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Pete Dowson

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Everything posted by Pete Dowson

  1. Same as you would for any repeated action. If you already have the macro for turning it left and one for turning it right, you can do one of two things for repeating it on one button push: One way is to simply repeat the assignment for that button push/switch position, for example, if the assignment for one action is 5=P0,6, .... then for three of the same you'd make two more copies with subsequent (and free) line numbers: 5=P0,6, .... 6=P0,6, .... 7=P0,6, .... Each time joy 0 button 6 is pressed, all three of those lines will activate, in that order. Alternatively you can make a new macro using the definition of the one you need to use. Edit the relevant .mcro file. For example, in the Macro file you are using, supposing the relevant macro is: 29=TCASleft=RX ..... you can make a new macro called "SelTA/RA" by adding these lines at the end, with a new sequential line number (e.g.) 145=SelTA/RA 145.1=RX ..... 145.2=RX ..... 145.3=RX ..... where the RXparts are copies of the original "left" action from "TCASleft". If you look in the example Macro file supplied for the PMDG overhead, you will see other examples of multiple actions in one named macro -- the "all bleeds" and "all packs" ones in the 747OHD macro file, for instance. Regards Pete
  2. Well, it says there to use it as a plain keyboard/mouse emulator, you don't use any of their software but "hardware mode": And similarly, if you use their "macroworks" software, you can have more elaborate keyboard and/or mouse macros in the PC -- but they are still sent as keyboard or mouse signals to Windows. If windows and FS sees the key and mouse operations, so will FSUIPC, but I'm really not sure what good it does you over a normal keyboard. If Wordpad sees the keys, then so should FS. If FS sees the keys and you have programmed them in FSUIPC, then FSUIPC will react as you've programmed them. All FSUIPC is doing is interecpting keypresses received by FS and checking whether there's an action pre-programmed, by you, for it. There's no point in sending "messages" as such to FSUIPC -- FSUIPC doesn't have any facilities operated by messages. You can program keypresses just as you can buttons on joysticks. Well, just use it as a keyboard then. Regards Pete
  3. Hmmm. Maybe your SP1 was installed okay and only the SimConnect side-by-side installation got screwed somehow. FSUIPC will use the latest it finds, so if that is the only installation problem, you would only get any resulting problems at all if you tried to use an add-on which is specifically written to use SP1 SimConnect -- as with, I think (for instance) the original (unfixed) version of UT2, and just possibly ASX (run locally of course). I am worried in the crashing case that something else in the SP1 update, as possibly a module, is missing (rather out of date), so that the Acceleration version of the FSX modules are using an out-of-date original version of one of those. Mind you, looking at my final set of DLLs in the FSX folder, this hypothesis does look unlikely. Anyway, I list the state of my FSX modules here for comparison: 26/09/2007 17:07 105,024 ablscpt.dll 26/09/2007 17:08 191,552 acontain.dll 26/09/2007 17:08 262,720 ai_player.dll 26/09/2007 17:09 1,289,280 api.dll 26/09/2007 17:08 405,056 atc.dll 26/09/2007 17:08 244,288 controls.dll 26/09/2007 17:07 79,936 demo.dll 26/09/2007 17:07 93,760 eula.dll 26/09/2007 17:08 273,472 facilities.dll 26/09/2007 17:09 1,134,144 fe.dll 26/09/2007 17:08 508,992 flight.dll 26/09/2007 17:07 89,664 fs-traffic.dll 26/09/2007 17:09 1,550,912 fsui.dll 26/09/2007 17:09 707,136 g2d.dll 26/09/2007 17:09 903,744 g3d.dll 05/07/2006 22:13 62,232 GameuxInstallHelper.dll 26/09/2007 17:07 137,280 gps.dll 26/09/2007 17:08 474,176 language.dll 26/09/2007 17:07 130,624 livingwater.dll 26/09/2007 17:09 1,002,560 main.dll 26/09/2007 17:09 1,827,904 mspac.dll 26/09/2007 17:08 173,120 mspacres.dll 26/09/2007 17:09 824,384 multiplayer.dll 26/09/2007 17:08 456,768 panels.dll 26/09/2007 17:09 889,408 sim1.dll 26/09/2007 17:08 179,776 simprop.dll 26/09/2007 17:09 837,184 simpropace.dll 26/09/2007 17:08 197,696 simpropext.dll 26/09/2007 17:07 42,560 simscheduler.dll 26/09/2007 17:09 815,168 sldlext.dll 26/09/2007 17:08 198,208 sound.dll 26/09/2007 17:08 188,480 symmap.dll 26/09/2007 17:09 906,816 terrain.dll 26/09/2007 17:09 880,704 ui.dll 26/09/2007 17:08 244,288 util.dll 26/09/2007 17:08 203,840 visualfx.dll 26/09/2007 17:08 330,304 weather.dll 26/09/2007 17:08 180,800 window.dll 26/09/2007 17:09 689,216 xuipc.dll 39 File(s) 19,713,176 bytes If the problem isn't in the updated modules, then it must either by in the data files, or an add-on. The SimConnect log should help if it is a Simconnect-loaded add-on. Best Regards Pete
  4. There are FSUIPC3 keys, for FSUIPC3 on FS9 or earlier, and FSUIPC4 keys for FSX and ESP. They are clearly separate products and purchased at separate places on SimMarket. There may still be a discount system in operation to those upgrading from FSUIPC3 to FSUIPC4. You have to check at SimMarket. I'm afraid I don't deal with the sales side of things at all. Regards Pete
