public void Begin() { m_firstCall = true; m_api = new ForceSeatMI(); m_telemetry.mask = 0; m_telemetry.structSize = (byte)Marshal.SizeOf(m_telemetry); m_telemetry.state = FSMI_State.NO_PAUSE; m_telemetry.mask = FSMI_TEL_BIT.STATE | FSMI_TEL_BIT.SPEED | FSMI_TEL_BIT.YAW_PITCH_ROLL | FSMI_TEL_BIT.YAW_PITCH_ROLL_SPEED | FSMI_TEL_BIT.SWAY_HEAVE_SURGE_ACCELERATION | FSMI_TEL_BIT.SWAY_HEAVE_SURGE_SPEED; m_api.BeginMotionControl(); }
public void Begin() { m_firstCall = true; m_api = new ForceSeatMI(); m_telemetry.mask = 0; m_telemetry.structSize = (byte)Marshal.SizeOf(m_telemetry); m_telemetry.state = FSMI_State.NO_PAUSE; m_telemetry.mask = FSMI_TEL_BIT.STATE | FSMI_TEL_BIT.SPEED | FSMI_TEL_BIT.YAW_PITCH_ROLL | FSMI_TEL_BIT.YAW_PITCH_ROLL_SPEED | FSMI_TEL_BIT.SWAY_HEAVE_SURGE_ACCELERATION | FSMI_TEL_BIT.SWAY_HEAVE_SURGE_SPEED; // Change this if you are going to use dedicated game profile m_api.ActivateProfile("SDK - Plane Telemetry"); m_api.BeginMotionControl(); }
public ForceSeatMI_Unity() { m_api = new ForceSeatMI(); m_telemetry.mask = 0; m_telemetry.structSize = (byte)Marshal.SizeOf(m_telemetry); m_telemetry.state = FSMI_State.NO_PAUSE; m_telemetry.mask = FSMI_TEL_BIT.STATE | FSMI_TEL_BIT.YAW_PITCH_ROLL | FSMI_TEL_BIT.YAW_PITCH_ROLL_SPEED | FSMI_TEL_BIT.YAW_PITCH_ROLL_ACCELERATION | FSMI_TEL_BIT.SWAY_HEAVE_SURGE_SPEED | FSMI_TEL_BIT.SWAY_HEAVE_SURGE_ACCELERATION | FSMI_TEL_BIT.AUX; m_matrix.mask = 0; m_matrix.structSize = (byte)Marshal.SizeOf(m_matrix); m_matrix.state = FSMI_State.NO_PAUSE; m_matrix.mask = FSMI_POS_BIT.STATE | FSMI_POS_BIT.MATRIX | FSMI_POS_BIT.AUX; }