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  1. 5 points
    I didn't need to "reconsider" as I hadn't decided way back at the beginning of the year. There will be an FSUIPC5 for P3D4, but first release won't coincide with the rather rushed (in my opinion) release of P3D4 on Tuesday. And FSUIPC5 will be a new product, not an upgrade. It's been too much work to have it as just an upgrade. The user weather stuff is stripped out, and some other facilities do not yet work (mouse macros, menu diversion, frictions just to name three). They are dependent on further P3D development. Pete
  2. 5 points
    In a recent thread, Pete Dowson wrote: Dear Pete, Threads that go this direction sadden me. Not because of opinion differences or ruffled feathers (which is only to be expected in a written medium, where facial expression, voice intonation, body language all are missing), but because of the perception that your efforts are rarely appreciated. It is only that misconception, of which I would like to disabuse you. I, and I'm sure thousands of other enthusiasts, have nothing but the deepest appreciation and respect for your efforts, and sincere admiration that quite frequently borders on awe. In the years I have been simulating flight, there is absolutly NO product that has promoted my enjoyment of this hobby more. There is NO other application or addon that has even come close to contributing more to my understanding of the workings of FS9, FSX, and P3D more than FSUIPC. Your documentation of FSUIPC's power and scope, the inclusion of a miriad of sample lua scripts to learn from, your support though this forum, and the contributions and advices from many of the outstanding the users of this forum are extremely appreciated. I cannot renummerate the tremendous return I have received from a one-time modest investment, which even provides life-time support and updates! You and a handful of your peers are a rare and much-appreciated breed in this enthusiast field. Your efforts have provided so much more to this hobby than I can easily convey. I have never seen any program, written and maintained by a single individual, that is more conscientiously and consistently improved and updated, in which the author consistently accomodates and provides a means to incorporporate a tremedous array of end-user requests for functions, and personally answers a huge number of user questions so quickly -- frequently within an hour or two of posting. Such service and support is superlative and increasingly rare in any field in todays world, not to mention a hobbiest or enthusiast genre. If, and when, you hang it up (which I hope is later rather than sooner) -- you will leave behind a wonderful legacy and contribution to this hobby, and a void that will be all but impossible to fill. But you will NOT leave unappreciated by a huge body of flight simulation enthusiasts whose enjoyment and understanding of the hobby have been greatly enriched and enhanced by the fruits of your labors. I thank you, and salute you Pete! And by all means, damnit, get some flying time in anyway, even before you retire completely! Best, Don
  3. 3 points
  4. 3 points
    Thought I'd say hi and share a few changes I've made as a complete newbie to ATC. I've only owned the game for about 2 weeks and would have liked to have played it more than I have been able to find time for. :-) My first impression, was very nice graphics... how come I can't look around (had to reconfigure my centre mouse button, Microsoft defaulted it to the equivalent of Alt-Tab), and... "This is pretty easy"... Then I changed from TIST to KLAX. Not so easy. ;-) Now I got to play around a bit, and discovered a few things... Like those jets pulled up quicker than i expected (exiting 25R@G at KLAX) and those turbo props really hit the brakes (exiting 25R@F at KLAX before the deferred threshold). So, I came to the forum to see if anyone had noticed this sort of behaviour and lo and behold, there was a post saying deferred thresholds were being fixed in a soon to be released Service Pack. And there was much rejoicing. ;-) And after waiting many moons (about 2 days), SP1a for Pro was released and... the planes still landed before the threshold at KLAX, but TIST was fixed (KPHL doesn't have any). So, after reading some posts that said schedules and planes and such could be modified, I thought I'd have a go fixing some things. First off, I added a couple of new Speech recognition commands: #airplane1; RUNWAY ;#runway1; VIA ;#taxiway1;#taxiway2;#taxiway3;#taxiway4;#taxiway5;#taxiway6 #airplane1; PUSHBACK APPROVED EXPECT RUNWAY ;#runway1; VIA ;#taxiway1;#taxiway2;#taxiway3;#taxiway4;#taxiway5;#taxiway6 #airplane1; PUSHBACK APPROVED EXPECT RUNWAY ;#runway1; AT ;#taxiway1 #airplane1; PUSHBACK APPROVED EXPECT RUNWAY ;#runway1; AT ;#taxiway1; VIA ;#taxiway2;#taxiway3;#taxiway4;#taxiway5;#taxiway6 After checking that these worked OK, I then looked at trying to fix that Turbo Prop from stopping on a dime (it’s performance was making Dash 7s look bad). Managed to fix that, now it performs more like a Dash 8. <?xml version="1.0"?> <airplane type="Turboprop_default" code="DEFAULT" class="3" length="73" cruspeed="65" crurate="700" landingspeed="120" takeoffspeed="95" minspeedtower="90" maxspeedtower="250" landinglen="2500" takeofflen="3200" rateofdecent="1200" rateofclimb="1450" category="0" rateofclimb10k="1100" speed10k="270" minspeed10k="240" maxspeed10k="280" minspeedcruise="60" maxspeedcruise="67" optimalalt="25000" airline="2" nose="-200.00000" tail="196.000000" noselightx="0.000000" noselighty="-396.000000" beaconlightx="0.000000" beaconlighty="0.000000" navlightx="-240.000000" navlighty="-80.000000" navstrobelightx="-240.000000" navstrobelighty="-80.000000" winglightx="-3.809524" winglighty="-99.047623" runwaylightx="-4.137931" runwaylighty="-45.517239"> <texture name="def_turb_prop.apt" icao="DEFAULT"/> </airplane> Next one was deferred thresholds… so… KSAN Runway 9 0ft -> 710ft KJFK Runway 13R width 150ft -> 200ft Runway 31L width 150ft -> 200ft Runway 22R 3425ft -> 2700ft (unless airport map has been updated for 2016 changes, in which case 3425ft would be correct) Runway 22R width 150ft -> 200ft Runway 4L 460ft -> 0ft (Google Earth says there’s been no displaced threshold since at least 1994) Runway 4L width 150ft -> 200ft KLAX Runway 6R 0ft -> 537ft Runway 25R 0ft -> 955ft KATL Runway 27R 0ft -> 505ft OK, not so bad… now about those planes landing on the threshold instead of up at the aiming mark… added 1000ft to displaced threshold value on every runway… much better. But I would recommend adding the 1000ft in the software when the displaced threshold is read in from the file so that the resource file uses real displaced thresholds instead of tweaked ones. This still allows the ‘3 stop-and-go’ scheduled at TIST. Other random changes: Three ‘gaandlocaltraffic’ schedules have a semicolon in the time field that needs to be changed to a colon for them to load. LHBP, TIST, 11;01, RJ1, N001FT, 0, 0, 0, 001FT, ZERO ONE FOX TANGO -> LHBP, TIST, 11:01, RJ1, N001FT, 0, 0, 0, 001FT, ZERO ONE FOX TANGO LHBP, TIST, 14;02, RJ1, N003FT, 0, 0, 0, 003FT, ZERO THREE FOX TANGO -> LHBP, TIST, 14:02, RJ1, N003FT, 0, 0, 0, 003FT, ZERO THREE FOX TANGO TIST, LHBP, 15;24, RJ1, N003FT, 0, 0, 0, 003FT, ZERO THREE FOX TANGO -> TIST, LHBP, 15:24, RJ1, N003FT, 0, 0, 0, 003FT, ZERO THREE FOX TANGO And one plane needs it’s callsign to change to match speech-to-text M1319U -> M1219U TJIG, TIST, 16:10, PRP, M1319U, 0, 0, 0, 1219U, ONE TWO ONE NINE UNIFORM -> TJIG, TIST, 16:10, PRP, M1219U, 0, 0, 0, 1219U, ONE TWO ONE NINE UNIFORM TIST, TJIG, 19:10, PRP, M1319U, 0, 0, 0, 1219U, ONE TWO ONE NINE UNIFORM -> TIST, TJIG, 19:10, PRP, M1219U, 0, 0, 0, 1219U, ONE TWO ONE NINE UNIFORM And in the world schedule JSJ, STT, JT1, FT, 1036, 16:07, 12:00, 1, FT -> SJU, STT, JT1, FT, 1036, 16:07, 12:00, 1, FT Overall, a great program (I wouldn’t have bothered changing stuff if I thought it was bad). So, thank you very much Vic for this wonderful sim that I’m sure I’m going to be wasting enjoying many hours on in the future. :-) And if Vic says it’s OK, I’ll attach the 2 files I’ve modified (not going to attach them straight away as they’re game files, not files added to the 'Extensions' folder). Cheers Daniel tower3d.rec - modified speech recognition command file
  5. 3 points
    Hi, I found an issue with Voice Recognition problem with Tower 3D! Pro but also with many other voice recognition softwares where a VR doesn't work etc .... I found a solution that may help someone. This can help someone with similar hardware or software in troubleshooting. Motherboard MSI Z170A Gaming 5 is eqquipied with Realtek HD Audio codec supporting natively "Nahimic" technology, software (hardware also?) for equalizing sound, processing input/output signals. The problem is that Nahimic take the signal input from the microphone but doesn't send it to VR module. Windows get the speech recognition correctly, but external softwares like Tower 3D! Pro, FS2Crew and similar seems that voice recognition module starts correctly but don't receive any input from microphone. Some external different modules for VR works well like in ATCPro (but recognition is so baaaad). The solution is to close Nahimic program (blue icon with N) and with newest Realtek driver to check in task manager (alt+ctr+del / processes tab) if all Nahimic processes are stopped, provided by sound driver. Then EUREKA ... It works again flawlessly .... Hope this can help someone with MSI MB or with Nahimic software.
