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Pete Dowson

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Pete Dowson last won the day on November 18

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About Pete Dowson

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  • Birthday 08/27/1943

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    Near Stoke-on-Trent, UK
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    Flight Simming, Steam Railways, Travelling, Real / Craft Ale,, worldwide

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  1. Well, It would actually be a lot easier to do in the Options for Key assignments, but perhaps editing files is easier for you? So, here's an example: 64=90,24,x050066C0,x01 -{tab+Z: Press=offset byte setbits, offset 66C0 }- Here 64 is just the entry nmuber in the list, 90 is the Key Code for Z, 24 is the sum of the two "shift code" values for "Press" and "Tab" x0D000D0C is the hexadecimal representation of 0D00 is the top part, for the control "Offset byte setbits" and the lower part, 66C0 is the offset being changed. 01 is the parameter giving the bit (or several bits -- it's a hexadecimal value too) to be set. Sorry, I don't understand you mean here by "this". If you mean something you read from an offset then all vlaues are binary, whether code, strings or numbers. It's how their interpreted that matters. An application written to interface to FSUIPC using the mthods defined in the SDK do not need to be talking with a registered version. You'd need a registered version to assign the keys though. The keys section of the INI file won't be used otherwise. You'd need another program to detect the keys and set the offset. So to that extent you might as well have the program which is reading the altitude simply act on the keypresses itself. Why have FSUIPC detect the keypresses? Pete
  2. Yes. There is a range of three user offsets, from 66C0 to 66FF (64 bytes altogether). There are special FSUIPC controls you can assign.to any keypress or joystick device button If 64 different actions are enough then you can use the Offset Byte Set contro, with the chosen offset aspecified and a parater on 1 or 0 as needed to turn something on or on. It it is to trigger an action only, like playing a sound, then maybe Offset Byte ToggleBits would be better. This just toggles the specified bit 9or more, bits) in the offset specified,. you'd use parater 1 for bit 0, 2 for bit 1, 2 for bit 2, up to 128 for bit 7. This gives you up to 512 different actions (8 x 64), but I doubt you'd find enough buttons or keypresses to handle all those. Sounds good. Your "app" would need to handle a "toggle" of a bit differently to a Set (goes non-zero) or Clear (goes zero) change. Sounds to me as if you need to use Toggle commands. The offsets are as I've said, 66C0 to 66FF -- 64 bytes. Setting up is just by assignment. Let us know if you need more help with setting this up. Pete
  3. I think the calibration selection in P3D does the same thing. Good! Happy flying! Pete
  4. Well unfortunately you'll find "best-rated" equates with best hardware too. Currently you can apparently try the FSX-SE "Beta" on Steam for free. FSX-SE was cheap in any case. It was basically a recompiled improved (a bit) version of FSX. I think they've re-enabled real-time weather in the Beta, but you'd need to check. FSX originates from 2006, so not that distant from your FS2002. Otherwise the best there is at present, in my opinion, is Prepar3D version 4. For real-time weather you need an add-on though -- ActiveSky is excellent, but there are others. And there's a lot of support for the latest X-Plane flight simulator, competing with Prepar3D. Prepar3D was originally based on Microsoft's "ESP", which was a commercial/professional version of FSX. However, much of that has been substantially revised for Preare3D version 4, which is a 64-bit program too. Note that for more general and thorough advice you'll be better off askng such questions in a more general flight sim community Forum. Here it is really only support for a very specific, very FS oriented, set of products. Pete
  5. FSUIPC uses the standard DirectX joystick input facilities to read the values. What it shows is exactly what is received. P3D uses the same methods UNLESS you select "raw mode" instead of "DirectInput" in the "Other" section. In its raw mode it bypasses DirectX and reads the USB stream directly. This is not the normal way. If the DirectInput method gives "wrong values" (whatever that means -- you really need to be more specifc) it will because that's what DirectInput provides, and that is affected by Registry settings. Those Registry settings, unless set properly by the installation procedure which takes place in Windows when it detects and recognises devices, are normally set by the Windows calibration, done by Game Controllers. You can get to that easily in P3D's "Calibration" section, clicking the "Calibrate Device" button. You go on to say: Now what do you mean by "correct values"? If you've assigned them in the Axis assignments (and NOT in P3D) then the IN values ill match the values you see in the axis assignments, which you say are "wrong" (whatever that means). They ARE the same values! So you are not making sense there. As for Rudder. How have you assigned that? I think you need to start afresh. delete (or rename) your FSUIPC5.INI file (in the Modules folder) so that when P3D starts a new default on is produced. Then decide where you are going to assign devices -- P3D or FSUIPC. Do not use both for assignment, you MUST choose one or the other. The calibration in FSUIPC is separate from this. FSUIPC calibration can be used for axes assigned in either place. For the possible Registry mess the best thing to do would be to unplug your joystick device(s), use Windows Device Manager to uninstall them software/driver as well, then re-boot, plugging them back in for fresh recognition. That should re-write the Registry entries for them. Pete
