744 Forum

Apron => Accessories => Topic started by: JP744 on Fri, 8 Dec 2017 16:17

Title: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP744 on Fri, 8 Dec 2017 16:17
Hello,

WidePSX is a 5 in 1 add-ons ("modules") application :

- Flexible application (user can choose to run or not run every single "module"). Every module except Scenery generator bridge can be run standalone with PSX only (AloftWx module needs at least an ActiveSky flight plan file to be loaded).

- Java native cross platform application (Windows, MacOs,...).

- Scenery generator bridge to connect PSX with FSX or P3D (last P3D version fully compatible) as scenery generator, with position and altitude offsets handling (user can configure 3 handling policy options depending of end usage).

(http://widesimulation.com/wp-content/uploads/2017/12/Capture-décran-2017-12-24-09.39.20-e1514187350852.png)

- Ground services simulation for both pre-flight and post-flight phases, including conversations and automatic ground crew actions.

(http://widesimulation.com/wp-content/uploads/2017/12/Capture-décran-2017-12-24-09.40.50-e1514187340332.png)

- FSX/P3D traffic injection in PSX TCAS system, and vPilot VATSIM client bridge (vPilot COM frequencies and transponder settings set according with PSX).

(http://widesimulation.com/wp-content/uploads/2017/12/Capture-décran-2017-12-05-10.09.40.png)

- Aloft weather simulation, dynamic or static modes, FMC winds uplink, CAT areas simulation.

(http://widesimulation.com/wp-content/uploads/2017/12/Capture-décran-2017-12-05-10.11.15.png)

- Harware printer output (ACARS paper sheets).

WidePSX is a commercial application. A free and fully functional trial version and informations are available at www.widesimulation.com/products (http://www.widesimulation.com/products)

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: evaamo on Fri, 8 Dec 2017 17:20
Looks good, JP. Best of luck with your new project!

cheers
-E
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: Gary Oliver on Fri, 8 Dec 2017 21:08
So a payware version of PSX.NET then?

Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: Frans Spruit on Fri, 8 Dec 2017 21:33
My thoughts Gary.
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Sat, 9 Dec 2017 06:36
So a payware version of PSX.NET then?

Hello Gary,

You are free to like or not my application, and from what I've read you even didn't try it. But please, respect my work, days and many nights, spent to develop a new application, from zero, with my own creativity. Your post means my application is a duplicate of PSX.NET. Do you have any idea about what software development is ? If you want to speak about PSX.NET, WidePSX is different with PSX.NET in many aspects (programing language, portability, integration, offsets, ground conversations,...). You are free to prefer PSX.NET, it is a very good application, but please don't say false things here.

If you don't want to respect my work, please respect at least the huge work done by the two kind Beta testers who gave their time and energy, endlessly, to test and re-test, send reports, advises, during the testing phase of the application.

Regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: jcomm on Sat, 9 Dec 2017 10:37
Hi,

Congratulations for your add-on Jean!

I would like to ask a question regarding wind / temp / turb injection through WidePSX.

- Does it work without having to use FSX or P3D + Active Sky or some alternative weather injector for those sims ?

Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Sat, 9 Dec 2017 10:50
Hello José,

Thank you. AloftWx module can work in two modes, dynamic (with FSX/P3D connected) or static (without FSX/P3D connected). In static mode, WidePSX only needs an ActiveSky flight plan file, which can be built once, and loaded in WidePSX. ActiveSky even don't need to be connected with FSX/P3D to build this file, it is built when loading a flight plan in the ActiveSky interface. After this file has been created, you can close ActiveSky.

You can download a free trial version of WidePSX here : www.widesimulation.com/products (http://www.widesimulation.com/products) to make some testing, and have a look at included user manual to have more details. Do not hesitate to ask me if you have any further question.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: jcomm on Sat, 9 Dec 2017 11:24
Thx for the prompt reply Jean.

and for the additonal screens posted on the first message of the thread !

Looking really nice !

Being able to use it without any external visuals generators is practically a requirement for me - I can't adapt to those, either XP or MSFS based, and can only use PSX standalone, so, being able to get AS16 creating my "flight plan" just for AloftWx to work with it it's good news :-)
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: Captain_Crow on Sun, 10 Dec 2017 18:20
Hi,
just purchased, but from where can I get the download please? Oder 273..

Best
Steffen
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: brian747 on Sun, 10 Dec 2017 18:39
I had an email acknowledgement, which contained the download link.     :)

Cheers,

Brian
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Sun, 10 Dec 2017 18:42
Hello Stefen,

Thank you. Your order is confirmed at my side. You should have received a confirmation email, with a link to download the product. Check your spam box. However, if you don't get the email, let me know at info@widesimulation.com and I will send you a new download link.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: Captain_Crow on Sun, 10 Dec 2017 19:53
Received, Thank you very much.  Just a delay in receiving the mail.
But: As always on my system I have a message unable to establish connection on the SimConnect bridge.

I am very sure that I a did everything ba the book...

Help?

Best
Steffen
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: Captain_Crow on Sun, 10 Dec 2017 20:01
Sorry to be boring, but yes, I still get the message unable to establish at the simconnect part.. grrr...
It seems that PSX is stopping to work, aha...
Guys, I just want to buy a software that runs for a user without any computer stuff knowledge without fiddeling in files and so. sorry. don´t take it offense but... you know.

:-)
Steffen
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Sun, 10 Dec 2017 20:50
Steffen,

Let me help you to check if everything is well configured.

- Did you setup your SimConnect.xml on your P3D computer according with manual ?
- Did you enter the same IP and Port values in WidePSX as the ones declared in your xml ?
- Is "enable SimConnect bridge" checkbox checked in WidePSX Network tab ?
- Why do you say "as always on my system" ? Did you already have issues regarding SimConnect ?
- Did you close P3D before to modify the xml, and did you restart it after ?

Are you comfortable with xml edition etc... ? If not, send me your SimConnect.xml file at info@widesimulation.com and I will edit and resend the file to you.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: Captain_Crow on Wed, 13 Dec 2017 07:36
Hi,

after a period of testing and fiddeling around with WidePSX I can state: It runs and has all the single programs I used before included. I needed a bit, no a lot, of help by Jeanne-Phillippe and he was very kind and patient with an Email support. And at the end, some minor question still exists on my side. I have to thank Jeanne-Phillippe for his kind help 24/7. You will have to do more, promise ! :-)
To the program itself: I have to test some more . Normal life decreases the time for testing but step by step... I will report.

I purchased the program without exactly knowing how it will perfom, just to support a developer who invests his time and knowledge to bring up a good software to expand my PSX experiences.

Best
Steffen
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Wed, 13 Dec 2017 15:58
Hello,

Thanks for the kind words Steffen.

Version 1.0.2 is up. I found a very minor bug, which can happen only in specific situations, but I prefer to fix and upload immediately. Trial users should re-download a new package at http://www.widesimulation.com/products (http://www.widesimulation.com/products), registered users received a private email with a specific download link.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Wed, 13 Dec 2017 21:45
Hello,

Some people may ask : what's new with WidePSX regarding other add-ons ? Below are some examples which will answer this legitimate question.

The biggest improvement to me is the position offsets handling part of Scenery Generator bridge. As you know PSX and FSX/P3D worlds are very different, and even good commercial add-ons can have wrong runway positioning regarding PSX positioning. It can lead to issues at landing, but also at takeoff. WidePSX takes this two scenarios into account. The concept of offsets was introduced by VisualPSX. From this great idea I wrote my own improved (I think) algorithm (I say this with all the respect due to Garry Richards huge work).

Every examples presented below are deeply detailed in WidePSX user manual if you want more informations. You can also make your own tests if you have some misplaced sceneries, with trial version of WidePSX.

First case, landing at an airport with an important position offset (EAS or ImagineSim ZSPD) ILS runway 35R.

Without position offset handling :

(http://widesimulation.com/wp-content/uploads/2017/12/ZSPD-35R-ExternalSim.png)

With WidePSX :

(http://widesimulation.com/wp-content/uploads/2017/12/ZSPD-35R-WidePSX.png)

Second case : landing at an airport with a DTRH runway (Aerosoft Mega Airport LFPG) ILS 26R :

WidePSX also takes into account the presence of a DTHR at the landing runway. It adapts position offset depending of the DTHR distance.

Without position offset handling, the aircraft is landing far before the TDZ, and even before the threshold :

(http://widesimulation.com/wp-content/uploads/2017/12/LFPG-26R-ExternalSim.png)

With WidePSX, you land AT the TDZ :

(http://widesimulation.com/wp-content/uploads/2017/12/LFPG-26R-WidePSX.png)

Third case : loading a PSX "stock" SITU at an important offset airport (FSX/P3D RJOF default scenery / Basic Departure Hofu-Tokyo PSX SITU) :

All add-ons will place the aircraft at the wrong position at SITU loading, but WidePSX allows you to replace the aircraft immediately at the correct positon by a simple click on a button :

(http://widesimulation.com/wp-content/uploads/2017/12/Hofu-DEP-SITU-no-offset.png)

Now we press the button "Move FSX/P3D to PSX position (ground)". The FSX/P3D aircraft is immediately jumping at the right position, PSX ND didn't move because it was already at the right position (the offset is only applied at the FSX/P3D side) :

(http://widesimulation.com/wp-content/uploads/2017/12/Hofu-DEP-SITU-offset-with-WidePSX.png)

(http://widesimulation.com/wp-content/uploads/2017/12/RJOF-30-after-pressing-Move-to-PSX-position-button-e1513183636151.png)

Fourth case : loading a PSX SITU saved at the parking of an airport with a big position offset (RJOF in the below example), taxiing with FSX/P3D visual reference to the departure runway. This is what happens on PSX ND, while we are visually aligned with the runway in FSX/P3D :

(http://widesimulation.com/wp-content/uploads/2017/12/RJOF-30-lineup-after-taxi-visual-P3D-reference-e1513183847465.png)

The PSX ND is misaligned. If we takeoff like this, at LNAV engagement we will expect an unrealistic turn to replace aircraft on the LNAV track. WidePSX brings a solution. This can be done by two ways, user selectable. User can press button "Align FSX/P3D position offset for DEP RWY" when close to the departure runway (holding point for example) or, if the checkbox "Allow this to be done automatically for FMC DEP RWY" is selected, this alignement will be done automatically at the gate, typically before pushing back, when FMC DEP RWY is activated, and beacon switch moved from OFF to one of the two ON positions (BOTH or LWR).

Of course during this alignement, FSX/P3D aircraft doesn't move at all, you will not notice anything. Below picture shows the PSX ND after this alignement is completed. PSX is moved to the FSX/P3D position, and a reverse offset is immediately applied to FSX/P3D in order to counterbalance, and avoid visual aircraft jump.

(http://widesimulation.com/wp-content/uploads/2017/12/RJOF-30-after-pressing-Align-PSX-with-DEP-RWY-button-e1513184242108.png)

Now we are nicely aligned for departure in both FSX/P3D and PSX. The FSX/P3D offset will be automatically removed when climbing through 1500ft AGL.


Another new feature is the ground services module voice conversations. In addition with automatic ground crew actions for both pre-flight and post-flight phases (EXT PWR, Doors, Refueling, Boarding) it will generate random delays for boarding, cargo loading and refueling, and  "live" conversations between the ground engineer or cabin crew and the flight deck. You will be called via the interphone, and you will listen a true voice speaking to you. You will have to answer for the process to continue. I can't provide "audio-shots" here, but the trial version will show the module in action for people wanting to know more.

