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gustavo2m
Posts: 14
Hi guys,

how to light a led with the backlight on or to light a led when the light of a button lights up on the FCU A320.
which offset to use?

https://imgur.com/a/ZeIe2
2018-03-24 22:25
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StephanHo
From: EDDG, Germany
Posts: 1867
Supporter
Hi Gustavo,

Backlight and the "normal" LED have nothing to do with each other. The function EXPED does not tell me anything.
For the function itself, there must be both an assigned switch (EVENTID) and an LED (Offset). That should emerge from your lists for this feature.
The switch itself should have a toggle function (on-off). This switches something on in the MCP (LED on, is displayed via offset) or, if switched on and activated, off again (LED off).

With the logic, I can help, unfortunately, not at the Airbus. I fly Boeing and there is not this function.
Grüße,
Stephan (Time: UTC+2)
2018-03-25 01:29
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gustavo2m
Posts: 14
Hi good night,

Could you give me an example please ...

You said that the backlight is a normal led, but how do I recognize that the backlight is on? What offset?

on the light of the button, could give an example using the same boieng, so that I can better understand the logic.

thank you.
2018-03-25 01:58
Avatar
thatchi
Posts: 181
Back light can be just any on off switch to control strip of led behind the panel to light up the panel when flying at night, you can use dimmerable switch to control brightness just like your desk lamp. It has nothing to do with mobi and not connect to mega board. It is separate circuit with it own power supply. Now for the button to control a particular function, like EXPED, and its led, which is a single led configured as output, you need to look up that function eventID and corresponding offset in FSUIPC to program the button to turn ON or OFF when pushed.
2018-03-25 09:38
Avatar
thatchi
Posts: 181
I believe for build in 737. You can use the standard event and offset listed under FSUIPC functions, there a long list and you just need to choose the right one. I am away from my computer now. I can look up and let you know later once I am home.
2018-03-25 09:48
Avatar
StephanHo
From: EDDG, Germany
Posts: 1867
Supporter
Hi Gustavo,

The backlight is independent of the normal lighting. It serves as the name implies, the lighting of the background, so that you can read instrument scales or panel captions better.

In principle, this should work similarly for all aircraft. On a 737NGX there are at least 6 different controls to illuminate the areas from the back. Accordingly, you also have 6 EventIDs to set, which act as input for the Sim and 6 different areas in which the brightness of the LEDs is affected. Also you can not operate these areas with the 5V of the MEGA. The backlight is connected independently of the MEGA and is usually operated with a PWM (pulse width modulation) with 12V. To that effect, thatchi is completely right.
As an example, it is completely sufficient in the Sim to operate the appropriate controller. This gives you an idea of ​​how it works.

The LEDs that are combined with fixed switches are basically the optical memory, whether something is on or not. These LEDs are not dimmable either.

It is important that you are aware of the respective functioning in order to understand the differences.
Grüße,
Stephan (Time: UTC+2)
2018-03-25 10:49
Avatar
gustavo2m
Posts: 14
thanks for the explanation.

in relation to the backlight I understand, it is an independent circuit, I thought it would be the same as the other functions ... when turning on the backlight in the simulator the MF used an offset to set an output.

about the button, already working with Event ID, but need to make the logic to turn on the light for the buttons. on the output tab.

as I relate the data from the button input tab with the output tab. to acknowledge that the button was pressed.