  5. What is a "keyboard of USB keys"? I have many keyboards, and most of them these days plug into USB ports. If Windows doesn't see the keyboard keys, neither will FSUIPC. But even if it is a true keyboard, surely it will simply duplicate the keys you already have on your PC keyboard? Sorry, I do not know it, but if it is not a standard keyboard recognised by Windows I assume you need some driver for it? Regards Pete
  6. I don't think it will come to that, but it is very suspicious that the SP1 Simconnect is missing, and since SP2/Acceleration is an increment on SP1 and it must be present for a correct installation, not only of SimConnect, but of FSX itself, it does strongly imply that this is where the problems originate. I think it may be wise to uninstall Acceleration, delete the two later SimConnect folders in Windows WinSxS (not the base one which is okay), then re-install Acceleration. This would not disturb anything else you've added. sorry, the path to wherever you would like to place the log file should be included, else how can Windows find where to put it? The idea of the part "" was only to show you where to put the path to FSX -- that is why it says so. In itself the "" string is most certainly unlikely to be a valid path to anything, unless you happen to have mapped your FSX path to exactly "" -- which seems highly unlikely as I don't think "<" and ">" are valid characters in pathnames! ;-) You don't have to put the logs in the Modules folder -- you can use any path and filename you like. I just recommend that to keep all of the diagnostic information together! Regards Pete
  7. Sorry, I'm not clear what you mean by "arm", "extend" and "disarm" in this context. Can you not figure out the logic from what you describe? The ground speed can be read from an offset, and you already have the throttle setting being read. The syntax of the Lua part is easy enough to see, I think. You just need to be clear about what you are reading and what you do with it. You could have it "event" driven, based on the event of the aircraft name changing. On that change you can read the aircraft name and compare it to the one you want to use this with, and if it matches, enter that loop, if not don't, or force it to exit if already started. It's only a few extra lines, but it isn't quite so easy to understand. The only other way, really, is to have it saved under a different name (eg "liftdumper.lua") and try to remember to run it -- by button or keypress assignment -- when you load your aircraft. At present there is no facility to automatically press a button or run a plug-in, or anything else, when an aircraft is loaded -- although that's perhaps not a bad idea and one which perhaps I'll think about. Regards Pete
  8. These are new in FSX. I'm afraid there are currently no offsets assigned to these values. There are a lot of new items in FSX which are not yet added to fSUIPC4, simply because the main priority was always compatibility for FS9-based programs. I am only adding things now as requested. I can provide offsets, or maybe just two bits, a flag for each, in FSUIPC4. Then you will be able to implement the LEDs on the RP48. I've made a note of this. Expect the addition in the next interim update to FSUIPC4, probably within a few days. It is a pity you just missed the last update (Friday), as it would have been easy enough to slip these in. (Updates are announced in the "Updates" announcement at the top of this Forum). Regards Pete
  9. Ah, sorry, I think the currently issued edition is different. The problem of the Gear Reduction on turboprops was only brought to my attention after the last SDK update. In my copy it says this in the part for the scaler at 08C8 That appears to be the case, for turboprops, yes. It is constant for a specific aircraft. As I said, it is the Gear Reduction Ratio which should be found in the aircraft's CFG file. Search for "gear_reduction_ratio". I'm pretty sure it is named as such. Regards Pete
  10. You don't mention FS or FSUIPC version. In the FSX offsets list, offset 08C8 includes this note: On turboprops this will give the shaft RPM, since there is currently no Gear Reduction Ratio available to fix values on such aircraft. I will fix this when I can. There's a similar one in the list for FSUIPC3, but no hope expressed there. I'm afraid I've never found a way to "fix" it -- for FSX it was an item outstanding with Microsoft at the time they closed the FS department. Would the ratio account for your discrepancy? You can find it in the Aircraft's CFG file I think. Regards Pete
  11. A bit like the transponder, the COM and NAV radio sets take a parameter in "BCD" ("binary coded decimal"), which is simply the frequency value set with each digit as a hex digit, not a decimal one. The leading "1" is omitted. So, for example: 123.45 needs the parameter x2345 Regards Pete
