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Hey everyone, Within the past 24 hours I was clueless to what I was even attempting to do and now I have got a pretty good idea and some basic functionality going. I am trying to make a Discord Bot that sits on FSX Host Computer that will see all the Tail Signs for the Different Airplanes in the server and will move the Channel they are in based on the COM1 Frequency selected by the Pilot. I have gotten it working on an individual level using Address 313C for the Tail Number and Address 034E for the COM1 Frequency. Now I want to do this but for all the Air/Ground traffic. For example in this case assuming there is a single Aircraft on the server I would be able to see the Tail Number using Address E096 which is the AI ground traffic ATC id* and the COM1 Frequency using Address E0A6. *Note this is for ground traffic but works the same way if the Aircraft is in the air. The problem I am running into is showed in the picture below. For some reason FSUIPC will replace the Tail Number with the Airline Call Sign. This could show up as "Navy" or "Pacifica" but the problem is I am getting duplicates with no way of identifying each aircraft individually therefore breaking my Bot. I hope this helps clarify my situation. I was looking into Address D000 and F000 as shown in the FSUIPC4 Offsets Status document but I am not good with Bytes and don't really understand offsets. I really want to make this bot for the Flight Sim Community once its stable I will release it on GitHub. I hate how terrible in-game communications are and always wanted get use out of the Plane Radios with Discord. I believe every server should just be able to open a Jar file input a few variables and have realistic COMs. Any help is greatly appreciated! Screenshot of the Interrogate is below and I also posted a quick GIF of my current progress. Thanks everyone! CrazzMC As you can see below it doesn't pick up G-BAFM, N-ACAB, UKR1337 and NAVAD163. But it does pick up the local guys. Problem is it replaces NAV001 with NAVY. Not sure where the tailsign goes. Here you can see I get it working if the "Pilot" has the script running, but this isn't that nice as I would rather have the script running on the Server Host computer.
pete_agreatguy posted a topic in ATC SimulatorsQuestion is in the title. Personally I don't enjoy ground as much as tower. Out of the airports to choose from though I would say I enjoy: KATL, KBOS, KJFK, KLAS, KLAX, KMCO and KSFO. I enjoy KLAX, KJFK and KSFO the most as ground. I really like the madness at KLAX using crbascott's custom schedule. The same goes for his JFK schedule. The layout is fantastic as well.
I know This won't be until next version of the game. But could we possibly get other ground vehicles? Like tug requesting repositions and port authority vehicles. Also, could we get a new follow command? #airplane1; FOLLOW AIRLINE; DIRECTION; (LEFT-RIGHT RIGHT-LEFT) #airplane1; FOLLOW COMMPANY; DIRECTION; (LEFT-RIGHT RIGHT-LEFT)
Pete, Is there any way for a future update for FSUIPC to implement these features: 1. A way to switch off the rudder animations below a certain speed. This is so that when taxiing, only the nose wheel would turn and the rudder would stay stationary. Currently when I taxi, the rudder would turn when I twist my joystick (rudder control of course), but I feel like the rudder should only move when the aircraft is above a certain speed, let's say 40 knots. This would allow the rudder to stay still during taxi but would move above 30kts in situations for example to compensate for crosswinds during takeoff and landing. Of course, some aircraft don't have steerable nosewheels, so this option could be controlled to specific aircraft or simply a tick-check box in the user interface. 2. This is perhaps one feature that I would really desire in FSX. At the moment, when I accelerate up the runway for takeoff, any wind above 1 knot would force the aircraft to turn into the direction of the wind and will not go in a straight line.This also applies when taxiing the aircraft. Now this is a natural occurrence called Weathervaning, but I feel that FSX has really exaggerated it. I shouldn't have to wrestle with the rudder controls to hold the aircraft on the centerline if there isn't a crosswind above 10kts. The same thing happens when I'm landing and touch down, the aircraft would drift off erratically and I struggle to keep it on the centerline. I think there should be a feature to prevent this effect, I feel like it should be controlled realistically by the wind in FSX. For example, if there is a headwind at windspeed below 10kts there should be absolutely no weathervaning effects on the aircraft. During crosswinds, the effect should be proportional to the windspeed again, below 10kts, again there shouldn't really be any effect. If the windspeed is higher, then the weathervaning would gradually increase in intensity to simulate it realistically. I hope you can take these suggestions into consideration. I have no idea on how FSUIPC works so I'm not going to expect these to be implemented, maybe I'm just being ambitious, though I would really like it if they somehow where.