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Pete Dowson

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Posts posted by Pete Dowson

  1. When flying in Overcast (8/8) with Severre icing conditions, i notice that the airspeed indicator goes to 0. I checked the programmers doc, and i couldn't find a variable that has something to do with detecting this icing.

    Icing is a weather property, part of the cloud data.

    I checked the failures for any change, i used fsinterrogate with the 3point find variable method.

    If the responsible cloud layer isn't one of the lower two layers which are available in the old FS98 weather areas, then it would only find differences in the New Weather Interface areas up in the Cxxx offset range (FS2004 only). The Advanced Weather Interface for FS2000 and FS2002 would also reveal the data, but that interface is a request-response interface and cannot be searched in that way.

    Use WeatherSet (WeatherSet2 in FS2004) to check the cloud layers.

    Regards,

    Pete

  2. I am very confused as to why I would have the following message in the loge file:

    temporary flight.flt

    462906 Clear All Weather requested: external weather discarded

    497063 AIRCRAFT\savajs41-98-2k\SAVAJS41.air

    679297 AIRCRAFT\B727-2ANG 2004\b727.air

    692031 Client Application: "fs9" (Id=320)

    692031 C:\Program Files\Microsoft Games\Flight Simulator 9\fs9.exe

    692047 Product="Microsoft Flight Simulator 2004 - A Century of Flight"

    692047 Company="Microsoft Corporation"

    692063 Illegal read attempt: offset 0B78, size 4

    692063Program not accredited for use with this unregistered FSUIPC

    742422 ### IPC Message processed in 50421mSecs ###

    I do not have a register copy.

    It looks like the aircraft you are loading (B727-2ANG 2004\b727) has a Gauge installed which accesses FSUIPC and has two things wrong with it:

    1. It is accessing FSUIPC using the EXTERNAL applications interface, which is why it looks like it is FS2004 which is accessing FSUIPC (the external interface check identifies the PROCESS, which is FS of course).

    This access method is wrong and always has been wrong. It is inefficient, it can cause problems with other, more legitimate, gauges and modules attempting to access FSUIPC. I provided a special internal module user library and interface over four years ago.

    2. It is not an accredited program, so it hasn't got a key. Moreover, because of its incorrect access method it cannot be granted a key, even if it is FreeWare. There's no way it can be recognised correctly.

    The only way you can use it as it stands would be to register FSUIPC yourself. This wouldn't avoid the possibility that its access method won't clash with other add-ins, but it would allow it to work correctly, assuming it is really FS2004-compatible, which looks a little unlikely to be honest.

    Oh, there is one other course of action if you prefer. It may only be one gauge in the aircraft which is responsible. If you found it (in the PANEL.CFG file) and stopped it loading, then the rest would probably run okay. As the first access it is making is to the Central Fuel Tank (0B78) I suspect it will be either a fuel gauge or some re-filling or warning system.

    Regards,

    Pete

  3. Hi..

    Have found setting hot keys for the following three functions is useful :

    * Clear Weather

    * Set Standard Barometer

    * Set Sim Rate 1x

    The question is.. what are typical key assignments for these?

    Whatever you can remember, really. I use

    Clear weather = Ctrl+Shft+W

    Standard Baro = Ctrl+Shft+B (B on its own is FS's QNH)

    Sim Rate 1x = Ctrl+Shift+X (X for X1)

    If you want something a little easier to press you could use TAB+W, Tab+B and TAB+X respectively.

    Regards,

    Pete

  4. OK.... this may be a really silly question, but since I switched to the registered version of FSUIPC I can't access WideFS anymore, so I can't check for myself....

    Registering FSUIPC is unrelated to Registering WideFS -- the use separate registration keys. And for FSUIPC 3 you need WideFS 6, previous versions won't run, there are too many changes. WideFS 6 needs registering or it cannot be used.

    Does a computer running WideFS have to be running MSFS itself?

    Well one of them, the one containing WideServer.DLL and FSUIPC.DLL, needs to be running FS, of course, as those modules are FS modules and have to be installed in FS. All the other WideFS client PCs simply run WideClient.EXE instead of FS, plus your application programs.

