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Akila

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Posts posted by Akila

  1. 4 hours ago, Pete Dowson said:

    If you genuinely want to limit the real range of your aircraft's airlen movement, then you can fiddle that, aftern normal FSUIPC calibration, in the calibration line in the FSUIPC settings file (the INI file). Yo'd have to increase the limits -- make the miinmum value of the axis a lot lett (or more negative if it is negative already, and the maximum a lot higher. For instance of values like

    -16380, xx, yy, 16380   change them to  -32760, xx, yy, 32760

    (where xx and yy are oyur centra neutrol zone).

    works beautifully, thanks Peter... 

  2. 28 minutes ago, Pete Dowson said:

    So you want an unrealistic control response. not ther realism carefully built into the aircraft model for you?

    actually in my case it will make it more realistic as the ailerons deflection would perfectly match the yoke movement as in real life (at least up until 45 degrees).

    28 minutes ago, Pete Dowson said:

    You said your friends yoke gives you corespondend with the one screen yoke. That's find and dandy, but it also achieves 90 degrees you said.  Does he never move his yoke axis further than the 45 degrees you see to want?

    very seldom, it is a price I am for sure willing to pay. I prefer 95% time realistic yoke behavior that those 5% of the time I might need more than
    45 degrees, i can't imagine I would ever need to be honest 

    28 minutes ago, Pete Dowson said:

    If it is justy a lack or central sensitivity which concerns you, as result of the same full range being compressed on your yoke to half the movement, then the best an easist was it to use a slop with a flater centre, as I sugested. I don't really see any need to worry about your yoke position matching that one the screen -- I don't see why that bothers you so much

    I am not quiet sure what you mean, but what I want is to limit the the airplane yoke to no more than 45 degrees (which of course effects the ailerons), in other words, how do i cause FSUIPC that when I am at the maximum 45 degrees on my yoke it would not detect it as being 90 degrees (full axis), but only transmit 45 degrees. 

     

    28 minutes ago, Pete Dowson said:

    If you genuinely want to limit the real range of your aircraft's airlen movement, then you can fiddle that, aftern normal FSUIPC calibration, in the calibration line in the FSUIPC settings file (the INI file). Yo'd have to increase the limits -- make the miinmum value of the axis a lot lett (or more negative if it is negative already, and the maximum a lot higher. For instance of values like

    -16380, xx, yy, 16380   change them to  -32760, xx, yy, 32760

    (where xx and yy are oyur centra neutrol zone).

    this might do the trick, I'll get back to you on that one, thanks...

     

    28 minutes ago, Pete Dowson said:

    But, to be honest, I think you are after the wrong thing. You should always be able to reach all possible settings of your controls even if normally you wouldn't.

    I think you just want more control in the normal region.

    Pete

    what type of yoke do you own? you have one that is limited to 45 degrees turn or it has the full 90 degrees turn?

  3. I have a feeling you did not understand the issue I described and it has nothing to do with the plane's turn itself.
    let me try and elaborate, break it down further.

    let me try and elaborate, break it down further.

    in general as much as the yoke moves in the cockpit to the left/right, the right/left ailerons keep moving up/down until reaching the maximum they can deflect, until the yoke is 90 degrees in cockpit. in return that controls the turn and turn sensitivity/angle, etc...

    when the yoke in the cockpit is at 15 degrees to the left/right,  the ailerons are not as extreme like when the yoke in the cockpit is at let's say at 50 degrees and so on. 
    So if I move the cockpit yoke (nothing to do with my Saitek/Physical yoke), let's say 10 degrees, than the ailerons are deflected slightly to present that amount of turn I wish having. if the pilot wants a sharper turn he would add some more degrees in the yoke, let's say he will turn it to 20 degrees, etc.

