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  1. 3 points
  2. 1 point
    Hi, the correct version would be FSUIPC5.123C but because of a problem with latest version FSUIPC5.122 will work. You will not have to re-asign when using an existing FSUIPC INI file. Pete returns on 20th and will for sure have a look. Thomas
  3. 1 point
    I'm working on bringing back some of the enhanced views we lost going from Prepare3D V3 to V4. "Unfortunately" Lockheed Martin fixed a bug in this transition which no longer renders the AI external model in the camera available to me. This means I can only provide views looking outwards from the aircraft, those views looking inwards no longer make sense. Here's the options you are likely to see: This will depend on the AI virtual cockpit rendering not having any negative effects, which is new to V4. Simon
  4. 1 point
    Or just a coincidence. Glad it is resolved.
  5. 1 point
    Hey Joe, For peace of mind, this morning I carried out the same tests that I did yesterday morning and all loads OK on all time slots. Some nice new call signs to get the tongue around and test the Speech engine! Thanks for your hard work. Look forward to Boston! :-) Gazza
  6. 1 point
    Working perfectly thanks for your hard wok Joe
  7. 1 point
    See the ReadME notes -- Alaska and Virgin America merged. All VRD flights call "Alaksa" now while flying under Virgin America colors. I can't speak for the taxi/runway issues you described. That would be something for a forum post aside form this item which is about a schedule.
  8. 1 point
    Many thanks for your quick and good effort, now your new KLAX works, thanks for a good and big job.
  9. 1 point
    Vic and @nyergesdesign - there is not an issue with Real Traffic for Tracon!2012 The issue was on Wayne's side in getting Real Traffic into the databases folder. He ended up having a mix of default files and RT files, which obviously won't work. Once he got everything copied into place, it began working fine. RT is fully compatible with Tracon!2012 SE.
  10. 1 point
    Gazza,thanks for the help. I’m sure many are anxious for your test
  11. 1 point
  12. 1 point
    Unbelievable ! This new schedule is showing GA aircraft which was almost non existent before, plus cargo parked over the other side of the airport. Great stuff,
  13. 1 point
    Thanks for the new schedule Joe! Worked like a charm and the extra traffic is noticeable.
  14. 1 point
  15. 1 point
    Nice one Joe. Looking forward to playing this. Have you done one for Boston yet? Just purchased KBOS in the Valentine's day sale and currently playing it using the triangle runway Ops scenario you did a while back. So far no taxing issues but started at 5am tine slot so not that busy at moment so I can get used to it! G
  16. 1 point
    It's better than I could ever have hoped for. The above change to the SDK reintroduces the exact capability we lost going from V3 to V4, the ability of the simulator to render external AI models when using the camera system. I am seriously impressed. When I first reported the loss to Lockheed Martin they kindly investigated and concluded it was never quite meant to work the way it did in Prepar3D V3, so they fixed it (and broke it for STB) in V4. I asked, "do you think you might add this back to a future version", and today I have the answer a resounding "YES". Well done Lockheed Martin. And because we are rending the complete external model, all views we became use to in V3 will return, and without any messing around with Prepar3D.cfg I will get this built into an update just as soon as I can, although of course everything described above can only work with Prepar3D V4.2 Simon
  17. 1 point
    And just as I write this, I see P3D 4.2 is released with the following in the SDK: " Added SimConnect camera type to create external AI cameras " Be interesting to see what that brings!
  18. 1 point
    Your screenshot is showing that your Airplanes folder has no files in it (only the Texturepacks sub-folder) which indicates your Real Traffic was not installed correctly. The files airplanes_pack1 and airplanes_pack1.manifest need to be moved to your Airplanes folder.
  19. 1 point
    Dear Fellow Controllers, Unfortunately this is a real issue with the road calculation. We are aware of that and this is our top priority at the moment. Please expect an SP asap. Thank you Vic
  20. 1 point
    Yes, there are just a few usually more advanced, add-on aircraft which need this. They handle everything themselves from a level hgher that that at which FSUIPC works. Pete
  21. 1 point
    Dear Folks, A new SP for Tower!3D Pro is available. It's almost a hotfix for the previous release but it has also a very interesting new feature; now the road calculation is much faster at same cases it can go up to 10-20 times faster than previously. Available from the same download link that you got during purchase at atcsuite.com and feelthere.com and as normal update on Steam. We are also sending this out to our reseller partners please contact them how to obtain this SP. Thank you Vic & Team
  22. 1 point
    What SimConnect applications have you tried? Does it not work for both local and remote Simconnect clients? DLLs are loaded via DLL.XML and EXE's are loaded by EXE.XML. There might be such filles in both the Appdata\Roaming P3D folder, or in the ProgramData P3D folder, or in both. To stop them loading you just neen to rename or delete those files (but if you delete them you may need to reinstall applications). ---------------------------------------------------------------- That SimConnect isn't standard. Belowis a more 'normal' one, though it is possible for some applications to use different ports. Not that the port isn't required for the 'local' support. My P3D system has IP Address, and that is only needed for the 'global' entry, as you can see. Pete <?xml version="1.0" encoding="Windows-1252"?> <SimBase.Document Type="SimConnect" version="1,0"> <Descr>SimConnect</Descr> <Filename>SimConnect.xml</Filename> <Disabled>False</Disabled> <SimConnect.Comm> <Disabled>False</Disabled> <Protocol>Auto</Protocol> <Scope>local</Scope> <Address></Address> <MaxClients>64</MaxClients> <Port></Port> <MaxRecvSize>4096</MaxRecvSize> <DisableNagle>False</DisableNagle> </SimConnect.Comm> <SimConnect.Comm> <Disabled>True</Disabled> <Protocol>IPv4</Protocol> <Scope>global</Scope> <Address></Address> <MaxClients>64</MaxClients> <Port>500</Port> <MaxRecvSize>4096</MaxRecvSize> <DisableNagle>False</DisableNagle> </SimConnect.Comm> </SimBase.Document>
