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fred64

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Posts posted by fred64

  1. Hello Pete,

    I am the author of the helicopter physics library "Helicopter Total Realism" which is freely available at Hovercontrol.

    It worked quite well until a few versions away, but with the last version (4.70+ ?) I have a strange thing happening.

    I am using a number of offsets in read mode and velocities and angular velocity in read and write mode, In particular i read the landing gear up/down offset

    (0x0BE8) in read mode only.

    The strange this is that after my program starts (a separate exe calling FSUIPC though the managed wrapper) le landing gear button retract/extend "G" is not responding anymore, Also if I switch of my program it still does not work, the only way to make it work again is to restart the flight.

    It seems to me that something is conflicting, I did not change any code on my software from the last release, it seems to be a 4.70+ behavior, I do not have a clue on where to look for a solution...

    Thanks in advance for your help

    Fred

  2. I assume you do this all in one Process call per cycle, so only causing one process switch? If not you certainly should. Do the writes and reads at the same time.

    Yes it is one process call per cycle

    Is your program an in-process DLL or GAUge file, or an external EXE? Internal actions can of course be repeated at a much higher frequency, which does help.

    Sorry I did not mention it it is an external exe file.

    With FS9 the best approach is really do do it as fast as possible without actually causing any noticeable deterioration in frame rates etc. For FSX, as fast as possible helps but the asynchronous nature of the SimConnect server-client approach will never give ultimate satisfaction I'm afraid. All you can do, as with most things FSX-wise, is recommend the fastest hardware the user can afford!

    You might want to consider using SimConnect directly for your FSX version as in this case FSUIPC is really only another layer -- though admittedly, SimConnect is a lot faster for internal clients like FSUIPC.

    I will try the as fast as possible approach, with a new hardware it should not affect frame rate that much, is it worth suggesting to keep FSX frame rate and my application frequency to similar values or does FSX program runs with a different cycle from the render frame rate ?

    Also I'd like to stay with FSUIPC, I don't see a reason to move to simconnect, also now that you mention it is actually faster!

    Thank you for your help

    Fred

  3. Hello,

    I wanted to announce the release of Helicopter Total Realism

    http://www.hovercontrol.com/cgi-bin/ib3/ikonboard.cgi?s=bb2ddd7ded934cf873d8e6f54dbcd6d3;act=ST;f=1;t=17635;st=0

    Helicopter Total Realism (HTR) is a free program that overrides FSX FS9 flight model with a more realistic model and was fully developed with the managed FSUIPC interface.

    All the helicopter reactions are calculated using formulas taken from different aerodynamic books. Every helicopter can be configured using a .cfg file similar to the aircraft.cfg but with custom parameters used by the application to model the physics profile.

    Thank you Peter for making my job so easy ! your fantastic software allowed me to concentrate on the physics part with an easy way to interface FSX and FS9

    The software is becoming quite popular and already got over 1000 downloads in a few weeks.

    I keep on improving the program and I have a question for the next release.

    The way I read and write data to FSX is from a group of about 30 parameters i query at regular intervals. The query frequency can be adjusted by the user to match the FSX frame rate.

    This leads to occasional stuttering problems when my velocities settings are highly different from what FSX thinks they should be. I wondered if there is a different way to time my requests to FSX, maybe through a listener approach or monitoring the time elapsed at offset 04A8, or counting the frames...

    Thank you

    Fred

  4. Hi all,

    for all of you helicopter lovers I have just released

    HELICOPTER TOTAL REALISM PHYSICS LIBRARY

    http://www.hovercontrol.com/cgi-bin/ib3/ikonboard.cgi?s=1a7a21774fab2ebb72d4e6c5b2e2cf35;act=ST;f=1;t=17635

    Helicopter Total Realism (HTR) is a free program that overrides FSX FS9 flight model with a more realistic model.

    All the helicopter reactions are calculated using formulas taken from different aerodynamic books. Every helicopter can be configured using a .cfg file similar to the aircraft.cfg but with custom parameters used by the application to model the physics profile.