    My issue is in which I am trying to resolve is:
    if I move my physical yoke about 10 degrees, it should move my cockpit yoke the same which would than traverse to the ailerons to an angle that represents yoke movement of 10 degrees in the cockpit.
    However, in my case if I move my physical yoke 10 degrees, in the sim it moves it over 20 degrees and also of course the ailerons moving corresponding to a ~20 degrees yoke turn effect in the cockpit and not 10 degrees like I moved my physical yoke. that is because my physical yoke only reaches 45 degrees, which tells the SIM it is the full 90 degrees as that is the peak of the axis (+-)  
    if I move my physical yoke to 30 degrees , in the sim it would have an effect on the ailerons of like moving the yoke in the cockpit to 70 degrees.
    The reason is known and make seance. all of this is because SIM yoke can move up to 90 degrees (which they gradually effect/moves the ailerons) while my physical yoke could only reach 45 degrees, but the SIM detects my physical yoke movements from 0-45 degrees as 0-90 degrees which potentially doubles the turn/ailerons effects on any movement in between my 0-45 degrees physical yoke to compensate and reach 90 degrees..

    to prove this theory, i installed my friends Saitek Cessna yoke, which does go to the full 90 degrees extent turns
    and you can see the perfect match. the ailerons and internal SIM yoke are perfect match to the physical movement (degrees wise)
    of the physical Cessna yoke,  because both could SYNC as they can both reach 90 degrees turn axis.
    I actually need to use more angle/degree on the Cessna yoke - which matches more my real life experience - to make the same turns I did on the regular Saitek yoke - so we know for sure it effects the ailerons deflection as well and not only limited to visuals.
    needless to say that the yoke compare were done on the same plane(s) (PMDG 737 & 777, Aerosoft DHC-6 Twin-otter & LM build-in planes), same SIM/computer.

    so my question is how do I limit in the FSUIPC/SIM that the maximum Yoke movement would be 45 degrees (which would perfectly match the physical yoke movements limits)?
    as of now the SIM/FSUIPC detects my 45 degrees yoke angle (the peak of the axis) as 90 degrees yoke angle and any angle in between as double, and of course it traverses it to the Aircraft which effects the ailerons effects more than needed.

  4. Hi all, I have a Saitek Yoke (pro flight), the Yoke turns (left/right) up to 45 degrees on each side, (I think it's called "X" Axis).
    However, in P3D, the planes the yoke goes to the full 90 degrees when I am at the 45 degrees on my Yoke,  which makes it very hard to control the airplane as they are out
    of SYNC (yoke limitation to go behind 45 degrees).

    My question is:
    is there a way to limit my airplanes in P3D (e.g. Twin-otter, PMDG, etc.)  'X Axis' that the max they will go is 45 degrees like my yoke?
    maybe some sort of calibration, dead zone in FSUIPC etc. not sure how.
    wanted to consult with you experts..

    P.S. i am running on P3D v4.3 and FSUIPC v5.14

  5. I have P3D v1.3

    and I am seeing in the D/L link the following:

    [b]Install complete FSUIPC version 4.827 [/b][url="http://fsuipc.simflight.com/beta/Install_FSUIPC4827.zip"]Install FSUIPC4.827[/url]
    [u][b][color=#ff0000][i]This version works with Prepar3D versions 1.2 and 1.3[/i][/color][/b][/u]
    -- The documentation is still at 4.80 level. See also the changes document.

    and:

    [b]Update FSUIPC version 4.831 [i]only[/i][/b]: [url="http://fsuipc.simflight.com/beta/FSUIPC4831.zip"]FSUIPC 4.831[/url]
    [u][b][color=#ff0000][i]For details see the Changes document included.[/i][/color][/b][/u]
    -- adds [b]ipc.setowndisplay[/b] function for individual display windows per plug-in
    -- fixes bug in LVar macro with 'DEC,0" setting
    -- fixes bug in Lua [b]event.key[/b] function.

    I underlined the remark that references to v4.827.

    on the Updated model (v4.831) it doesn't mention rather it is also for Prepar3D like in the 4.827.

    does this means that the 4.831 is not suited for Prepar3D?

  6. Dear sirs,

    I just bought your software called 3D Real cockpit effect, but on the new PMDG Boeing 737 NGX it doesn't work.

    Any reason for that ?

    Thanks in advance,

    Bruno Falcão

    it works fine with the NGX, Assuming that all AchillesP questions are "yes"

    you just need to make sure on the steps done by the following order:

    1)load FSX

    2)once FSX main menu is shown on the screen (loaded), load the 3D cockpit Program.

    3)now you can pick the NGX plane in the FSX manu

    4)FLY NOW

    if you follow those steps it would work for you.

    it works perfectly with my NGX if I do those steps in that same order I mentioned.