The AloftWx module is inherited from PSXAloft and PSXTools, my previous freeware projects. It has basically the same features, with a more comprehensive CAT table and some extra interface "cosmetic" features.

The application is natively cross-platform, as you can see from the below screenshot it runs fine on Mac with a specific Look & Feel :

(http://widesimulation.com/wp-content/uploads/2017/12/MacLFeel.png)

Finally, the following modules can be run "standalone" (with PSX of course, but without the need to be connected with FSX/P3D) :

- AloftWx in static mode (Only requires an activeflightplanwx.txt file generated by ActiveSky, which doesn't require ActiveSky to be connected with FSX/P3D to be built). Once the file is build by loading a flight plan in the ActiveSky interface, the file is imported in WidePSX and ActiveSky can be shut down.

- Ground services

- Hardware printer output

Best regards,
Jean-philippe


Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: junkun459 on Fri, 15 Dec 2017 14:48
Hi Jean

thank you for your wonderful add-ons. Great work.
I used some module, and I have a question and request

1)Question; Printer
    I could succeed in printing reports on my printer. Great.  I could also succeeded in printing on 80mm width thermal printer.  I'm happy because I'm sure I can install it in my pedestal box.
    But document is printed twice, which means same 2 pages are printed out when I push CDU's print key once.
I tested on 2 PCs and 2 printers, but the result was same.

2)Request; ground service
   I could run ground service from Cold and Dark cockpit.  good feeling.  But it will takes about 45 minutes before departure.  Moreover,  I received refueling delay message from interphone!  It might be realistic, but I have no time to take 45minutes every flight.  I'm happy if I can chose starting point (ex. after boarding, before pushback etc.).
 Or it may be an idea that If I set Scheduled OUT time to near future (ex 10 minutes later), the simulation starts from the point 10 minutes before OUT.
Also I want a priority option not to delay :-)

best regards

Jun
 
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Sat, 16 Dec 2017 10:31
Hello Jun,

Thanks for your feedback.

Printer :

Twice sheet issue solved in 1.0.3, update release is scheduled next week.

Ground service module :

It has been written as "default" in the most realistic way, which is about 45 minutes from a complete cold and dark situation to the pushback ready status, including refueling, boarding time,...

However, in the next update I will allow user to force pre-flight status via 3 radio-buttons on the GndService tab. It will be :

- Cold & Dark / EXT PWR / APU PWR (actual starting status)
- Refueling + boarding completed (doors closed, ready to request HYD press clearance)
- Ready for pushback request

My next week TODO list :

- Scenery generator module : Allow user to set his own aircraft height elevation reference in order to allow using either Posky, Ifly or FSX default 744 as flight model.
- Ground service module : Pre-flight phase status "forcing" options (detailed above).
- TCAS Radios XPNRD module : Trigger vPilot PTT when PSX PTT is pressed and VHF-L or VHR-R is selected on corresponding ACP.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: junkun459 on Sun, 17 Dec 2017 15:52
Hi Jean

Thank you very much for your rapid update!

Jun
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: GodAtum on Sun, 24 Dec 2017 22:42
Hi, i was curious to see if this could improve integration so gave it a quick test. Using the Possky model, some of the lights dont work (tail, beacon, strobe). The parking brake is not shown as set in P3D.

positive, various VA trackers seem to detect the flight which is a good thing.
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Mon, 25 Dec 2017 07:58
Hello,

Thank you for your feedback.

Lights issue is a Posky issue, not a WidePSX issue. All lights and flight controls are implemented in WidePSX. Posky models were initially designed for FS9, and using in FSX required an update. Since many years unfortunately Posky stopped models development and updates.

WidePSX update 1.0.3 will allow user to use other flight models such as iFly or default FSX 744, by setting manually height reference above ground.

A solution is to update Posky model and panel folders contents with FSX update available on internet. I created an archive for WidePSX customers in order to test 4 different models with either model + panel, or model only, or panel only updated. Depending of your simulator (FSX/P3D) you will find a suitable setting compromize. Here is the link to download the package : http://widesimulation.com/download/posky-models-pack/ (http://widesimulation.com/download/posky-models-pack/)

After you found your suitable model, you can download model and panel updates from Posky archive website, and apply it to your favorite airliner package (overwrite panel and/or model folders with downloaded one(s). Here are the links :

Models/panels : http://web.archive.org/web/20140626204537/http://poskyarchive.com/boeing/b747-400/b747-400-model-packages/ (http://web.archive.org/web/20140626204537/http://poskyarchive.com/boeing/b747-400/b747-400-model-packages/)

Updated panel (not tested) : http://web.archive.org/web/20140626143909/http://poskyarchive.com/boeing/b747-400/b747-400-panel-packages/ (http://web.archive.org/web/20140626143909/http://poskyarchive.com/boeing/b747-400/b747-400-panel-packages/)

Liveries packages : http://web.archive.org/web/20140626045654/http://poskyarchive.com/boeing/b747-400/b747-400-liveries/ (http://web.archive.org/web/20140626045654/http://poskyarchive.com/boeing/b747-400/b747-400-liveries/)

Best regards and merry christmas to all.
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: GodAtum on Mon, 25 Dec 2017 19:54
Thank you and a merry Christmas to you too.

Can you confirm if the parking brake is showing up in P3D v4?
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Mon, 25 Dec 2017 20:41
The parking brake is not implemented in WidePSX. It is irrelevant as WidePSX is just a position and attitude bridge between PSX and P3D. If PSX aircraft is not moving (for example if parking brake is set in PSX, P3D aircraft will not move also, disregarding its own parking brake is set or not). WidePSX takes control of P3D aircraft over everything else. It means even if P3D parking brake is set, if PSX aircraft is moving, P3D aircraft will move also.

Regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: GodAtum on Mon, 25 Dec 2017 21:00
The parking brake is not implemented in WidePSX. It is irrelevant as WidePSX is just a position and attitude bridge between PSX and P3D. If PSX aircraft is not moving (for example if parking brake is set in PSX, P3D aircraft will not move also, disregarding its own parking brake is set or not). WidePSX takes control of P3D aircraft over everything else. It means even if P3D parking brake is set, if PSX aircraft is moving, P3D aircraft will move also.

Regards,
Jean-philippe

Ah  :-[ that means that none of the VA trackers work as they require parking brake to be set. Same with GSX.
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: asboyd on Mon, 25 Dec 2017 22:25
Does that mean that the P3D aircraft will generate smoke from its tyres as it used to do with VisualPSX if the brake in P3D and PSX is not aligned (ie one on and the other off)??

Cheers,
Alex B
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Tue, 26 Dec 2017 06:41
Hello,

There is no smoke issue with WidePSX if it is well configured (see user manual page 7).

@GodAtum : Next update will implement parking brake synchronization between PSX and FSX/P3D. If PSX virtual parking brake handle is UP, FSX/P3D parking brake is turned ON, if handle is down, FSX/P3D parking brake is released. Testings are OK here. I hope this answer your request.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: GodAtum on Tue, 26 Dec 2017 11:50
Thank you Jean-philippe, that's a great Xmas present!
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: Jeroen Hoppenbrouwers on Tue, 26 Dec 2017 12:44
That means that none of the VA trackers work as they require parking brake to be set.

I love hidden requirements.


Hoppie
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: 18hazelwood on Tue, 26 Dec 2017 20:31
Hello, Have the purchased latest version 1.03 and like to fly my PXS on UK Virtual with there tracker.

Having got everything working...I think , and using the iFly 747 as the dummy aircraft, have no problems what so ever with the flight and ground movements, all seems normal and smooth

...there is just on issue for me...

1. The UK Virtual tracker shows a MASSIVE -1447 landing rate and obviously gets rejected, even though it`s a smooth landing in PSX.

What can be wrong here? ...... If everything is/seems to be in sink, why would it show a real bad landing here?

Is this an elevation issue? Hope this can be sorted as I want to use PSX online with the Uk Virtual Airline etc..
https://www.ukvirtual.co.uk
 
Thanks Hazelwood18


Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Tue, 26 Dec 2017 21:51
Hello,

Unfortunately I have no answer as I don't know anything about how is your VA tracker working. My first idea is that there may be something not matching with your tracker when the aircraft is externally controlled. Did you try with another flight model like Posky ?

WidePSX "just" applies raw PSX data to your FSX/P3D flight model. It means if PSX is landing at -x ft/min, FSX/P3D will also land at -x ft/min.

Best regards,
Jean-philippe

Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: brian747 on Wed, 27 Dec 2017 09:32
I fly PSX with Worldwide Virtual, whose tracker is written by the VA itself (and hence is presumably different from any used by other VAs).

Both with VirtualPSX and with WidePSX the landing rate as reported by the tracker is typically somewhere in the -400 to -800 range. This is true, in case you were wondering, also in the case of an autoland.  ;)   Some time ago, I had a discussion about this phenomenon with the tracker's writer, during which I produced the PSX landing data to demonstrate that the figures reported by the tracker were incorrect.

The cause, the tracker's writer believed, is that, for reasons of not lowering the sim's performance, such trackers sample the descent rate only at intervals. His contention was that if at one sample the aircraft is descending and at the next it has abruptly ceased to do so (at some unknown point since the last sample) and is on the ground, then the calculation of landing rate can only be an estimate.

I am not sure that this fully explains the problem however, especially since the tracker appears to report less extreme figures when VisualPSX or WidePSX are not in use — why should their activity somehow render the estimate less accurate?

However, since VisualPSX also exhibits the same behaviour, then I don't believe that it's a WidePSX issue either.

I didn't pursue the matter any further at the time because, happily, Worldwide Virtual doesn't impose arbitrary limits on its members' landing rates (or anything else for that matter, including aircraft or routes), so the issue doesn't impact my virtual flying.     :)

Cheers,

Brian
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: GodAtum on Wed, 27 Dec 2017 11:50
Thanks for the info Brian, very interesting. I also fly with them but could never get the parking bake to be detected (using Gary's excellent externalsim software) which is why I'm considering a move to WidePSX. How do you get around the parking brake detection?
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: brian747 on Wed, 27 Dec 2017 12:21
As you will know, at Worldwide Virtual we have always adopted a policy whereby fun for our members is primary, whilst imposing tedious restrictions is not any part of the deal. So (with VisualPSX at least — unfortunately, I can't recall whether this was so on the one rather rushed occasion I have tried it with WidePSX) —

*  I receive a notification about the parking brake, which I ignore.

*  I then receive a message asking whether my aircraft is equipped with a parking brake, to which I respond that it is not.   <grin>

*  I then continue with the flight, ignoring any messages about the parking brake from that point on, and finally I file the PIREP as usual.

However, I am hugely looking forward to seeing what happens with WidePSX v1.0.4 (thank you, Jean-philippe!) with the new feature that synchronises the parking brake. However, having rather an extensive set of family and friends to greet does mean that the Christmas period doesn't yield any opportunities for simming....      :(

So others will no doubt be able to tell you about WidePSX's synchronisation with the parking brake before I am able to do, in all probability.    ::)

Cheers,

Brian
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Wed, 27 Dec 2017 12:44
Hello,

WidePSX v.1.0.4 is up. Registered users received a private download link by email, trial version users can download new package here : http://widesimulation.com/download/widepsx-trial-version/ (http://widesimulation.com/download/widepsx-trial-version/)

What's new in 1.0.3 and 1.0.4 :

- v.1.0.3/001 Printer module : Bug fixed (paper sheet was printed twice in some cases).
- v.1.0.3/002 Scenery generator bridge module : Added edit box for the user to be able to use his own flight model (Posky, Ifly, default FSX 744,...) by setting manually height elevation above ground reference.
- v.1.0.3/003 Ground services module : Added possibility for the user to force pre-flight phase starting point via 3 radio-buttons (Cold & Dark / EXT / APU powered, Refuel and boarding / cargo loading completed, Pushback ready).
- v.1.0.3/004 Scenery generator bridge module : Cosmetic bug fixed, offset algorithm sometimes displayed "Offset not found" error message above 20000ft.

