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FSX How locking or unlocking a tailwheel, moving the joystick?

Heretic your code in post 6 wont work as it has a keyframe component in it, as there is no keyframes applied (an assumption)to the hidden polly it wont be processed at compile time

Umm...I've used animation-based controllers before and they always worked.
 
Hi mate
Yeah I posted that after reading the posts in reverse,before I read the OP again.. :)
it make sense now ;)
 
Hi all,

Finally, after countless attempts, the following code works::D

Code:
 <Animation name="MoraneCLOCK" guid="e88db078-08f1-4ae6-e869-183a1e7fd247" type="Sim" typeParam="AutoPlay" typeParam2="MoraneCLOCK" length="80"/>
  
    <PartInfo>
        <Name>MoraneCLOCK</Name>
        <AnimLength>80</AnimLength>
        <Animation>
            <Parameter>
                <Code>
                    (A:YOKE Y POSITION,percent) - 10 &lt; (A:TAILWHEEL LOCK ON,bool) ! and
                    if{ (>K:TOGGLE_TAILWHEEL_LOCK) }
                    (A:YOKE Y POSITION,percent) - 10 &gt; (A:TAILWHEEL LOCK ON,bool) and
                    if{ (>K:TOGGLE_TAILWHEEL_LOCK) }
                </Code>
                <Lag>100</Lag>
            </Parameter>
        </Animation>
    </PartInfo>

May I will like that "XML GURUS" explains two things:

1. I use one <Lag>100</Lag) to try "something" ... But being new to XML, I tried without knowing why, and I must admit I do not know what is a LAG, or it is its function ... could someone explain?

2. This same code with <Visibility> instead of <Animation> does not work ... Why?

For information, I used BlenderToFSX to create my plane ... Perhaps this is does it matter ...!?!

Thank you for your help
 
<Lag> is nothing more nor less than a delay factor for how quickly or slowly an animation is "played back"

No <Lag> entry means the animation will be nearly instantaneous - SNAP!

Smaller <Lag>##'s mean slower animation playback.
 
Because perhaps the Visible command only deals with the *logic* of the Parameters, and thus does not send the K: commands to the sim. There's no reason for it to do so, since it is only concerned with whether the part should be visible or not.
 
Hi all,
2. This same code with <Visibility> instead of <Animation> does not work ... Why?
Thank you for your help
When using the <Visibility> tag you dont use guid if you do and there are no keyframes the part is ignored at compile time
so basically <Visibility> tag no guid for running hidden code, <Animation> and guid for for animated/keyframed parts
 
When using the <Visibility> tag you dont use guid if you do and there are no keyframes the part is ignored at compile time
so basically <Visibility> tag no guid for running hidden code, <Animation> and guid for for animated/keyframed parts

It is perfectly right ...: Using the Tag <Visibility> as explained by @Au-MaV ;), the same code finally works perfectly. Thank you very much! Final code:

Code:
   <PartInfo>
        <Name>MoraneCLOCK</Name>
            <Visibility>
            <Parameter>
                <Code>
                    (A:YOKE Y POSITION,percent) - 10 &lt; (A:TAILWHEEL LOCK ON,bool) ! and
                    if{ (>K:TOGGLE_TAILWHEEL_LOCK) }
                    (A:YOKE Y POSITION,percent) - 10 &gt; (A:TAILWHEEL LOCK ON,bool) and
                    if{ (>K:TOGGLE_TAILWHEEL_LOCK) }
                </Code>
                <Lag>100</Lag>
            </Parameter>
        </Visibility>
    </PartInfo>

<Lag> is nothing more nor less than a delay factor for how quickly or slowly an animation is "played back"

No <Lag> entry means the animation will be nearly instantaneous - SNAP!

Smaller <Lag>##'s mean slower animation playback.

A big thank you Bill @n4gix! As always, ready to save the apprentices immersed in the intricacies of XML ... :confused: Despite your explanations, I do not understand why a simple delay allows the code to run. Especially now, with the <Visibility> section used, there is no quickly or slowly animation ...! Have you more information?

Thank you to all the community for their availability and help ...:D
 
Last edited:
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