  12. Yes. They won't be used at all. Regards Pete
  13. Well, I think that's not quite the case now with the Intel Core i7 series of processors. I have excellent results with a relatively cheap upgrade I did on one of my PCs -- mobo, i7-920, an fast DDR2 ram, by allowing it to overclock up to 4.0GHz in full turbo mode. My main cockpit PC is now a Core i7-975 water-cooled at 4.5 GHz and with 6Gb 2000 MHz memory. Win7 64-bit helps too. At last I have smooth flying at UK2000 Heathrow with realistic AI traffic levels! Regards Pete
  14. If that's the case, and it doesn't provide any keyboard shortcuts or other ways of operating its transponder mode, then you can't do it through FSUIPC. Sorry. I'd be glad if you took it up with the FSInn folks. i face the same with Squawkbox 4 in FSX. In FS9, with Squawkbox 3, you could set the transponder mode and do the Ident stuff via FSUIPC offsets allocated and used by Squawkbox. In FSX they use SimConnect, which is fine, but they've failed miserably to make any provision for folks with hardware transponders. it has stopped me in my tracks regarding flying on-line, which I'd intended to try by now. And the authors, who I've written to several times asking for facilities and suggesting methods, have said they'd talk about itbut that was many moons ago, and still nothing! 1200 in decimal is x04B0 in hex, and 2000 is x07D0 in hex. I think the former would display as 0430, as you saw, and the latter as 0750, if they are accepted (I don't think they would be in FSX, but FS9 has fewer checks). For 1200 you need to enter x1200 as the parameter. For 2000 it is x2000. FS uses hex numbers for the transponder. The vast majority aren't FSUIPC-added controls, which are documented in the Advanced User's guide. The FS controls are simply listed from FS's own "CONTROLS" module. What they may or may not do is decreed by Microsoft, not me. I've never been able to document them all as I've never tried them all, and the list varies from version to version. About the best documentation you might get is from when I actually tried to do it in FS2000 days -- the List of FS2000 controls on the Schiratti "Dowson" download page. Regards Pete
  15. No, no way. I cannot tell if any of the methods provided in FSUIPC for assisting with hardware control assignments will work with every product available, whether hardware or software. The facilities FSUIPC provides are described in its documentation, which is available to read without any purchase. You have to make up your own mind, or take advice from other users of your hardware and software combination. Sorry, there's no way such assurances can be given. It is just not possible. Regards Pete
  16. Ouch! they should not be empty! Do not create any folders yourself! There's much more to it than that, and those weird numbers are not predictable. Just delete the three SimConnect folders in the Windows "WinSxS" folder, then run the install for FSX base edition to repair that, run FSX once, install SP1, run FSX once, then install SP2 (or Acceleration). Pete
  17. Pretty easy with a little Lua plug-in. On Ground is offset 0366 (2-byte word) being non-zero, throttle1 is a signed word at 088C, folding wing left is a float64 (double) at 2A48, similarly right is at 2A50. For most things I'd have it based on an event -- so that the Lua program is automatically activated by things happening in FS. But the event here is presumably the throttle going positive (or greater than a nominal positive number, more likely) -- and there's no way to get a single event like that. An event based on throttle changes would trigger on every throttle change, and that's a potential performance hit. So, I'd suggest making an "ipcReady.lua" file, in the Modules folder, which contains a loop, checking things say, twice a second or so? e.g. PrevThrottle = 0 ThrottleThreshold = 256 -- nominal positive throttle value while 1 do ipc.sleep(500) -- do nothing for half a second ThrottleNow = ipc.readSW(0x088C) if ipc.readUW(0x0366) ~= 0 then -- We are on the ground -- see if throttle has just gone over threshold if (PrevThrottle &lt; ThrottleThreshold) and (ThrottleNow &gt; ThrottleThreshold) and (ipc.readDBL(0x2A48) ~= 0) then -- left wing fold is non-zero ipc.control(66390) --Toggle wing Fold control end PrevThrottle = ThrottleNow end end ... or something similar. I'm not sure which way around the folding wing "fiddle" should be operating -- to fold or to unfold -- but i'm sure you can adapt this as you need. Regards Pete
