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Extraction of telemetry effects


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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

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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.

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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?

FS-Interrogate2std.png

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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.

 

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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.

 

 

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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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