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About InMotion

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  1. InMotion

    FSUIPC and Control Loading

    Will do, thanks! Mark
  2. Hi Pete, We are designing our own control loading system for a flight simulator using P3D. Based on my quick research, it appears there are not any variables in FSUIPC that pre-calculates the forces for ailerons, rudders, and elevator for control loading. It appears that the forces would need to be calculated based on many variables such as airspeed, altitude, trim, etc. These are very complex formulas and we would like to know if this is something you could assist us? Of course we would pay you for your time. Thank you. Mark
  3. Hi, I finally got it to work. I had to modify the FPCuser.pas file due to a few issues I found. If anyone needs help with this let me know. Thanks, Mark
  4. Hi, I'm using Pelle's FPCuser.pas file for Delphi 6 to read/write to FSX variables. I can read variables with no problem, however, I can not write to an FSX variable. I purchased a legal copy of FSUIPC 4.070 and I'm assuming there are no limitations because someone told me that I need to have a special developer's license to write to FSX variables. Is that true? It should be pretty straight forward to write to an FSX variable, such as changing the flaps. Again, I can read variables from FSX but I can not write to a variable. Below is a snippet of my Delphi code. Var Flaps : integer; begin Flaps := 16383; FSUIPC_Open(SIM_ANY, dwResult); FSUIPC_Write($0BDC, 4, @Flaps, dwResult); FSUIPC_Process(dwResult); ..... end; Attached is the FPCuser.pas file. Thanks for your help! Mark FPCuser.rar
  5. Hi, A simulator that has 360 degrees of motion really can't simulate g-force accelerations. That's why a 6 DOF is more appropriate. Mark
  6. Hi Pete, I didn't use your plugin because I have my own. My code is essentially the same as yours and works correctly. You are correct about not needing 360 degrees of motion in a simulator, but I did not build this one as I am only programming it for a customer. If you look at my website (www.inmotionsimulation.com) you'll see that we have built FAA certified flight simulators (B-737s, King Airs, Piper Cubs, etc) using very little motion (under 25 degrees). But I had no choice in this current simulator I'm working on. Thanks again for your help. Mark
  7. Hi Pete, Your simple formula seems to work okay. I converted it to Delphi: if ABS(Roll) >= 90 then Pitch := 180 - Pitch else if Pitch < 0 then Pitch := 360 + Pitch; During my testing with FSX I flew just pure pitch only and the numbers go from 0 to 360. But if you raise the nose up, let's say 20 degrees above the horizon, then roll right, as soon as you pass 90 degrees your pitch is changed by 180 degrees. Mathematically this is correct, but it's going to snap the customer's simulator around 180 degrees. I'm not sure if there's anything we can do differently in this type of simulator. What do you think? Mark
  8. Hi Peter, I agree, you don't want to change FSUIPC and screw everyone up. But can you make a customer version for my customer? I'm sure he would pay you for your time. So you're saying I can get pitch 0-360 using your formula: Pitch >= 0, abs(bank angle) < 90: real pitch = pitch Any pitch, abs(bank angle) >= 90: real pitch = 180 - pitch Pitch < 0, abs(bank angle) < 90: real pitch = 360 - pitch I'll play around with this and get back with you. Mark
  9. Hi Pete, I've been extracting data from MS Flight Simulator since 1994 and I've been using FSUIPC since about the time it came out. I have always known about the pitch data problem but I've never had to worry about it because we don't manufacture simulators that travel 360 degrees -- and I believe I did email you about it but I don't think you replied. It wasn't until I had to program another customer's simulator that I needed to address this problem and I'm glad you finally checked and confirmed what I was telling you. As for your theory on calculating pitch, I'm not real clear on what you're describing. What I need is either +/-180 for pitch or 0-360. Will you be able to fix this or provide data to calculate pitch? I'm assuming there has to be a solution using the available data from FS because otherwise how would instruments, such as the artificial horizon, work? Mark
  10. Hi Pete, That's not correct or there's a bug in FSUIPC (or the documentation) because that's not how the pitch data is coming out. This is what I'm seeing and this is what other people in other forums are reporting: TOP/FACING UP 0 to -90 -90 to 0 BOTTOM/FACING DOWN 0 to +90 +90 to 0 I doubt your seeing +/-180 for pitch. Have you actually confirmed this? Mark
  11. Hi Peter, I'm writing software for a customer who has a motion simulator that has 360 degrees of pitch and I'm having an issue getting normal Euler angles for pitch. For example, address $0578 provides four quadrants of data (0..-90..0 then 0..+90..0). This makes it very difficult to get normal pitch data. Is there another work around that you can help me with? Regards, Mark Barry http://www.inmotionsimulation.com/
  12. Hi Pete, The offset $036E is not working (I have version 4.1.2). It works with FS9 but not FSX. Thanks, Mark
  13. Peter, I have a customer in South Africa that purchased a motion simulator from us a few months ago and he's using FS2004 with FSUIPC. We noticed the ptich (Z axis) acceleration data was not behaving correctly in the simulator. After I looked at the Z axis data from FS2004/FSUIPC, and I tested several addresses ($3070, $3078, $31D0), I noticed there were spikes in the data. This is obviously a problem with a motion simulator. The motion will act "jerky" because of the spiking. I then tried to write my own acceleration data using [delta v / delta t] and unfortunately, the velocity data was also spiking and couldn't use it. I ended up using a homemade formula for acceleration that doesn't spike. But I would like to know if there is a way to prevent the spiking. I don't see the spiking problem with the other axis'. Thanks! Regards, Mark Barry InMotion Simulation 928.759.0631 http://www.inmotionsimulation.com
  14. Hi Pete, Thanks for the reply. I did speak with the FD3 folks and they said most of their data displayed on the MFDs (DDIs) are data from FS2002. Therefore, I shouldn't have a problem programming those displays using FSUIPC. Thanks, Mark
  15. Hi Pete, I have been using FSUIPC over several years for our motion simulators. I have a customer that wants to use "Flight Deck III" (a MSFS add-on) in his simulators and I would like to know what data we can extract from FD3. For instance, can we get MFD, HUD, etc? I read your post about the tailhook and that's the type of data we need because he wants functional switches, instruments, etc. I can get most all *generic* aircraft data but wanted to know what I could get specifically from the F-18. One more comment and I hope it's okay to post it here. My company is making low-cost motion platforms for home gamers and small businesses so if anyone is interested please visit my website. I can extract the telemetry data from many games so it's a plug-n-play system. Regards, Mark Barry

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