Kekelekou
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Hello there !
I am developing a XML Damage Mod for the Flight1 BN-2 Islander, and I have come to the conclusion that I need an “intercept, mask and pass” module for the joystick throttle.
I simulate engine failure through a limited max THROTTLE_SET value (say 70%). This means that if the pilot pushes the levers to the max position, they spring back to 70%, what is an immersion killer and the proof that the engine has failed (always nice to keep the pilot wondering about what is going on).
I managed in the last few days to edit the animations and their codes, so that the spring-back effect is cancelled with mouse inputs.
BUT since joystick inputs override everything else (L:vars, mouse rects, etc), a slowly moving joystick throttle still results in a twitching lever in the VC.
Hence the SimConnect module that :
- intercepts any joystick throttle input
- masks them to FSX
- passes the throttle input to a L:Var for XML postprocessing (subtracting 30%, then K:Throttle_Set)
- is declared as a gauge in the panel.cfg, just like Doug Dawson’s sound gauges (so that module runs only when BN-22 is flown)
WIth no C++ experience so far, I am trying to proceed step by step with the SDK samples with Visual C++ 2010 Express Edition and the FSXA SDK.
I have managed to compile and run an exe (is that a SimConnect client?) that intercepts and masks the brake input (modified Input Event project from the SDK). I have also compiled the code as a DLL (declared in DLL.xml) which runs fine in FSX too.
But after a few hours of head banging against a wall, I have decided to ask for help…
I have renamed the InputDLL.dll to InputDLL.gau, and added a gauge03=InputDLL, 0,0,0,0 in the VC section of the panel.cfg. To no avail. Is renaming enough to “transform” a SimConnect DLL into a gau gauge? Is it possible to declare a SimConnect gauge from the panel.cfg in the first place?
Thank you for your help.
I am afraid I’ll have more questions when I come to the L:Var vs DLL connection.
I am developing a XML Damage Mod for the Flight1 BN-2 Islander, and I have come to the conclusion that I need an “intercept, mask and pass” module for the joystick throttle.
I simulate engine failure through a limited max THROTTLE_SET value (say 70%). This means that if the pilot pushes the levers to the max position, they spring back to 70%, what is an immersion killer and the proof that the engine has failed (always nice to keep the pilot wondering about what is going on).
I managed in the last few days to edit the animations and their codes, so that the spring-back effect is cancelled with mouse inputs.
BUT since joystick inputs override everything else (L:vars, mouse rects, etc), a slowly moving joystick throttle still results in a twitching lever in the VC.
Hence the SimConnect module that :
- intercepts any joystick throttle input
- masks them to FSX
- passes the throttle input to a L:Var for XML postprocessing (subtracting 30%, then K:Throttle_Set)
- is declared as a gauge in the panel.cfg, just like Doug Dawson’s sound gauges (so that module runs only when BN-22 is flown)
WIth no C++ experience so far, I am trying to proceed step by step with the SDK samples with Visual C++ 2010 Express Edition and the FSXA SDK.
I have managed to compile and run an exe (is that a SimConnect client?) that intercepts and masks the brake input (modified Input Event project from the SDK). I have also compiled the code as a DLL (declared in DLL.xml) which runs fine in FSX too.
But after a few hours of head banging against a wall, I have decided to ask for help…
I have renamed the InputDLL.dll to InputDLL.gau, and added a gauge03=InputDLL, 0,0,0,0 in the VC section of the panel.cfg. To no avail. Is renaming enough to “transform” a SimConnect DLL into a gau gauge? Is it possible to declare a SimConnect gauge from the panel.cfg in the first place?
Thank you for your help.
I am afraid I’ll have more questions when I come to the L:Var vs DLL connection.

