Hi Ray,> Having variable braking sounds great. Is that something Pete Dowson has
> achieved via FSUIPC? I thought digital braking meant there were two
> modes - none or full. To have variable braking sounds great.
The term "digital" (versus "analogue") has to be interpreted in the context in which it is used. If you describe a game attachment like the yoke or pedals or brakes as "digital", as you probably would for a USB connection, all it means is that the numbers flowing across the wires into the PC are in digital format. It doesn't mean they can only be "0" or "1" (of course) as USB can of course handle multiple digits.
This is different to your current "analogue" yoke and pedals where the signal to the Game Port merely represents an analogue electrical value like potential difference, current or resistance, and the *analogue* circuitry in the PC's game port converts that (or rather, in fact, the time it takes that to change) into a digital (numeric) form for use inside.
It's rather like the difference between CD sound recording compared to vinyl, or DAT compared to ordinary cassette tape.
BUT, applied to the actual values obtained, the way things appear to work, from the PC program's point of view, as you say, a "digital" brake could indeed be one which is only either on or off, whilst an analogue one would have a range on on-ness or -off-ness -- but that is represented by a number too.
All yokes and rudders and throttle are "analogue" in the sense that they can represent a changing value, apparently continuous, not merely just "on" or "off". Whether they communicate that digitally or not to the PC is another matter.
All CH Pro pedals, whether Game Port or USB, do actually have analogue brakes, not just on-off buttons, and provided they can be connected to the PC so that the two brake axes are actually seen as axes, they can both be used for proportional braking in FS. The only difference between the USB and Game Port ones in this sense is that there is no difficulty connecting the USB ones in this way, whilst there are not enough axes on a Game Port. There are several folks I know of who have multiple game ports (eg by adding another sound card, or using the old Thrustmaster Game card which sported two ports) and are successfully using proportional braking with the Game Port pedals you have.
In fact we did go through all this when you were using the PFC yoke, as your rudders could then be connected through that leaving your game port free for the brakes.
Finally, FSUIPC supplied the proportional braking facility for FS2000, where otherwise it wasn't available. FS2002 supports it directly, using the AXIS_ brake controls.
Best Regards,
Pete
**** VPC OffLine Reader Version 3.0.3.5 **** BETA 2 ****
**** OLR.PL Build 1.73 ****