thank you.
2018-03-26 00:07
Avatar
thatchi
Posts: 181
Not sure if this is up to date , but you can try these FSUIPC offsets.
Offset Size Use
0020 4 Ground altitude in Metres x 256. (see also offset 0B4C)
0024 Var Zero terminated string giving the Start-Up situation or flight name, including the path from the FS folder (usually PILOTS\ …)
012C Varies Zero terminated string giving the name of the current Log book, with the default being called just ‘logbook’ instead of the true filename. (This applies to FS2002, but hasn’t been verified on the others)
0238 1 Hour of local time in FS (0–23)
0239 1 Minute of local time in FS (0–59)
023A 1 Second of time in FS (0–59)
023B 1 Hour of Zulu time in FS (also known at UTC or GMT)
023C 1 Minute of Zulu time in FS2
023E 2 Day number in Year in FS (counting from 1)
0240 2 Year in FS
0246 2 Local time offset from Zulu (minutes). +ve = behind Zulu, –ve = ahead
0248 2 Season: 0=Winter, 1=Spring, 2=Summer, 3=Fall
0262 2 Pause control (write 1 to pause, 0 to un-pause).
0264 2 Pause indicator (0=Not paused, 1=Paused)
0274 2 Frame rate is given by 32768/this value
0278 2 Auto-co-ordination (“auto-rudder”), 1=on, 0=off
0280 1 Lights: this operates the NAV lights, plus, on FS2000, the TAXI, PANEL and WING lights. For separate switches on FS2000 (and CFS2?) see offset 0D0C
0281 1 Beacon and Strobe lights. For separate switches on FS2000 (and CFS2?( see offset 0D0C
028C 1 Landing lights. (See also offset 0D0C on FS2000, and maybe CFS2).
029C 1 Pitot Heat switch (0=off, 1=on)
02A0 2 Magnetic variation (signed, –ve = West). For degrees *360/65536. Convert True headings to Magnetic by subtracting this value, Magnetic headings to True by adding this value.
02B2 2 Zoom factor: FS2002 only, and read-only. 64=x1, 128=x2 et cetera
02B4 4 GS: Ground Speed, as 65536*metres/sec. Not updated in Slew mode!
02B8 4 TAS: True Air Speed, as knots * 128
02BC 4 IAS: Indicated Air Speed, as knots * 128
02C4 4 Barber pole airspeed, as knots * 128
02C8 4 Vertical speed, signed, as 256 * metres/sec. For the more usual ft/min you need to apply the conversion *60*3.28084/256
02CC 8 Whiskey Compass, degrees in ‘double’ floating point format (FLOAT64)
02D4 2 (FS2004 only) ADF2 Frequency: main 3 digits, in Binary Coded Decimal. See also offset 02D6. A frequency of 1234.5 will have 0×0234 here and 0×0105 in offset 02D6.
02D6 2 (FS2004 only) Extended ADF2 frequency. The high byte contains the 1000’s digit and the low byte the fraction, so, for a frequency of 1234.5 this offset will contain 0×0105.
02D8 2 (FS2004 only) ADF2: relative bearing to NDB ( *360/65536 for degrees, –ve left, +ve right)
02DC 6 (FS2004 only) ADF2 IDENTITY (string supplied: 6 bytes including zero terminator)
02E2 25 (FS2004 only) ADF2 name (string supplied: 25 bytes including zero terminator)
02FB 1 (FS2004 only) ADF1 morse ID sound (1 = on, 0 = off), read for state, write to control
0310 8 FS2002 timer (double float, elapsed seconds including fractions, incremented each ‘tick’ – i.e. 1/18th sec). This runs all the time. It is used for all sorts of things, including the elapsed time between key/mouse-originated controls, to determine whether to accelerate inc/dec types. See also 0368,
032C 2 “Plane is in fuel box” flag (same as Scenery BGL variable 0288)
0330 2 Altimeter pressure setting (“Kollsman” window). As millibars (hectoPascals) * 16
0338 2 Airframe can suffer damage if stressed (0=no, 1=yes)
033A 2 Manual fuel tank selection if set (appears to be standard anyway in FS2000)
033C 2 Engine stops when out of fuel if set
033E 2 Jet engine can flameout if set (appears not an option in FS2000?)
0340 2 Manual magneto controls if set (appears to be standard anyway in FS2000)
0342 2 Manual mixture control if set
034C 2 ADF1 Frequency: main 3 digits, in Binary Coded Decimal. See also offset 0356. A frequency of 1234.5 will have 0×0234 here and 0×0105 in offset 0356.(See also offset 0389)
034E 2 COM1 frequency, 4 digits in BCD format. A frequency of 123.45 is represented by 0×2345. The leading 1 is assumed.
0350 2 NAV1 frequency, 4 digits in BCD format. A frequency of 113.45 is represented by 0×1345. The leading 1 is assumed. (See also offset 0388)
0352 2 NAV2 frequency, 4 digits in BCD format. A frequency of 113.45 is represented by 0×1345. The leading 1 is assumed. (See also offset 0388)
0354 2 Transponder setting, 4 digits in BCD format: 0×1200 means 1200 on the dials.
0356 2 Extended ADF1 frequency. The high byte contains the 1000’s digit and the low byte the fraction, so, for a frequency of 1234.5 this offset will contain 0×0105.