- v.1.0.4/001 Scenery generator bridge module : Added parking brake synchronization between PSX and FSX/P3D based on PSX virtual handle position.

See new version of user manual for further detail about how to use those new features.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: junkun459 on Sun, 7 Jan 2018 11:56
Hi Jean
I tried version 1.04.
The printer bug went away, and I could print on my thermal printer soon after I push CDU 6R key.
Thank you.

Jun
 
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Sun, 7 Jan 2018 16:14
Hi Jun,

I am happy to read this. Thanks for the feedback.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: funkyhut on Fri, 19 Jan 2018 04:20
Hi Jean-Philippe,
Thanks for WidePSX. I've downloaded and run the trial with P3D v4.1 and for external visuals it's perfect. I couldn't figure out the models you suggested but it seems to work with the PMDG QOTSII v3 and even copes with ChasePlane. Magical and again thank you.
Before purchasing a quick question. Can the PSX weather be transmitted to P3D?
Many Thanks,
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Fri, 19 Jan 2018 13:30
Sawadee Chris,

Re flight models : Many flight models can be used with WidePSX, thanks to adjustable height reference above ground feature. However, when using 3rd party aircrafts like PMDG, you should expect some issues with lights, gear and flight control surfaces synchronization. This is my first feeling, I never tested. Only Posky and default FSX 747 are "tested and approved". If you want the link to Project Opensky models, here it is : http://web.archive.org/web/20140625120530/http://poskyarchive.com/ (http://web.archive.org/web/20140625120530/http://poskyarchive.com/)

Re PSX weather : No, PSX weather can't be sent to FSX/P3D. However the reverse is possible (see AloftWx module description in user manual).

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: funkyhut on Sun, 21 Jan 2018 10:47
Ka pun cap.
I'll try those models again.
Take Care.
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Thu, 22 Mar 2018 16:57
Hello,

A major update of WidePSX is now available (version 1.0.5). Registered users will receive a private download link by email, free trial version users may download a new package here : http://widesimulation.com/download/widepsx-trial-version/ (http://widesimulation.com/download/widepsx-trial-version/)

Below is a description of the new features and fixes in this new version :

Scenery Generator Bridge new feature :

There is a new feature in the Scenery Generator Bridge module. As you know the goal of this module is to assign PSX position and attitude to FSX/P3D, in order to display the scenery. However, there is a single time it would be usefull to reverse the process and assign FSX/P3D position to PSX. This time is when on the ground, at Scenery Generator Bridge connection. Of course you are free to use or not this feature, it is user selectable. PSX gates and parking positions never match exactly with FSX/P3D. It is frustrating having to position the aircraft manually at the right position, and save a PSX SITU for every single airport and/or gate.

I added a user selectable option to allow assigning FSX/P3D position to PSX only a single time, at the Scenery Generator Bridge connection. This allow user to load the FSX/P3D aircraft at a gate or parking, via the FSX/P3D positionning menu, without being connected with PSX. After this, by selecting the option "PSX is slave at startup" and starting the bridge, the FSX/P3D aircraft will not move, but PSX will be positionned at the right FSX/P3D aircraft position. After that, the Scenery Generator Bridge will continue to work the same way as before, by assigning PSX position and attitude to FSX/P3D aircraft. You can reload a PSX SITU, FSX/P3D will follow, whatever the setting is. This option is only active at Scenery Generator Bridge connection.

This option is shown below in the new version of Scenery Generator Bridge tab, at the right of the "Start Scenery Generator bridge" button :

(http://widesimulation.com/wp-content/uploads/2018/03/Capture-décran-2018-03-11-19.42.33_MOD-e1521652466522.png)

"FSX/P3D is slave" is the default startup option for the first WidePSX usage. When selected, FSX/P3D will be moved at PSX position when starting Scenery Generator Bridge. This is the default "standard" connection policy.

When using "PSX is slave" option, you must ensure both PSX and FSX/P3D aircraft are on the ground and fully stopped for at least 5 seconds before to start the Scenery Generator Bridge. You must also set PSX aircraft as close as possible to the FSX/P3D aircraft position (for example at the same airport) to avoid a possible crash detection in PSX during the alignment process.

WidePSX will remember the option for you and reload radio-button position at the next startup.

Scenery Generator Bridge aircraft height at startup :

There was a bug in WidePSX, sometimes aircraft in FSX/P3D was loaded slightly above the ground (PSX on ground). It should be solved now with a 1 minute loop which force the aircraft to be set on the ground at Scenery Generator Bridge startup, when PSX is on the ground.

Lights and flight controls within FSX/P3D :

I had many reports about lights synchronization issues. After hours of testing, I found where the issue came from.

First you need to have your Posky 747-400 updated to FSX version for both "model" and "panel" folders. Default Posky 747 packages comes with FS9 panel and model versions which are not compatible with FSX/P3D. The link to download FSX updated panel and model is here : http://web.archive.org/web/20140625052257/http://poskyarchive.com/category/boeing/b747-400/ (http://web.archive.org/web/20140625052257/http://poskyarchive.com/category/boeing/b747-400/)

While there is only a single panel version, there is several model versions, depending of the model you are using. Be carefull to download the model corresponding with your aircraft.

Second you need to have FSX/P3D aircraft with engines running. Lights and flight controls will not be synchronized correctly if the aircraft is "dead". Save a "template" scenario in FSX/P3D with your favorite 747 running and set realism option to "Unlimited fuel". Load this template scenario in FSX/P3D before to connect WidePSX.

Third there was a bug in WidePSX, speedbrakes were set UP after takeoff, solved now.

With this tricks I have a fully functional aircraft, with lights and flight controls synchronization. The strobes lights cannot be synchronized as there is a bug in the Posky XML where strobe lights are synchronized with the NAV lights. I can't do anything at this Posky side.

Program window :

Program window size and position is now saved and reloaded at startup.

Ground Services :

- Bug cleared sometimes fuel preselect window was not populated correctly. Solved now.

- If selected release fuel is lower than actual fuel on board, WidePSX will set the fuel on board to 5 tons instead of 0 before to start the refueling process. This allow using the APU before refueling is started.

- Pushback process deeply reworked. Sometimes turn was done in the wrong direction, leading to 360° turns. Pushback heading can now be reset until puchback process is started, in case of takeoff runway shift before pushback, leading to a pushback direction change.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Sat, 24 Mar 2018 13:15
Hello,

Version 1.0.6 is up. Registered users received a private download link by email, free trial version users may download a new package here : http://widesimulation.com/download/widepsx-trial-version/ (http://widesimulation.com/download/widepsx-trial-version/)

What's new in version 1.0.6 ?

- Allow user to start the ground services module in flight without need to fill the boxes in the user interface. It was irrelevant as the aircraft is already in flight. When starting the module while in flight, the robot will switch to "Arrival phase standing by" status until the aircraft has landed.

- Bug fixed when reloading a PSX SITU were aircraft is airborne, with option "PSX is slave" selected in WidePSX, and SimBridge already running. Some variables were not reset properly.

- Avoid launching SimBridge when option "PSX is slave" is selected, and if PSX and/or FSX/P3D aircraft are not on the ground. In this case an error message box is displayed.

- Time between every check of PSX time change to be sent to FSX/P3D modified from 5 to 10 seconds.

- Aircraft height algorithm when loading a SITU on ground reworked.

- When starting SimBridge module with "PSX is slave" option, FSX/P3D GMT time and date are sent to PSX.

I think this last change is "logic" as we want to assign FSX/P3D position to PSX, it is normal to assign FSX/P3D time to PSX also. However after the loading process it is still possible to change PSX time in the instructor station, the change will be sent to FSX/P3D.

The position and time synchronization process when "PSX is slave" option is selected is a "one shot" process, only active at the Scenery Generator Bridge startup. After this first synchronization, FSX/P3D is always the "slave", whatever the startup alignment slave setting is (PSX or FSX/P3D).

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: 18hazelwood on Sat, 24 Mar 2018 15:13
Hi Jean-philippe,

I am having some issues...

I have got the simconnect working fine and the sim seems to be in sink with PSX, however;
1. All seems fine taxing around etc, but when I climb out and get above around 1000ft and above The screen flickers as if I`m on the ground and them flips back in the air above every 2-3 seconds, I can only assume this is some offset issue that I am having?

2. Can you send me a file of a 747 that is compatible with P3Dv4.2 (obviously a free version that works with lights, flaps gear etc? or a link where I can just get one?

Many thanks.
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Sat, 24 Mar 2018 16:09
Hello,

- Did you use a previous version of WidePSX with the exact same configuration without issue or is it your first use of WidePSX ?

- Which version of WidePSX are you using ?

- Did you build the runways.csv file correctly according with the user manual procedure ? There is a special procedure for P3D v4 users detailed in the manual.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Sat, 24 Mar 2018 17:03
Hello,

I built a 3 aircraft liveries package with the panel and model folders for all the 14 Project Opensky model versions. Panel and model folders are the FSX version which is required by WidePSX. There is no specific P3D version of the Posky 747 as the development of this aircraft has stopped. You just have to extract the archive and place the WidePSX_747 folder in your FSX or P3D SimObject\Airplanes folder. There is a .txt file included which explain the procedure to add your own liveries.

This should definitively answer questions about model compatibility.

http://widesimulation.com/download/widepsx_747-package/ (http://widesimulation.com/download/widepsx_747-package/)

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Sun, 25 Mar 2018 12:50
All seems fine taxing around etc, but when I climb out and get above around 1000ft and above The screen flickers as if I`m on the ground and them flips back in the air above every 2-3 seconds, I can only assume this is some offset issue that I am having?

Hello,

I made some more tests this morning, I can't reproduce this issue. I made several landings, takeoff, touch and go, everything is working fine here. Please check the items I detailed in my last post. A wrong or missing runways.csv file can lead to that kind of issue. The runways.csv file must be rebuilt and copy to your WidePSX folder after every new scenery installation and/or modification. If you still have the issue please send me the following details at info@widesimulation.com

- Your runways.csv file
- Detail of which scenery used (default scenery or add-on) and which runway
- Do you have the issue only at this airport / runway or everywhere ?
- Version of WidePSX used
- Screenshot or details of all the settings of the Scenery Generator Bridge tab (Which of the PSX or FSX/P3D
  "slave" radio-button is selected, value set at "inhibit offsets above..." altitude edit box, which of the 3 offsets
  policy radio-buttons is selected, did you press and "align / move" button before to takeoff, what is displayed at
  position and altitude offset status text).

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JRBarrett on Mon, 16 Apr 2018 13:12
I own both P3D 4.2 and XP 11.11. I currently use XP as my scenery generator via XView, so my main interest at the moment is in the winds aloft module. I also have the latest Active Sky for P3DV4.

I realize that true dynamic winds aloft only works when using P3D via simconnect. Here is my question: when running the winds aloft module in static mode, does your program only access the AS activeweatherflightplan file just once, (when the program is first launched), or does it refer back to it at intervals? If I leave Active Sky running, and refresh the loaded flight plan while enroute, the activeweatherflightplan file will be updated if any of the waypoint winds aloft data has changed.

Does your aloft module re-scan the AS flight plan data if the file updates?

