View Full Version : USB Joystick module - idea
Wesky
07-31-2008, 07:28 PM
Fellas (& Ladies),
Currently, I am using numerous joystick push buttons on USB gamepads to use in FS for things like Lights on/off, APU Master, APU Start etc etc - the list does go on and on to the point of where I have an abundance of joysticks being used only for their pushbuttons.
So, this leads me to an idea... (!)
How difficult would it be to make my own customer USB module that has as many pushbuttons that I would need.
I.e, one custom USB item recognised as a joystick in Windows XP that only has buttons and as many buttons that I need - no Axis's required.
I have done some research on USB modules but they seem to also include axis's. But for one, they are not required and two, it seems to limit the amount of buttons I can have due to axis availibility.
All in all, picture a pushbutton only jotystick that would let me have lots of buttons. :D This way I could construct my own custom panels and mechanically design things like starters etc etc as opposed to using things like rot-encoders etc etc.
Cheers,
Steve.
salautom
07-31-2008, 07:40 PM
Hello Steve,
maybe you can use something like this:
http://www.leobodnar.com/products/BU0836/
Wesky
07-31-2008, 08:02 PM
Henk!
You're on the money. I was just coming back to post that I had found something more of interest - that being http://www.leobodnar.com/.
This looks like exactly what I need, and combining this with their no-solder board, I am set!
Thankyou!
Steve.
Wesky
07-31-2008, 08:42 PM
http://www.desktopaviator.com/
This fella has simplicity all worked out. I have very little knowledge when it comes to electronics and this crew spell it out for me!
Has anyone had any bad experiences with http://www.desktopaviator.com/??
Cheers,
Steve.
Padraig
08-01-2008, 04:40 AM
http://www.desktopaviator.com/
This fella has simplicity all worked out. I have very little knowledge when it comes to electronics and this crew spell it out for me!
Has anyone had any bad experiences with http://www.desktopaviator.com/??
Cheers,
Steve.
You will not have bad experiences with Desktop aviator, as in regards the hardware you show, they are sound and reliable. If I am not mistaken Leo has also designed those boards too.
ian@737ng.co.uk
08-01-2008, 04:58 AM
hi guys.....
i use some of steve's stuff on my 'test rig'. very simple and reliable. i have it on good advice that the 2090 chip and the utility was designed by leo, so that is going to work big time.
re: you idea of making a usb module that has as many buttons as you need, i seem to have it in the back of my mind that the operating system (XP) can only deal with upto 32 buttons from one joystick board. i'm not sure about vista because i don't use it at present.
so given that the 'manufactured' cards can give you upto 32 buttons and a POV hat, they're not such a bad deal are they. and from experience the BU0836X is so easy to use and connect to, that i have just changed two standard cards for the X board. gets rid of so much wiring.
have a great day captains and regards from the welsh borders.... ian
Wesky
08-01-2008, 05:33 AM
Thanks Fella's. It's good knowing Leo and Steve have combined efforts with the 2090.
I think you are right about the 32 button limit per controller!
All in all, I will be in need of around 110 push buttons, 20 toggles, 13 rot encoders so I think DesktopAv' I/O's will work well for my lack of knowledge given how simple the 20' series are! I'm looking forward to getting this A320 o/head underway! Next to come is the MCDU which uses mousemacro to maniuplate the software keyboard/FMGS FMC gauge.
Ever since Pete Dowson included the new mouse macro feature, wonders can be done in FS! opened a whole new world for me!
Thanks again!
Peter Dowson
08-01-2008, 07:36 AM
i seem to have it in the back of my mind that the operating system (XP) can only deal with upto 32 buttons from one joystick board. i'm not sure about vista because i don't use it at present.
There are two software interfaces, which are different, but both are present in all Windows versions, from Windows 95 through to Vista.
The first is the basic "joy" interface. For any one device that supports up to 32 buttons, 6 analogue axes and one POV.
FSUIPC3 uses this exclusively. FSUIPC4 uses it for buttons and POV-as-buttons, but not for Axes.
The second is "directinput", part of the DirectX package. It supports up to 64 buttons, 8 axes and 4 POVs per device. At least it does since DX8 times, not sure about earlier.
Flight Simulator has used this since about FS2002, I think. FSUIPC3 doesn't use it at all. FSUIPC4 uses it for Axes and POVs (so can handle 8 axes and 4 POVs via its Axis Assignments section).
I never re-wrote the Buttons section to use it for FSX as the work was too much for the time I had available, and it impinged upon far too much else, like GoFlight, PFC and WideFS button scanning. So FSUIPC is still limited to 32 buttons per device.
Hope that clarifies the issue?
Best Regards
Pete