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pub00515

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  • Birthday 01/01/1970

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  1. Hi Pete, thanks for your answer! I've been playing around for a bit and I see your point about writing too often (I'm already using the module access method) FS indicates ~ 40 fps and writing values at ~ 25 Hz was pretty jerky. How would I be able to lock onto FS's thread Is there a way to get FS to call a callback function in my dll at its internal rate? ('m new to the FS SDK and getting my DLL to load was already a little work :) ) Thanks! Mark
  2. Hi folks! I want to write a small program that will drive FS via UDP from a different FS. My question is, is FSUIPC fast enough to render smoothly (provided the data comes in fast enough). My program will be a simple FS DLL that has a second thread reading/writing FS's lat, lon, alt, pitch, bank and heading. Would this work ok? Thanks for any hints! Oh and I'd be happy to release this as freeware / open source if it works out well :D Mark
  3. Hi! Is there a way to determine the total G acceleration? I saw that in FS2000 this was possible but couldn't find its couterpart (except for 11BA but that seems a bit "cheated") Thanks for any hints! Mark
  4. Sorry guys, my fingers were faster than my eyes (or brain) :-) To make this thread somewhat more useful: Its Offset 310A that I was looking for!
  5. Hi! I have a program that simulates a FBW control system and therefore, I need to disable the pitch and bank axis inside MSFS so that my control logic doesn't interfere with MS's. Is there a nice way I can disable them without having to go into Menus? Programming language is C++. I get "raw joystick data" so I don't need any joystick info from MSFS. My program writes directly to the elevator, elevator trim and aileron. Thanks! Mark
  6. Hi Pete! I've been experimenting with both values but I can't seem to get what I want (nor do I understand what the difference between the two longitudinal accelerations is) Anyway, I want to be able to control pitch to keep a set speed constant (ie IAS Hold or FLCH or open climb/descent) but I need a value for IAS change over time as my controller needs rate information :-(
  7. To tell you the truth, I didn't try that. Can you confirm that the longitudinal acceleration (relative to the body axis) will be 0 as long as the IAS is constant? (even if GS is changing due to wind or when climbing/descending)
  8. Hi! While trying to program an IAS Hold autopilot sub-system, I stumbled upon the following problem: for the mode to work reliably, I need to have the first derivative of the airspeed, namely the acceleration. The only variable I found was the longitudinal acceleration relative to the world axis. Unforunately, this isn't the acceleration I am looking for as it shows the change in GS (ie total kinetic energy) so I need a different variable. One method would be to measure the variable inside my module but that would create quite a big lag. Does anyone know a workaround over this? Thanks! Mark
  9. Hi Pete! Once again, you were right :-) I use threads within my program, and a thread calls for redrawing the display. I set this thread to high priority and it seemed that this setting took away CPU time from FS when it was minimized. I just ran a test with FS in the background and the EADI in the foreground, and bingo, everything extremely smooth!! Thanks for your help! Regards, Mark
  10. Hi Pete! Thanks for your reply! When I run my display, I run it when FS is minimized, so it shouldn't be drawing anything and therefore use much less CPU (according to 2000, its using 11%) FS isn't running at 64 fps, that's the rate my EADI is running at. Basically, it should be similar to Project Magenta or any other external program accessing FSUIPC. Project Magenta runs just fine when FS is minimized, so I doubt its my PC that is running slow. I have included a function into my EADI that make it turn in a circle at a high rate, and that's perfectly smooth even with MSFS running in the background, so I doubt the issue has to do with the EADI. What else could it be? Regards, Mark
  11. Hi Pete (again) I have another issue - I'm in the process of writing an external artificial horizon in OpenGL. It already works, and I want to connect it to FSUIPC. This I have been able to do thanks to your help on the other thread. The horizon correctly displays FS pitch and bank. My issue is, that when a pitch or bank change is big, the motion is no longer fluid. While the framerate of the display is set to ~ 64 fps (and this is also verified by fraps), the motion of it is sstill laggy. Could it be that FSUIPC can not read the necessary data fast enough and jumps? What would be a very fast way of reading pitch/bank info from FS? Regards, Mark
  12. Thanks a ton, Pete! Now why didn't I think of that :-) Regards, Mark
  13. Hi! I've just begun using FSUIPC and I'm having difficulty accessing pitch information from FS. I am able to read the data, just don't know how to get a reasonable value! According to the documentation, the size of pitch is 4, so I have an array of 5 chars. But how do I convert this array into a reasonable double or float value? I don't have a lot of experience with bytes and memory so I'd be grateful if someone could give me a small hint on how to proceed! Thanks a lot, Mark
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