  6. 3 points
    HUD Parameters for FSX HUDparameters.lua is a Lua script that displays flight parameters in a small text window that pops up when the script is selected by an assigned key or button if the aircraft is in the air. Parameters displayed are: · Indicated Airspeed (IAS. Kts) · True Airspeed (TAS, Kts) · Ground Speed (GS, Kts) · Mach# (when above a user settable altitude, currently 25000ft) · Altitude (ALT, ft) · Radio Altitude (RA, ft) · Vertical Speed (VS, ft/min) · Vertical Speed per Nautical Mile (VS/NM, ft/NM) · Attitude Indicator pitch (AI, degrees) · Flight Path Angle (FPA, degrees) The top of the script contains user settable values for the size and location of the display, the altitude above which the a/c Mach# will be displayed (default is 25000ft), the data update interval in milliseconds (default is 2000), and whether or not data is to be logged in HUDparameters.log (default is 0, off). These values can be set using a text editor like NotePad. A registered copy of FSUIPC is required to execute the Lua script. Simply copy the script to the Modules folder of FSX and use FSUIPC4 to assign a key, button or switch to toggle the script on and off. The script turns off if the aircraft is on the ground. HUDparameters.zip
  7. 3 points
    Introduction To Use MyTraffic 6a for Prepar3D v4 using the add-on.xml file system. Note: This is also relevant for Prepar3D v3.3 and up ------------- The following steps is to use MyTraffic 6 for Prepar3D v4 using the add-on.xml file system, Using this method we Do Not need to use the Communicator and we Do Not need to add any entries to the simobjects.cfg file or the Scenery Library. The add-on.xml file will have all the Information to launch and use MyTraffic 6, We will Insert this file into the Prepar3D v4 Add-on's folder in Documents ------------------------------------------------------- First you need to install MyTraffic 6, Insure you Disable your Antivirus Software and User Account Control (UAC) Run the Mytraffic 6 Installer as administrator ----------------------- We will first create an "add-on.xml" file, We will then add the MYtraffic 6 entry Below is a complete Image of what it will look like when finished Click on the Image to view in full Resolution Creating an add-on.xml file 1) Right click anywhere on your desktop, Click New, Click Tex Document You will now have a little white file on your desktop 2) Right Click on this white file, Click Rename Call this file add-on.xml 3) Go to: Documents > Prepar3D v4 Add-ons, Create and Name a new folder inside calling it MyTraffic6 4) Now click and drag your new add-on.xml file and pop it into the new folder MyTraffic6 -------------------------- Adding the MyTraffic 6 entry to the add-on.xml file Right Click on your new add-on.xml file and Open. Please Note: If you have Installed Mytraffic 6 to the Default C Drive location you can Copy the below entry and Paste it into your add-on.xml file, Insure you Save it If you have Installed MyTraffic 6 to a different location, You need to change the 2 <Path>'s to suite your Install location <?xml version="1.0" encoding="UTF-8"?> <SimBase.Document Type="AddOnXml" version="4,0" id="add-on"> <AddOn.Name>MyTraffic6</AddOn.Name> <AddOn.Description>MyTraffic6.</AddOn.Description> <AddOn.Component> <Category>SimObjects</Category> <Path>C:\MyTraffic Professional\MyTraffic\Aircraft</Path> </AddOn.Component> <AddOn.Component> <Category>Scenery</Category> <Path>C:\MyTraffic Professional\MyTraffic</Path> <Name>MyTrafficScenery</Name> <Layer>114</Layer> </AddOn.Component> </SimBase.Document> Launch Prepar3D, You will see this message, Click Yes, MyTraffic 6 is now active If you Click Options > Add-ons You can now enable and disable MyTraffic 6 by ticking the box (A restart is required to take effect) --------------------------------------- Additional Information (Important) 1) Disable Mytraffic Military aircraft from possible causing you Crash's (CDT) Go here: Local Disk (c) ► MyTraffic Professional ►MyTraffic ►Scenery, Locate this file MyTrafficmil.bgl Rename this file to MyTrafficmil.bgl.orig This will Disable Military aircraft -------------- 2) Turning off Default AI aircraft traffic, Please see here for a Video and here for an Image ------------- 3) You need to adjust up the Traffic Sliders in Prepar3D > Settings to see MyTraffic 6 planes ------------- 4) If you look at the bottom of the add-on.xml file you will see this "<Layer>114</Layer>" This command will Insert the MyTraffic scenery 114 lines from the bottom of the Prepar3D Scenery Library, This is the recommended position, You can adjust this yourself by editing this number and saving it ------------ 5) You will experience long loading times when MyTraffic 6 is enabled, This is normal
  8. 2 points
    We have one European, one Canadian and one Australian airport in the pipeline :) Vic
  9. 2 points
    @Arishtat While never fun when this happens, going full tilt mode is generally not the best way to go. Also, response by @FeelThere is correct. If this was an issue with the game there would be a lot of people here or elsewhere reporting the same. It is far more likely that there is/was an issue with either a driver or hardware causing the issue seen. To say your response towards Tower!3D and/or its developer is excessive would be an understatement.
