys.cfg . The readme files that are included in the original FUIII and the patch install include all details concerning the options you have for customizing FUIII. ----------------;joykeys.cfg ;rudder trim key_right Rudder_Trim_Right 1 key_left Rudder_Trim_Left -1 ;autopilot key_t Autopilot_ToggleApr key_v Autopilot_ToggleNav key_w Autopilot_LevelWings key_s Autopilot_HoldAirspeed key_x Autopilot_HoldHeading key_r Autopilot_HoldVerticalSpeed key_z Autopilot_HoldAltitude ;light key_\ Toggle_Navigation_Lights ;Flaps key_= Flaps_Up -1 ;engine key_- Shutdown_Engine ;radio key_home Auto_Tune_Radio ;taxi key_end Show_Taxi_Path ;pause key_bs Pause ;view key_/ Target_Next_Internal 1 joy_4 console set_model_density 1 || set_model_density 3 || set_model_density 5 joy_3 camera_external ----------------------
The flt3.cfg has many options that can be tweaked. Graphics, weather modelling, start-up options, device settings Below the section on device settings for my setup
------------------------------- opt_master_volume 103 mixture_device 2 2 prop_pitch_device 2 1 --------------------------------
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SPD SPD
MRL UP MRL UP
PAN PAN
APR APR
TAXI LINE TAXI LINE
NAV NAV
MAP
ALT ALT
TAPE STRIP TAPE STRIP PAUSE
VER VER
ESC
LEV LEV
YES
HDG HDG
AP AP
RIGHT RIGHT
LEFT LEFT
AUTO CYCLE ATC TUNE RADIO COMM ENTER AUTO CYCLE ATC TUNE RADIO COMM ENTER
MAP
PAUSE
ESC
YES
INT V INT V
PCL PCL
1 2 3 4 5 6 7 8 9 1 2 3 4 5 6 7 8 9
THROTTLE
PUSH INCREASE
PROP
PUSH INCREASE
MIXTURE
PUSH RICH
STOW STOW
THROTTLE
PUSH INCREASE
PROP
PUSH INCREASE
MIXTURE
PUSH RICH
AUTO PILOT AUTO PILOT RUDDER TRIM RUDDER TRIM START ON REVERSER
DEPLOY
SPEED BRAKE
PULL DEPLOY EXTEND
REVERSER
DEPLOY
STOP OFF
ON VER VER
ON LEV LEV
OFF
SPD NAV APR HDG ALT SPD NAV APR HDG ALT POWER POWER CC TR CC TR
PARKING BRAKE PARKING BRAKE PITOT HT PITOT HT STOP STOP NAV LT NAV LT BEAC LT BEAC LT STRB LT STRB LT
LAND LT LAND LT
DOWN DOWN
START START
DEPLOY DEPLOY
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