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NeoGeo78

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NeoGeo78 last won the day on December 5 2024

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  1. Just wanted to share another snippet I came across which hopefully looks promising: https://devsupport.flightsimulator.com/t/time-related-simvars-are-mixed-up/11270/4 As mentioned in the link above it sounds like (fingers crossed) this may get addressed in the next patch (this week).
  2. Also, interestingly, I saw that the second most community reported bug is in relation to Live Weather not seperating from the Date. Maybe related?
  3. Hi John - thanks for the update and appreciate you spending the time looking at this.
  4. One other obeservaton is I see it very briefly setting the time to the one I specified but then the sim changes the hours and mins to the local real time. Anyhow, thanks for the quick replies - have a good weekend!
  5. Hi Paul, I hope all is well. I seem to be having an issue with setting HH:MM in MSFS2024 (works fine in 2020 etc). In particular: // Sets the local time DateTime newDateTime = new DateTime(2024, 7, 1, 4, 05, 0); FSUIPCConnection.UTCDateTime = newDateTime; It seems I can set the Year, Month, and Day, but for some reason, the Hours and Minutes always default to the actual real-world time, preventing me from setting a custom time. Perhaps Microsoft has changed how this feature works in 2024, but I was wondering if you are aware of this issue or know of a possible workaround? The same issue occurs when using FSUIPCConnection.LocalDateTime. I’ve tested this with your DLL versions 3.3.8 and the latest 3.3.13, alongside the latest FSUIPC version and the new BETA version that John released this week but still no joy. I hope the last few week shavent been too stressful for you! Thanks
  6. As always, thanks for the detailed response. I think I'll try your last option and go back to basics and see how I get on. Appreciate the support :)
  7. Hi Paul, I think I may know the answer to this already but I thought I would ask as I'm out of options. Your MoveAircraft() method works perfectly in FSX - unfortunately, the results I'm getting in X-Plane using XPUIPC are rather different. I'm using the following test code in c#: FsLatitude lat = new FsLatitude(51.464943d); FsLongitude lon = new FsLongitude(-0.434046d); FsLatLonPoint newPos = new FsLatLonPoint(lat, lon); bool onGround = false; double heading = 180; double ias = 100; FsAltitude altitude = FsAltitude.FromFeet(3000); double pitch = 0.00; double bank = 0; FSUIPCConnection.MoveAircraft(newPos, false, altitude, heading, pitch, bank, ias, true); FSUIPCConnection.Process(); The aircraft ends up at 30,000ft and in a different hemisphere(!) with a Lat/Lon of 46°.60s / 1°.80w with no pausing. Appreciate you only probably only support FSUIPC but just wondered if you new anything obvious that may be causing X-Plane to misinterpret the request? Thanks
  8. Thank you so much for the reply - I'll have a tinker over the weekend and see what happens :) Really appreciate the help. Have a good weekend.
  9. Hi Paul, I've been doing a lot of googling over the last couple of days in search of the best way to create turbulence around the aircraft. I’d seen a couple of posts where other users had discussed how to work with METARS (http://forum.simflight.com/topic/78354-metar-format/ ) but I couldn’t find the documentation around this. I wasn't 100% sure if this is the correct approach (i.e set a new METAR) or if it was possible to simply change turbulence from “none” to “severe” which would be the most ideal solution but from what I can see these offsets aren’t writable. Last night I started to experiment with changing the aircraft pitch/roll/bank to try and simulate it myself but I was hoping there may be a quicker and easier-to-manage option, ideally of course, through an offset. So in short, I’m really looking for some guidance on the best way to achieve on-demand turbulence/weather – if this is even possible. Thanks for all your efforts.
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