0358 2 COM frequency settable in 25KHz increments if true (else 50KHz)
035C 2 ADF frequency settable in 100Hz increments if true (else 1KHz)
0366 2 Aircraft on ground flag (0=airborne, 1=on ground). Not updated in Slew mode.
0368 4 Control timer 2 (see also 0310), a 32-bit ‘float’.
036C 1 Stall warning (0=no, 1=stall)
036D 1 Overspeed warning (0=no, 1=overspeed)
036E 1 Turn co-ordinator ball position (slip and skid). –128 is extreme left, +127 is extreme right, 0 is balanced.
0372 2 Reliability % (0–100). (Not sure if this is effective in FS2000)
0374 2 NAV1 or NAV2 select (256=NAV1, 512=NAV2)
0378 2 DME1 or DME2 select (1=DME1, 2=DME2)
037C 2 Turn Rate (for turn coordinator). 0=level, –512=2min Left, +512=2min Right
0388 1 NAV radio activation. If you change the NAV1 or NAV2 frequencies, writing 2 here makes FS re-scan for VORs to receive on those frequencies.
0389 1 ADF radio activation. If you change the ADF frequency, writing 2 here makes FS re-scan for an NDB to receive on that frequency. (Although FS2000 seems to do this quite soon in any case)
038A 1 COM radio activation. If you change the COM radio, writing a 1 here makes FS scan for ATIS broadcasts to receive on that frequency.
04B0 48 Area reserved by FSUIPC. (See details for user accessible parts earlier in this document). [FS2000 & CFS2 only]. The more useful ones follow:
04B4 2 >fs2k adventure weather: This provides the temperature_surface_alt in metres. This is used to provide the METAR reporting station altitude so that the cloud bases can be converted to AGL.
04BA 2 >fs2k adventure weather: This provides the wind_surf_turb which is used to provide the surface wind’s upper gust speed in knots, with zero indicating no gusts.
04BC 2 >fs2k adventure weather: This provides the barometric_drift variable, which is used to provide the difference between the current aircraft position QNH (which may be in transition), and the METAR reported QNH as set by the weather control program. Adding this ‘drift’ value to the pressure will give the correct value for ATIS reports
04C0 2 >fs2k adventure weather: This provides the fsuipc_visibility in statute miles * 100
04C2 2 >fs2k adventure weather: This provides the cloud_thunder_base in metres AMSL
04C4 2 >fs2k adventure weather: This provides the cloud_low_base in metres AMSL
04C6 2 >fs2k adventure weather: This provides the cloud_high_base in metres AMSL
04C8 2 Dew point as degrees C *256, for the surface temperature layer, FS2k/CFS2 read only
04CB 1 Precipitation rate, 0–5, FS2k/CFS2 read only. Note that in FS2004, rate 0 = light drizzle. Type=0 is no rain/snow
04CC 1 Precipitation type, 0=none, 1=rain, 2=snow, FS2k/CFS2 read only.
04CD 1 >fs2k adventure weather: This provides the cloud_thunder_cover 0–8
04CE 1 >fs2k adventure weather: This provides the cloud_low_cover 0–8
04CF 1 >fs2k adventure weather: This provides the cloud_high_cover 0–8
04D2 2 Precipitation control: write hi-byte=type 0–2 (see above), low byte=rate 0–5. Write 0xFFFF to release control back to FS2k/CFS2.
04D4 2 Dew point control: degrees C * 256. Sets surface layer dewpoint only, FSUIPC does rest. Write 0×8000 to release control back to FS2k/CFS2.
04D8 2 Surface layer wind speed, in knots (FS2k/CFS2). This may be different to the current wind speed at the aircraft—see offset 0E90. This also provides wind_surf_vel for FS2k Adventures.
04DA 2 Surface layer wind direction, *360/65536 to get degrees MAGNETIC (FS2k/CFS2). This may be different to the current wind direction at the aircraft—see offset 0E92. This also provides wind_surf_dir for FS2k Adventures.
04E0 88 Area reserved for Project Magenta
0560 8 Latitude of aircraft in FS units.To convert to Degrees:If your compiler supports long long (64-bit) integers then use such a variable to simply copy this 64-bit value into a double floating point variable and multiply by 90.0/(10001750.0 * 65536.0 * 65536.0).
Otherwise you will have to handle the high 32-bits and the low 32-bits separately, combining them into one double floating point value (say dHi). To do, copy the high part (the 32-bit int at 0564) to one double and the low part (the 32-bit unsigned int at 0560) to another (say dLo). Remember that the low part is only part of a bigger number, so doesn’t have a sign of its own. Divide dLo by (65536.0 * 65536.0) to give it its proper magnitude compared to the high part, then either add it to or subtract it from dHi according to whether dHi is positive or negative. This preserves the integrity of the original positive or negative number. Finally multiply the result by 90.0/10001750.0 to get degrees.