  23. 1 point
    Version 5.123b is now available for downloading, and it has been thoroughly tested with P3D 4.1.7 (the current user release of P3D4). Pete
  24. 1 point
    Working on it now. Please stand by. Pete
  25. 1 point
    Working on it now. Please stand by. Pete
  26. 1 point
    Ah yes, of course. Sorry. I've got so used to answering many posts relating to P3D4 it came semi-automatically. In that case it is identical code of course, so there really can't be any difference is WideFS actions between FSX and P3d3. Something is somehow blocking it. Pete
  27. 1 point
    Well, seeing that your FSX has no problems, presumably with the same WideClient running on the client PC and the same settings both ends, and, apart from the WideServer code in FSUIPC5 being 64-bit instead of 32-bit, the code at both ends being identical between FSX and P3D4, it just has to be down to something else running when you are using P3D4 but not with FSX. And I can't think of anything but ports being in use. Did you change ports in the [WideServer] section of the FSUIPC5.INI file, as I advised? Both ends need changing, of course. No. There's no separate INI file for WideServer. It is part of the FSUIPC INI file, as I pointed out. The last time there was a separate WideServer.INI was when there was a separate WideServer.DLL, i.e. FS9 and before. If you have a WideServer separate to FSUIPC4 in your FSX then you must have put it there, it isn't used! Pete
  28. 1 point
    Thanks Gabor for updating the terminal file for KLGA to include the terminal assignments.
  29. 1 point
    No one in this thread. If you are referring to the CAPS in the quote from the User Guide, that's only because it is a direct quote, by copy, from the User Guide, including the red. I believed you in any case. I'm sorry, I'm running out of ideas. I'm no Network expert. Something is obviously wrong somewhere. The Network code is straightforward, lifted direct from Microsoft examples. I don't know any better than to copy working examples, and this has worked now since WideFS first started, with little change, from 1999. One more desparate thought. Could the Port Number being used be in use by something else on the Server? You could try changing it. You'll need to do so both in the client INI and the [WideServer] section of FSUIPC4.INI. Well, it IS still waiting for a connection. It would only change to show how many connections it has when there are any. In all this I have been assuming that you have the IP Address correct. I know it doesn't connect when you use ServerName instead, but I have seen cases where this hasn't been met with a correct IP address either (it still uses an address. The name is just used to ask Windows to supply the address).. This can sometimes happen when a router is providing some sort of proxy, and when you have two or more network connections between the two PCs. In the latter case it is possible that WideServer is on the other. Pete
  30. 1 point
    Pete, I did look at the screenshot, and I do understand what you want to do. All I was pointing out is that it is broken and has been mentioned before. The game will not go from C5 to C3 at the top of the terminals. The only way it can get from C5 to C3 is by using C7 that is why it uses it even where you didn't tell it to. I guess I didn't explain it well. Just letting you know you are not the only one with the problem. Now the devs will have another log file to work with and maybe it will get fixed. Peabody
  31. 1 point
    hi ! i m happy to announce FlightControlReplay v4 will be released in March. There are a lot of new features and at least two game changes feature. I hope end next week i ll able to announce, when i ll go into beta stage. Stay tuned ! Thank you for all support and feature request that customers and passionate people give me every day! This 2018 will be full of news for FlightControlReplay project not only for P3D and FSX platform ;-) . f
  32. 1 point
    Pete, I have had the same problem and it is mentioned somewhere (I think on this forum) there does not seem to be a connection between C5 and C3 at the top of the loop, so the only choice the game has to get there is C7. The reason it uses C7 is that you told it to use C5 and the only way it can go from C5 to C3 is by using C7. If you gave it A5, B it could then pick C5 or C3 depending on which side the gate is on. I know it needs to be fixed but for now that is what is happening. I know I read about the problem but I do not remember if it was reported to the devs. Peabody
  33. 1 point
    Got it. Thanks. I'll upload it and link it today. [LATER] Okay, "FxmlToFlt" is now available in the Download Links subforum, in the "Useful Additional Programs" thread. Pete
  34. 1 point
    With the recent updates, the terminal files are acting a little different than they did before. If you make the following edit to tist_terminal.txt in your TIST folder you should be good to go. This assumes one has Real Traffic. NEW Terminal_1: AAL,DAL,JBU,KAP,LIA,NKS,SBS,SCX,UAL Terminal_GA: GA OLD Terminal_1: Terminal_GA: GA
  35. 1 point
    I've moved your support request from the "User Contributions" subforum, which is a library repository for user contributions, to the correct Support Forum. Please always post support questions here if you want answers! Since the "memory left" is useless in P3D4 why not just replace the offset (24C) read there by the one for the AI count (25C), also a "UD", and change the text label accordingly? Pete
  36. 1 point
    Hello Nicolas, We are doing our best to release it as soon as possible. Thank you for your patience! And Sirius, thank you for this suggestion. We´ll add it to our wishlist. Best regards, Ariel
  37. 1 point
    Chakko, Great work - nothing to add ;-) You found everything on your own. BR Reinhard