Jim Barrett
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Tue, 17 Apr 2018 07:58
Hello Jim,

Does your aloft module re-scan the AS flight plan data if the file updates?

Yes it does in static mode. The scan is done when overflying a new waypoint which is present in the AS flight plan file, and the fresh data is injected in PSX. See user manual page 18 (last paragraph).

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JRBarrett on Tue, 17 Apr 2018 21:02
Thanks for the information. I will definitely give the software a try.

Jim Barrett
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JRBarrett on Sat, 28 Apr 2018 21:00
Hi Jean-philippe,

I have got the simconnect working fine and the sim seems to be in sink with PSX, however;
1. All seems fine taxing around etc, but when I climb out and get above around 1000ft and above The screen flickers as if I`m on the ground and them flips back in the air above every 2-3 seconds

This may not be the solution, but do you see this effect when in the cockpit view, or when viewing the aircraft from outside? I’m doing my first flight right now with WidePSX (Version 1.0.6), and discovered that if you want to view the aircraft in flight from an external vantage point, it is necessary to use LOCKED spot view. If you use standard spot view (where the camera floats and auto-positions itself), the aircraft and scenery will flutter and stutter badly. It makes sense, since the aircraft is being externally driven, the floating spot camera would be constantly trying to reposition itself every frame.

Locked Spot is nice and smooth...
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Sun, 29 Apr 2018 19:38
Hi Jim,


If you use standard spot view (where the camera floats and auto-positions itself), the aircraft and scenery will flutter and stutter badly. It makes sense, since the aircraft is being externally driven, the floating spot camera would be constantly trying to reposition itself every frame.

Locked Spot is nice and smooth...

This is exactly how WidePSX works, everything is said in your comment. Thanks for the trick to the community  ;)

Unfortunately I have no news from 18hazelwood to know if the described issue is solved. I tried to reproduce what he described without success.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: Hreygro on Thu, 21 Jun 2018 01:20
Bonjour !

Just tried to purchase a WidePSX licence via PayPal, with no success. The system seems to be blocked after transaction. What's happening ?

Henri R
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Fri, 22 Jun 2018 07:38
Hello Henri,

I see you as registered in my database, with Paypal completed. Let me know if you have any problem.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: Hreygro on Fri, 22 Jun 2018 08:21
All is clear now ; I've been able to complete the purchase and I downloaded the software.

Thank you for jumping in !

Henri R
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: jcomm on Mon, 3 Dec 2018 20:21
Hi Jean,

now that OFP aloft forecasts are approaching implementation, how will WidePSX cope with it ?

I believe the weather injection component will become obsolete for those using PFPX ?
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Wed, 5 Dec 2018 14:59
Hello,

You talk about live weather implementation within PSX directly ?

WidePSX is designed with several independant "modules". If PSX implements real world live weather, the AloftWx module will become obsolete, you are right. You will only have to forget it (don't click the "Start Module" button).

The other modules will continue to work, especially the FSX/P3D bridge which is the "heart" of WidePSX.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: jcomm on Wed, 5 Dec 2018 15:44
Thank you Jean-philippe.


Have you been able to test it with the recently released p3d v4.4 ?
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Thu, 6 Dec 2018 10:22
No I am stucked at version 3.4  :(

No time for flight simulation ATM

Cheers
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: Captain_Crow on Wed, 12 Dec 2018 08:38
Hi guys,

I had to do a totally new installation of p3d v4.4. And now, as expected, I have problems with simconnect...
Is there a knwn issue using v4.4 ?

Thanks
Steffen
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: Dirk Schepmann on Thu, 13 Dec 2018 00:22
Hi Steffen,

If you did a new installation of P3D v4.4, all your settings in the simconnect file have been overwritten, I think.

Do you run PSX and P3D on different computers?

By the way, on my machine I‘m running everything on one PC with 2 monitors:
- PSX
- P3D
- Active Sky
- RealTraffic and PSXeeconTraffic
- WidePSX

No problems at all, 70 fps in PSX and 40-50 fps in P3D. And no fiddling with IP addresses, just localhost (127.0.0.1) for everything.

Best regards,
Dirk
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: jcomm on Thu, 13 Dec 2018 08:22
Hi Steffen,

If you did a new installation of P3D v4.4, all your settings in the simconnect file have been overwritten, I think.

Do you run PSX and P3D on different computers?

By the way, on my machine I‘m running everything on one PC with 2 monitors:
- PSX
- P3D
- Active Sky
- RealTraffic and PSXeeconTraffic
- WidePSX

No problems at all, 70 fps in PSX and 40-50 fps in P3D. And no fiddling with IP addresses, just localhost (127.0.0.1) for everything.

Best regards,
Dirk

Wow!  You must own a super-computer :-)

Out of curiosity - which CPU / GPU / System ?
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP744 on Thu, 13 Dec 2018 14:19

If you did a new installation of P3D v4.4, all your settings in the simconnect file have been overwritten, I think.


No problems at all, 70 fps in PSX and 40-50 fps in P3D. And no fiddling with IP addresses, just localhost (127.0.0.1) for everything.


Thank you Dirk for the feedback. I was not able to give an answer as I don't have P3D v.4.4. Glad to see it works despite the need to re-configure SimConnect due to overwrite by the P3D installer.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: Dirk Schepmann on Thu, 13 Dec 2018 22:50

Wow!  You must own a super-computer :-)

Out of curiosity - which CPU / GPU / System ?

Hi,

I don't think it's a "super computer", but quite fast, though.

It is an i7-7700K (4.2 GHz), 16 GB RAM and NVIDIA GeForce GTX 1080. The OS is running on a SSD, but PSX and P3D are installed on a conventional SATA HDD.

The trick is to turn down a few settings in P3D which are not really required for PSX. My Autogen is set to "sparse" for example and I've turned off most of the shadow options. And it is important to turn off Hyperthreading in the BIOS, this is very detrimental for P3D performance.

Best regards,
Dirk
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: Captain_Crow on Wed, 19 Dec 2018 19:19
Thanks for the hint Dirk, but it doesn´t run here.

<?xml version="1.0" encoding="Windows-1252"?>

<SimBase.Document Type="SimConnect" version="1,0">
  <Descr>SimConnect</Descr>
  <Filename>SimConnect.xml</Filename>
  <Disabled>False</Disabled>
<SimConnect.Comm>
      <Disabled>False</Disabled>
      <Protocol>IPv4</Protocol>
      <Scope>local</Scope>
      <Address>127.0.0.1</Address>     
      <MaxClients>64</MaxClients>
      <Port>29747</Port>
      <MaxRecvSize>8192</MaxRecvSize>
      <DisableNagle>True</DisableNagle>
   </SimConnect.Comm>
</SimBase.Document>

I copied the simconnect.xml from the Widepsx manual into the p3d 4.4 folder. Checked all ports as okay. Still unable to establish connection...
One PC with two screens setup...

Best
Steffen
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Thu, 20 Dec 2018 15:29
Hello Steffen,

Which connection can't you establish ? PSX Main, PSX Boost, SimConnect ? Please check if IP and Port values in the WidePSX interface match with the ones in your XML file.

Quote from: Captain_Crow
I copied the simconnect.xml from the Widepsx manual into the p3d 4.4 folder.

The XML file needs to be copied in the P3D AppData folder, not in the P3D root folder.

Regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: Captain_Crow on Fri, 21 Dec 2018 07:00
Dear Jean-Phillippe,
I am on the road the next days, but your hint with the AppData folder could be the right one. I copied the xml into the main p3d folder.
So, no time to test, but after this crazy making holidays I will find some time. Hopefully..

All the best to you !
Steffen
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: Toga on Fri, 21 Dec 2018 15:06
What does this do differently that PSX.NET and external sim doesn't do already? Does it use external sim to connect to P3D or does it have it's own inbuilt system? Just curious as you're charging for it so it can't be using externalsim?
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Fri, 21 Dec 2018 15:44
Hello,

WidePSX doesn't use the SimConnect ExternalSim feature. WidePSX has a runway offset feature which makes your FSX/P3D aircraft to be always aligned with the DEP/ARR runway even when the FSX/P3D scenery and PSX are not at the exact same position (there are many cases). The best is to download the fully functional free trial version, and have a look at the first page of this thread (reply #16) to make your own opinion :

http://widesimulation.com/download/widepsx-trial-version/?wpdmdl=203&masterkey=5a4366bd53b06

I remain available for any further question.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Fri, 21 Dec 2018 16:06
Hello,

A new version of WidePSX (1.0.7) is available. Thanks to a user report a bug was found in the pitch and altitude algorithm. In some situations the pitch value sent to FSX/P3D was incorrect.

Registered users received an update download link by private email. Both trial (fully functional 25 minutes limited) and commercial versions can be downloaded here :

http://widesimulation.com/products/

Best regards and merry Christmas to all !
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: Toga on Fri, 28 Dec 2018 16:59
Very nice. Does it work with xplane?
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: GodAtum on Fri, 28 Dec 2018 19:01
Toga, no but Xview would http://aerowinx.com/board/index.php?topic=1615.msg15839#msg15839
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: Toga on Sun, 30 Dec 2018 20:23
I've tried Xview but it's not being developed anymore and it needs updating!
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Mon, 31 Dec 2018 16:34
Hello,

I took the opportunity of my Christmas holidays to stress WidePSX in several situations. I found some bugs I corrected. Detailed modifications can be found in the "Revision History" file located in every WidePSX package.

I also discovered that the startup synchronization between PSX and FSX/P3D when "PSX is slave" option was selected wasn't reliable. I found what was wrong and rebuilt the feature from the roots. It is now working fine. Personally I love this option which allows you to place the aircraft with FSX/P3D directly from the simulator positioning menu, instead of moving PSX aircraft at the desired position. You can find more informations in the user manual.

I made some changes in the user manual to precise that the concept of altitude offset doesn't exist anymore since version 1.0.7 and its new altitude handling algorithm. The only time you'll see an altitude offset displayed in WidePSX is at takeoff. This offset will be flushed passing 1500ft AGL. The landing altitude offset doesn't exist anymore. The position offset system has not changed.

As usual registered users received a download link and trial version users can download a new package here :

http://widesimulation.com/download/widepsx-trial-version/?wpdmdl=203&masterkey=5a4366bd53b06

Kind regards and happy new year 2019 to all !
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: GodAtum on Mon, 31 Dec 2018 17:58
Thanks for the update and hard work! Just wanted to bring up the ground services. Do I need to open/close doors and put on ext power myself, or do they do it?

Have you done any testing with multiple P3Ds running across multiple PCs over a network? Gary's externalsim syncs them all very smoothly, just wondering if it's possible to do with yours?
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Tue, 1 Jan 2019 10:44
Hello,

Do I need to open/close doors and put on ext power myself, or do they do it?

All this "silent" tasks, plus refueling, boarding/loading can be done automatically by the ground service robot. See user manual for details.

Have you done any testing with multiple P3Ds running across multiple PCs over a network? Gary's externalsim syncs them all very smoothly, just wondering if it's possible to do with yours?

Never tried. I don't have multiple P3D computers here. You should try to run one WidePSX instance (trial or registered version) per P3D computer. Start all the necessary WidePSX modules (Scenery Generator, Ground Services, TCAS,...) only on one single WidePSX instance. For all other instances, only start the scenery generator module. I will appreciate your feedback if any.

Best regards and again, happy new year 2019 to all the PSX community.
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: GodAtum on Tue, 1 Jan 2019 12:11
Strange, none of the silent tasks worked. I started in a cold & dark state with no power. I had to connect the ext power and open the doors manually via the instructor page.
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Tue, 1 Jan 2019 14:15
The EXT PWR is always set to AVAIL when the aircraft is detected unpowered. If still not able, send me the SITU file.