  7. Just Got the "Dolby Cockpit Sounds FSX", tried it, it works, however for those who use the 737NGX,

    for those who are looking on adding reality sounds to their NGX, it is not the right tool for you.

    the sounds are not even close to what you would hear in real 737NG.

    for sure not from the cockpit.

    the sounds sound are more suited for GA Aircrafts or closer to a Douglas DC-3 at the best.

    Flaps Wind: you have it built in the NGX and it is perfect as it is, BTW the flaps Wind in the tool does not sound like a flaps Wind, it is the cruse wind sound they attached as flaps wind..

    Spoilers: you have it built in the NGX and you would not notice the addition if you enable it via the FSPS Tool

    and it sounds more like a thunder to me then a spoiler in that tool.

    Gear Wind: chh, it's a total joke, you would never hear this from the Cockpit in the NGX, maybe on a DC3 you would.

    Gear Dump: doesn't even sound like an 737NG gear dump, it sounds more like a Douglas DC-3 gear dump, added to that, you would hardly hear

    the motor of the gear dump in the real 737NG and for sure not with that sound like it is presented in the FSPS tool.

    Gear RPM: same as gear dump, more suited for a DC-3

    Breaks: sounds more like Sharpening a knife on a sharpening wheel then breaking.

    Breaks Overheat: is the only one that would likely sound close to a Heavy craft Breaking, unfortunately my breaks hardly over heat, so I don't get to use this sound much.

    Button line for those who fly 737NGX or any other commercial Jet Engine airliner, this tool is not for you, it worthless.

    Thank god I got it for half price, so I don't mind loosing 6 Euro, I already Uninstantiated it.

    a good word though for the Product and FSPS is that that tool is a great idea, but not suited for Airliner airplanes however.

    (no worries FSPS Devs, I got your other tools which are good - XPS,3D Cockpit Effect,Booster,MEA)

    It has the potential being a Brilliant tool if it had all kind of airplanes sound sets in the tool's sound repository, not only a generic one.

    but it is not the case in it's current Configuration.

    I'll be happy and supply FSPS real life recording that I made of the 737NG sound including touchdown cockpit shaking sounds,roll,auto spoiler deployment, etc for improving the product.

    I might extract my own 737NG recording corresponding the Tool's sound file(s) and I can publish them for you to replace the default Existing sounds

    with the new files. that would match better to the 737NG flying.

    the Sounds are WAV files in the Installation dir, so all I need is to make you a replacement files to place them in the Directory instead of the original files.

    this could be easily done for other airplanes as well.

    I could do this, If there will be a demand for it here in the forum.

  8. Hi,

    Execute xtreme software, then fsx(from fsx icon) and finally active sky.

    Do not start fsx from other programs if you have win7. It creates some problems.

    Achilles, you got it wrong :)

    he want ASE to launch before FSX.

    here are the steps you should do

    Execute xtreme software, then goto addons tab and launch active sky , once ASE is loaded launch fsx(from fsx icon).

  9. Hey DEVs.

    I got a suggestion for improving Xtreme FSX PC.

    is it possible to incorporate an FPSLimiter function that would limit the FPS of FSX externally (not part of FSX FPS limiting settings) as part of the Xtreme FSX PC (as part of the Xtreme FSX PC code)?

    and it would Support DX10 as well?

    If you add this in Xtreme FSX PC, it will bring a huge Added value Boost for Xtreme FSX PC and I am sure many would buy this if not only

    for this feature as the Market also missing an FPSLimiter for FSX that supports DX10.

  10. Yes we do. :)

    The new landing effect we are preparing is amazing. It will be available soon.

    that is why I am never bothered buying FSPS products in their early stages (when they are a bit buggy), since I know they always fix it and improved it.

    You just need to say it, and it's done...

    three products I got from FSPS always the same story (good story though), buggy at fist (no worries) , fix it and improve it.

    that is why I don't wait for it to be "a better/stable" product, I just buy it as I know they will improve it.

  11. I just got the program and I noticed on take off when my nose gear is up in the air and only

    my rear gear is still on the ground the shake affect is the same as having all on the ground.

    you see that more actually in landing.

    when you land your rear gear are longer on the ground until the front gear is touching down

    (about 2-3 sec' usually) and yet the shake affect is the same....