Either way, a negative result is South, positive North.

[Can be written to move aircraft: in FS2002 only in slew or pause states]

0568 8 Longitude of aircraft in FS format.To convert to Degrees:If your compiler supports long long (64-bit) integers then use such a variable to simply copy this 64-bit value into a double floating point variable and multiply by 360.0/(65536.0 * 65536.0 * 65536.0 * 65536.0).
Otherwise you will have to handle the high 32-bits and the low 32-bits separately, combining them into one double floating point value (say dHi). To do, copy the high part (the 32-bit int at 056C) to one double and the low part (the 32-bit unsigned int at 0568) to another (say dLo). Remember that the low part is only part of a bigger number, so doesn’t have a sign of its own. Divide dLo by (65536.0 * 65536.0) to give it its proper magnitude compared to the high part, then either add it to or subtract it from dHi according to whether dHi is positive or negative. This preserves the integrity of the original positive or negative number. Finally multiply the result by 360.0/(65536.0 * 65536.0) to get degrees.

Either way, a negative result is West, positive East. If you did it all unsigned then values over 180.0 represent West longitudes of (360.0 – the value).

[Can be written to move aircraft: in FS2002 only in slew or pause states]

0570 8 Altitude, in metres and fractional metres. The units are in the high 32-bit integer (at 0574) and the fractional part is in the low 32-bit integer (at 0570). [Can be written to move aircraft: in FS2002 only in slew or pause states]
0578 4 Pitch, *360/(65536*65536) for degrees. 0=level, –ve=pitch up, +ve=pitch down[Can be set in slew or pause states]
057C 4 Bank, *360/(65536*65536) for degrees. 0=level, –ve=bank right, +ve=bank left[Can be set in slew or pause states]
0580 4 Heading, *360/(65536*65536) for degrees TRUE.[Can be set in slew or pause states]
05B0 24 The viewpoint Latitude (8 bytes), Longitude (8 bytes) and Altitude (8 bytes) in the same format as 0560–0577 above. This is read only and seems to relate to the position of the viewer whether in cockpit, tower or spot views.
05D2 2 Current view direction, *360/65536 for degrees TRUE. Read only.
05D4 2 Smoke system available if True
05D8 2 Smoke system enable: write 1 to switch on, 0 to switch off (see also 05D4)
05DC 2 Slew mode (indicator and control), 0=off, 1=on. (See 05DE also).
05DE 2 Slew control: write non-zero value here at same time as changing 05DC above, and the Slew mode change includes the swapping of the assigned joystick axes. [ignored in FS2004 – the axes are swapped in any case. See offset 310B for control of axis connection in slew mode]
05E4 2 Slew roll rate: 0=static, –ve = right roll, +ve=left roll, rate is such that 192 gives a complete 360 roll in about one minute.
05E6 2 Slew yaw rate: 0=heading constant, –ve = right, +ve=left, rate is such that 24 gives a complete 360 turn in about one minute.
05E8 2 Slew vertical rate: 16384=no change, 16385–32767 increasing rate down, 16383–0 increasing rate up. One keypress on Q (up) or A (down) makes a change of 512 units.
05EB 1 Slew forward/backward movement: +ve=backward, –ve=forward. Values 1–127 give slow to fast slewing (–128 is the fastest forward slew).
05ED 1 Slew left/right movement: +ve=right, –ve=left. Values 1–127 give slow to fast sideways slewing (–128 is the fastest leftward slew).
05EE 2 Slew pitch rate: 16384=no change, <16384=pitch up, >16384 pitch down, range 0–32767.
05F4 2 Slew mode display: 0=off, 1=coords/hdg/spd, 2=fps, 3=all
05FC 2 Flight mode display: 0=off, 1=coords/hdg/spd, 2=fps, 3=all
0609 1 Engine type: 0=Piston (and some FS2004 Helos), 1=Jet, 2=Sailplane, 3=Helo, 4=Rocket, 5=Turboprop
060C 2 Gear type. 0=non-retractable standard, 1=retractable, 2=slides
060E 2 Retractable gear flag (0 if not, 1 if retractable)
0612 2 Display IAS if TRUE, TAS otherwise
0628 4 Instant replay flag & control, 1=on, 0=off. Can write to turn on and off whilst there is still time to play (see offset 062C)
062C 4 Instant replay: time left to run, in seconds. Whilst this is non-zero, the flag in offset 0628 controls the playback.
0700 96 Area used for operating, controlling and configuring the facilities in FSUIPC for feedback flight control (bank, pitch, speed). For full details of this please see the separate TXT documentation in the SDK.
0760 4? Video recording flag, 1=on, 0=off. [Not verified, maybe FS2002 only]
0764 4 Autopilot available
0768 4 Autopilot V/S hold available
076C 4 Autothrottle airspeed hold available
0770 4 Autothrottle mach hold available
0774 4 Autothrottle RPM hold available
0778 4 Flaps available
077C 4 Stall horn available
0780 4 Engine mixture available
0784 4 Carb heat available
0788 4 Pitot heat available
078C 4 Spoiler available
0790 4 Aircraft is tail dragger
0794 4 Strobes available
0798 4 Prop type available
079C 4 Toe brakes available
07A0 4 NAV1 available
07A4 4 NAV2 available
07A8 4 Marker indicators available
07AC 4 NAV1 OBS available
07B0 4 NAV2 OBS available
07B4 4 VOR2 gauge available
07B8 4 Gyro drift available
07BC 4 Autopilot Master switch
07C0 4 Autopilot wing leveller
07C4 4 Autopilot NAV1 lock
07C8 4 Autopilot heading lock
07CC 2 Autopilot heading value, as degrees*65536/360
07D0 4 Autopilot altitude lock
07D4 4 Autopilot altitude value, as metres*65536
07D8 4 Autopilot attitude hold
07DC 4 Autopilot airspeed hold
07E2 2 Autopilot airspeed value, in knots
07E4 4 Autopilot mach hold
07E8 4 Autopilot mach value, as Mach*65536
07EC 4 Autopilot vertical speed hold [Not connected in FS2002/4]
07F2 2 Autopilot vertical speed value, as ft/min
07F4 4 Autopilot RPM hold
07FA 2 Autopilot RPM value ??
07FC 4 Autopilot GlideSlope holdN.B. In at least FS2002 and FS2004 (and maybe FS2000 as well) setting this also sets 0800, approach hold. To clear both you need to write 0 to them in the same FSUIPC process call, as if they are separated by an FS frame, an interlock stops them clearing.
0800 4 Autopilot Approach hold.See the note above, for offset 07FC.
0804 4 Autopilot Back course hold. The note for offset 07FC may also apply here.
0808 4 Yaw damper
080C 4 Autothrottle TOGA (take off power)
0810 4 Autothrottle Arm
0814 4 Flight analysis mode (0=0ff, 1=Landing, 2=Course tracking, 3=Manoevres)
0830 4 Action on crash (0=ignore, 1=reset, 2=graph). [Graph mode not applicable to FS2002]
0840 2 Crashed flag
0842 2 Vertical speed in metres per minute, but with –ve for UP, +ve for DOWN. Multiply by 3.28084 and reverse the sign for the normal fpm measure. This works even in slew mode (except in FS2002).
0848 2 Off-runway crash detection
084A 2 Can collide with dynamic scenery
085C 4 VOR1 Latitude in FS form. Convert to degrees by *90/10001750.If NAV1 is tuned to an ILS this gives the glideslope transmitter Latitude.
0864 4 VOR1 Longitude in FS form. Convert to degrees by *360/(65536*65536).If NAV1 is tuned to an ILS this gives the glideslope transmitter Longitude.
086C 4 VOR1 Elevation in metres. If NAV1 is tuned to an ILS this gives the glideslope transmitter Elevation.
0870 2 ILS localiser inverse runway heading if VOR1 is ILS. Convert to degrees by *360/65536. This is 180 degrees different to the direction of flight to follow the localiser.
0872 2 ILS glideslope inclination if VOR1 is ILS. Convert to degrees by *360/65536
0874 4 VOR1 Latitude, as in 085C above, except when NAV1 is tuned to an ILS, in which case this gives the localiser Latitude. [FS2002 and later]
0878 4 [FS2002/4 only]: VOR1 Longitude, as in 0864 above, except when NAV1 is tuned to an ILS, in which case this gives the localiser Longitude.
087C 4 [FS2002/4 only]: VOR1 Elevation, as in 086C above, except when NAV1 is tuned to an ILS, in which case this gives the localiser Elevation.
0880 4 [FS2002/4 only]: DME Latitude when available separately. Same units as in 085C above.
0884 4 [FS2002/4 only]: DME Longitude when available separately. Same units as in 0864 above.
0888 1 Active engine (select) flags. Bit 0 = Engine 1 selected … Bit 3 = Engine 4 selected. See notes against offset 0892.
088C 152 ENGINE 1 values, as detailed below
088C 2 Engine 1 Throttle lever, –4096 to +16384
088E 2 Engine 1 Prop lever, –4096 to +16384
0890 2 Engine 1 Mixture lever, 0 – 16384
0892 2 Engine 1 Starter switch position (Magnetos), Jet/turbojet: 0=Off, 1=Start, 2=GenProp: 0=Off, 1=right, 2=Left, 3=Both, 4=Start
Notes (for FS2K/CFS2):