  10. 2 points
    Hello Again Controllers! Due to the positive response for my KJFK custom schedule, I thought I'd develop a custom schedule for an airport that doesn't seem to get much attention here on the forum. This 24-hour schedule is for KSAN and is based on slightly busier than normal post-Christmas traffic. All flights included are real and were downloaded from FlightAware. Note: Some flight numbers were changed to avoid duplicate flight number issues. The full schedule includes 100+ more commercial flights than Real Traffic for KSAN. GA traffic was relatively light post-Christmas, but has been included also. The chart below illustrates the hour-by-hour commercial arrivals and departures included in the schedule. I've also created a custom terminal file that should more accurately represent the gates and terminals used at KSAN during this time period. And as a bonus feature, I've included 15 snippet files - optimized schedule files containing 3 hours of flights from the full schedule. For example, the snippet optimized for a 10:00 session start contains flights for the hours of 09, 10, and 11. What I've seen and experienced is that using a full day's schedule (Real Traffic or custom) causes flights to be dropped and delayed due to "no free terminal". By reducing the number of hours in the schedule, you eliminate the dropped flights and get a richer more realistic flight volume experience. Attached to this post you'll find a zip file called ksan_crbascott.zip that contains: Full custom schedule file - ksan_schedule.txt Updated terminal file - ksan_terminal.txt GA traffic file - ksan_gaandlocaltraffic.txt Folders containing snippet schedule files for the hours 07 thru 21. I'd recommend unzipping ksan_crbascott.zip into your KSAN folder. It will create a crbascott sub-folder with the above mentioned contents. As always, please remember to backup your original Real Traffic files. Feel free to contact me on this forum or Discord with questions, comments, and/or issues. ENJOY!! Craig (crbascott) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ If you are interested in multiplayer action and haven't yet joined us at Tower_MP, check out the following post for more information. http://forum.simflight.com/topic/83242-tower_mp-meeting-place-for-the-multiplayer-community/ Previous custom schedule: KJFK - http://forum.simflight.com/topic/84721-custom-schedule-for-kjfk-~-by-crbascott-~-bonus-files-included/ Next custom schedule(s): A week at KLAS during the 2018 CES Conference. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Updated on 1/24/2018 to include new zip file. A new airlines file with AMF (A8) is included. ksan_crbascott_V2.zip
  11. 2 points
    Dear Folks, We just released the SP 3.1 for Tower!3D Pro What's fixed: -multiple penalties for a single air incident -exit at taxiway... now they should turn off at the exit they reprt they will -restarter airplanes. Now if a plane should restart under a different flight number it will -terminal display on the second monitor. Now all the terminals where the plane can go will be highlighted on the second monitor. As usual; you can grab the files from the same download link if you bought it on atcsuite.com or feelthere.com. Steam is already updated. Unfortunately full re-install is required. Thank you Vic
  12. 2 points
  13. 2 points
    All, Near the middle of this post you will find an invite to the Tower_MP Discord server. Tower_MP is a Meeting Place for the MultiPlayer community of ATC Suite enthusiasts. Using text and/or voice chat you can: search for multiplayer playing partners, schedule a multiplayer session, communicate with your partner controller during a session, ask questions of the community, share tips & tricks, share custom files, and hopefully have some fun! Creating this server is an attempt to build a community that will hopefully enhance the enjoyment of the ATC Suite simulators. Upon joining the server you will have full non-administrative access to all text and voice channels. Most of us are going to be new to Discord, so there will obviously be a learning curve. But, necessary adjustments will me made as we grow as a community. You may use the following link to gain access to Tower_MP: https://discord.gg/Q9dvrWg I hope to see you there! Craig Disclaimer: Tower_MP is not associated, affiliated, endorsed, or sponsored by FeelThere and its partners. Additionally, please refrain from using the FeelThere support forum for Tower_MP specific discussion.1 1 For the record, Vic is very supportive of the idea but I still felt a disclaimer was appropriate to avoid confusion.
  14. 2 points
  15. 2 points
    It works fine here on FSX Steam Edition. Private NearestICAO As Offset(Of String) = New Offset(Of String)(&H658, 4) FSUIPCConnection.Process() MessageBox.Show("Nearest Airport is " + NearestICAO.Value) It won't work on FS9 (this feature is not included in FSUIPC3), and the documentation says it doesn't work on FSX earlier than SP2. If you want a solution that will work with all sims including FS9 you will need use the makerunways files. Here is an example of a function that reads the runways.csv file produced by makerunways.exe. It assembles a list of all airports within a requested radius. First you'll need to define this structure (outside any other classes) Public Structure AirportInfo Public ICAO As String Public DistanceNM As Double Public Sub New(ICAO As String, DistanceNM As Double) Me.ICAO = ICAO Me.DistanceNM = DistanceNM End Sub End Structure Then add this function to your normal class/form: Private Function getAirportsInRangeNM(ByVal playerPos As FsLatLonPoint, ByVal radiusNM As Double) As List(Of AirportInfo) Dim AirportsInRange As List(Of AirportInfo) = New List(Of AirportInfo)() ' Search the Runways.csv file Dim foundAirports As Dictionary(Of String, Double) = New Dictionary(Of String, Double)() Dim runwaysFile As String = "E:\SteamLibrary\steamapps\common\FSX\Runways.csv" ' !!CHANGE THIS!! Using MyReader As New FileIO.TextFieldParser(runwaysFile) MyReader.TextFieldType = FileIO.FieldType.Delimited MyReader.SetDelimiters(",") While Not MyReader.EndOfData Try Dim currentRow As String() = MyReader.ReadFields() Dim icao As String = currentRow(0) Dim lat As Double = Double.Parse(currentRow(2)) Dim lon As Double = Double.Parse(currentRow(3)) ' Work out the distance from the player Dim runwayPoint As FsLatLonPoint = New FsLatLonPoint(New FsLatitude(lat), New FsLongitude(lon)) Dim distance As Double = runwayPoint.DistanceFromInNauticalMiles(playerPos) If (distance) <= radiusNM Then If (foundAirports.ContainsKey(icao)) Then ' if this runway is closer we'll use this one If distance < (foundAirports(icao)) Then foundAirports(icao) = distance End If Else foundAirports.Add(icao, distance) End If End If Catch ex As FileIO.MalformedLineException 'MsgBox("Line " & ex.Message & "is not valid and will be skipped.") End Try End While MyReader.Close() MyReader.Dispose() End Using ' Now have all the airports in range ' Add them to the output list and sort by distance For Each icao As String In foundAirports.Keys AirportsInRange.Add(New AirportInfo(icao, foundAirports(icao))) Next AirportsInRange.Sort(Function(x, y) x.DistanceNM.CompareTo(y.DistanceNM)) Return AirportsInRange End Function Note that I've hard-coded my path to the runways.csv file. If your app is not just for you, you'll need to have a variable with the users FS install path in. Here's an example of how it's used: 1. You'll need the current players lon/lat if you haven't got those already: Public playerLatitude As Offset(Of Long) = New Offset(Of Long)(&H560) Public playerLongitude As Offset(Of Long) = New Offset(Of Long)(&H568) 2. This code calls the function and displays all airports within 50nm in a message box: FSUIPCConnection.Process() ' Set up current player position Dim playerPos As FsLatLonPoint = New FsLatLonPoint(New FsLatitude(playerLatitude.Value), New FsLongitude(playerLongitude.Value)) ' get list of airports within 50nm Dim airports As List(Of AirportInfo) = getAirportsInRangeNM(playerPos, 50) ' print them out Dim msg As String = "" For Each airport As AirportInfo In airports msg += airport.ICAO + ": " + airport.DistanceNM.ToString("F0") + "NM" + vbNewLine Next MessageBox.Show(msg) The List of airports is in order of distance, the closest will be index 0. Paul