    I'm writing a stand-alone application to display a "Project Magenta" type instrument panel on an outside computer, but it's all in Visual Basic, so no OpenGL / 3D acceleration will be needed on the client. If they don't need to run MSFS even, then I can use REALLY cheap old laptops for this.

    Correct.

    Regards,

    Pete

  5. doesn't FS do that optionally already if you enable it?

    Not that I've seen. The closest I can get is what I mentioned. Apparently you must have that first download to get it going.

    Oh, sorry. I misunderstood -- I thought FS automatically updated your weather every so often, something like 15 minutes, if you selected the option. I know you have to start it off.

    You'd think you could just pick that and have it do it when you click on Fly!

    Well, I don't know the reason you couldn't have it defaulting, or saved with a FLT file, but I do remember it was discussed. Sorry.

    And forgive me for bugging you on it. I've found in the past that FSUIPC often overcomes the shortcomings I've personally run into with FS so I've started thinking of you with a bit of a red cape on. :wink:

    :lol: Ah well. If I knew how to do it I'd certainly add it in some place, but it isn't really an area I know much about. Most of my work on the weather has been to try to support the external weather programs, which I think have a better chance (in the longer term) of developing into something more worthwhile. With FS facilities it's often a two year wait instead! :wink:

    Regards,

    Pete

  6. 1=41:1,1,1

    I don't remember any of this and had to look it up myself, but that line looked wrong anyway. The format according to the documentation is:

    N = Bn:c, W, S

    I think the "B" there needs to go in so ESOUND knows you are referring to Buttons. Other letters are M (modules) and V (variables). Otherwise it's a token name.

    Regards,

    Pete

  7. Is there anything in FSUIPC that would force the sim to always get the real weather updated every 15 minutes?

    No. I have no idea how to do that.. doesn't FS do that optionally already if you enable it?

    I've changed a setting in the .FLT file (under Flights/Other) that reduces this down to 2 clicks (Change and OK) but I'd really just like it to happen every time without input from me. Seems rather obvious to me.

    This is for what? To save two clicks each time you load FS you mean? I don't know of any way of making FS default to going on-line without some user intervention. Sorry.

    I looked over the manual for FSUIPC but the weather controls there didn't seem to provide anything like this.

    The weather functions in FSUIPC are almost all related to the interface FSUIPC provides for EXTERNAL programs. I have no way of interfering much with FS's own stuff. FSUIPC's prime purpose is to provide an interface for external programs. It doesn't actually try to replace FS's own provided functions. I wouldn't even know how to do most of them. Sorry.

    Regards,

    Pete

  8. I'm beginning to use/program esound into my sim. My first task is the Attend call button. In FSUIPC it sees this as joy1, button 9 or in the cfg file 11=P1,9. Now my question is what number do I put in the [Triggers] section for the button number?

    The button numbers 0-511 are derived assuming 32 buttons on each of 16 joysticks (the Windopws Joystick API limits), in order. So "1,9" = 1 x 32 + 9 = 41. Try 41.

    If I re-wrote Esound (and my EPIC stuff) now I'd use the J,B format, but all that software is many years old and uses the original pre-Windows EPIC button notation.

    Regards,

    Pete

  9. I have one axis throttle on my saitek X45. I would like to push one button to activate reverse, and then push the throttle to set full power reverse.

    Is this possible with FSUIPC ?

    No, there's no such facility in FSUIPC at present. In fact it has never been asked for, at least not a direct switch-over like that.

    Because it's possible with A320 Pilot In Command / options setup joystick axes, that works like FSUIPC. In this case, so only for A320 PIC i'm able to push one button, reverse are activated and flaps open, then i push the throttle to slow down.

    Well, I assume some of that is to do with Airbus automation / fly-by-wire. It certainly isn't realistic for all that to happen on one button push in any of the aircraft I know, but then I know little about Airbuses I'm afraid.

    What direction does the throttle operate in to control reverse thrust? Surely not push forward for increased reversed thrust? That seems rather non-intuitive.

    The FSUIPC provisions allow for the IDLE to be set a chosen distance up the axis, so that when the throttle lever is pulled all the way back it provides full reverse.