  18. Yes, but I am sure that installs both the SP1 and SP2 versions of SimConnect, yet your SP1 version is missing. It should not matter unless you are using an application which depends upon it (and there are quite a few now), but it is worrying as it is indicative of something wrong, something perhaps that went wrong during installation. And since FSUIPC4 is probably the most intensive SimConnect user out there (and it appears you have no others anyway, at least no others loading automatically), it is the only one tripping over the problems which may have thus been caused. But let's look further first before contemplating a clean-up and re-install. At the very top of this Forum there are a series of entries called "Announcements". it is within those that I supply a lot of help, lists and updates. One of them has the title "FSX HELP: Logging or Re-installing SimConnect ". it is that one which I refer to, for short, as "the FSX Help announcement". I don't actually understand how you get into this Forum without seeing the Announcements. I cannot find a way to do it! Please, how is it done? If i knew then perhaps i could stop it, because the Announcement facilities are rather a futile effort if folks don't automatically see them when they arrive! :-( Regards Pete
  19. But the default flight did not, apparently -- it lasted several minutes. I'm not sure how you get the "previous flight" running if you don't select it, as it is obviously NOT the default flight. That merely means that the data which is causing the crash is not used otherwise. If you had not already deleted your FSX.CFG file and generated another with a new default flight, I would suspect the Weather file stored with that, or the "previous flight" file. There's no non-FS add-on being loaded in your EXE or DLL XML files. so this leaves us with only one option --- a SimConnect log. If you visit the "FSX Help" announcement above you will find instructions on obtaining a SimConnect log. Try that. Do NOT do the SimConnect deletion and re-install part. When you have a log for a failed FSX start with FSUIPC, ZIP it up and send it by attachment to petedowson@btconnect.com. Regards Pete
  20. That would be a new program I'm afraid. The organisation in this one is just not as flexible as you seem to think. It has taken a lot of stick over the many years it's been trying to keep up -- since Radar Contact 2 and my own FStarRC, I think, around FS98 time. Sorry, but i am not taking up new projects these days. I'm trying to wind down and make best use of my remaining eyesight, deteriorating by the week at present. Best Regards Pete
  21. My revised Wideclient is ready, but I'm unable to put it on the Updates announcement at present due to server problems, it seems. So please find it (WideClient version 6.787) attached. The user guide is updated to list the new facility -- just a "TN" in place of "T" for "Toggle oN" (default is still off). Regards Pete WideClient6787.zip
  22. There's something wrong with the Server and i cannot update my files there at present, so I attach 4.36 to this message. Regards Pete MakeRunways_436.zip
  23. No, hardly ever, unfortunately. The most many add-on makers do is to provide ways of assigning keystrokes to some of the cockpit facilities, but even this seems to be a rare provision these days. Have you checked? If there are usable keystrokes you can program buttons or switches to send those for you. If it generates an FS control, then, yes, you can determine what this is (by both name and number) by logging Events in FSUIPC's Logging tab. Look in the FSUIPC Log file after operating the switch or button. If you are using FSX you can run it in Windowed mode and have the Log displayed in real time in another window -- enable this via the "console log" button in the Logging tab. There are two other possible methods before resorting to a mouse control program like Luciano Napolitano's "Key2Mouse": 1. Creating "mouse macros" in FSUIPC, for subsequent assignment to buttons. Several of PMDG's aircraft -- the 737 and 747 for certain -- have proven to be very amenable, in most areas, to this facility (excepting the FMC it seems). Please check the section on this subject in the FSUIPC User Guide. By all means come back with more questions if needed. 2. For FSX with FSUIPC4 only, some cockpit gauges may be using local variables, called "L:vars", for their settings. If so these can usually be read okay, and may respond to being written. The methods aren't terribly easy though. Recently a reference to a thread elsewhere was posted which may be useful to you. Let me find itah, yes, here: http://www.a2asimulations.com/forum/vie23&t=19751 Regards Pete
  24. Okay. It is done -- pretty much merely a table change. Version 4.36 will contain the changes, in the XML file only. I'm out this morning but I'll do the release build and upload it here, to the Updates Announcement, later today. Oh, the changes aren't tested as I cannot find any scenery using those "unknowns", but there shouldn't be any problems as it was a very minor amendment! (Famous last words? ). Regards Pete
  25. It looks like that thread is mostly concerned with the "L:vars" in gauges written using those items. Unfortunately, those are only accessible in the FSX/ESP version of FSUIPC (i.e. FSUIPC4). I'm not sure whether I can do the same in FS2004, which the poster here appears to be using (judging by his comment "nor can I find it in fs2004 default fs button assignmentlist"). Maybe I'll take a look when I get time. Thanks for the link, though. it does look quite useful! Regards Pete
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