Edit : Did you press the « Start module » button ?

Regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: GodAtum on Wed, 2 Jan 2019 15:15
Thanks I had another add-on interfering. Regarding pushback, when it finishes the status says "Departure EXT PWR available". After takeoff the overhead EXT PWR  buttons are flashing and I cannot remove manually in the Instructor station.

A question about speeds. It looks like simconnect is reporting odd speeds (GS of 319 and IAS of 156, when actually in PSX it's GS of 577 and IAS of 330.

Code: [Select]
Bridge: simconnect
IPC Last Message: {"altitude":23475,"agl":22247,"groundspeed":319,"ias":156,"headingTrue":78,"headingMagnetic":66,"latitude":36.22305159730436,"longitude":-113.99893030987796,"verticalSpeed":-681,"landingVerticalSpeed":0,"gForce":0.315,"fuel":160583.361392,"transponder":"4335","bridgeType":"simconnect","isOnGround":false,"isSlew":false,"isPaused":false,"pitch":4,"roll":0,"time":1546443596,"fps":0}

Tried using multiple WidePSX over 2 PCs. 1st PC was fine in cruise. 2nd P3D and WidePSX connected OK (main, boost and simconnect). Started SceneryGen and the plane was being dragged along the ground. Maybe need to start both when on the ground?
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Wed, 2 Jan 2019 18:26
Hello,

Regarding pushback, when it finishes the status says "Departure EXT PWR available". After takeoff the overhead EXT PWR  buttons are flashing and I cannot remove manually in the Instructor station.

Did you « talk » with the ground engineer until pushback completed and the 4 engines started, including clearance to start the engines ? You must follow the procedure strictly, like in the reality. Don’t use PSX pushback system. Also don’t use the ground service module if you want to takeoff quickly. It is designed to simulate a full flight from the moment the pilot is getting inside the cockpit. The robot is sequenced and it waits for your actions to reach the next step. If something is missing the sequence is stuck. The common error is to forget the very last message when you finished starting engine 1. You must say to the ground engineer he is cleared to disconnect and leave. He will confirm and « Arrival phase standing by... » will be displayed in WidePSX. If you forget this last step you get what you described with the EXT PRW flashing. After some flights using the module you will get used with the sequence.

A question about speeds. It looks like simconnect is reporting odd speeds (GS of 319 and IAS of 156, when actually in PSX it's GS of 577 and IAS of 330.

This is normal. WidePSX takes the whole control of the FSX/P3D aircraft disregarding aerodynamics. When using WidePSX, your FSX/P3D becomes a « stupid » scenery generator, no more aerodynamics simulation. PSX does it 1000 times better  :)

Regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: brian747 on Wed, 2 Jan 2019 20:38
Quote
Quote from: GodAtum on Wed,  2 Jan 2019 15:15
   A question about speeds. It looks like simconnect is reporting odd speeds (GS of 319 and IAS of 156, when actually in PSX it's GS of 577 and IAS of 330.

"This is normal."

Normal? Hmm....

I vly for a Virtual Airline, whose monitoring software connects to the scenery generator, not to PSX. Does this mean that if I use WidePSX then my VA would receive reports of "odd speeds" and not the actual (PSX) GS/IAS?

Cheers,

Brian
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: GodAtum on Wed, 2 Jan 2019 20:51
Quote
Quote from: GodAtum on Wed,  2 Jan 2019 15:15
   A question about speeds. It looks like simconnect is reporting odd speeds (GS of 319 and IAS of 156, when actually in PSX it's GS of 577 and IAS of 330.

"This is normal."

Normal? Hmm....

I vly for a Virtual Airline, whose monitoring software connects to the scenery generator, not to PSX. Does this mean that if I use WidePSX then my VA would receive reports of "odd speeds" and not the actual (PSX) GS/IAS?

Cheers,

Brian

That is why I asked. Unfortunately the speeds reported to most VA software, Vatsim, IVAO etc are incorrect.
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Wed, 2 Jan 2019 20:59
Hi Brian,

This is « normal » for WidePSX. If your VA takes values from P3D they will be wrong.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: brian747 on Wed, 2 Jan 2019 21:18
Hi Jean-philippe,

Quote
If your VA takes values from P3D they will be wrong.

 :(    Unfortunately, I believe that's how *all* VAs do it: at least, I have yet to hear of one who can obtain these values directly from PSX. I've been with my existing VA for too long to change now, in any case.

Thank you for your reply (and thank you, GodAtum, for your confirmation),

Kind regards,

Brian

Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: GodAtum on Thu, 3 Jan 2019 00:23
Hi Jean-philippe,

On pushback, I respond the "start engine 4". The next call is the engineer saying set parking brakes. Am i missing the calls to start other engines?
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: Jeroen Hoppenbrouwers on Thu, 3 Jan 2019 00:26
The common error is to forget the very last message when you finished starting engine 1. You must say to the ground engineer he is cleared to disconnect and leave. He will confirm and « Arrival phase standing by... » will be displayed in WidePSX. If you forget this last step you get what you described with the EXT PRW flashing. After some flights using the module you will get used with the sequence.

I've implemented quite some of these "wait for event X to happen to advance the state machine" things, in both sim and real aircraft avionics. It's guaranteed to become a mess if the system can't resynchronize itself using events that "can only mean that the state machine missed a few steps". Like, if your ground speed exceeds 1 knot, you most definitely are no longer connected to power. And if your weight on wheels goes AIR MODE, you most definitely are no longer in Departure Mode (and actually not in Arrival Mode, either).

For the real-world OOOI logic I managed even to create a completely stateless system. It looks at a bunch of sensors (wheels, beacon, parking brakes, engine oil pressure, flaps, doors, ...) and instantly determines where in the sequence it is, without needing any memory of where it came from. Extremely useful when your box restarts in mid flight, somebody f***s up the power transfer, or somebody pulls a C/B because they wrongly think it will solve something.

Imagine a bunch of pilots, or their union, cornering you because they believe you're messing up their pay system because you are in bed with the company.

Now also imagine the government cornering you because they believe you're messing up their delay registration system because you are in bed with the pilots union.

In Brazil.

Hoppie
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Thu, 3 Jan 2019 09:45
Hello,

On pushback, I respond the "start engine 4". The next call is the engineer saying set parking brakes. Am i missing the calls to start other engines?

Yes there is one call for each engine.

I've implemented quite some of these "wait for event X to happen to advance the state machine" things, in both sim and real aircraft avionics. It's guaranteed to become a mess if the system can't resynchronize itself using events that "can only mean that the state machine missed a few steps".

Hoppie, this definitely makes sense. As the code writer I know the sequence by heart but I realise end users needs a monitoring and resyncronization process to avoid the robot to stuck. Thank you for your advise and experience share.

Thank you also GodAtum for reporting your end user feeling and issues. First I will do a little video to show the sequence in detail. I will also add some automation in case of the end user forgets a step, like Hoppie said, to avoid the robot to stuck.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: GodAtum on Thu, 3 Jan 2019 10:41
Thank you Jean-philippe, that will be very helpful for an old codger like me  ;D
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: beat578 on Thu, 3 Jan 2019 12:47
Hi Jean Philipe
I just saw, that P3D has no Airliners. So there is no Base 747-400 included when you Install P3D V4. What Airplane Model would you suggest for P3D to use with your scenery Bridge? PMDG look fancy, but is way too expensive, just to serve as a nice model.
Would be great, if you knew some alternatives.

Cheers
Beat LSZH
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Thu, 3 Jan 2019 12:51
Hello,

Project Opensky 744 is the best free 747 for scenery generators.

Regards,
Jean-phiippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: G-CIVA on Thu, 3 Jan 2019 22:07
PMDG look fancy, but is way too expensive, just to serve as a nice model.

Indeed ... not only an expensive option in cash outlay but it will eat resources since by using it you will load up every aspect of its graphic, sound & navdata memory usage if you use it inside your scenery generator.

A very simple option is to opt for the default FSX B747-400 if you are not intending to take a peek outside for those eye candy shots.
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: GodAtum on Fri, 4 Jan 2019 15:59
I use the POSKY 747 model from here https://www.rikoooo.com/downloads/viewdownload/55/716

Taxi and landing lights work, but doors dont open so GSX breaks.
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Sat, 5 Jan 2019 09:24
You can opened the doors with the POSKY panel (Shift + 9) in P3D. I will see if I can implement it automatically with the Ground Service Module. Does GSX only needs one entry door to be opened to work ?

Regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: GodAtum on Sat, 5 Jan 2019 20:55
You can opened the doors with the POSKY panel (Shift + 9) in P3D. I will see if I can implement it automatically with the Ground Service Module. Does GSX only needs one entry door to be opened to work ?

Regards,
Jean-philippe

Thanks  ;D ;D ;D I'm no expert but I think it needs 1R and 2R for boarding and catering, plus cargo for loading.
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: beat578 on Mon, 7 Jan 2019 15:31
Well I will have to go for that model then. Thanks. Because Prepar3d V 4.4 does not have the 744 as model anymore. they took out all airliners that FSX had before. That was a reason I did not switch earlier. But now, FSX really gets old and i would have to reinstall it form scratch, so i decided to let him rest in bits and go for the new 64-bit Version. Hopefully I can get everything started. I am already confused with all those add on's like BACARS, WidePSX, RealTraffic and what else may be around.I'll let you know if i got it to work right.
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Tue, 8 Jan 2019 20:40
Hello,

As requested, I reworked the Ground Services module user interface, in order to get a more intuitive and comprehensible experience. As you can see in the screenshot below, the actions awaited by the robot are now clearly written in bold red in the "TODO" section. You just have to follow the instructions.

I also added an automatic resynchronization in case of the user is taking off while forgetting a pre-flight action. In this case the arrival sequence will be automatically set to standby and the pre-flight sequence threads will be killed.

A bug has also been cleared (EXT PWR was flashing during taxi out when APU was set to OFF).

All this updates are included in WidePSX version 1.0.9 available both for free trial and registered versions here : http://widesimulation.com/products/

Registered users received a download link by email.

(http://widesimulation.com/wp-content/uploads/2019/01/Capture-décran-2019-01-09-09.36.46-e1547023215762.png)

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: beat578 on Wed, 9 Jan 2019 06:56
Wow that was fast Jean-Philippe.
Thanks a lot!
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Wed, 9 Jan 2019 09:28
Hi,

Sorry for the second update in two days. I found some ideas last night to make the Ground Services module again more intuitive. The user manual Ground Service section has also been re-written to detail the new module process. I think I can't make it more intuitive and easy to use now  :)

Everything is in the new WidePSX version 1.1 package available for both free trial and registered versions here : http://widesimulation.com/products/

Registered users received an update package download link by email.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: junkun459 on Sat, 12 Jan 2019 14:43
Hi Jean
thank you for your update.
I tried GndService module from "refuelig and boarding completed" state today.
It is good help to check TODO: text line.
I started engine 1,2,3,4 in sequence as ground stuff said.  But I wanted to start engine 4,3 simultaneously first, then 2,1 simultaneously.
Can I use this sequence in near future?

Junji

   
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Sat, 12 Jan 2019 15:08
Hi,

Can I use this sequence in near future?