    With FSUIPC, actually, i can either

    - set F2 function to one button (repeat while held + F1 called when released)

    - or set a new idle position to my throttle axis push to set forward thrust, pull to set reverse

    Exactly.

    If my above question is not possible today with FSUIPC, will FSUIPC future updates may include this ? I think it is possible, Anticyclone (A320 PIC developers) did it.

    It is certainly possibly to provide controls to re-assign axis uses, or simply to change the range of axes, as you seem to want. However, to provide general programing facilities like that with an easy-to-use interface is not a small job.

    For some time now I have had on my list a project for a separate module, or even program, to not only allow dynamic reprogramming, but also for having variable response curves and keystoke emission at different axis values (for Airbus throttle detente type operation. However, that's a big project to undertake and there's been too much other work to attend to.

    I'm not really sure of the true usefulness of just having the throttle being a foward axis or reverse axis, expecially not with the confusion of reversal of direction, but I can consider it. On the whole I would rather leave it and do things more comprehensively, later, when I get the time.

    If you don't add this feature, that's ok, i'll try the second option, because i learnt today i can set a null zone around idle position. That was my fear, to have an idle hard to set during flight operations.

    Yes, that is important. You need a reliable non-jittery area for idle. Best to glue a small piece of rubber (say) onto the axis slot as a sort of "detente", just offering a little resistance so you can "feel" the throttle into idle from either forward or reverse settings.

    Regards,

    Pete

  10. With FS2002 The controlablity is very erratic namely the throttle .It is very slow to respond and the power is off or on ( mid throttle ) it goes from 2000 rpm to idle,there is no halfway setting Also when you become airboorne ,again the controlability with ailerons and elevators is very erratic .

    Sounds like either you need to thoroughly calibrate them in Windows' Game Controllers, or there is some fault in them or the connection.

    This problem is only with 2002 ,not with 2004 .

    Oh, right. That's odd then, because both FS2002 and 2004 have the same joystick input routines. The main change was between FS2000 and 2002.

    I have purchased the 3.135 for 2002 ,and I have have 3.04 with 2004 .

    You only purchase version 3. All the updates 3.xxx are inlcuded, you don't need to pay for each one. And 3.04 isn't supported, it's too old. I only support the current versions. Why not use the latest on both? Check the History document for all the changes and improvments you are missing otherwise.

    do you think that Fspuic has any bearing on it .

    No, not unless you are using FSUIPC to calibrate, in which can you may be doing this better in one than the other. Just try copying your FSUIPC.INI from the good installation to the other. Make both of them 3.135 whilst you are at it.

    When I go into the technical tab the values are all changing appropiately.

    There are no values relating to joysticks in the Technical tab -- you mean the Joysticks tab? Simply press the "Reset" buttons on each axis entry, so they change to "Set", then FSUIPC won't be interfering at all in any of your joystick inputs.

    Regards,

    Pete

  11. I entered the info as shown in your key list at the top of this topic, but when I run FS I get the following entries in the log file:

    898663 Client Application: "AIBridge" (Id=2424)

    898663 E:\AIBridge\AIBridge.exe

    898663 Description=""

    898663 Company="José Oliveira"

    898663 Illegal write attempt: offset 1F80, size 40

    898663Program not accredited for use with this unregistered FSUIPC

    I only generated the key based on the information given to me at that time. In fact a Product Name or Product Description field is needed, so I don't know how the currently uploaded version (2.0) was ever used with the Key I published, even though this dates back several months already.

    I know Jose is near publishing a revised version which is (also?) compatible with FS2004 -- version 2.0 isn't, as far as I know. If this is not suitable or imminent all I could do, with Jose's permission, is patch the Properties in his version 2.0 to make it acceptable to FSUIPC.

    I can do this during the week, but perhaps meanwhile you could post this to him and see what he says?

    Thanks,

    Pete

  12. Is it possible with FSUIPC to determine when flight plan is loaded and access its data (like waypoints) ? Or maybe how to determine filename of loaded flight plan (*.pln) if any ?