    I have included a full manual with samples on how to create your own configurations.

    I think this is a fantastic add-on for Nemeth Designs Helicopters, you do the models I can fix the flight model...

    Please share your configurations so I can include them in my next software release.

    Enjoy

    Fred

  5. Peter,

    thank you for your reply.

    I'am sorry I was not clear, and also I posted before I checked better myself...

    I am using FSUIPC dot net client 1.3 to write a windows forms application in C# to alter helicopter behaviours in FSX..

    The issue with the offsets 0578 057C 0580 (pitch, bank heading) was my mistake as I was casting as float instead of integer (sorry)

    I am using a fixed 20 fps framerate on FSX and on my application so the updates should be in synch.

    Regarding the offsets to alter the XYZ linear velocities of the helo I am currently using offsets 3098, 30A0, 3090 (Ground velocities). Am I doing this correctly or would it be better to use other offsets such as 3180 3188 and 3190 (TAS velocities) or even the accelleration offsets (is there a best practice commonly used by FSUIPC developers for altering linear and angular velocities?).

    Thank you for your help and for such a great product. After MS dropped FSX development and consequently Simconnect, I think FSUIPC will be the future for improving this great sim.

    Thank you and regards

    Fred

  6. Hello,

    I am trying to read those offsets 0578 057C 0580 (pitch, bank heading) using the 1.3 dotnet client and dividing them as per FSUIPC offset instructions but the values returned are either very high or very low, did someone test those offsets our could point me on how to get them properly (i need Rads so it should be oBodyBank.Value * 2 * Math.PI / (65536D * 65536D) but it doesn't seem to work

    Also another question I am trying to read and write XYZ velocities using offsets 3180 3188 and 3190 but those are seemingly not writable, so I am using 3098, 30A0, 3090 to write but then I have to adjust for the relative wind using offsets 3470 3478 3480 but that does't seem to work... any suggestions ?

    thank you in advance

    Fred

  7. Yes I heliforce tried it and it is good. Is uses pedals input to simulate yaw.

    What I am trying to do is a different project, where I will be using several variables to simulate an helicopter flight behaviour better than what FS does, also including other factors not included in Heliforce.

    I also thought of contacting him (we corresponded already) to see if he was interested but I believe he is very busy with a commercial project (dodosim)

    Thank you for your suggestion anyway

    Fred

  8. Hi Phenty

    thank you very much for your answer.

    Processing twice per tick with a read only offset doesn't seem to work. I tried also this as a test, I am setting the old value into the new value

    Set 30B8 offset (oYaw)

    Set 30B8 offset (oYawRO write only)

    Tick

    {

    Process()

    A = oYaw

    YawRO =A

    Process("write") oYawRO

    }

    give an erratic behaviour Yaw increases very quickly, while it should stay the same as before. It seems that the double process within a tick creates problems, I don't know if this could be a bug.

    Thank you

    Fred

  9. Hi,

    I am a quite experienced C# programmer but I am new to FSUIPC and FSUIPC.NET.

    I am trying to simulate torque on an helicopter caused by the increase in collective.

    so basically I :

    1. read the body yaw offset (30B8)

    2. read the collective (thrust) offset (3AE8)

    3. make my calculations and set the modified offset to body yaw offset (30B8)

    I then process the group at the beginning of the next tick (I use 20 ticks per second)

    this works well except that I loose the inputs from the pedals that do not work anymore. It seems to me that FS possibly alters the body yaw offset in the meanwhile (between the ticks) and that the changes he makes get lost with my process().

    I tried other ways

    - setting the body yaw accelleration , but it doesn't make any effect even on very high values

    - setting the rudder trim: the effect works but too slow for my purpose

    - setting the rudder value (0BBA), not tried yet but then I have to add the actual rudder input from the user...

    my preferred way would be to modify the body yaw velocity or accelleration without touching the controls, working along the modifications done by FS instead of replacing them.

    Thank you for your help

    Fred

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