Quote:Is there a way to link 2 identicle sticks, 2 throttles and 2 sets of rudder pedals to the same pc to create a co-pilot position for a cockpit project, or would I have to network the two positions with 2 PCs? This is probably a dumb question. Thanx
BaileyGirl,
Hi and welcome to SimV.
I am working on a simulated cockpit project also.
The answer is
yes..... with some "possibly difficult to construct" caveats.
In a real world dual setup the physical movements of both the rudder pedals and the yoke would be "mirrored" to the other position. If the captain turned the yoke to the right.... the first officers yoke would also pivot to the right. Pitch down on one and the other moves forward too. To model this type of exact behavior requires a lot of either mechanical linkage or servomotors to be driving things.
Constructing a mechanical yoke system is not all that difficult if you are handy with tools and mechanical design.......... just kinda "fussy" and time consuming and likely a bit on the "pricey side" when all is said and done. There are a couple of companies that sell such "real" looking and functioning large jet yokes..... but unless you are willing to go about $600 per station......... you'd best be thinking of how to do it yourself.
Cable linkages under the raised floor of the simulated cockpit are the usual route for this setup. Gets into a bunch of pulleys and gears and it translates the movement of both sticks into the movement of just a set of two linear or slide potentiometers (like volume controls) that are interfaced into the sim the same way a joystick is. In fact you can canibalize a joystick for the interface card electronics and then just re-use the potentiometers in a new location if your design matches. Or use different potentiometers (also called "pots") that are of the same resistance value.
If you just want "dual controls" and can do without the matching motion feedback part of things ......... you can just connect two USB joysticks, for example. Whichever one is "touched" in any way (moved) then suddenly takes flight control priority. Ditto throttle controlls, and ditto pedals. Any USB controller tends to work this way.
The problem with this setup, aside from the lack of motion feedback, is that when the second control is
moved, then whatever "setting" the first control was at is
suddenly overridden. This can result in some really jerky transitions of control. For examople if the throttle at the captain's position was at 90 percent.... and then the co-pilot touched the throttle at his/her side and it was initially starting at an idle setting..... the engines would, for an instant, drop from 90 percent to idle...and then spool back up to whatever setting the co-pilot then had set.
Since you are interested in "Simulated Homebrew Cockpits" you might want to go down to the "General" Section of the forums and check out the thread there that is about this very subject. It is possible that a forum section for this exact subject may get set up if there is enough demonstrated interest. Please vote in the little "survey" if you haven't already.
There is a picture or two down there of the ongoing construction of my new throttle quadrant. It might give you some ideas. It is not including servomotor feedback so that things like autothrottle will itself move the position of the throttles.... although that is doable (requires some expensive electronics starting with an EPIC interface card). It is set up to control four engines, spoilers, and flaps.
I am posting a copy of this message down in that thread also...... to keep the "cockpit topic" running all together in one place at least for now ..........until we see if "the powers that be" will grant forum status to this concept.
Welcome to the "oddball" world of building a home simulator
.
best,
....................john