I have Flaps issue with Honeycomb Bravo in MSFS, please see recorded video:
I set my flaps under Flaps Axis (-100 to 100%) and it keeps backing off when I’m trying to use it.
Seems it works fine under Controls Options but when I’m in game it’s a non-functional feature.
It looks kinda like you have two flaps axis bindings to the same physical axis: one on -100 to 100% and one on 0 to 100%? Double-check that only one flaps axis is assigned.
I agree.
Try search input and move the flap tab and see what pops up. If it’s also tied to flaps then clear it out. Or look at assigned and make sure another switch, on maybe your yoke, is not assigned as well. Definitely looks like a conflict though.
I checked every configuration twice and only one axis is bind to flaps.
Even went through every configuration and cleared the empty Flaps Axis.
Still same issue.
Is there another way, like 3rd party app, to find what causing the issue and conflict?
Not that I’m aware of. The paid version of FSUIPC might be able to locate a binding. It’s not specifically developed for that but could be used that way, maybe.
Try setting creating a new empty profile for both yoke and throttle quad, no bindings assigned to either one just as place to start. Just call the new profiles “test” and delete them later. This should completely eliminate the possibility of any controller Switch/Axis conflicts.
And, if you haven’t already, Please try another aircraft like a stock GA instead of that overly complicated 320 for troubleshooting. Using the 6th lever for flap axis should work on any single engine prop. If that is the FBW 320, it may be a whole other issue.
I’m having issues with The Honeycomb Alpha Key bindings, & many others have had issues with their peripherals since the SU5. Basically, loads of stuff doesn’t work properly anymore.
I’ve spoken extensively to Honeycomb support, & to some of the Devs on the Fly By Wire team. They seem to think it has to do with changes Asobo have made (And will hopefully fix soon).
In the case of my issue I’ve been having with light switches also behaving crazy like your flaps issue: "devs generally rely on the default lighting templates to maintain universality, which in this case are broken"
I would assume that your issue may also have something to do with changes to that effect.
why would the flight AI affect that? the reason i ask is just in case you saw that it is an issue in another thread for someone … i might have to look at that setting. But back to your problem, I’m having the same issue on my Bravo for landing gear…same exact thing. My “controls” bindings are not functioning properly…they do not “light up” when i press something, the sim will usually show the binding and when i press or flip a switch it will show me in the sim that it sees it. Let me know if you come to a conclusion and I will do the same. I disconnected all my Virpil equipment and StreamDeck, so I know that’s not causing a problem (also my Crosswind pedals). I do have a buttkicker vibration thing on my chair with simshaker…i have not tried to disable that.
My bindings (CONTROLS SECTION) are all jacked up for my Bravo , Yoke, and others… in a nut-shell… i cannot see if the sim sees a peripheral any longer, it doesnt “light up” , meaning that if I press something on lets say the bravo to test to see if the binding is seen, it doesn’t react in the sim (light up the specific switch or button #), and landing gear is jacked up in lets say the CRJ and other aircraft including GA aircraft. The screen is also cut-off at the bottom of the bindings screen so i can’t scroll to the very bottom of a binding choice (odd). and it’s always take forever to go into “Controls” , sits there and says “loading” for a while…it’s like it’s reading through all the profiles and getting totally confused and finally comes up. But as many times as we flight simmers have to go into bindings, it makes it so, so hard. I do have Spad.Next , maybe i should try that, but if Asobo is working on this, i won’t put my programmer hat on and spend hours trying to fight this. Any comments are appreciated!!!
he said he checked everything twice and there are no repeat bindings — which points back to Asobo to be honest. I’m having the exact same thing on a landing gear switch. just flutters and stays in “UP” position will not allow me to use the mouse to even change it. It’s like it’s got a binding stuck in up position with nothing bound. I would venture a guess that it’s the bindings being all jacked up due to them cross-contaminating our PC version with the X-box version. I would almost guarantee it short of betting my property deed on it.
My Bravo works fine under Game Controller Properties, check the video below.
I would suggest to check yours under same Properties to be sure it’s fully functional.
I posted same question on a few Facebook MSFS groups and still investigating how to fix the issue.
And make sure you’re not spawning on the runway. (although it’s supposed to work either way, it will rule out that possibility)
Try Cold and Dark from a parking ramp with the 172 or TBM after binding the 6th axis to flaps
Also, in case it wasn’t done initially. I had to set my Bravo TQ to default and assign main battery to the first toggle switch. After that I could assign other profiles and they worked consistently. I read that somewhere a few months ago. I think this had mostly to do with the AFC Bridge bat file though.
Never heard of an auto-flaps feature. Flaps being set by itself would only be for setting your world flight plan as an arrival coming into an airport. Flaps would be automatically set as you know. I’m going to disconnect my alpha & bravo and only use Virpil HOTAS and see if that works, …that should be quite conclusive because if the Virpil works, it’s an Asobo issue with the bravo device.
Just stumbled onto this issue myself setting up my new Bravo following RMAG’s tutorial which was fantastic.
Got to the flaps portion and mine was jumping all over the place. At first I thought perhaps my hardware was faulty. To rule that in / out I assigned the flaps portion to an engine and it worked as expected. Alternately I assigned an engine to the flaps and it jumped again.
After playing around, I found that I had all my auto assists on from tinkering and after turning that off, it functioned as expected.
Sitting on the runway it wanted flaps set to a particular way with the AI on and was overruling my settings.