+ Don’t forget to switch fuel on to start (mixture to max).

list: Ignore”>+ For FS2k type starting you need to set the ‘Start’ value here and monitor the combustion flag (below). When that is set, change the starter switch to another position (Both or Gen). FS98 models start immediately but you should still adopt the same procedure.

list: Ignore”>+ The Engine addressed by writes to this and the equivalent Engine 2–4 offsets will become selected (see 0888 above). It needs to stay selected during engine start, which means you can only start engines in sequence, not together. The original selection is restored automatically, however—but only when the starter is ‘released’ by writing a non-start value here.

list: Ignore”>+ FS98 prop planes transposed to FS2000 have misbehaving Magneto/Starter switch controls (whether FSUIPC is installed or not). You can start engines okay, but don’t expect to be able to select the Magnetos reliably.

0894 2 Engine 1 combustion flag (TRUE if engine firing)
0896 2 Engine 1 Jet N2 as 0 – 16384 (100%). This also appears to be the Turbine RPM % for proper helo models.
0898 2 Engine 1 Jet N1 as 0 – 16384 (100%), or Prop RPM (derive RPM by multiplying this value by the RPM Scaler (see 08C8) and dividing by 65536). Note that Prop RPM is signed and negative for counter-rotating propellers.
08A0 2 Engine 1 Fuel Flow PPH SSL (pounds per hour, standardised to sea level). Don’t know units, but it seems to match some gauges if divided by 128. Not maintained in all cases.
08B2 2 Engine 1 Anti-Ice or Carb Heat switch (1=On)
08B8 2 Engine 1 Oil temperature, 16384 = 140 C.
08BA 2 Engine 1 Oil pressure, 16384 = 55 psi. Not that in some FS2000 aircraft (the B777) this can exceed the 16-bit capacity of this location. FSUIPC limits it to fit, i.e.65535 = 220 psi
08BC 2 Engine 1 Pressure Ratio (where calculated): 16384 = 1.60
08BE 2 Engine 1 EGT, 16384 = 860 C.
iconNote:


08C0 2 Engine 1 Manifold Pressure: Inches Hg * 1024
08C8 2 Engine 1 RPM Scaler: For Props, use this to calculate RPM – see offset 0898
08D0 4 Engine 1 Oil Quantity: 16384 = 100% On FS2000 FSUIPC usually has to derive this from a leakage value as it isn’t provided directly.
08D4 4 Engine 1 Vibration: 16384 = 5.0. This is a relative measure of amplitude from the sensors on the engine which when too high is an indication of a problem. The value at which you should be concerned varies according to aircraft and engine.
08D8 4 Engine 1 Hydraulic pressure: appears to be 4*psi
08DC 4 Engine 1 Hydraulic quantity: 16384 = 100%
08E8 8 Engine 1 CHT, degrees F in double floating point (FLOAT64)
08F0 4 Engine 1 Turbine temperature: degree C *16384, valid for FS2004 helo models
08F4 4 Engine 1 Torque % (16384 = 100%), valid for FS2004 helo models
08F8 4 Engine 1 Fuel pressure, psf (i.e. psi*144): not all aircraft files provide this, valid for FS2004 helo models.
08FC 2? Engine 1 electrical load, possibly valid for FS2004 helo models.
0900 4 Engine 1 Transmission oil pressure (psi * 16384): for helos
0904 4 Engine 1 Transmission oil temperature (degrees C * 16384): for helos
0908 4 Engine 1 Rotor RPM % (16384=100%): for helos
0918 8 Engine 1 Fuel Flow Pounds per Hour, as floating point double (FLOAT64)
0924 152 ENGINE 2 values, as detailed below
0924 2 Engine 2 Throttle lever, –4096 to +16384
0926 2 Engine 2 Prop lever, –4096 to +16384
0928 2 Engine 2 Mixture lever, 0 – 16384
092A 2 Engine 2 Starter switch position (Magnetos),Jet/turbo: 0=Off, 1=Start, 2=Gen; Prop: 0=Off, 1=right, 2=Left, 3=Both, 4=Start(See Notes in Engine 1 entry)
092C 2 Engine 2 combustion flag (TRUE if engine firing)
092E 2 Engine 2 Jet N2 as 0 – 16384 (100%)
0930 2 Engine 2 Jet N1 as 0 – 16384 (100%), or Prop RPM (derive RPM by multiplying this value by the RPM Scaler (see 08C8) and dividing by 65536). Note that Prop RPM is signed and negative for counter-rotating propellers.
0938 2 Engine 2 Fuel Flow PPH SSL (pounds per hour, standardised to sea level). Don’t know units, but it seems to match some gauges if divided by 128. Not maintained in all cases.
094A 2 Engine 2 Anti-Ice or Carb Heat switch (1=On)
0950 2 Engine 2 Oil temperature, 16384 = 140 C.
0952 2 Engine 2 Oil pressure, 16384 = 55 psi. Not that in some FS2000 aircraft (the B777) this can exceed the 16-bit capacity of this location. FSUIPC limits it to fit, i.e.65535 = 220 psi
0954 2 Engine 2 Pressure Ratio (where calculated): 16384 = 1.60
0956 2 Engine 2 EGT, 16384 = 860 C.

iconNote:


0958 2 Engine 2 Manifold Pressure: Inches Hg * 1024
0960 2 Engine 2 RPM Scaler: For Props, use this to calculate RPM – see offset 0898
0968 4 Engine 2 Oil Quantity: 16384 = 100% On FS2000 FSUIPC usually has to derive this from a leakage value as it isn’t provided directly.
096C 4 Engine 2 Vibration: 16384 = 5.0. This is a relative measure of amplitude from the sensors on the engine which when too high is an indication of a problem. The value at which you should be concerned varies according to aircraft and engine.
0970 4 Engine 2 Hydraulic pressure: appears to be 4*psi
0974 4 Engine 2 Hydraulic quantity: 16384 = 100%
0980 8 Engine 2 CHT, degrees F in double floating point (FLOAT64)
0988 4 Engine 2 Turbine temperature: degree C *16384
098C 4 Engine 2 Torque % (16384 = 100%)
0990 4 Engine 2 Fuel pressure, psf (i.e. psi*144): not all aircraft files provide this.
0998 4 Engine 2 Transmission pressure (psi * 16384): for helos
099C 4 Engine 2 Transmission temperature (degrees C * 16384): for helos
09A0 4 Engine 2 Rotor RPM % (16384=100%): for helos
09B0 8 Engine 2 Fuel Flow Pounds per Hour, as floating point double (FLOAT64)
09BC 152 ENGINE 3 values, as detailed below
09BC 2 Engine 3 Throttle lever, –4096 to +16384
09BE 2 Engine 3 Prop lever, –4096 to +16384
09C0 2 Engine 3 Mixture lever, 0 – 16384
09C2 2 Engine 3 Starter switch position (Magnetos),Jet/turbo: 0=Off, 1=Start, 2=Gen; Prop: 0=Off, 1=right, 2=Left, 3=Both, 4=Start(see Notes in Engine 1 entry)
09C4 2 Engine 3 combustion flag (TRUE if engine firing)
09C6 2 Engine 3 Jet N2 as 0 – 16384 (100%)
09C8 2 Engine 3 Jet N1 as 0 – 16384 (100%), or Prop RPM (derive RPM by multiplying this value by the RPM Scaler (see 08C8) and dividing by 65536). Note that Prop RPM is signed and negative for counter-rotating propellers.
09D0 2 Engine 3 Fuel Flow PPH SSL (pounds per hour, standardised to sea level). Don’t know units, but it seems to match some gauges if divided by 128. Not maintained in all cases.
09E2 2 Engine 3 Anti-Ice or Carb Heat switch (1=On)
09E8 2 Engine 3 Oil temperature, 16384 = 140 C.
09EA 2 Engine 3 Oil pressure, 16384 = 55 psi. Not that in some FS2000 aircraft (the B777) this can exceed the 16-bit capacity of this location. FSUIPC limits it to fit, i.e.65535 = 220 psi
09EC 2 Engine 3 Pressure Ratio (where calculated): 16384 = 1.60
09EE 2 Engine 3 EGT, 16384 = 860 C.