  16. 2 points
    Dear friends, thank you for all your good wishes, your patience and your help. The bad news I have for you is that there is no medical improvement yet. The good news for me and you is that I could retire now from my main job - so I hope (do not promise, but hope) to come back here in the sence that I will be able to visit this forum once or twice a week and to start to continue work on MyTraffic. To define a smaller project for the time beeing, and to have enough time to get all the tools working again, I want to concentrate on a simple paint update first - using the existing schedules and airports and just refreshing the liveries. I will ask for that on another topic. Yours Burkhard
  17. 2 points
    Updated the klax_schedule.txt file on 9 Oct 2017 Due to Real Color LAX being restricted to certain liveries and certain MDS's at the time it was developed by the developer, I have gone and made some changes to my klax_terminal file that I had previously posted. In the new terminal file below, I have changed several of the MDS's with several of the airlines, that were showing up as white airplanes. Now that the MDS's have changes, the airline liveries are back. Unfortunately, there are some airlines that will still show up white no matter what, as they were not included in the original Real Color LAX file. The schedule however has remained exactly the same. If you're up for a challenge, I have attached a 'Real Life' 24hr schedule for KLAX. Make sure you back up the file that you already have in the Tower!3D Pro\Extensions\Airfields\KLAX subdirectory. You can leave the existing klax_schedule file in the folder. Just add a .bak extension to it (klax_schedule.bak). When you have done this, you can copy the klax_schedule file from below, and place it into the KLAX folder. I have also attached a current klax_terminal file as well. Do the same by renaming the existing file with a .bak, before copying the below terminal file to the subdirectory. This project has taken some time, but it is a lot of fun, and definitely a challenge, working with "Real Life' traffic, that happens to have real flight numbers. 1802 flights! Enjoy! klax_terminal.txt KLAX Arrivals & Departures by Local Times.pdf klax_schedule.txt
  18. 2 points
    Dear Folks, You asked and we delivered :) Nyerges Design is more active here on this forum but we would like to ask you to please indicate by the topic's name which one is for them and which one is for us. Could you please either use the tag #nyergesdesign or somehow add their name to the subject? You would make our support life a bit easier. Thank you Vic
  19. 2 points
    Good Day all, Many of you asked for these, and thus I have delivered. Instead of jamming up the previous post that was filled with card edits, I'll use this post since it's very specific to location. Below you will find updated (and PRINTER FRIENDLY) versions of the Commands List & Airport Specific cards. I did my best to weed out airlines that don't exist anymore in the game files as well as statusing timetables at each airport. Cards are written in alphabetical order by the 3-letter ICAO code for easy reference. This page will be updated with new cards as new airports are released. Please let me know if you see any errors and I'll fix them ASAP! (Please note that JFK & LAX have 3-part cards -- be sure to get them all. All other airports at this time fit on a single page) ((Also, please note that some of the airlines on the cards are not currently in the game even though they do exist at these airports in real life. Hopefully the game developers will get with their livery and time table teams and get these plugged for us ASAP)) Enjoy! & Happy Controlling! ---ATControl, Joe (((KATL - Hartsfield - Jackson Atlanta Int'l Airport ))) (((KJFK - John F. Kennedy Int'l Airport (3 cards) ))) (((KLAX - Los Angeles Int'l Airport (3 cards) ))) (((KPHL - Philadelphia Int'l Airport ))) (((KSAN - San Diego Int'l Airport )))
  20. 2 points
    There was a post about duplicate IATA codes with AWE and PDT on this list as both having US. By keeping AWE and removing PDT - this happened. https://www.youtube.com/watch?v=Ubw5N8iVDHI
  21. 2 points
    Tom, You need to start the game with the tower3D.bat file.... That will create the game.log they need... Grtz Willem
  22. 2 points
    Hi, The CRJ 700-900 X was just released last week by Aerosoft. An update will surely be released in the near future. Regards, Volker
  23. 2 points
    I hope this is the appropriate place for this suggestion/request. If not, my apologies. We really need a command that allows runway crossing instructions as part of the taxi clearance. It really bogs down the flow when every aircraft stops at every runway intersection. While that is mandatory for all aircraft without crossing instructions in RL, it is very common to issue crossing instructions as part of a taxi clearance and it's done all the time in RL. My biggest issues involve aircraft landing at 25L and 24R at LAX. I would love to be able to issue, "American 123. Cross runway 25R. Taxi to the ramp." I would consider this a major wishlist tweak that would keep the simulation highly realistic. Thanks for your consideration. Love the sim guys! TJ
  24. 2 points
    I won't comment on the first part, but I invested some time with Prepar3D V4 and AIFP and also found it to be a joy. The quality of the paints, models and schedules are all excellent and it's so good to see the fruits of your efforts show up in the simulator. It is also a labour of love so I tended to concentrate on the major airlines at the airports I usually visited. Just as soon as I can stop developing and spend some quality time with Prepar3D V4 (as if!) I'll be repeating the exercise. Simon
  25. 2 points
    I imagine I can handle that. However ask me again when I've completed STB V4, there's just too much going on right now. Shouldn't be long.....
  26. 2 points
    The airport compiler is now complete with an understanding of the new add-on.xml infrastructure. The other big task is deployment wizard, moving on to that next.
  27. 2 points
    Please be a little more patient. Apparently the chap who sorts this out on their servers wasn't available earlier this week. And i did tell them on Wednesday that it wasn't really very urgent in any case as I had big problems getting FSUIPC5 working on Win10 systems. So I then actually surprised tham by telling them it was ready yesterday after L-M did some splendid work in diagnosing the problems I had on Win10! And the chaps that sort out the payment system automation (for it is automated) for SimMarket are in the USA, so haven't been available until probably about now. I'm hopeful for it to be all sorted by the morning if not sooner. And after all, you've only been waiting, what, another day so far. (I'm waiting for AS16 for my cockpit before I'm prepared to fly in it. but then I always have other things to do ;-) ). Supposing FSUIPC hadn't been ready for another week, or even a month. what would you have done then? Started climbing the wall? I was on holiday till last Thursday, and the Release Candidate was unleashed on us developers the day after. For me to get it out in less than a week has means working all hours and getting frustrated at every little problem. So, I repeat, please be a little more patient! Pete
  28. 2 points
    Thank you for the continued interest. It's still on our todo list. We finally figured out how to pull a real world schedule per sector (please believe me this is a pretty hard task) so this is what we are working now.
