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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. 3 points
  3. 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
  4. 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.
  5. 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
  6. 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
  7. 2 points
    We have one European, one Canadian and one Australian airport in the pipeline :) Vic
  8. 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.
  9. 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
  10. 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
  11. 2 points
  12. 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.
  13. 2 points
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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 )))
  19. 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
  20. 2 points
    Tom, You need to start the game with the tower3D.bat file.... That will create the game.log they need... Grtz Willem
  21. 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
  22. 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
  23. 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
  24. 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.....
  25. 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.
  26. 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
  27. 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.
  28. 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
  29. 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.
  30. 1 point
    Version 3 Released FSUIPCClientDLL is a library that make it easy for .NET developers to use FSUIPC. Version 3 is now available as a NuGet package called FSUIPCClientDLL. Full instructions on how to install it are on the new website below. Be sure to download the new example code application in either C# or VB. This is the main documentation for the library and covers all features of the library from beginners to advanced. http://fsuipc.paulhenty.com The website has: Installation instructions for Version 3 Upgrade instructions from Version 2.4 & 3.0RC Change history New project templates for WinForms and WPF in both C# and VB.NET New and improved example code applications in C# and VB.NET Complete Video Guide for Beginners (C# and VB.NET) The main features added from V2.4 are: Helper method to Read/Write LVARs Weather Services Airports/Runways Database Helper method to send controls (events) Helper method to move the aircraft and save/restore position snapshots DLL no longer limited to 32bit. You can now write 64bit applications.
  31. 1 point
    Alright, thanks for the quick answer. Just noticed I wrote down "anything" instead of "everything". So I ment everything else about the KLAX #2.0 is great. Keep up the good work!
  32. 1 point
    Updated the links in the OPs to ver 2.1. Now includes brief section on the Wind Gauge, and the Wind departure voice command was/is on page 15.
  33. 1 point
    Working perfectly thanks for your hard wok Joe
  34. 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
  35. 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
  36. 1 point
    Good day all, First, thanks for bearing with me. Been working on a few projects and some re-writes and various other items to make sure you guys have the most elite setups as possible. KLAS GA traffic schedule has been re-written, restored, and working better than ever. ****Please make sure you go to the original post on this topic and visit the dropbox. Pick up ALL 4 OF THE NEW FILES ! Follow the directions in the read-me. EDITS --1-11-2018 >>> Fixed Airlines schedule that had a couple typo characters causing certain flights not to appear >>> Fixed terminal file to remove EJA from Terminal A and return all EJA flights to the GA terminal. EJA will not appear on the GA Terminal line but will flow in-game >>> Removed all EJA flights from the airline schedule that were previously listed - replacing in the GA file >>> Added updated Airlines file with updated callsigns for various airlines, codings, and added some missing airlines needed for flight schedules Joe - https://www.youtube.com/c/ATControl
  37. 1 point
    Please get a mod to PIN this post! :D Huge thank you @rameus
  38. 1 point
    Looks like you have real traffic, so you should have a terminal file. You may need to redownload/reinstall real traffic.
  39. 1 point
    I can add it to my list, for consideration next year. But if I implemented anything like that it would only be in FSUIPC5, for P3D4. I'm not delevoping FSUIPC4 further except for bugs fixes and any future FSX-SE updates. And would you see this Shift assignment to apply across to buttons assignments on all connected (now and future) devices with buttons? And what about buttons and switches assigned via WideFS, on a networked PC, which are also assigned in FSUIPC on the main PC? And what if someone assigned more than one 'shift' button? Would they be alternatives, or multiply the choices by 2 each time (as you can go via INI file editing)? As you can see, there could be a lot of ramifications. Those are just the first that come to mind, and which certainly need to be considered before even starting the program implementation design. Pete
  40. 1 point
    Folks, At the beginning of the development we had an idea for camera movements but when we begun playing the sim with that we decided to pull it because it was so annoying (a typical case when something looks just right on paper but doesn't work in real life). That's when we decided to pull this action camera at all from the game. However some testers thought let's leave it with a switch that a user can turn ON/OFF within the game so we did and we adjusted the action camera a bit further allowing (just like you noticed) the airport designer decide where can the camera be triggered. As much as I hate saying that but I always want to be honest with you; probably we should've pulled this action camera from this release. For sure the next version will have a totally new camera system written from scratch. Unfortunately we can't change this one to this new idea as it would require to rebuild pretty much everything within the game. We received so many requests for European airports and we always said no because of the satellite licensing issue (I saw some Youtubber said we pull the data from Google, it made me smile as we wish it would be just like that :) ). However recently we begun testing something that would possibly allow us to make worldwide airports. If the theory works then you will see better ground quality in the upcoming airports (maybe around the 4th from now) and if it works we may streamline that technology into the new version of the game that would allow us for much nicer camera solutions. Thank you Vic
  41. 1 point
    If Pro is like 2011, each airplane type has a defined takeoff length, landing length, and several other attributes. Looking at the 77W in 2011, the takeoff length is 10500 feet1. The longest runway at KBOS is 15R/33L at 10083 feet. Clearly in Pro the takeoff length of the 77W exceeds 10083. Takeoff distance is determined by a lot of factors but the 77Ws that serve KBOS are obviously configured to takeoff under 10083 feet. 10500 is not necessarily an incorrect attribute value for a 77W, but it is at KBOS. We'll probably need to ask Nyerges to tweak the 77W in Real Traffic (assuming it is a prefab level attribute). Craig 1 We could edit the attributes in 2011, I do not recall if I did or not for the 77W.
  42. 1 point
    *deleted* not worth the time to respond to.
  43. 1 point
    Very nice--thanks!! You really have to watch the 19 and 25s so you don't get dinged.
  44. 1 point
    This worked quite well for the ~40 minutes I had to test it so far.
  45. 1 point
    My traffic is 'custom' because I'm not the developer. It's real b/c it's real -- in my traffic header it details flight data from 9-2-2017 full day.
  46. 1 point
    That sounds like a virus checker is involved! Thomas
  47. 1 point
  48. 1 point
    As I said. When they're ready, it will be there. Might be tonight, might be next week some time. Sorry. There's no use asking me or them. Just be patient. And please don't keep posting about it. It's getting so the majority of all posts is on the same damned thing. I thought they would be ready so I posted FSUIPC5. I expected to be much later than them. I wish I was now! :-( Pete
  49. 1 point
    I've now checked. The SCENERY.CFG file for P3D4 is identical in format to P3D3 etc and in the appropriate ProgramData folder as the others, so the changes to MakeRunways were minimal. Releasing as version 4.70 now ... Pete
  50. 1 point
    Hi, I picked up a Switch panel (here from Shannon) to check with SPAD v0.5.1. The bug is introduced with 4.966 or just before, but anyway. As a workaround you can paste this Battfiddle.lua into your Modules folder and if you already run any Lua file then add into your ipcReady.lua file the following line to start the fiddle file ipc.runlua('BatFiddle') If you don't run any Lua file then just paste also the ipcReady.lua file into your Modules folder. The fiddle just checks the switch position (Offset 0x3102) and compares with FS Master Battery, if False then it toggles the FS Battery Switch. Thomas ipcReady.lua BatFiddle.lua