You can start whatever engine you want of course, but the robot will always follow the sequence 1,2,3,4.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: beat578 on Sat, 12 Jan 2019 20:55
Sorry to Brother Alain JP. The Models work now, installiert all and Even someone liveries ... they Look great. Now i still struggle with sim connect. Psx is connected and Green. P3d i made the roaming folder in my User Directory visible and Put your  sim connect file in it. I enternd the Port 29747 in widepsx. Still there is the Not connected. Do i have to adopt something Else in p3d? Thanks for your help. Or how do i search a free port?
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Sun, 13 Jan 2019 07:47
Hello,

The procedure is detailed deeply in the user manual. Is there already a SimConnect.xml file in your AppData\Roaming\Lockheed Martin\P3D directory ? If yes you need to modify it, not overwrite. The two scenarios are detailed in the manual.

Best regards,
Jean-Philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: beat578 on Sun, 13 Jan 2019 13:06
Hi Jean Philippe
Thank you for your answer. I found what i made false. Mabe you should add that in the Manual: I had a Installation of Prepar3D 4 only. Nothing else, I also don' thave an old FSX installation on that PC. So the Simconnect coming with Prepar 3D compatible with the "old FSX" Programs has to be installed separately. You need to go into the Perpar3d v4\redist\Interface\FSX-SP2-XPACK\retail\lib folder and instlal the simconnect.msi that is in there. Now it works and it says "Connected" in my Network. So another step made. I now go on and try to create the situation and synchonize. mabe I make a "tutorial for dummies" later, so i will be able to follow the steps when i need to reinstall one day. I would post it here then.
Cheers Beat LSZH
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Sun, 13 Jan 2019 13:20
Hello,

You mean P3D V4 doesn't have the SimConnect server built-in by default ? I don't think you need to run simconnect.msi on the client computer, nor you need a SimConnect.cfg file, as WidePSX has already all the client libraries built-in. It may be a coincidence ? Are you sure you didn't change anything else ?

Anyway it works. This is the most important. SimConnect is very difficult to understand and setup. And I don't speak about developpers... I have to work at the user manual. The biggest update since WidePSX was released is coming (maybe this evening).

Thank you for your contribution.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: beat578 on Sun, 13 Jan 2019 17:00
Well, P3d V4 has a Simconnect Server built in, but not one compatible with old FSX Addons. I read that somewhere in another forum, so i tried to install the special Simconnect for FSX and voila, I could connect.
Now I try to get the plane to the right spot... :) I always end with my b747 standing inside an airport building. So i keep you posted :)
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JohnH on Sun, 13 Jan 2019 19:04
Here is a message from the P3D forum regarding installing P3D and SimConnect, poster for your info,,

John


Prepar3D will install the latest SimConnect version during installation. Certain add-ons may require older SimConnect versions. The developers of these will be able to tell you what specific version is required. You will not be able to access these installers until Prepar3D is installed. The installers for these will be in your Prepar3D application directory in the "redist\Interface" folder.
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Sun, 13 Jan 2019 19:11
Now I try to get the plane to the right spot... :) I always end with my b747 standing inside an airport building. So i keep you posted :)

WidePSX has a function to avoid moving the aircraft until reaching the exact position at the gate. See user manual Scenery Generator chapter with the startup synchronization slave setting. If PSX is slave at startup, you can place your aircraft at the exact gate or parking using P3D menu, then when you connect WidePSX the aircraft will not be moved at all.

Re SimConnect package thanks for the update I wasn’t aware. Glad to see there is a solution. I still use P3D v.3.4

Regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Sun, 13 Jan 2019 20:49
Hello,

A major update (version 1.2) of WidePSX is available. I stressed the application with hundreds of SITU loads, reloads, position changes,... I cleared several bugs, mostly at position changes (SITU reloads,...).

Gear strut compression : now the aircraft is slowly moving up and down depending of the gross weight set in PSX, showing the gear strut compression. The compression ratio is model dependant (all models don't have the same BOW and MTOW). Warning there is now a special procedure to set the aircraft height reference above the ground (Scenery Generator tab). The default value is set for the POSKY 744 V4. If you use this aircraft, you don't have to do anything and you can leave the edit box empty. If you use a different aircraft, the value must be set with the minimum gross weight possible (set 0, 0 for Fuel QTY and ZFW in PSX Instructor\Service page) then tune the value to get the wheels JUST touching the ground. You must not see any gear strut compression during the setup. See user manual for detailed procedure.

Lift-off gear strut decompression : During lift-off, the gear strut decompression is simulated to avoid the wheels to sink below the ground in P3D.

Thrust reversers synchronization : Now thrust reversers in FSX/P3D will be set according with PSX reversers status.

Position synchronization at SITU reloads : After hundreds of SITU's loadings, reloading, changes, I cleared all the bugs I could find. Sometimes aircraft height was not updated correctly, sometimes it was rolling on the ground despite PSX was stopped before SITU loading. I found the source of this bugs and cleared them all. I can't reproduce any of them now. During some SITU reloads on ground (1/10 during my tests), I noticed some smoke coming from the tires (external view). This POSKY/P3D side effect has no solution at this time as the wheels rotation are not settable through SimConnect. Edit January 16 : After many tests I found the solution to completely disable all the smoke issues. You need to rename or disable (after backup) the following files in your P3D\Effects folder (in addition to the files already listed in the user manual) :

- fx_WetEngineWash.fx
- fx_SnowEngineWash.fx
- fx_WheelSnowSpray.fx
- fx_WheelWetSpray.fx


Engines auto-start : I had some reports of WidePSX users saying they couldn't get flaps, lights, gear and flight controls synchronization. I was very frustrated because here, everything worked fine and I was not able to reproduce the issue. Thanks to a conversation with a WidePSX user, we found the solution. POSKY 744 needs to have its engines running in order to get flaps, gear,... to work. If the aircraft is "dead" when you connect WidePSX, you will not get synchronization. I implemented an automatic engines start command when connecting WidePSX in order to be sure synchronization will work for every starting configuration. I tried to implement engines start and stop full synchronization with PSX. I spent 5 hours trying to understand the simconnect commands required, without success. I was able to start, but not to stop, or reverse. So I gave up for the moment.

Automatic unlimited fuel : As the engines need to run all the time WidePSX is connected, the POSKY center tank fuel quantity will be forced to 10,000 USGal in order to be sure the engines will never stop due to low fuel. It has absolutely no effect on balance because WidePSX (in fact PSX) has the total control over the aircraft aerodynamics and movements.

Flight controls synchronization : Sometimes flaps and speedbrakes didn't update correctly at SITU's reloadings. Solved now.

Set PSX as the positioning slave at startup : Not a new feature but very useful and from the feedbacks I have it is often unknown even by WidePSX users. With this option you have the possibility to place the aircraft in P3D directly with the P3D positioning menu, at the exact position you want (gate or parking), before to connect WidePSX. When you will start the scenery generator bridge of WidePSX, it will force PSX to move at your P3D aircraft position. The P3D aircraft will not move at all. This way you avoid boring and unprecise PSX aircraft positioning to match your P3D parking position. And you don’t need to save a PSX SITU for every gate or parking position you want to use later. Personally I always have the radio button set to PSX as the positioning slave.

Position offsets : This feature is not new but very reliable and usefull. After a perfect approach it is SO FRUSTRATING to shoot the ILS and discover at the minimas you are not well aligned with the runway.  >:( >:(. My own experience.

RunwayEq file : Also this is not a new feature but a very usefull tool. In some cases you can get runway identifiers different in PSX and FSX/P3D. Some sceneries don't have the latest runways the last PSX AIRAC can have. In order to always land on the right runway, you can declare the runways differences between PSX and FSX/P3D in this file. WidePSX will take your declared differences into account to land you at the right runway.

The new packages can be downloaded at : http://widesimulation.com/products/ (http://widesimulation.com/products/)

Best regards and happy flights,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: Hardy Heinlin on Sun, 13 Jan 2019 21:04
Hi Jean-philippe,

congrats to the new update.

Actually, the strut compression ratio in PSX is not model dependent. The formula I gave you is applied to all models. When model A is currently at MTOW with, say, 400 t, and model B at MTOW with 390 t, they don't get both the same max strut compression; there is no model dependent ratio that translates 390 or 400 individually to max compression. It's really just the actual gross weight that compresses the strut. Model A at 400 t is simply more compressed than model B at 390 t, so model A is sitting lower than model B in this moment.


Regards,

|-|ardy
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Sun, 13 Jan 2019 21:19
Hi Hardy,

Thank you very much for the kind words. When I say model dependant, I say, for instance, at the same GW, a 400 PAX and a 400 ERF will not stand at the same height. The 400ERF will be a little bit higher because its payload capacity is more important. Do you think it makes sense ?

A code sample is sometimes better than a long explanation, so here is the compression ratio calculation method. This ratio is used to adjust the P3D aircraft height when the aircraft is on the ground within the values you gave me (POSKY 747 model I use in P3D has about the same gap).

Code: [Select]
/**
* Get PSX main gear strut compression ratio (depending of actual Gross Weight) // 1.2/005 (Added)
* @return PSX main gear strut compression ratio. 0 = minimum compression, 100 = maximum compression (double)
*/
protected static double getPsxGearCompRatio()
{
int version = getAcftVersion();
double diff = 0d; // Difference between actual GW and BOW
double gap = 0d; // Gap between MTOW and BOW / 100
double ratio = 0d; // Compression ratio (return)

if(version == 0) // PAX
{
diff = getPsxGrossWt() - 178800.0;
if(diff < 0.0)
diff = 0.0;
gap = 2181.0;
ratio = diff/gap;
}
else if(version == 1) // PAX ER
{
diff = getPsxGrossWt() - 184570.0;
if(diff < 0.0)
diff = 0.0;
gap = 2282.0;
ratio = diff/gap;
}
else if(version == 2) // F or COMBI
{
diff = getPsxGrossWt() - 165107.0;
if(diff < 0.0)
diff = 0.0;
gap = 2318.0;
ratio = diff/gap;
}
else if(version == 3) // ERF
{
diff = getPsxGrossWt() - 164382.0;
if(diff < 0.0)
diff = 0.0;
gap = 2484.0;
ratio = diff/gap;
}

if(ratio > 100.0)
ratio = 100.0;

return ratio;
}
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: Hardy Heinlin on Sun, 13 Jan 2019 22:14
I can't comment on the P3D visual models; you're probably right. What I'm referring to is just the data the PSX server sends to your add-on. All ER and non-ER models in PSX use the same ratio of gross weight to strut compression. I understand your intention, and that the ER can carry 20 tons more. But it's actually not so complicated in the PSX model; these 20 tons will make a difference of just half an inch over a distance of 2 feet. This tolerance is smaller than the precision of the model of the tires and the aircraft shape.

So, yes, the ER has a greater range of strut compression in the PSX model. This is because it hasn't a special ratio that compensates this greater range.


|-|ardy
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Sun, 13 Jan 2019 22:22
I agree. As you can see in the method, the ratio difference between two models at the same GW is very small. This very small ratio difference applied to a 2.1ft strut course is again smaller. It is nearly unnoticeable in P3D.

Cheers,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: joergalv on Mon, 14 Jan 2019 13:10
Hello Jean-philippe,

thank you very much for your continuous development.
While you're at it, would you mind to take a look at the following issue regarding the AloftWx module?
When the OS is set to use the english localized number format, i.e. decimal separator '.' instead of ',' the dynamic wind / temp injection gives odd results ( i.e. on RTE page 2 wind knots is 0, and SAT also 0) when an AS flight plan was loaded. FMC wind upload is not affected (makes sense, since that section in the the AS flight plan does only contain integers afaik)
When I switch the OS localization back to German, AloftWx dynamic mode works as expected.