    Not that I know of. The best data I found, actually available in memory for FSUIPC to locate, is the GPS data now mapped in the 6000-61FF offset area. You can read the details of the previous and next waypoint, and the number of them, but I've not found the complete list nor the filename. There may be some other stuff in that area -- I've only documented what I recognised.

    Regards,

    Pete

  13. Airport for windows is freeware for creating scenery for FS.

    Okay. The only reason there's not been a key for it is that no one has asked before. since all the information I needed was in the Log extract you supplied, I have managed to make a key without further to do:

    Application="Airport"

    Product="Airport for Windows"

    Company="Tom Hiscox (thiscox@msn.com), Pascal Meziat (pascal@simflight.com) "

    key=E590 W3BL YV9L

    I'll add this to the main list at the top of this thread.

    Regards,

    Pete

  14. I can run AFCAD with FS2004 but AIRPORT is getting massive delays with FS open. I've not had any replies from Airport support as yet. Is there a code? I'm building public domain unlicensed airfields for Western Australia.

    105390 Client Application: "Airport" (Id=1176)

    105390 C:\Program Files\Airport for Windows\Airport.exe

    105390 Product="Airport for Windows"

    105390 Company="Tom Hiscox (thiscox@msn.com), Pascal Meziat (pascal@simflight.com) "

    109031 Illegal read attempt: offset 0564, size 4

    109031Program not accredited for use with this unregistered FSUIPC

    Sorry, what is "Airport"? Is it freeware?

    Pete

  15. This is more than likely a FAQ, but does anyone know why MS don't provide an SDK offering access to the set of variables you support etc.?

    Given the number of interesting MSFS add-ons using your fsuipc, e.g. Project Magenta etc. and even my upcoming add-ons :wink: you'd think MS would want to support and encourage such development by providing a full-featured SDK, rather than relying on you dissambling their stuff to provide a public sdk.

    Right at the beginning of the FS2004 Beta phase, or even a bit before, if I remember correctly, MS did ask if I could produce a specification of what I needed, so they could produce a proper interface module. I was a bit taken aback, but quite pleased. So I responded with the Programmer's Guide I'd produced -- "look, these are all the things folks use at present. that's a start. But there will be more ...". They said, "... but we need an inclusive list". I said that there's no way it can be "inclusive" because there's always something else, some new application or need. I can't predict what that may be. You just have to look at the changes in the Programmer's Guide from version to version to see that -- when compared with what was available in FS98 it is astonishing what's been added.

    Not only that, they said that even if we agreed on some specification of the data needed, it would be AFTER release date before they could even start to look at it, and after the revised SDKs they normally produce as well, most likely. So, at that rate, maybe we'd be lookng at something soon, maybe by Summer or Autumn this year.

    I reckon that even if we'd agreed something, it would have had to be cancelled. The pressure on the MS team for ongoing developments is quite heavy, it's a small team, the SDKs are voluntary (not committed), and they will certainly have started working on FS2006 (?) by now -- it's Alpha testing will be starting in not so many months.

    The best bet for something more successful would have been if they could have put me on a sort of "trusted outsider" status (with an NDA of course) and let me see the header files and internal interface details. Some of the team thought that would have been a good idea, but management would never has stood for it. Then, when I found I had to go semi-commercial (reluctantly forced by changed circumstances), that was most definitely not an option for them and presumably will never be again.

    Regards,

    Pete

  16. How do you figure out what FS DLLs to call into etc.?

    Disassembly (I use IDA Pro and PE Explorer) and Debugging (Soft-Ice mainly, MSVC Debugger and WinDebug for some things). In other words what used to be called "hacking", though that term has now come to mean, more usually, breaking into Internet or other on-line resources. I don't do the latter at all. :)

    It's hard work and takes a loooonnnngggg time! Thousands of hours goes into finding stuff in each release -- and it gets harder now they use C++ and COM a lot, the assembly code that produces is awfully convoluted. :roll:

    Or is it just trial and error by looking at the exported functions and classes exposed by the various FS DLLs?