  29. 2 points
    That too is great news, and it's a credit to LM for providing backwards compatibility through the SimConnect interface for P3D V3 clients such as STB. Indeed a lot of the functionality that is SimConnect driven should work well as it stands, but there's a lot more stuff that won't work well. For example, I wouldn't trust STB to edit simulator configuration files right now, and I doubt STBServer dll plugin would work either. Once STB is finished, I'd expect it to be using the V4 client as that's the only way to access new functionality in the simulator. Thanks Simon
  30. 2 points
    Introduction This post explains how you can use a LUA routine to access the status of the buttons/switches/selectors/gear and flaps lever and trim wheel (herewith named collectively as Buttons) on 3 Saitek panels using FSUIPC and Linda. The first section presents a quick instruction to start gathering information based on lua program attached to this post. The second section gives a simple example of a Lua program that access the Saitek panel buttons status and select specific FSX/P3D actions accordingly. The third section goes more into the details about how this LUA programs was made. You need a registered version of FSUIPC for this to work. Section 1 – Quick Start Download and install the relevant LUA routines; Attached to this post are 3 Lua programs corresponding to the 3 Saitek panels. You just need to install the ones corresponding to the panel you own. The 3 Lua programs are: - HIDRadio.lua - HIDMulti.lua - HIDSwitch.lua Note; I have renamed the 3 programs with a .txt exension for upload as the system doesnt allow to upload .lua files. You will need to change the extension back to .lua before using them. To install them, just drop the ones corresponding to the panel you own into the “module” directory of FSX/P3D. Automatic start of the LUA programs The LUA programs selected above must run in permanence to scan the status of the buttons and map (copy) this information into specific address of the FSUIPC offsets. To inform FSUIPC that those programs must start and run continuously, it is necessary to add the following lines to the FSUIPC.ini files (located in the module directory of FSX/P3D). [Auto] 1=lua HIDRadio 2=lua HIDMulti 3=lua HIDSwitch On the next start-up of FSUIPC, the Lua program will start to scan the status of the buttons and selector on Saitek panels. Checking with FSUIPC logging facility that the Lua programs are in place and operating FSUIPC has a built in logging facility that can be useful to check the proper operation of the Lua programs and the correct mapping of switches to the offset address. Go to the FSUIPC Logging tab and on the right part of the screen, enter the following information: Offset Type of data Remark 3358 U32 Saitek Radio panel offset address 335C U32 Saitek Multi Panel offset address 3360 U32 Saitek Switches Panel offset address Then click on “FS window” and you should have a green message on the top left of your screen. Move some selectors or push buttons on each of your panels and see if the values on screen change according to the position of the buttons. An annex at the end of this post gives the value of each button. Note1 : The knob just send a short pulse so the number on screen will just change very rapidly and come back to the value prior to moving the knob when you stop moving it. Note 2: The buttons just change status while they are pressed, they doesn’t indicate the status of the corresponding function. Ex: the Autopilot button will just send a ON status when you press the button. So this is not intended to test if functions like the AP are engaged or not. It’s just to test the instantaneous position of the hardware buttons. Make sure you have version 4.934 as the previous one has a problem that killed lua programs on start-up and caused me a couple of evening of head scratching... 4.934 solved this as soon as I installed it. Accessing the information from within a LUA program in Linda Now everything is in place and you have the possibility to access the information on your panel switch. For simple assignation of a single button, you usually doesn’t need complex programming as FSX, Spad or Linda menu all allow you to directly select FSX/P3D commands. On the other hand, if you want to combine the status from different buttons to trigger a specific FSX/P3D action, then you need to use a Lua program (you can also use FSUIPC conditional button programming but Lua is more flexible). Using Linda, it is possible to assign user created Lua program to a button so the program is called when the button is push (or a switch is move to the “on” position or a selector is put in a specific position). The Lua program allows you to test the status of others buttons and makes your program act accordingly to send the proper FSX/P3D command. In Linda, you can create individual LUA program module (a module can contain several Lua program) for each aircraft. Linda includes also a text editor that makes creation of Lua program easy. Some functions in the Lua library allow reading specific address in FSUIPC offsets. Each address that will be assigned to the 3 Saitek panels covered here will contain between 18 to 20 bits of useful information (not considering the LED display) that correspond to all the buttons, switches, selectors and gear and flaps lever of the panel. The switches panel for instance contains 20 bits of information that you can test. The address to use in order to read each panel information are: 0x3358 = Radio panel 0x335C = Multi panel 0x3360 = Switch panel Note : You can assign other address if those one are already used for other purposed on your setup. You will need to modify the HIDxxx.lua program that correspond to the device you want to change. Note: The "0x" in the adress above just means that its written in hexadecimal notation. You will need to include the 0x within Lua program otherwise it will consider that the address provided is decimal. Please note that in the FSUIPC logging page, you don’t need to include the 0x as this page always consider that the value entered is hexadecimal. There are two main functions within Lua programs that can help you to read buttons status. First, the following Lua program line read all the bytes of information from the Saitek Radio panel and put it in a variable named “pos”. pos = ipc.readUB(0x3358) But the value returned is not quite useful by itself as it represents the cumulative sum of all the individual bits for switches that are in the “on” position resulting in a large number of possible values. You then need to isolate the value that you are specifically interested by using the following function (here represented in a separate line). pos = logic.And(pos,mask). Here mask correspond to the specific value (or sum of values) you are interested in. For instance, if you are interested to test if the position of the magneto switch is at the “right” position on the Saitek switch panel, then the value for the mask is 32768 (see annex for all possible values) and the Lua program line becomes Pos = logic.And(pos,32768) Section 2 : Example for the Duke piston or Douglas C-47 Magneto selector In the Duke Piston from Real air (and Douglas C-47 from Manfred Jahn), the magneto animation in the VC are reversed compared to the Saitek switch magneto button for the “left” and “right” position which create a weird jump in the VC while you move the magneto selector on your Saitek panel. - Duke Piston/Douglas C-47 VC magneto selector order: Off – Left – Right – Both – Start - Saitek Switch panel magneto selector order: Off – Right – Left – Both - Start So the objective is to program a function in a Linda module that will reverse the operation of the left and right magneto position between the Saitek panel and the VC. In addition, we want to test the position of the upper mode button for the Saitek radio panel to determine if we want to operate the motor 1 or 2. Spad has a built-in functionality that allows using several switches (ex: Aternator, fuel pump, cowl, de ice) to act on motor 1 or on motor 2 according to the position of the top selector on the Radio panel and we want to replicate this functionality here. First you need to create a module for your targeted aircraft if it’s not already existing. See Linda documentation to do this. Then you need to copy the following program (or use the Magneto.txt file provided) into the aircraft module using Linda editor screen. Again, refer to Linda documentation to see how to open the editor. The title between double hash characters is recognized by Linda as a heading separator for functions. It makes easier to identify function you have created. Comments (text preceded by --) in the program below provide detailed comments for each steps. -- ## Magneto ## Function MagLeftVC () -- This function handle the reversal of the magneto in the VC panel compared to the Saitek selector. -- It is activated when the selector on the Saitek switch panel will be put at the left position. -- It will result in positionning the VC magneto selector to the "right" position. -- The Saitek Radio top left selector at position COM1 means that the left engine is considered. If the selector is at the COM2 position, then the right engine will be treated. -- The information about the radio panel status is at offset 0x3358 -- reading the offset to get all Radio panel switches current status pos = ipc.readUB(0x3358) -- The next line of lua code will isolate the bits of information we are interested in -- mask = 1 would be usefull ot test if the top left selector at the COM1 position -- mask = 2 would be appropriate to test if the top left selector at the COM2 position -- Mask = 3 accept both COM1 and COM2 and will return either 1 or 2 as the selector -- can be only in one of the two positions at a given time. -- If the selector is not at COM1 or COM2, then the logic.And function will return zero and no action will be done. pos = logic.And(pos,3) -- the next group of lines will send the command to put the magneto for left or right motor in the right position in the VC. -- 66400 is the Magneto1_set command for FSX/P3D -- 66401 is the Magneto2_set command for FSX/P3D -- The parameter 2 is for the “right” position of the magneto if pos ==1 then ipc.control(66400,2) else if pos ==2 then ipc.control(66401,2) end end Function MagRightVC () -- same approach as for the left mag function, without comments here pos = ipc.readUB(0x3358) pos = logic.And(pos,3) if pos ==1 then ipc.control(66400,1) elseif pos ==2 then ipc.control(66401,1) end end Section 3 – Nut and Bolts. This section provides some additional explanation on how the HIDRadio.lua program was created from the HIDDemo.lua program provided by Peter. Step 1: Obtain HIDDemo.lua We need to have a Lua program running continuously to scan the Saitek panel switch status then map this information in FSUIPC offset. The offset can then be read from a Lua program in a Linda module for an aircraft. Peter Dowson provided an example of a Lua program that scan HID device like the Saitek panels and write the information on offset. We just want to use his demo and modify it a bit. The HidDemo.lua program is available in the complete install of FSUIPC4. Or you can download the latest HidDemo.lua example from : http://forum.simflight.com/topic/68257-latest-lua-package-for-fsuipc-and-wideclient/ Step 2: Create HIDRadio.lua Make a copy of HIDDemo.lua and name it HIDRadio.lua (we will give only one example herewith but the same approach works for the switch and the multi panel also). Step 3 – Adjust HID device identification At the beginning of the HIDDemo.lua program, there is two lines that identify the Saitek panel (HID device) you want to communicate with. You have to insert the hexadecimal code for the vendor and for the product. For instance the lines for the Saitek radio panel are: -- Saitek Radio panel Vendor = 0x06A3 Product = 0x0D05 If you dont know the HID device codes, there is a utility provided by Peter Dowson called HIDscanner.exe that gives a report about all devices connected to your PC and their vendor rand product codes. I already run this utility to find the relevant information of the 3 following Saitek Products. Radio Panel : Vendor = 0x06A3 Product = 0x0D05 Multi Panel : Vendor =0x06A3 Product = 0x0D06 Switch Panel : Vendor =0x06A3 Product = 0x0D67 The HIDScanner.exe utility is available at the same link provided above on Peter support page. Step 4 : Change the size and destination of information blocks In HIDDemo.exe, you will find a loop of instruction toward the end of the program that read the status of the buttons on your HID device and copy it to a specific offset. The loop is initially programmed for reading 8 blocks composed of 4 Bytes of information. For the Saitek panel switches, you only need to do it once as all information fit into a double world (32 bits of information). So I cleaned the iteration loop (from 1 to 8 and adjusted the HIDDemo.lua program to do a single read of a 32 bits of information that is sufficient for the Saitek panels. Next, you need to select the destination for the button information in the FSUIPC offset table. There is an ipc.writeUD instruction in the HIDDemo.lua program that was modified to correspond to an offset that was used for mapping. The possible offset for the 9 contiguous blocks of 4 bytes (32 bits of information) are: 0x3340, 0x3344, 0x3348, 0x334C, 0x3350, 0x3354, 0x3358, 0x335C, 0x3360. See the “FSUIPC4 Offset Status.pdf” document provided with FSUIPC documentation. The Saitek version of HIDDemo.lua use the 3 last virtual joystick addresses so Joystick 71,72 and 73 located at 0x3358, 0x335C and 0x3360 respectively. Step 5 : Install your newly created Lua program Just copy them it in the “module” directory of FSX or P3D. If you have started with the quick start portion of this document, you have already done this. Step 6 : Automatic startup of HIDRadio.lua To start automatically your Lua program add the following lines in FSUIPC.ini. If you have applied the quick start instruction, its already done. [Auto] 1=lua HidRadio Step 7 : Create custom lua program See the example provided for the Duke above. Annex: Saitek panels reference of “buttons” value Saitek Radio Panel (20 bit of information + 2 bit unused) Top left mode selector 1= Com1 2= Com2 4= Nav1 8= Nav2 16= Adf 32= Dme 64= Xpdr Bottom Left mode selector 128= Com1 256= Com2 512= Nav1 1024= Nav2 2048= Adf 4096= Dme 8192= Xpdr 16384 = Top right ACT/STB button 32768 = Bottom right ACT/STB button 65536 = Clockwise turn of the top knob 131072 (2E17)=Counter-clockwise turn of the top knob 1048576 (2E20) = Clockwise turn of the bottom knob 2097152 (2E21) = Counter-clockwise turn of the bottom knob Saitek Multi Panel (20 bit of information) Selector button 1= Alt 2= VS 4= IAS 8=HDG 16=CRS 32= Clockwise rotation of knob 64= Counter clockwise rotation of knob 128= AP button 256= HDG button 512= NAV button 1024= IAS button 2048= ALT button 4096= VS button 8192= APR button 16384= REV button 32768= Auto Throttle switch ON 65536= Flaps up (2^16) 131072= Flaps down (2^17) 262144= Elevator Trim Pitch up (2^18) 524288= Elevator Trim Pitch Down (2^19) Saitek Switch panel (20 bit of information) Note: The minimum value returned corresponds to the position of the landing gear handle plus the position of the magneto knob. 262144 is returned if the gear lever is UP and 524288 if the gear lever is DOWN. 1= Battery 2= Alternator 4= Avionic 8= Pump 16= De Ice 32= Pitot heat 64= Cowl 128= Panel 256= Beacon 512= Nav 1024= Strobe 2048= Taxi 4096= Landing Magneto selector 8192= Off magneto 16384= Left Magneto 32768= Right Magneto 65536= Both Magneto 131072= Start Magneto Landing gear lever 262144= Landing gear Up 524288 (2E19)= Landing Gear Down Magneto.txt HidMulti.txt HidRadio.txt HidSwitch.txt
  31. 2 points
    Why don't you go over to Nyerges Design and let them know? Your attitude is not really welcomed here. We try to provide you help with Nyerges Design's products as well, but if you wish to continue on this tone I'd like to remind you to please contact the developer.
  32. 2 points
    Actually, I think all you need to do, when I provide a "fixed" version, is restore your previous INI file, with the ID numbers in their original assignment, and FSUIPC should then enforce that in the Registry. That's part of the change and the part that doesn't work. The non-registry way of finding the GUIDs seems to be working okay, so FSUIPC is no longer dependent on locating IDs in the registry. Still working on better code and testing ... Pete
  33. 2 points