    It doesn't look right to me that there is much shake when only the rear gear is on the ground or the same level

    as having all gear touching on the ground.

    when I fly a plane there is hardly any shake until the front gear touches ground, then the party starts, however there is

    a large short/shock shake of the touch down itself, but hardly any continuance shake until front gear touches the ground.

    to make it more realistic IMO, you need to generate a large short shake for the touchdown itself , then reduce the shake drastically

    until the front gear lays put.

    same for take off, reduce shake when front gear is in the air.

    other then that it's a nice tool to have

    GJ , keep it up boys.

  12. Hi there.

    I have the Xtreme PC FSX and I set my REX in the addons which is cool.

    I have VoxATC addon which is not possible to add to the addons as it is not an EXE file nor a DLL file based on the EXE.xml or DLL.xml,

    VoxATC is loaded with the Plane you pick in FSX as part of the plane Gauges, which is fine.

    However in VoxATC settings there is an option to set the process priority (Low/Normal/High)

    and what core to run it on , from core "0" to core "5" (I have a Xeon 6 core CPU).

    My question is what core should I pick in VoxATC settings taking in consideration also that I have REX set in the addons in Xtreme PC FSX.

  13. Park86

    The OOM issue is probably due to your 32-bit OS and it could be made worse with your new GTX560 card which has 1GB of VRAM. On a 32-bit OS FSX has a "shared" virtual address space (VAS) with the OS taking up to 2GB and the VRAM taking up 512 or 1024MB dependant on the size onboard. You can get more of the Virtual address space for FSX (SP2/Accel/Gold not SP1) by using the Userva=2560 (+/-128 blocks) switch using bcedit in Win 7.

    IMHO You would be much better switching to a 64-bit OS where FSX gets the whole 4GB VAS to itself (less about 256Mb for the VRAM). You can still see OOMs with a 64-bit OS but they are much less likely (usually due to complex poorly scripted 3rd party addon software) than using a 32-bit system. One simmer described the difference between the two, saying a 32-bit OS is like a garden hose and a 64-bit OS is like a Fire Fighting Hose. :lol:

    BTW this has NOTHING to do with Physical RAM. :-P

    Regards

    PeterH

    very good info , however this is not the case here.

    I have 64Bit OS with 6GB of RAM and I had the same issue, it is how windows7 dll is called out.

  14. you might want to look at that.

    this solved my problem

    http://forums1.avsim.net/topic/267596-attn-fatal-error-problems-in-fsx/

    http://social.technet.microsoft.com/Forums/en/w7itproappcompat/thread/fb1808ff-92f0-478b-9826-f2ed6fbeae97

    Here´s a little guide how to exchange UIAutomationCore.dll without too much fiddling:

    1) Download Take Control. It allows you to take control of protected operating system files. http://tinyurl.com/5otdct

    2) Download GUI to regsvr32. It´s used in handling operating system´s dll files. http://tinyurl.com/lhnjcz

    3) Download 32bit version of UIAutomationCore.dll. http://tinyurl.com/l49el9 ( Source: http://tinyurl.com/lbqx2z )

    4) Boot into safe mode (hit F8 with Vista/7 while booting)

    5) Take control of UIAutomationCore.dll in your Windows\system32 folder and rename it.

    6) Extract new UIAutomationCore.dll into FSX's main folder.

    7) Boot normally and register UIAutomationCore.dll with the program you downloaded in step 2.

    I personally used this solution and it worked great - Just delete those files (they all talk about the same Win7 Problematic System DLL file)

    http://realenvironmentxtreme.com/forum/index.php?topic=11906.0

  15. Wow thanks for the efforts can't wait to try this out tonight, thank you. Might be nice if you can post a screen shot of your addons tab in the fsx extreme :)

    Rich

    I also can't wait to try this out and nice to have some Screen shots :rolleyes:

    But I think you are mistaking, that is what I am offering for the XPC development team to add to their Product.

    I gave them very technical approach for them to help them Implement it ASAP.

    but I can't control their work, maybe if there would be more pressure here from members on adding my suggestions it would be done :wink:

  16. I want to offer another great solution which would improve the "Addon's" section by far better then the pretty lame situation it is now today (no offense).