Regards,
Joerg
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Mon, 14 Jan 2019 15:36
Hello Joerg,

Sure. From what I remember there is no ‘.’ or ‘,’ in the AS flight plan file but I am not at my computer now. Anyway in dynamic mode the AS flight plan file is not used for wind/OAT injections. I need more informations to try to reproduce the issue.

Can you confirm you were using Dynamic mode ? You say the issue was when the AS flight plan file was loaded. Did you try without AS flight plan file loaded ? When you have the issue what do you see in the PSX weather page (wind direction, velocity, OAT) ?

Which computer are you switching from US to EU ? The P3D computer or the WidePSX computer ? Maybe the same ?

If possible, may you send me the SITU and the AS flight plan file in use when you get the issue at info@widesimulation.com

Edit 1700Z : I had a first quick look at the code and the AS flight plan file. I don't see anything related with '.' or ','

The separators in use in the file are '\t' '@' '(' and ')'

The only decimals in the AS flight plan file are in the header (average wind component,...) but this informations are not used by WidePSX.

I definitly need more informations in order to try to reproduce what you described. What you describe has no sense at the code side. I don't say your issue doesn't exist, but you need to be more precise please.


Edit 2 : Are you sure AS doesn't inject odd values to P3D, for any reason ? Please check the values directly in P3D (using SHIFT + Z) to see the actual wind and OAT in P3D. WidePSX injects this values in dynamic mode.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: joergalv on Mon, 14 Jan 2019 18:37
Hello Jean-philippe,

thank you for your quick response. I was about to pull together the information you requested, but now I'm not able to reproduce this anymore - even with US settings. I made several attempts with different AS settings (historical, live mode etc.), all do match the (Shift-Z) information in P3D. Strange.. I've seen the described issue several times before posting earlier today.
Whatever caused it..(simconnect might be suspect) probably something on my system then. Let's close this case. I'll let you know if it happens again (and will collect the evidence then directly)
Sorry to have bothered you, and thanks again.

Best regards,
Joerg
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: Steve Hose on Mon, 14 Jan 2019 22:03
Hi Jean-Philippe,

I am experiencing an issue when I start the ground service module.

From cold and dark:

1. In WidePSX I connect successully to PSX.
2. I select the GndService module and fill in the pre-flight information. Scheduled OUT time is set to 45 mins from real-time UTC in PSX.
3. I click 'Start Module'.
4. WidePSX displays the message 'Do Preflight / Postflight actions -> wait for new event...'
5. In PSX I establish Standby power.
6. In PSX I activate the FLT interphone ready to talk to ground ops.
7. WidePSX remains in the 'wait for new event' state - there is no contact from the ground engineer.

I have also tried from the 'Refuelling & boarding completed' and 'Ready for pushback' states and still no contact from the ground engineer.

Everything was working well up until version 1.1. This issue has only arisen since I installed the 1.2 update from your email and there have been no configuration changes to PSX or my system at my end.

I have tried to re-download the whole WidePSX package from the original registration email but I get a 404 error.

Thanks in advance for your help.

Regards, Steve.

Edit: I was able to roll back to version 1.1 from a backup copy and it works perfectly.

Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Tue, 15 Jan 2019 09:55
Hi Steve,

My deepest appologizes for the inconvenience. It is my mistake. You and registered users received a link by email to download version 1.2.1 of WidePSX. Trial users can download the new package here : http://widesimulation.com/download/widepsx-trial-version/?wpdmdl=203&masterkey=5a4366bd53b06

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: Steve Hose on Tue, 15 Jan 2019 10:32
Thank you Jean-philippe, no need to apologise, mistakes happen.

All seems to be working normally - back to enjoying your fantastic add-on!

Regards, Steve.
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Tue, 15 Jan 2019 14:42
Hello,

I had some feedbacks and questions from WidePSX users getting issues with non POSKY 747 V4 models, or modified models in P3D.

Compatible models to use with WidePSX : I built a new 5 aircrafts package compatible with WidePSX. In this package there is a TXT file which explains how to add your own prefered liveries. But this liveries must come from a V4 Project Opensky package. The TXT files explains in detail how to add your own livery.

Height above ground reference tuning : As you can see in the Scenery Generator tab, there is in the top right corner an edit box which allows you to set the aircraft height reference above the ground. I designed this tool last year to allow users to use other versions than POSKY 747, like Ifly, default FSX 747.

If you are using an aircraft from the WidePSX package (which is highly recomended) and eventually with your own livery, you don't have to do anything and you must leave this edit box empty. All the new WidePSX features like gear strut compression will be available.

If you are using another model you need to set the appropriate height reference value in the edit box. First, set PSX fuel and ZFW to 0 in the Instructor\Service page (PSX will not allow you to set a ZFW below a given value, it is normal). Setting 0 gives you the insurance to set the minimum GW allowed by the PSX model. Once PSX is at its minimum GW, trim the value in the edit box in order to set the aircraft with the wheels just touching the ground. There must be no gear strut compression at all during the trimming procedure. However, depending of the model used, the strut compression range can be different from the POSKY one's. You are using a different model at your own risk.

I decided to leave the edit box in the newest version, however, despite this option, the V4 POSKY 747 coming from my package is the only approved model to get all the WidePSX functionalities working (strut compression, flaps, gear, lights, flight controls, reversers synchronizations). The use of other models is at your own risk and there will be no support providen for this models.

The approved package can be downloaded with the link below. See the included TXT file to know how to add your favorite liveries.

http://widesimulation.com/download/widepsx_747-package/?wpdmdl=412&masterkey=5ab6830c62fa4

Best regards and happy flyings !
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Wed, 16 Jan 2019 13:08
Hello,

In some situations, on the ground, some smoke was produced by the POSKY 747 wheels in FSX/P3D. This issue is not directly the fact of WidePSX. It is a side effect with POSKY and P3D when injecting ground elevation through SimConnect.

After hours of investigations, I found the way to fix this smoke issues. You need to disable 4 more effects in the FSX/P3D "Effects" folder. To the trial version users, please download the new user manual with the link below. Registered users received a new user manual by email. Please overwrite the existing user manual in your WidePSX folder.

To all, see page 7 of the new manual the updated list of the « fx » files to be disabled in FSX/P3D.

http://widesimulation.com/download/widepsx-user-manual/?wpdmdl=33317&masterkey=5c3f264c8cd75 (http://widesimulation.com/download/widepsx-user-manual/?wpdmdl=33317&masterkey=5c3f264c8cd75)

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Wed, 16 Jan 2019 21:22
Hello,

During my tests I noticed in some (few) FSX/P3D sceneries the aircraft was shaking up and down on the ground, even when it was stopped. I found the issue origin came from FSX/P3D as the ground elevation sent through SimConnect was not constant but moving around its normal value, even when the aircraft was not moving. As WidePSX injects a constant aircraft elevation above the ground, if the ground itself is moving up and down, the aircraft will also move up and down.

I only saw this issue at a very few sceneries, but it exists, and I need to fix it. Unfortunately it is very hard to fix at the WidePSX side, as the origin of the issue comes from FSX/P3D itself. All the solutions I tried have too important side effects.

The only solution available at this time will be to disable the parking brake synchronization. When the FSX/P3D parking brake is forced to « SET » position, the aircraft stops shaking up and down. There is no problem to taxi with the parking brake set in FSX/P3D as WidePSX has the total control over the aircraft movements.

So my questions are :

- Let me know if you ever seen the aircraft shaking up and down when using WidePSX latest version.
- Will the parking brake synchronization disabling, and a constant parking brake set in FSX/P3D be an issue for you ?

Depending of your feedback I will decide to implement a user selectable option, or a hard coding parking brake set command at WidePSX connection. The second option is already implemented here and works.

Thank you for your feedbacks and contribution.

Best regards,
Jean-Philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: asboyd on Wed, 16 Jan 2019 21:57
I think a user selectable would be better. I notice tyre smoke appears if brake is set when aircraft is moved... Maybe just me though :)

Cheers,
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Wed, 16 Jan 2019 22:29
I notice tyre smoke appears if brake is set when aircraft is moved...

Even with the latest "Effects" files deleted ? I never noticed smoke even with the parking brake set during my tests. The user selectable solution is also ready. I also think it is the best solution.

(http://widesimulation.com/wp-content/uploads/2019/01/Capture-décran-2019-01-16-23.38.24-1.png)

Cheers,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: Dirk Schepmann on Thu, 17 Jan 2019 01:07
Hi JP,

I also think that a user selection would be a good compromise.

I reckon that the synchronization of the parking brake is only important for people using the gimmicks of GSX with catering vehicles, simulation of boarding and so on.

Speaking of GSX: do you think that it would be technically possible to use the pushback of GSX? It would require that PSX will assume the role of a slave during the pushback process.

All the best,
Dirk
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Thu, 17 Jan 2019 21:53
Hello,

I have 3 very good news !

1- I found the way to fix the issue of the aircraft shaking up and down when on the ground in some sceneries, without changing anything to the parking brake synchronization. So the synchronization remains unchanged.

2- The FSX/P3D aircraft engines are now individually synchronized with the PSX related cutoff switch position, even at WidePSX startup. You will now see the engine starting in FSX/P3D with its nice smoke when you move the PSX cutoff to "RUN", and see it stopping when moving the cutoff to "CUTOFF". See the new user manual page 7 for usage details.

3- Available right now in WidePSX version 1.3 sent to registered users by email and available for others here : http://widesimulation.com/products/ (http://widesimulation.com/products/)

Cheers and happy flyings,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: GodAtum on Fri, 18 Jan 2019 19:15
Thank you so much for all the updates ... it makes the simming experience so much better   :D :D

I was wondering if you would consider creating a WidePSX version for Xplane? I'll happily pay again for it!
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Sat, 19 Jan 2019 08:33
Hello,

Thanks for your kind words. I don’t plan to make an Xplane version of WidePSX.

One question for the GSX users : with parking brakes and engines synchronization, is it right to believe in a possible future compatibility with GSX ? I don’t have GSX here so I would like to know which more items needs to be synchronized for GSX to work with PSX/WidePSX ? Doors ? How many need to be open/closed ? Which ones ? Is it cargo / PAX dependant or always the same door(s) ?

Also don’t hesitate to let me know if you get any issue with the new features at info@widesimulation.com or on this forum.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: GodAtum on Sat, 19 Jan 2019 11:55
GSX is saying open exit 1, 2 3, 4 on boarding and cargo doors. I actually got round this by disabling the door check in GSX customise aircraft.

I've had a few times WidePSX ground services have delayed refilling, cutbacks lol?
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Sat, 19 Jan 2019 11:59
Ok. Is it freighter/PAX dependant or does GSX always needs doors 1,2,3,4 and all cargo doors whatever aircraft is used ? What about cargo aircrafts which only have a single 1L entry door ?

Did you make a test with WidePSX 1.3 and engines synchronization ? How does GSX reacts ? What is missing to get a 100% compatibility ?

Edit : Re refueling and boarding/loading delays : it is a random algorithm which should only make the event happen sometimes. I don’t remember the setting but it should be quite realistic. You should had no luck  :) anyway let me know if it becomes too often and I’ll see to reduce the target value in the code.

Thank you for your feedbacks

Cheers,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: GodAtum on Sat, 19 Jan 2019 14:18
I think this is the model I'm using, the Posky 747 v4 one you provided: http://www.fsdreamteam.com/forum/index.php?topic=9832.0

Engine syncs works perfectly.