    MOVED FROM FAQ SUBFORUM (Please always post support questions to the support forum. The subforums are repositories for reference data) Almost all by asking SimConnect to supply it. (Before FSX, FSUIPC had to get the data from all sorts of places in memory, found by research and disassembling parts of FS). SimConnect is a part of FS, built into the code, and written by the same guys who wrote FS. How's it not going to have access and knowledge about everything? After all, they had the source code! The "SimConnect.dll" installed with FS is NOT SimConnect itself, it is just the library of functions, and all of them communicate with the code inside FSX -- either by TCP/IP protocols or by named pipes (or memory sharing, much like FSUIPC with external applications. Local variables are variables local to the code of specific Gauges, accessed through the Panel interface using names preceded by L: The term "offset" referes to the number of bytes from the first one in an area of memory which contains all the data extracted by FSUIPC and made available to its client applications. Similarly to receive data written by those clients to act upon. The model derives from methods invented by Miicrosoft in FS95 and FS98 days, and originally referred to locations in an FS module called "GLOBALS.DLL" which was its repository of data used throughout the Sim. As FS developed, and started to use C++ and Object Oriented methods, these all disappeared into their different modules and became effectively sealed off from each other. FSUIPC then had to try to find itall and collect it back into its own equivalent of that "GLOBAL" area. By doing this throughout all the versions of FS from FS98 to P3D (including CFS1 and CFS2), it maintained forward compatibility for many applications -- which was the prime objective. FSUIPC uses SimConnect for about 99% of its needs. I had assumed that gradually all applications would use SimConnect directly, rather than go via FSUIPC, and many do. But some still use FSUIPC a lot, and it has other uses for things like assignment and calibration, so it keeps being maintained after all these years. Pete
  34. 2 points
    Thank you very much! It is really very encouraging to get such positive feedback now and then. I must admit I do go through rather depressive stages when I think about throwing in the towel, but so far they've all passed. So, thank you again. Regards Pete
  35. 2 points
    Hi, just confirmed by MS, MakeRwys.exe is no longer Malware classified with Windows Defender definition 1.225.3417.0 or later. The Microsoft Malware Protection Center (MMPC) has investigated the following file(s) which we received on 8/6/2016 12:20:54 PM Pacific Time. Below is the determination for your submission. ======== Submission ID MMPC16080699733031 Submitted Files ============================================= MakeRwys.exe [Not Malware] So you can download it again Thomas
  36. 2 points
    According to Scott Barker at Dovetail "There's nothing to announce at this time for when an update will be released." Ticket ID: HIO-848-59734 Department: General Type: Issue Status: Awaiting response Priority: Normal Fri 6/17/2016 4:04 AM In other words, regretting buying through Steam! But a response from FeelThere was: "We are doing our best to get it pushed out asap." So now I am confused because earlier it was said "We sent the build to Dovetail so you need to ask them.". Which to me means that FeelThere does the fixes and Dovetail at their leisure, if at all will update the Steam users. For those of you familiar with other Dovetail products like the choo-choo one, you know Dovetail never patches, they are only concerned with new DLCs for people to purchase and raking in more money. If they do patch anything it is to remove the scenario completely that is troublesome, like the Donner Pass Scenarios. But I digress. Anyway, back to the confusion as to who for Steam is responsible for the updates to be pushed out. It is perfectly clear that FeelThere is the developer and makes all the fixes, but do they just pass them off to Dovetail or does FeelThere work with Dovetail to implement them through Steam. I am unable to get a refund from Steam because I have gone a little over the 2 hour, 14 day return policy by 152 hours and 4 days, but I will wait for the Pro version to come out and buy directly from FeelThere through BMT. It was only $30, which is one-twentieth of the hundreds of dollars I have spent on choo-choo DLCs. Somebody once calculated that if you bought all the choo-choo DLCs it would be over $4000. This is of course unless you wait for the Summer, Fall, Winter, Spring or other sales where the average price is 50-percent off. Okay, venting finished, Hugs and Kisses, RickyJ
  37. 2 points
    Flightsim Commander is released as shareware letting you evaluate the program to see if it suits your needs. You can also read the exhaustive manual which explains how and why FSC saves flightplans. Numerous different planes/companies can be chosen when saving, but one is always checked and can never be unchecked. I'll let you figure out what that means. Jerry
  38. 1 point
    Schedule Creator 24 V1 is now available. This version uses real flight numbers based on the data posted on FlightAware for each airport. Each airport has a specific number of unique flights based on this data. This number is listed in the airport selection menu. If you choose the number of flights (recall this must be an even number) to be less than or equal to the number of unique flights, then only the unique flights will be included in the schedule. If you choose the number of flights to be greater than the number of unique flights, then all the unique flights, plus a random set of the unique flights, will be included in the schedule. There will be no duplicate flight numbers. If you want to use only the unique flights, especially at the smaller airports, choose a short time sequence so that you have enough flights to keep it interesting. Note that you will no longer be asked to enter to largest flight number you want to use; otherwise the instructions are the same as previous versions. Airports through Toronto (CYYZ), except St. Thomas, are included. Comments about Toronto: Add the following to the "airlines.txt" file in the "databases" folder. WEN,WR,ENCORE,WESTJET ENCORE,CANADA Comments about Key West: There are only 24 unique flights in the dataset. Comments on Terminal Files: I do not have copies of the terminal files for all the latest airports so cannot say how many of the airlines in the SC dataset actually have terminals assignments. If someone is interested, they could send me those files by personal message. 1. Please read the "Schedule Creator 19 Comments" before running the application or making any of the recommended edits. Significant changes are recommended to the "airports.txt", "airlines.txt" and each airport's terminal assignment file. 2. You must have Nyerges' "Real Traffic" installed to use Schedule Creator. 3. This version also contains cargo flights--Northern Air Cargo (NAC/NC; the default Tower cargo carrier) will appear at all airports, except LAX, while FedEx (FDX/FX) and United Parcel Service (UPS/5X) will appear if they actually have service to the airport. To see these flights, you must add FDX and UPS to your "airlines.txt" file (they are not in Real Traffic), and edit the terminal assignment files for each airport (except LAX--no cargo terminal unless you created one---you can create your own simple cargo terminal at LAX as outlined in the attachment). In order to see the flights by FedEX, UPS, and Northern Air Cargo, edit the cargo terminal file at each airport to look something like this: Terminal_Cargo: FDX, UPS, NAC. 4. Be sure to "Run as Administrator." :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Schedule Creator 24 is attached as a zip archive. Download and unzip to obtain "Schedule Creator 24 V1.exe" Schedule Creator 24 V1.zip Added August 27 2016 ::::: Files for Information & Modification Steps ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Schedule Creator 19 Comments.pdf Airports 260 for Schedule Creator 19.txt Airlines to Add-Disable for Schedule Creator 17.txt ::::: Instructions for LAX Cargo Terminal ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Creating a simple cargo terminal at LAX.pdf
  39. 1 point
    Craig, Thank's a lot for work. I'm very much looking forward to use your schedule! :)
  40. 1 point
    Hello Paul, A plan created by the user in the FMC, the respective model, is stored in the type-dependent subfolder. An external plan, as from the FSC, is stored in the PMDG folder "FLIGHTPLANS". Each model has access to this folder. Regards, Volker
  41. 1 point
