Honeycomb Bravo 10 degree bug/fix causing more grief

I’ve tried searching and have posted this problem in other forums with no resolve. My problem is that since the 10 degree bug fix (along with the altitude 1000’ fix) using the incr/decr knob on the Bravo has become even more unusable than it was prior to the fix.

The faster I spin it the slower the heading bug moves, likewise the altitude bug. I know there is supposed to be some kind of acceleration built in and I’ve seen it on a YT video but it certainly doesn’t work on my unit. Spinning it fast I can literally feel 10-20 clicks and the bug only moves a few degrees.

A fix for this would be so appreciated.

I find it’s best to move slowly and consistently: for heading, you get 1 degree per click. For altitude, you get 100 feet per click. For IAS, you get 1 knot per click.

I really try hard to avoid the acceleration because it always appears unexpectedly and I end up overshooting my target and have to go back (then sometimes, forward again if I overshot because I triggered acceleration again).

If I could disable the acceleration entirely I would.

Note also that as far as I know, the way MSFS works, if you trigger a lot of motion it won’t register two or more clicks during one frame. So if you get 30 fps, and turn 20 clicks in a half second, it’s not going to register all 20 clicks. It’ll register at most 15 of them, maybe fewer.

I would like to have the option of both. 180 clicks to go from one end of the compass to the other is ridiculous. LIkewise going from FL 320 to 2000’ altitude is a mind-numbing experience. I’ve ended up going back to the mouse and the virtual knobs in the cockpit but that negates one of the better immersion features of the Bravo.

I’m not sure I understand your last paragraph regarding the FPS. What does that have to do with incr/decr and acceleration?

My computer specs are decent. I usually get 40-60 FPS running 1440 @ 144 Hz.
i 10700K @ 4.79GHz
32 GB 3200 RAM
RTX 3070

Do real airplanes have “acceleration” when you click several times, or do they have a consistent mapping of clicks to increments?

MSFS processes input events once per frame, not once per click. Thus if you click very fast, it will not register all clicks.

hi, not sure what’s different or wrong with your setup but the way the bug is working is perfect on my side. Slow turning only 1 degree at a time, faster turning and it jumps in 10 degrees increment or 1000ft for altitude. Now, I want that same behavior for the trim wheel and we’re in business :slight_smile:

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I don’t know the answer to that question but it has nothing to do with the “acceleration” feature of this sim.

If I’m averaging 40 or more FPS, I doubt very seriously that I’m able to spin the accel/decel knob faster than 40 clicks per second. Although I could connect my drill motor to the knob and get much more RPM.

I’d still like to have the acceleration working, whether or not it’s available in “real” airplanes. Does a pilot flying a commercial airliner actually spin a knob 320 clicks to go from FL 320 to sea level?

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A pilot flying a commercial airliner would click the “100/1000” switch above the altitude knob to the appropriate increment before turning the knob. :slight_smile:

Exactly. So why don’t we have that option?

You’ll have to take that up with Honeycomb, who didn’t include such a switch on their equipment. :slight_smile:

(A nice workaround would be if the on-screen switch applied to changes made with the +/- input buttons. Alas, that is not the current situation.)

I think it is something that should be available in the settings menu. The Honeycomb hardware works beautifully, it’s the sim options that need to be addressed. There are literally dozens of settings in the menu that most of us will never need, use or adjust. A function to go from 10/1 degree or 1000/100’ would be easy to implement, I would think. I know it can be done with 3rd party programs such as FSUIPC but that just confirms that it could also easily be implemented into the settings menu.

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Agreed; the current behavior is a little wonky in several directions and there’s a few ways it could be improved. The acceleration is nice when you expect it, but needs to be more predictable.

If you spin the OBS in a real plane you can get a 180 degree change in 5 seconds.

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I assume you have the +/- knob assigned in the sim itself and not FSUIPC, for example?

Well in my case it’s non-existent. As Jeerouss posted (thank you), his acceleration works perfectly. I don’t think it’s a Honeycomb hardware issue. There are so many anomalies within the game settings that it seems impossible to try and troubleshoot why something works for some but not for others. Yours is inconsistent, his works perfectly and mine is non-existent. :exploding_head:

Yes. I’m not using FSUIPC. I only brought it up as an example of 3rd party software. I’ve been using the Bravo for several weeks and fly daily and I have never been able to get the acceleration function to work.

On my Bravo, if I turn the knob slowly, the acceleration will kick in after about 5 clicks. It isn’t based on speed but seems to based on a certain number of clicks at 1/100 then moves to 10/1000. If I turn it fast, it stays at 1/100.

As long as I turn it at a normal speed, it is pretty easy to control when the acceleration happens.

This is exactly my problem with it – if I turn at a normal moderate speed, my heading goes 1… 2… 3… 4… 5… 15. Whoops! Overshot, I wanted 10! 14… 13… 12… 11… 10… 5. Whoops! Overshot again! 6… 7… 8… 9… 10. Ok now I got it.

I’ve tried various rotation speeds and have yet to see anything other than one to one unless I spin it quickly and then it doesn’t even give me one to one. More like 1 to 5. In other words it actually works in reverse.

I’m pretty sure that if you rotate the knob at a moderate pace for several seconds, you’ll see the acceleration kick in, but I agree that it’s too wonky to be of much use.

The primary issue is that the sim appears to discard many pulses if they come in quick succession. In my experience this is most notable when the CPU is struggling to keep things going in general. Of course, this usually happens when you line up for landing, which is the worst possible time to have your controls go sluggish.

The acceleration idea is not entirely bad, but it has to work flawlessly and predictably. Ideally, it should be configurable for each binding.

Anyway, I would prefer to switch to accelerated mode myself with a button on the yoke, which is why I contemplate investing in FSUIPC7 and control everything through that.

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I’m using spad.next for input and do not know of any option to control the acceleration of the SimConnect +/- increment buttons. Is there some other way of controlling the input magnitude via SimConnect that FSUIPC7 can do?