pilotjohn Posted February 1, 2012 Report Posted February 1, 2012 I noticed this in the latest module change documentation: The nearest six airports offsets (0658 ff) are now populated reliably with FSX. (Tested only in FSX+Acceleration in version 4.755: reports awaited for SP2). Currently this improvement does not apply to FSX RTM or SP1, nor ESP or P3D. Would you be willing to share how the fix was implemented? I'm playing with some SimConnect code, and seem to have the same issue: I SubscribeToFacilities then re-request with RequestFacilitiesList when a subscribe event is received to figure out what might have been deleted, but the airport at which I'm actually sitting is sometimes not in the list.
Pete Dowson Posted February 1, 2012 Report Posted February 1, 2012 I noticed this in the latest module change documentation: The nearest six airports offsets (0658 ff) are now populated reliably with FSX. (Tested only in FSX+Acceleration in version 4.755: reports awaited for SP2). Currently this improvement does not apply to FSX RTM or SP1, nor ESP or P3D. Would you be willing to share how the fix was implemented? It took a lot of hacking into FSX code, and some major help from the FSX Followme author, Daniel van Os. I don't know if he'd be willing to share. Regards Pete
pilotjohn Posted February 1, 2012 Author Report Posted February 1, 2012 It took a lot of hacking into FSX code, and some major help from the FSX Followme author, Daniel van Os. I don't know if he'd be willing to share. Regards Pete No problem... just a quick questions about it. Is it a pure SimConnect fix with documented APIs, or does it include undocumented calls and/or FSX internal poking?
Pete Dowson Posted February 1, 2012 Report Posted February 1, 2012 No problem... just a quick questions about it. Is it a pure SimConnect fix with documented APIs, or does it include undocumented calls and/or FSX internal poking? Just FSX internal poking around, chasing pointers and finding tables. Pete
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now