    Not that easy. Much of the stuff I need isn't exported at all, even by the old FS5-type linkages which have always been the mainstay. I have to find not only the routines but also the correct "this" pointers to stuff into their "this" register (sometimes ECX, sometimes not!). Same with data -- in C++ there's not such a big distinction between data and code, it's all wrapped up tight in the protective black boxes they call "objects" these days. Ugh. :x

    I am at heart and by history an Assembler level programmer. C is about as far away from the nuts and bolts as I like to get. The sort of code produced in the name of Object Orientation is totally alien to me and makes me shudder! :(

    Regards,

    Pete

  17. have a question about Offset 5428 CDU "Keyboard Interface" in FSUIPC for PM Controls. I can send one character but whot does it mean if there is written in documentation "other bytes must change if you have two same characters after the other..." Which other Bytes????

    My second question is about Offset 4F4 Values 301-311 (Secondary EICAS pages and functions 747)? Should these values work? They did not work in my build.

    These are really questions for PM support. FSUIPC is merely the messenger, it doesn't read the contents of these things nor act upon them.

    However, as to your first question I think it means that his program has no way of telling that you want two successive characters the same if nothing changes -- the only way it knows you've done anything is because the value changes. So, you have to make a change that doesn't matter.

    It looks like the word "bytes" there should in fact be "bits" -- just change one of the unallocated bits in the high byte each time you send a character, then it will know about the change.

    Sorry, I don't know anything about the second question.

    Regards,

    Pete

  18. So I guess either the write isn't working, or maybe there is some other variable that has to be written to first to enable the view changes?

    Unlikely. Most everything in FS nowadays is procedural -- I actually have to monitor the writes to many many things and use the written data in parameters to calls into assorted FS DLLs. The problem is finding the right place and the right parameters for each need. It is made extremely complicated also by the fact that much of the code is now Object-Oriented C++, not the original ASM + C of FS95/98, and many things are inherited or polymorphed or otherwise OO-ised, necessitating finding the right pointers to the right structures/tables beforehand in each case. Sometimes an apparently simply thing takes several calls to several hacked entries in several different DLLs. Ugh.

    If your platform (FSUIPC) supported this then yes it would enable other developers to produce direct competitors to ActiveCamera, but it would also open the possibility of some developer coming up with a new and innovative add-on using these variables :wink:

    Yes, but when there's so much else to do in any case, trying to solve the same problem someone else has solved already is wasteful and not enticing. The quickest way would be for me to find out how ActiveCamera does it, but that is against my principles as well as wrong. Sorry.

    If the ActiveCamera author wants to volunteer the information "for the common good", then that is another matter. I can add stuff in that folks tell me about. That's how a lot of the stuff got in there in the first place, starting back in FS95 or even before.

    Regards,

    Pete

  19. I used to use the old ProFlight '98 but hated that it needed to know your exact flight plan and such before you'd fly which essentially meant that you couldn't really change your mind and fly elsewhere. I vaguely recall that being the problem.

    You still have to file a flight plan. All IFR involves flight plans. But you can specify your alternates and declare emergencies. Radar Contact does not handle VFR at all.

    The main difference from the old days of ProFlight and Radar Contact 2 is that RC is now a separate program, and runs fine under WideFS on a separate PC. This has several advantages, the main one for me being the separation of the ATC voices to a different set of speakers or, more realistically, a headset. Using one of the voice recognition programs you can actually then have ATC completely on headset without affecting the normal FS sounds on your main FS PC.

    Radar Contact is getting more and more sophisticated all the time and some amazing things will be seen as it develops. If you are really into ATC I strongly suggest you give it a try. The authors are very responsive to sensible and constructive suggestions too, so anyone who knows his stuff is always welcome and should ask to get on the Beta team to help development.

    Does Radar Contact support total coverage from clearance, to ground to tower, to departure and so on?

    Yes. But it doesn't know taxiways so you won't get taxi directions. It's up to you to find the runway for departure and the ramp/gate after arrival.

    I also own GameVoice which I think is what you were referring to.

    Ah yes, you are right "Sidewinder Game Voice" it was called. It came with a headset (Microsoft-badged Plantronics) and a gizmo for connecting it to USB as well as sound card. It was the only one I ever found which would recognise things pretty consistently without even any training.

    I did research Voice Buddy but it seems like just a limited version of GameVoice, albeit with templates dedicated to FS.

