SWhite Posted August 17, 2021 Report Share Posted August 17, 2021 G'day, This worked before but it is some time since I used my little app so I don't know when it stopped. The log makes it look like it is sending it to MSFS OK. Everything is running as Admin, and given it used to work... Any ideas? Link to comment Share on other sites More sharing options...
John Dowson Posted August 17, 2021 Report Share Posted August 17, 2021 The SimConnect_Text API function is broken completely in the latest SDK update, which is what FSUIPC relies on for the message display facilities. Currently the only way to display messages is using the lua wnd library. Link to comment Share on other sites More sharing options...
ark1320 Posted September 6, 2021 Report Share Posted September 6, 2021 On 8/17/2021 at 2:49 AM, John Dowson said: The SimConnect_Text API function is broken completely in the latest SDK update, which is what FSUIPC relies on for the message display facilities. Currently the only way to display messages is using the lua wnd library. John, Do you know if Asobo is aware of how the broken SimConnect_Text API function impacts FSUIPC, and if they plan to fix it? Thx, Al Link to comment Share on other sites More sharing options...
John Dowson Posted September 7, 2021 Report Share Posted September 7, 2021 No idea, sorry. Link to comment Share on other sites More sharing options...
ark1320 Posted September 8, 2021 Report Share Posted September 8, 2021 On 9/7/2021 at 3:10 AM, John Dowson said: No idea, sorry. OK John, but I think a message to Asobo from the FSUIPC developer would carry a lot more weight than a message from just a typical MSFS user. Al Link to comment Share on other sites More sharing options...
John Dowson Posted September 8, 2021 Report Share Posted September 8, 2021 5 minutes ago, ark1320 said: but I think a message to Asobo from the FSUIPC developer would carry a lot more weight than a message from just a typical MSFS user. unfortunately that is not the case - I'm just another MSFS user to Asobo. I reported this a long time ago - and have heard nothing, as usual. In fact, previously some basic functions of the SimConnect_Text function were working (sort-of) but it is broken completely since the SU5 update. I'll check to see if there is anything about this in the Asobo fotums and maybe raise again, but it IS known by Asobo - from the documentation: Page Contents (click to expand) SimConnect_Text The SimConnect_Text function is not currently available for use. Syntax N/A Link to comment Share on other sites More sharing options...
ark1320 Posted September 8, 2021 Report Share Posted September 8, 2021 1 hour ago, John Dowson said: unfortunately that is not the case - I'm just another MSFS user to Asobo. I reported this a long time ago - and have heard nothing, as usual. In fact, previously some basic functions of the SimConnect_Text function were working (sort-of) but it is broken completely since the SU5 update. I'll check to see if there is anything about this in the Asobo fotums and maybe raise again, but it IS known by Asobo - from the documentation: OK John, I understand now. Sigh. I have lots of Lua scripts and just about all of them make use of the FSUIPC text capability. And I'm sure I am not alone in this. Thanks very much for all your efforts with FSUIPC7! Al Link to comment Share on other sites More sharing options...
John Dowson Posted September 8, 2021 Report Share Posted September 8, 2021 You could maybe convert the them to use the Wnd library. A demo script attached. FPS_MonitorW.lua Link to comment Share on other sites More sharing options...
ark1320 Posted September 8, 2021 Report Share Posted September 8, 2021 1 hour ago, John Dowson said: You could maybe convert the them to use the Wnd library. A demo script attached. FPS_MonitorW.lua 1.27 kB · 0 downloads I'll certainly consider this if Asobo doesn't fix things -- thanks! Al Link to comment Share on other sites More sharing options...
ark1320 Posted September 17, 2021 Report Share Posted September 17, 2021 On 9/8/2021 at 2:15 PM, John Dowson said: You could maybe convert the them to use the Wnd library. A demo script attached. Hi John, I have been experimenting with the wnd library. One thing I have noticed is each time a window is opened, there is a flicker and the sim loses focus for an instant as the window opens. Is there a way to leave the window open so each time the same script is run you don't have to reopen the window, thus avoiding the flicker which seems to be associated with opening the window? One thing I tried was using a separate script to open the window (and not close it) and then pass the window handle to the frequently used script using the ipc.set/ipc.get pair, but have not been able to get that to work. I assume that while "w" is used throughout the wnd library documentation as the window handle, any valid Lua variable name can be used for the handle. So different windows can have different handle names. Also, I noticed in your FPS_MonitorW example after closing the window you set the window handle w=0. Why? Thx for any ideas, Al Link to comment Share on other sites More sharing options...
John Dowson Posted September 17, 2021 Report Share Posted September 17, 2021 9 hours ago, ark1320 said: One thing I have noticed is each time a window is opened, there is a flicker and the sim loses focus for an instant as the window opens. Yes, as the newly created window will grab the focus (temporarily I think, but not sure without checking). 9 hours ago, ark1320 said: Is there a way to leave the window open so each time the same script is run you don't have to reopen the window, thus avoiding the flicker which seems to be associated with opening the window? No, I'm sorry but this is not possible. You need to redesign your script to keep the window open and update on relevant events. 9 hours ago, ark1320 said: One thing I tried was using a separate script to open the window (and not close it) and then pass the window handle to the frequently used script using the ipc.set/ipc.get pair, but have not been able to get that to work. I assume that while "w" is used throughout the wnd library documentation as the window handle, any valid Lua variable name can be used for the handle. So different windows can have different handle names. According to the documentation, that should be possible, and yes, you can use any variable name - its the value of the variable that matters. Have you tried logging the handle when you create/set it, and again when you retrieve it, to make sure it has the same value? I haven't tried updating a wnd window created in one lua thread from another - if you can't get this to work then let me know and I will take a look. 9 hours ago, ark1320 said: Also, I noticed in your FPS_MonitorW example after closing the window you set the window handle w=0. Why? Just to clear the reference. It doesn't make much difference in that script, as the event is cancelled anyway so the script will exit and the thread will be killed, but its generally good practice to clear the reference to any handle once the handle has been closed. John Link to comment Share on other sites More sharing options...
ark1320 Posted September 19, 2021 Report Share Posted September 19, 2021 On 9/17/2021 at 3:35 AM, John Dowson said: You need to redesign your script to keep the window open and update on relevant events. I rewrote a couple of scripts to use event.flag() which then allowed me to keep the windows open. Thx, Al Link to comment Share on other sites More sharing options...
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