    Today to use the addon's section you need to set the addons manually in the addons tab and know what exactly to add, however many of the addons for FSX are loaded automatically

    when you launch FSX as an example REX & UT2.

    I would use REX/UT2 as my personal experience here as addons as those I own, but it is true to every other addons.

    if you set those addons to the addons tab and press "execute" it would load as expected but yet not disabled

    loading when you launch FSX. once you load FSX by pressing "Fly Now" button, FSX would load and while loading the REX & UT2 would load too and the addons would crash

    due to duplicity process instants. that would get us no where as for the addons solution. even worse, I would end up with FSX well tweaked now as I have no REX & UT2

    loaded :wink:

    Added to that most of us don't even know what process/EXE file is responsible for the Addon that are needed to be set in the addons tab.

    not only that many of us "dumb" users don't even know on what Directory those are located.

    fore an example:

    REX: REX has the "REX.exe", however it is the "rexwxengine2.exe" that needs to be set in XPC addon's tab as it is the FSX REX plugin engine.

    UT2: UT2 has the "UltimateTraffic2.exe", however it is the "UT2Services.exe" that needs to be set in XPC addon's tab as it is the FSX REX plugin engine.

    Now that is confusing even for me as a fairly technical person and I found it hard to know well how to config those addons, I don't want to think

    how thing would be for the less knowledge of us all.

    What I am suggesting is the following two IMH major improvements, and that where I am going to go a bit deeply technical.

    1) add the option of auto detect FSX addons that are set to load automatically when FSX launches.

    this would be done by adding a button in the Addon's tab "Detect Addons" (or whatever name suits you), what would that essentially do is

    it would go and read the User's profile FSX folder (the same place where you reading the fsx.cfg file)

    and open up the "exe.xml" file and read the addons that are automatically set to be run when FSX is launched.

    the the example here you can see how it is set on my machine for UT2 & REX.

    <Launch.Addon>

    <Name>Real Environment Xtreme - Weather Engine 2</Name>

    <Path>E:\games\Microsoft Flight Simulator X\Real Environment Xtreme\rexwxengine2.exe</Path>

    <Disabled>False</Disabled>

    <ManualLoad>False</ManualLoad>

    </Launch.Addon>

    <Launch.Addon>

    <Name>UT2</Name>

    <Disabled>False</Disabled>

    <Path>E:\games\Microsoft Flight Simulator X\\Flight One Software\Ultimate Traffic 2\UT2Services.exe</Path>

    </Launch.Addon>

    once it would read those addons, it would automatically place them in the addons spaces for and the user could save those settings without doing much.

    how great isn't it?

    2) now that we covered the problem of users not knowing how and what addons to add we have another challenge and

    you can probably guess by now what i mean. it is the crash duplicity of the addons mentioned earlier.

    this could be easily solved by adding another button on the Addons tab "disable automatic launch" (or whatever better informative description).

    what that would do it is going to disable all the detected addons that the "Detect now" button added to the addons spaces and would disable

    in the "exe.xml" from them to load automatically when FSX is launched letting XPC to load them.

    here is an example on how to accomplish this:

    <Name>UT2</Name>

    <Disabled>False</Disabled>

    <Path>E:\games\Microsoft Flight Simulator X\\Flight One Software\Ultimate Traffic 2\UT2Services.exe</Path>

    </Launch.Addon>

    this is how it is set by default, as you can see it is set to "False" meaning it would launch when FSX is fired up.

    By setting is to "True"

    <Name>UT2</Name>

    <Disabled>True</Disabled>

    <Path>E:\games\Microsoft Flight Simulator X\\Flight One Software\Ultimate Traffic 2\UT2Services.exe</Path>

    </Launch.Addon>

    you are disabling the addon to run automatically when FSX fires up, allowing the XPC to handle the addons and preventing duplicate addons processes and duplicity process crashes.

    you could also change the "disable automatic launch" once pressed to "enable automatic launch" that the user could revert back if he/she wishes to.

    now when you press "Fly now" button in XPC it would run FSX and while it loading or after finishing to load it would automatically load the addons too.

    those two simple steps would improve dramatically the Addons part of the product and making our life by far easier :rolleyes:

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