  6. Support for the offset mapping for the PMDG 737NGXu data has been added in the interim FSUIPC update FSUIPC 5.152e, now available (as 5.152e3) in the Download Links subforum. The offsets are mapped to the same offsets as the PMDG NGX, so should be compatible with existing hardware using these. Pete
  7. As well as what Thomas says, calibration in FSUIPC matches ANY input range (whether limited or not) to the full range acceptable to P3D. So you can calibrate in FSUIPC. But the calibration in Game Controllers should be done first because that will ensure you have the best precision with the incoming readings. Game Controllers calibration is stored in the Windows Registry and limits what FSUIPC can read. Pete
  8. No, you can install it into P3D4. You will get full FSUIPC application support and full documrentation installed. If you want any of the User facilities, then, yes, of course you must purchase and register it. Pete
  9. Sounds like they don't need much in the way of calibration. Pressing "RESET" just removes any existing calibration! To then calibrate you must press the SET button above the IN/OUT values on the left. Please do read the Chapter on Joystick Calibration in the User Guide! If you click the max button at any point with the IN value above that MIN of -16384 then the OUT will read 16383 when you've done. If your axes are inverted when you come to use them you need to press RESET again, then press SET again but check the REV button before proceeding to set MIN, CENTRE if applicable (twice to set a range for a little null zone to allow for slight variations) aand MAX. The User Guide does explain these things clearly. Pete
  10. FSUIPC3 wnet on a long history of developments for FS2004 all the way up to version 3.999z9b im 2016 and no backward compatibility for FS2002 and before would have happened. it just wasn't worth it by a bout 5 years after FS2004 was released. You've really only got a chance if you can find someone with a much older version, probably pre-2004 or maybe 2006. The earliest I have is 3.957, from 2010, but that is still part of the 3.9 series and 7 years after FS2004 was released. Sorry, but I am certainly no longer in a position to support FS2002. In fact support for FSUIPC3 has pretty much ceased even for FS2004. We do keep supporting our products far longer than most, but there is a limit. Pete
  11. I've already told you that I have never had the problem being discussed, but it seems, from that thread in FAQ, that others who have were successful in fixing it following Marcel's advice. I gave you my theory as to why Windows does mark the DLL in this way. There is nothing more I can do about it. It isn't FSUIPC4 which is failing, but it is due to another crash you've had in FSX. If you are worried, just make a backup first. See https://www.windowscentral.com/how-backup-entire-registry-windows-10. i can't explain it better. I've frequently edited the Registry, and in more critical areas than simple "compatibility flags" which is all that part is recording. Except for the strange way it marks a library to be Ignored in this way, Windows Compatibility settings are controlled in the program properties (right-click on the EXE file of the program, select Properties then Compatibility). Pete
  12. And have you actually read the "other" places where this is reported? Seems not. I assume you are trying the Beta (i.e. "test") version of FSX-SE released very recently? If so, haven't you read how a special version of FSUIPC has been released just to satisfy those who want to participate in that test? Details are also pinned at the top of this forum and also in the Download Links subforum! There is no installer for the Beta version of FSX-SE. Just a temporary replacement FSUIPC4.DLL. You really need a proper non-Beta release of FSX-SE installed first. That said, the existing installer for 4.974 worked fine here after a completely fresh install of the Beta FSX-SE. Before this week i long ago removed alltraces of FSX and FSX-SE!
  13. At first reading it seems a pretty easy option to add, yes. I'll take a look at the code. John's away at present but I'm sure he would also be favourable towards this, possibly for the next release of FSUIPC5 (for which we can't currently give a date). Pete
  14. I have made available a version of FSUIPC4 which will work with the recently released FSX-SE update, build 63003,. this version of FSUIP4 will work as normal of other FSX, FSX-SE and P3D versions, but with FSX-SE 63003 some of the facilities haven't been enabled (the ones needing complex hacks into the FSX-SE code innards). These: are the missing parts: * Wind smoothing (only used in conjnction with external weather apps) * Friction table access * Mouse macros * SimConnect text diversion * AI Traffic deletion (eg for ZAP facility and traffic limiting) * Reading and changing traffic settings by program If you haven't already done so, download and install FSUIPC 4.974 using the full install package. Then download FSUIPC 4.974c. which only contains a replacement DLL. Unzip this and put it into your FSX-SE build 63003 Modules folder, replacing the one already there. Pete .
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