iconNote:


09F0 2 Engine 3 Manifold Pressure: Inches Hg * 1024
09F8 2 Engine 3 RPM Scaler: For Props, use this to calculate RPM – see offset 0898
0A00 4 Engine 3 Oil Quantity: 16384 = 100% On FS2000 FSUIPC usually has to derive this from a leakage value as it isn’t provided directly.
0A04 4 Engine 3 Vibration: 16384 = 5.0. This is a relative measure of amplitude from the sensors on the engine which when too high is an indication of a problem. The value at which you should be concerned varies according to aircraft and engine.
0A08 4 Engine 3 Hydraulic pressure: appears to be 4*psi
0A0C 4 Engine 3 Hydraulic quantity: 16384 = 100%
0A18 8 Engine 3 CHT, degrees F in double floating point (FLOAT64)
0A20 4 Engine 3 Turbine temperature: degree C *16384
0A24 4 Engine 3 Torque % (16384 = 100%)
0A28 4 Engine 3 Fuel pressure, psf (i.e. psi*144): not all aircraft files provide this.
0A30 4 Engine 3 Transmission pressure (psi * 16384): for helos
0A34 4 Engine 3 Transmission temperature (degrees C * 16384): for helos
0A38 4 Engine 3 Rotor RPM % (16384=100%): for helos
0A48 8 Engine 3 Fuel Flow Pounds per Hour, as floating point double (FLOAT64)
0A54 152 ENGINE 4 values, as detailed below
0A54 2 Engine 4 Throttle lever, –4096 to +16384
0A56 2 Engine 4 Prop lever, –4096 to +16384
0A58 2 Engine 4 Mixture lever, 0 – 16384
0A5A 2 Engine 4 Starter switch position (Magnetos),Jet/turbo: 0=Off, 1=Start, 2=Gen; Prop: 0=Off, 1=right, 2=Left, 3=Both, 4=Start(see Notes in Engine 1 entry)
0A5C 2 Engine 4 combustion flag (TRUE if engine firing)
0A5E 2 Engine 4 Jet N2 as 0 – 16384 (100%)
0A60 2 Engine 4 Jet N1 as 0 – 16384 (100%), or Prop RPM (derive RPM by multiplying this value by the RPM Scaler (see 08C8) and dividing by 65536). Note that Prop RPM is signed and negative for counter-rotating propellers.
0A68 2 Engine 4 Fuel Flow PPH SSL (pounds per hour, standardised to sea level). Don’t know units, but it seems to match some gauges if divided by 128. Not maintained in all cases.
0A7A 2 Engine 4 Anti-Ice or Carb Heat switch (1=On)
0A80 2 Engine 4 Oil temperature, 16384 = 140 C.
0A82 2 Engine 4 Oil pressure, 16384 = 55 psi. Not that in some FS2000 aircraft (the B777) this can exceed the 16-bit capacity of this location. FSUIPC limits it to fit, i.e.65535 = 220 psi
0A84 2 Engine 4 Pressure Ratio (where calculated): 16384 = 1.60
0A86 2 Engine 4 EGT, 16384 = 860 C.

iconNote:


