commodore Posted May 3, 2021 Report Posted May 3, 2021 Hi everybody. I have a dynamic simulator (6DOF) that I want to move with Flight Simulator X, through the use of FSUIPC. I know it is possible to do this (I use Sirnoname's X-Sim), but I need to know what numbers the following effects are associated with: 1) Pitch 2) Banck or Roll 3) Heave 4) Surge 5) Sway 6) Yaw For example: the "Crash effekt start" effect is combined with number 25 Can anyone tell me what numbers the 6 effects are associated with? Thank you
commodore Posted May 3, 2021 Author Report Posted May 3, 2021 This is the screen that appears to me in X-Sim (dynamic simulation software), with FSUIPC already installed in Flight Simulator X.
John Dowson Posted May 4, 2021 Report Posted May 4, 2021 11 hours ago, commodore said: I have a dynamic simulator (6DOF) that I want to move with Flight Simulator X, through the use of FSUIPC. I know it is possible to do this (I use Sirnoname's X-Sim), but I need to know what numbers the following effects are associated with: 1) Pitch 2) Banck or Roll 3) Heave 4) Surge 5) Sway 6) Yaw For example: the "Crash effekt start" effect is combined with number 25 Can anyone tell me what numbers the 6 effects are associated with? 6D0F is a free user offset that X-Sim is using. You will be better off trying in X-Sim support, or at least add that to the title of your post and it may attract other X-Sim users. I don't know anything about X-Sim, sorry.
commodore Posted May 4, 2021 Author Report Posted May 4, 2021 Good morning John, thank you for the answer. Yes, I know that I have to ask the Xsim forum for the operation of Xsim, but what I ask here is different, let me explain: I would like to know from you what are the addresses of the 6 effects with which FSUIPC fetches telemetry from Flight Simulator X. I know that there are effects that work in degrees, in acceleration ... I started FS-Interrogate2std and it shows me lots of addresses but I don't know which ones are suitable / ideal to get the correct effects of Pitch, Bank, Heave, Surge, Sway, Yaw. QUESTION 1) Can you tell me the addresses of the 6 effects to be found in FS-Intgerrogate2std?
John Dowson Posted May 4, 2021 Report Posted May 4, 2021 5 minutes ago, commodore said: 1) Can you tell me the addresses of the 6 effects to be found in FS-Intgerrogate2std? I don't know what 'effects' are. Of course, I know what Pitch, Bank and Yaw are, and these are available from FSUIPC offsets, but I do not know what Heave, Surge or sway are. For a description of what is held in the offsets, please see the FSUIPC Offset Status document that is included. You can search the document, so, for example, searching for pitch & bank shows: 0578 4 Pitch, *360/(65536*65536) for degrees. 0=level, -ve=pitch up, +ve=pitch down 057C 4 Bank, *360/(65536*65536) for degrees. 0=level, –ve=bank right, +ve=bank left For Yaw, use the heading: 0580 4 Heading, *360/(65536*65536) for degrees TRUE.
commodore Posted May 4, 2021 Author Report Posted May 4, 2021 Quote but I do not know what Heave, Surge or sway are Heave = moving up and down Surge = moving back and forth Sway = left and right movement
John Dowson Posted May 4, 2021 Report Posted May 4, 2021 2 minutes ago, commodore said: Heave = moving up and down Surge = moving back and forth Sway = left and right movement As I said, check the offset document. I still don't know what those are - what are the units? Maybe try these offsets: Quote 3060 8 X (lateral, or left/right) acceleration in ft/sec/sec relative to the body axes in double floating point format. Ok-SimC ?-SimC 3068 8 Y (vertical, or up/down) acceleration in ft/sec/sec relative to the body axes in double floating point format. Ok-SimC ?-SimC 3070 8 Z (longitudinal, or forward/backward) acceleration in ft/sec/sec relative to the body axes in double floating point format. Ok-SimC Ok-SimC 3078 8 Pitch acceleration in radians/sec/sec relative to the body axes in double floating point format. Ok-SimC No 3080 8 Roll acceleration in radians/sec/sec relative to the body in double floating point format. Ok-SimC No 3088 8 Yaw acceleration in radians/sec/sec relative to the body in double floating point format. Ok-SimC No 3090 8 Z (longitudinal, or forward/backward) GS-velocity in ft/sec relative to the body axes in double floating point format. ?-SimC ?-SimC 3098 8 X (lateral, or left/right) GS-velocity in ft/sec relative to the body axes in double floating point format. ?-SimC ?-SimC 30A0 8 Y (vertical, or up/down) GS-velocity in ft/sec relative to the body axes in double floating point format. ?-SimC ?-SimC 30A8 8 Pitch velocity in rads/sec relative to the body axes in double floating point format. Ok-SimC ?-SimC 30B0 8 Roll velocity in rads/sec relative to the body axes in double floating point format. Ok-SimC ?-SimC 30B8 8 Yaw velocity in rads/sec relative to the body axes in double floating point format.
commodore Posted May 4, 2021 Author Report Posted May 4, 2021 I'll have to check and run some tests. Yesterday I tried only one telemetry effect (the pitch), but the dynamic platform was not moving.
John Dowson Posted May 4, 2021 Report Posted May 4, 2021 Looking at the image you posted earlier, it shows the list of offsets to be used for effects 21-30 (excepting effect 25), e.g. Effect 26: offset address 3060 Doesn't it give you the offsets for the other effects that you are missing? If not, I really think you should try X-sim or 6D0F support, or try to determine the data you need from the documentation. Note that there was a similar question from the 6D0F development team posted a year and a half ago: I think you need to ask 6D0F or X-sim, or maybe post in that topic to see if @E Automates can help you.
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