    While we work on a new version of STB to support Prepar3D V4, here's some notes to make the existing product (STB for Prepar3D V) work with the new simulator. View AI (Cameras.cfg) Locate the global camera configuration file, “Cameras.cfg”. This is found in the Prepar3D V4 application data folder: “C:\Users\<Windows user id>\AppData\Roaming\Lockheed Martin\Prepar3D v4” Before making any changes, make a backup of this file! Using a UTF aware editor such as “Notepad++”, edit the file and locate the following entry in the file: [CameraDefinition.010] Title = AI Planes At the bottom of the above entry, add a new line containing the following: HotKeySelect=5 Enhanced Camera Views (Prepar3D.cfg) Locate the simulator configuration file, “Prepar3D.cfg”. This is found in the Prepar3D V4 application data folder: “C:\Users\<Windows user id>\AppData\Roaming\Lockheed Martin\Prepar3D v4” Before making any changes, make a backup of this file! Using a UTF aware editor such as “Notepad++”, edit the Prepar3D configuration file and locate the [SIM] section. Add the following line to the [SIM] section: LoadAIVirtualCockpit=1 Flying-W Invisible Aircraft (Addon.xml) Locate the Prepar3D V4 add on folder in “My Documents”. This is typically “Prepar3D V4 Add-ons”. Create a folder called “STB V3.4 Common” in here. Download the attached file (add-on.xml) and place it in STB V3.4 Common folder created above. Using a UTF aware editor such as “Notepad++”, edit the xml file Locate the line <Path>STB Install Path/Aircraft</Path>, and change “STB Install Path” to your actual STB installation directory. Please ensure the path has “Aircraft” at the end, for example <path>C:\Program Files (x86)\FlyingWSimulation\SuperTrafficBoard for Prepar3D V3\Aircraft</path> Known Limitations A lot of infrastructure has changed in Prepar3D V4 which STB will need to “reinvent” its support for. The following is a list of know restrictions with V4, there may be others. STBServer simulator plugin is not supported, which I turn means Delete AI and Approach Control may not work either. Compile Airport Database, and hence the ability to list future flights yet to be operated by live AI aircraft in the simulator. Depart Now, Arrive Now and Approach Now do not work. add-on.xml
  42. 1 point
    Good to read that you, Pete, are back from vacation and already immersed in work. it is only when "big" events happen in simulation (FSX, Prepar3d in all its versions, etc.) that all of us (maybe even you!) understand again and again, the value of what you do. I am sure that with some time, lots of work, several patches and upgrades and, much patience, P3D v4 will become a great simulator that all of us will enjoy. many regards, Roberto
  43. 1 point
    Hi! FlightControlReplay Professional v3.5 is on the way! This will be a free update for all customers FlightControlReplay Professional v3.5 Feature Update wil add "PlayAsAI" feature that it will permits play a recorded flight as AI Plane . User can flight in a normal way and he can see and flight near AI plane of his previously recorded flight! Very useful feature! Meanwhile you use one instance of FlightControlReplay for use "PlayAsAI" feature , you ll can start another instance and record your flight at the same time! FlightControlReplay Professional v3.5 will have also one another important feature ! But more details will come near the release. Stay tuned ! Will be available in next month/s. Fabio
  44. 1 point
  45. 1 point
    Tower!3D SP2's main purpose for to make it ready for the add-ons, however we will add some other fixes as well. The full list will follow as soon as we lock that service pack. Tower!3D Pro We are pretty advanced and I'm happy to say that well within our internal milestone deadlines. Here are few things that we have done already: -camera interpolation between airplanes when we switch between them -brand new ground radar where the taxiways are marked by their name (no need for printout of the airport chart) -the airport lights can be turned on at any time -service cars got some yellow flashing lights. Pretty cool at a busy evening :) -something that I wanted for a long time; you can write any note to the strips now -many commands got an FAA facelift -the approach tries to line up airplanes to runways closest to their terminal -pushback :) We have closed down (means tested to be working) 26 new features/fixes/changes for Pro so far. Add-ons: We are just about to test 3 new airports. Nyerges Design is pushing hard for the real traffic. He had to build all available airplanes (including some pretty rare ones) in 3D. We've heard from SimSmith they will try to make some 3D airports as well as 2Ds Thank you :)
  46. 1 point
    Not true. I am using it frequently with FSX and P3D. It interfaces to FSUIPC3 or FSUIPC4. And the same version of FSInterrogate (FSInterrogate2std.exe) has been supplied for a long time. Pete
  47. 1 point
    Well there isn't a single offset that makes the plane refuel is that's what you mean. You can set the level of each fuel tank in the aircraft. These offsets start at 0B7C, but it's much easier to set fuel using the payload services in my DLL. Please see this post for details: http://forum.simflight.com/topic/74848-fsuipc-client-dll-for-net-version-24/?p=457925 Using the payload services makes it easy to set the fuel by % level, weight (lbs or kgs) or volume (litres or gallons). Paul
  48. 1 point
    This is a short tutorial for those needing to know more about how to deal with bit numbers, and masks, and values to use when setting, toggling or clearing bits. BINARY Binary numbers, the ones actually used in computers, are made up of "bits". Each bit can only be "on" (1) or "off" (0). So, with one bit you can only count 0 then 1. With 2 bits you can count from 0 to 3, via the combination of the two bits, thus: 00 = 0 01 = 1 10 = 2 11 = 3 A binary number can have as many bits as you need, but computers generally have addressable groups of bits, as follows: BYTE = 8 bits, running from 00000000 to 11111111 (decimal 0 to 255). WORD = 16 bits DWORD = 32 bits The addresses known in FSUIPC as "offsets" actually point to BYTES, but any size data may start at that byte address. Note that in decimal, each higher digit in a number is worth 10 times the adjacent one. So Decimal 245 = (2 x 10 x 10) + (4 x 10) + (5 x 1) In Binary the same sort of thing is true, but now each digit is only worth 2 x the adjacent one. So Binary 1101 = (1 x 2 x 2 x 2) + (1 x 2 x 2) + (0 x 2) + (1 x 1) = decimal 13. Okay so far? BIT NUMBERS Documentation like that for Project Magenta often refers to "bit numbers", like "bit 0" or "bit 17". All this refers to is the position of the bit in the overall number. Most usually (but not always) bits are numbered from the bottom, the bit of value 0 or 1. So, in the example of decimal 13 above: 1 1 0 1 the bits, left to right are bits 3, 2, 1 and 0. Using this system of numbering, the VALUE of that bit in the number can be computed as 2 to the power of the bit number, like 2^N (the power should be superscripted, but i don't know how to do that here -- the ^ convention is used in programming languages). Thus. If 2^3 means "2 x 2 x 2", the 13 could be written as 2^3 + 2^2 + 2^0 (note that mathematical convention dictates that a number to the power of zero is always 1). HEXADECIMAL Writing numbers in binary all the time is laborious and error prone, so often a different number system is used -- octal (base 8 ) and hexadecimal (base 16). In today's PCs hex is better because most units are made up of multiple of 4 bits, and 4 bits, as we saw, have the capacity to count from 0 to 15: so 16 values in all. So, whilst you can treat hex numbers as base 16 numbers, with each more significant digit being worth 16 times the adjacent one, in cases where you are really handling bits, as here, you merely need to think of the binary number being divided into groups of 4 bits. The different values of 4 bits, from 0 to 15, are represented in hex like this: Binary 0 0 0 0 = Hex 0 = Decimal 0 Binary 0 0 0 1 = Hex 1 = Decimal 1 Binary 0 0 1 0 = Hex 2 = Decimal 2 Binary 0 0 1 1 = Hex 3 = Decimal 3 Binary 0 1 0 0 = Hex 4 = Decimal 4 Binary 0 1 0 1 = Hex 5 = Decimal 5 Binary 0 1 1 0 = Hex 6 = Decimal 6 Binary 0 1 1 1 = Hex 7 = Decimal 7 Binary 1 0 0 0 = Hex 8 = Decimal 8 Binary 1 0 0 1 = Hex 9 = Decimal 9 Binary 1 0 1 0 = Hex A = Decimal 10 Binary 1 0 1 1 = Hex B = Decimal 11 Binary 1 1 0 0 = Hex C = Decimal 12 Binary 1 1 0 1 = Hex D = Decimal 13 Binary 1 1 1 0 = Hex E = Decimal 14 Binary 1 1 1 1 = Hex F = Decimal 15 So, to convert a binary number to hex you simply divide it into groups of 4 bits (from the bottom, least significant part) and use the above equivalences. For example Binary 1 0 1 0 1 1 1 1 0 0 1 0 1 1 0 1 becomes 1 0 1 0 1 1 1 1 0 0 1 0 1 1 0 1 so it is hex AF2D. The reverse conversion works too. EXAMPLES So, I was asked how we get the hex value "10000" for bit 16 and how we calculate the value "20000000" for bit 29. Now it should be easy for you all: Bit 16 is the 16th bit up counting from 0, so in binary it must be (I've already divided it into 4's to save time): 1 0000 0000 0000 0000. which you can convert to hex as I showed above ---> 10000 Bit 29 is likewise the 29th bit up counting from 0: 10 0000 0000 0000 0000 0000 0000 0000 So, hex 20000000. Of course you don't need to write down all the bits. 29 divided by 4 (the number of bits in a group) is 7 remainder 1, so it has 7 hex 0's after a 2^1 group, and 2^1 = 2. Good flying! Pete
  49. 1 point
  50. 1 point
    I recommend that you use my FSUIPC Client DLL for .NET languages. It's much more suited to the way things are usually done in .NET. The package also includes a sample project in Visual Basic. You can download it from here: http://forum.simflight.com/topic/40989-fsuipc-client-dll-for-net-version-20/ Paul