    Yes, but from what I've read here and there folks do seem to find that it works. As I said, Game Voice seemed pretty good, and I was surprised how well it worked even with the FS sounds all around me on normal speakers. Voice Buddy worries me a little as it seems to imply you have to have all the sound on the headset.

    Regards,

    Pete

  20. Are you saying that I can have the Hat provide its normal functions but then act differently when the ATC window is brought up?

    If FSUIPC recognises the hat positions as buttons, yes. If not, no. Whether it does depends upon how it is programmed in the joystick driver, I think. Try it -- go to FSUIPC's Buttons page, and move the hat to different positions. See if those are seen as different "button numbers" in FSUIPC.

    If not, then I'm afraid I have no answer for use of the hat. You'd have to find some other buttons to share their functions.

    The only problem I see is that the ATC window often comes up on its own especially for things like ATC frequency changes (change to command, accept, tune to new freq, contact new freq).

    Yes, you'd still need a button (or key) to set the flag so that this special programming can be conditional. You could make the condition on another button being pressed at the same time, but that's a bit more awkward to use than toggling a flag, and you still need a dedicated button or key in any case.

    I'm almost annoyed enough to go spend several hundred dollars or more on one of the advanced radio stacks but think that's major overkill over a function I just feel MS gave short attention to for now.

    Well, maybe it didn't get enough attention, but however they implemented it you'd still need some means of selecting between choices, so I don't see how you'd do without some use of buttons or keyboard.

    I don't use FS's ATC. I find Radar Contact much more satisfactory. And it certainly is a lot cheaper than a radio stack. However, neither solve the problem of needing keys or buttons to select responses.

    One other solution you might consider is some form of voice recognition, so you can talk to FS to execute the responses. Voice Buddy seems the latest popular add-on for this, but it looks like, for that to work well, you have to have all sound via the headset. I did for a while successfully use Microsoft's own Game Commander package, which may not be available now but wasn't so restrictive.

    Regards,

    Pete

  21. Is there any way FSUIPC might be able to help make the ATC window work a bit easier?

    I use a CH Products Flight Yoke (and Pro Pedals) and the ONLY thing I really need to continually reach for the keyboard for is the ATC window. Others are recommending VATSIM, GameVoice and such while all I'd really like to do is assign one free button that I have on the Yoke to call up the window and, once it's up, allow the hat on the yoke to let me select items and such. It seems odd to me that MS made this dialog so keyboard dependent. Any ideas?

    You can program the keystrokes to your buttons in FSUIPC's Keys page. That's all described in the User Guide.

    If you want the hat to be ignored for this purpose at other times you'd need to then edit the FSUIPC.INI to make those keystrokes conditional. You could make the spare button used to call up the ATC window (either by control or the keyboard '@ key, whatever) also toggle a Flag which would be the condition on the hat button programming. Details for this sort of thing are in the FSUIPC Advanced Users Guide.

    Regards,

    Pete

  22. I noticed the viewpoint variables (0x5B0 and 0x5D2) recently. Now if they could be written to (SDK-17 doc says they're read-only) ...

    They are actually 'original' Global.DLL values, unmapped by FSUIPC, still in the same place over several FS releases. FSUIPC doesn't stop you writing to them, but I don't think that does you much good. Have you tried? Let me know if you can make it do anything.

    ... it should be fairly easy to create something like ActiveCamera.

    True, though without hacking ActiveCamera I don't know how it does it. I'm not going to hack into someone else's program to provide methods to bypass their code. That's unethical as well as technically illegal.

    Although what seems to be missing is a viewing angle in the vertical/pitch plane. Currently the SDK lists a 3D position (lat,lon, altitude) and a view direction which I presume is the direction in the horizontal plane.

    It seems to be. I added these only because someone else told me about them.

    I'd be interested in hearing if you find a way to make the variables "writeable".

    Since ActiveCamera already does such a good job, I know not how, this isn't really an area I would dedicate time to. Sorry. Let's solve new problems, not try to reproduce other's solutions, eh? :wink:

    BTW have you tried any of the "Eyepoint ..." controls FS offers? Don't they do anything useful?

    Regards,

    Pete

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