0A88 2 Engine 4 Manifold Pressure: Inches Hg * 1024
0A90 2 Engine 4 RPM Scaler: For Props, use this to calculate RPM – see offset 0898
0A98 4 Engine 4 Oil Quantity: 16384 = 100% On FS2000 FSUIPC usually has to derive this from a leakage value as it isn’t provided directly.
0A9C 4 Engine 4 Vibration: 16384 = 5.0. This is a relative measure of amplitude from the sensors on the engine which when too high is an indication of a problem. The value at which you should be concerned varies according to aircraft and engine.
0AA0 4 Engine 4 Hydraulic pressure: appears to be 4*psi
0AA4 4 Engine 4 Hydraulic quantity: 16384 = 100%
0AB0 8 Engine 4 CHT, degrees F in double floating point (FLOAT64)
0AB8 4 Engine 4 Turbine temperature: degree C *16384
0ABC 4 Engine 4 Torque % (16384 = 100%)
0AC0 4 Engine 4 Fuel pressure, psf (i.e. psi*144): not all aircraft files provide this.
0AC8 4 Engine 4 Transmission pressure (psi * 16384): for helos
0ACC 4 Engine 4 Transmission temperature (degrees C * 16384): for helos
0AD0 4 Engine 4 Rotor RPM % (16384=100%): for helos
0AE0 8 Engine 4 Fuel Flow Pounds per Hour, as floating point double (FLOAT64)
0AEC 2 Number of Engines
0AF0 2 Propeller pitch control: 0=Fixed, 1=Auto, 2=Manual. On FS2004 this is 0=fixed pitch, 1=constant speed, no differentiation between auto and manual.
0AF4 2 Fuel weight as pounds per gallon * 256
0AF8 2 Fuel tank selector: 0=None, 1=All, 2=Left, 3=Right, 4=LeftAux,
5=RightAux, 6=Centre, 7=Centre2, 8=Centre3, 9=External1,
10=External2, 11=Right Tip, 12=Left Tip, 14=Crossfeed LtoR, 15=Crossfeed RtoL.According to information received, in FS2002 all of these except the wing tip tanks can be selected and drained.
0B00 2 Throttle lower limit, 16384=100%. (e.g. for aircraft with reverse thrust this is normally: –4096 indicating 25% in reverse)
0B0C 4 Mach Max Operating speed *20480
0B18 8 Gyro suction in inches of mercury (Hg), floating point double (FLOAT64)

2018-03-26 00:59
Avatar
thatchi
Posts: 181
Here the FSUIPC offset you want from Jeehell fmgs

http://163.172.86.18/Offsets.pdf

For expedite led . It is offset 7390 bit 5.
Good luck.
2018-03-26 03:32
Avatar
pizman82
Moderator
From: ETSI, Germany
Posts: 6010
Supporter
icongustavo2m:


I thought it would be the same as the other functions ... when turning on the backlight in the simulator the MF used an offset to set an output.
.......
but need to make the logic to turn on the light for the buttons. on the output tab.
as I relate the data from the button input tab with the output tab. to acknowledge that the button was pressed.



Hi

About Backlight....
This is a thinking issue, lots of cockpitbuilders make at first try.....

Big question.... Do you plan to build a FULL Cockpit ?? So do you plan to work with your 100% selfbuild Homecockpit or do you plan to only build MCP for example but use the Overhead vor Example "Virtual" on a screen ??
99% of Users plan for a Full Cockpit.... So you will not Use or "see" the Virtual Cockpit in final system. ... That means its no matter if "Virtual Backlight" is ON or OFF cause you not see the Virtual Cockpit when you already got your self build panels !

So your basicly right.... In PMDG for example there exist a Offset where you can Readout the current Brightness of Backlight in Simulator.... AND there exist EventID where you can SET the Virtual Backlights in the SIM.....
But Again.... If you not use the Virtual Cockpit finaly then we not need to Tell the Sim our Backlight Settings or we not need to synchro our Real Backlight with current Sim Status.
In Easy words... When your real backlight is ON then its no mater if Virtual Backlight is Off same time ( and reversed)

Summary... Your backlight "can" be controlled EXTERNAL of Mobiflight and Simulator....

Only one important fact..... THIS is not 100% Realistic.... Cause now Backlight have no affect for example in the Virtual Aircraft Power Suply. In PMDG for example you can see in Electrical Panel that values of used Power will change if you activate Panel Backlights.... Thats extrem realistic.... With a External System your Backlights will not interact here.
Also while a complete Power Blackout ( Dual Engine failure) your Panellights will be OFF..... In A External solution the backlight will stay on all the time.
Or pretty simple .... If you activate your Backlight in Homecockpit... This will work whatever Master Battery switch is already off.
To prevent this you also need Relais for example or you realy must work with that offsets)

(( I think most users simply ignore this.... Not 100% realistic but much more comfortable to build ))

****
About Switch/LED Combo.
This is a thinking issue, too.

Normaly we NOT work with a logic like "If Switch is ON then LED is ON" ..... A LED show a status of a system.... Not a Status of a switch.
For example.... If you activate the Fule Pump.... Then it not means the LED is On.... If Master Battery is OFF or if you are LowFuel.... then LED will not light.... WHatever switch is ON.

So Normaly in a good AddOn Aircraft EVERY LED will have it´s own Status Offset.... So you never need to use a switch position as a LED Indicator.
(( Thats only need if some functions are not simulated .... In that case you use a Hardwaresolution or a Fake Offset))
Good Luck !
2018-03-26 12:36
Avatar
gustavo2m
Posts: 14
Thanks pizman82 for the reply.

I'm going to try constructing complete homecockpit, however I'm starting the FCU to understand all this configuration between MF, Arduino and simulator.

On the backlight you are right, in an external system in case there is a lack of energy in the aircraft the backlight will be on which does not leave the real.

On the button light I managed to make the jeehell work and set the button light. It's working.

I will try to find in the Jeehell an offset to the backlight and do what you said, use a reler.

Thank you for your help.
2018-03-31 23:56
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