Perhaps adding boarding sounds will add to the immersion? There are some excellent custom sounds people have made, this one is particularly good https://library.avsim.net/download.php?DLID=204279
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Sat, 19 Jan 2019 15:50
Hello,

I think this is the model I'm using, the Posky 747 v4 one you provided: http://www.fsdreamteam.com/forum/index.php?topic=9832.0

Yes this is the model to use with WidePSX. The only guaranteed compatible. Ok so when any PSX door opens, I need to open all the available doors of the aircraft, right ? Or do I need to synchronize door by door ?

Engine syncs works perfectly.

Thanks for the feedback.

Perhaps adding boarding sounds will add to the immersion? There are some excellent custom sounds people have made, this one is particularly good https://library.avsim.net/download.php?DLID=204279

On my TODO list.

What about compatibility between GSX and WidePSX ground services module ? Are they working good together ?

Edit : In your last post you said you can get rid of the doors check in GSX. Can I understand you already get compatibility with WidePSX and GSX ? In this case the doors sync option, with all its possible side effects, may not be necessary ?

Cheers,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: GodAtum on Sat, 19 Jan 2019 17:57
For me personally, it'll be nice to sync individual doors if possible. that would make it more realistic. I've used PSX.NET by Gary in the past which enables me to open/close doors via the centre FMC.
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Sat, 19 Jan 2019 19:33
I understand your point of view. The problem is that everybody has his own conception of realism, his own priorities, and his own feeling. I can’t build X versions for X different users.

Synchronization with PSX is the heart of WidePSX. No way to hack such an artwork (PSX) with any FMC non 744 features.

WidePSX Ground services module already open/close the following doors :

- PAX/COMBI : 1L, Bulk cargo, FWD cargo
- Freighters : 1L, FWD cargo, Side cargo, AFT cargo

Synchronizing this doors open/close with P3D is something I can do if someone can confirm it will be recognized and sufficient for GSX to work without any user intervention directly in P3D. The idea is to reach a total compatibility with GSX, if possible.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: Aonang on Thu, 24 Jan 2019 07:51
WidePSX is a very good programme which requires some time to master, unfortunately the 25 minute limitation on it does nothing to enhance the learning curve.

It was after the programme had seemingly 'crashed' three or four times that I became aware of this restriction. But it was into a four hour flight that I was made aware of the consequences when receiving the unwelcome attention of a VATSIM supervisor telling me that my a/c had been paused for some time.

I think the 25 minutes restriction needs to be seriously reviewed.

Mike
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: jcomm on Thu, 24 Jan 2019 08:16
@Aonang...

I believe you're referring to a 25' time limit on the demo version, right ?

Well, that's fair, I guess, to start P3D and PSX and have an idea of the end result.

Maybe it could, instead, be area-limited. Say... the program would run  full time 20NM in turn of Orly ( ? ).

OTOH, I believe that any such app should definitely work much better with P3D latest versions than with FSX, specially due to the fact that P3D can "NIL" the internal flight dynamics model efficiently, contrarily to good-old FSX...

Scenery wise XP is always a better solution though... Maybe one day we can have a new version of XView...

Meanwhile, honestly, I'm just fine with Tellurium :-)
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Thu, 24 Jan 2019 09:02
Hello Mike,

The 25 minutes limited trial version is I think a good compromize to allow you to discover the application by doing some short test flights. After 25 minutes it will "crash" as you said. You can restart the application of course. Only start WidePSX when everything is ready in order to avoid wasting time. It is not designed to do a full long flight and it is not possible to make it "area limited".

With PSX capability to load many preset situations (takeoff, approach, cruise, landing,...) you can immediately test WidePSX in various situations and decide if you want to buy the registered version or not.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: Aonang on Fri, 25 Jan 2019 02:34
Hello Jean-Philippe,

Thank you.

I have sent you an email.

Regards

Mike
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: Aonang on Fri, 25 Jan 2019 09:20
Hi Jean-Philippe,
I am having problems with the WidePSX website.
It keeps on producing a Syntax error: Invalid Character when trying to transfer to Paypal.   :(
Mike
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Fri, 25 Jan 2019 16:12
Hello Mike,

This sounds like a PapPal issue, outside of my website scope. Checked everything at my side, and tested the purchase process until reaching my Paypal account. Everything worked fine.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: Aonang on Sat, 26 Jan 2019 02:41
Hello Jean-Philippe,
Unless you can come up with another means of payment I will not be able to buy your programme, however much I want to.

I have used three different VISA debit cards on three different banks in two different countries and Paypal say it "... cannot add the card" on every occasion!

It is a Paypal problem and I am in no position to influence that so the ONLY way for me to make payment for your software is if you can provide an alternative method.
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: Hardy Heinlin on Sat, 26 Jan 2019 04:24
I'm not an expert re financial transaction methods, but the error message "Syntax error: Invalid Character" looks like a problem of the Internet browser rather than one of the money institutes.

Maybe the text you entered contains a character that Western language systems cannot translate?


Just a thought,

|-|ardy
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: Aonang on Sat, 26 Jan 2019 06:46
Hi Hardy,

Alas, my skill at reading and writing in the Thai language are nil.

Everything on my computer, both software and hardware, is in English so I think not. However, like Google and a few others, Paypal's website assumes from my IP address that I am Thai and until recently I could not find how to change the language. That is not so now and the Paypal payment page was displayed in English and the questions answered in English.

This is not an isolated issue, I have had similar problems in the past and not only with Paypal. American merchants can be as problematic and dogmatic. I have had my UK bank bending over backwards to assure me that there was absolutely nothing wrong with my account, my finances or the billing address associated with my account, in so doing it has determined that the problem lies with the merchant and like me it is unable to do anything about it. The only party that might be able to do something is the vendor. That is the view of my bank.

Mike
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP744 on Sat, 2 Feb 2019 11:15
Hi all,

I am currently working at the new version 2.0 of WidePSX.

One of the most important improvement concerns the Scenery Generator bridge. The data transmission between WidePSX and FSX/P3D has been completely reworked. The consequence is a silky smooth rendering, which deserves the "2.0" version number.

Another improvement in this new version will concern the Ground Services module. It will be more clever, more intuitive, more clear, and errors tolerant. The project is also to make the Ground Engineer voice pack selection dependant of the part of the world you are departing or landing. For example, you will listen (my) voice, with a French accent, when flying in France. If you are flying in the UK, the Ground Engineer will have an English accent. The idea is to get the maximum accents possible for the maximum parts of the world. Of course, if you takeoff from Paris, and land at Heathrow, you will listen the French Ground Engineer at the departure, and the English Ground Engineer at the arrival. The switch between the voice packs is done automatically by WidePSX.

Many other improvements were done in this version 2.0, like the reliability of the application, especially during several PSX SITU changes. Some bugs have also been solved thanks to the Beta testers reports and my stress tests.

For the moment, the update is not ready, as I am still collecting and compiling the voice packs, and stressing every module. I want to thank the kind contributors who gave their voices to improve the WidePSX experience. If you are interested in contributing to these voices compilation, and if your accent is not listed below, let me know at info@widesimulation.com

I will update this post with the accents available in WidePSX version 2.0 :

- German (ED.., LS.., LO..)
- English (EG..)
- American (K..., P...)
- French (default accent for all others ICAO codes)

Meanwhile, I made some video tutorials in order to help the Ground Service module users to understand how it works. These videos have been made using WidePSX version 2.0 still under development, but they will also help the version 1.3 users.

Overall module presentation and Cold and Dark situation example : https://youtu.be/s1IYbcMHYxQ

Refueling + Boarding completed example : https://www.youtube.com/watch?v=02SzTNAIebo

Ready for pushback example : https://www.youtube.com/watch?v=Dh_oZo0I7T8

Arrival example : https://www.youtube.com/watch?v=yL6LyjVo3PI

I hope these videos will be helpfull.

Best regards,
Jean-philippe
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: beat578 on Sat, 2 Feb 2019 13:44
Hi Jean Philippe
I could provide the swiss accent if you like.
Not too cheesy,but, yes i have a bit of an accent.
Looking forward to the new version, sounds Great and it already is a great program...
Kind regards beat.
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: GodAtum on Sat, 2 Feb 2019 16:49
Amazing!!! Do you advise the connect directly to PSX, or via Simstack SwitchPSX? I also found running a separate boost server made it more stable.

How come the PSX ACP volume control doesn't adjust the volume?
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: JP744 on Sat, 2 Feb 2019 18:09
Hi,

Beat, I answered your email. Thank you for your contribution !

GodAtum, no the volume of the Ground Engineer voice is not settable via the ACP. I don't know if I answer your first question, but WidePSX is directly connected to PSX.

Looking for one more American accent for this wide country, two voices will be fine.

Best regards,
Jean-philippe
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: Martin B on Wed, 6 Feb 2019 00:20
Hi Jean-Philippe.

I have downloaded the trial version and need some help. P3D (new install of latest version - never used before), PSX and WidePSX are all on the same machine.

Everything is green and connected in the Network Tab. The title of the SceneryGen bridge tab turns green when I select “Start scenery generator bridge” but P3D doesn’t sync with PSX. The offset status boxes both say Disabled (in green). P3D is selected as the slave. If I click Move P3D to PSX position, nothing happens. (It’s a cold/dark scenario)

Have you any idea what I am doing or am not doing to cause this problem? Although I am an experienced PSX used I’ve never run P3D before.

Thanks for your help,

Martin
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: JP744 on Wed, 6 Feb 2019 08:33
Hello Martin,

Can you confirm SimConnect status in the Network Tab says « Connected » ? You must have 3 greens on this Tab.

Did you try to reload the PSX SITU ? Do you get the synchronization when doing this trick ?

Are you sure the port set for WidePSX is free and not used by another add-on ?

Did you setup correctly the SimConnect.xml file (special P3D v4 users procedure) detailed in the WidePSX user manual ?

Best regards,
Jean-philippe
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: JP744 on Wed, 6 Feb 2019 10:46
Hi,

How come the PSX ACP volume control doesn't adjust the volume?

GodAtum, you gave me an idea, thank you !

Version 2.0 will implement the Ground Engineer's and Cabin Crew's voices volume adjustment via the Captain's ACP volume potentiometers. When receiving a FLT communication, the Captain's ACP FLT potentiometer will adjust the Ground Engineer voice volume in real time (it will be possible to adjust the volume while receiving the communication). When receiving a CAB communication, the Captain's ACP CAB potentiometer will adjust the Cabin Crew voice volume in real time also. Be carefull you don't have the CPT's ACP potentiometers (FLT and CAB) at zero, or you will not listen the voices.

It is thechnically not possible to implement 3 individual controls for the 3 ACP's because if, say, the CPT and F/O are both monitoring the FLT channel, it is impossible to know which potentiometer to use to tune the volume (the CPT's or F/O's one) because the WidePSX sound is broadcasted through a single channel on the end user computer, which is not a multi-channel system like in the 747.

Best regards,
Jean-philippe
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: GodAtum on Wed, 6 Feb 2019 14:14
Awesome, cant wait for my radio panels to come in the post now!!
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: Hardy Heinlin on Wed, 6 Feb 2019 16:15
Hi Jean-philippe,

you could read the FLT and speaker volumes of all 3 ACPs and just add the values to a total sum, 100% being the max when all 6 pots are at max. You could also mix in a square root function in the sum to compress the volume in the upper range.


Cheers,

|-|ardy
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: JP744 on Wed, 6 Feb 2019 18:37
Hello Hardy,

I could, but unfortunately all the solutions will be compromises for the reason that the end user’s computer doesn’t have 3 sound cards for the 3 channels (ACP L/C/R). I think the solution I implemented is the most comprehensive for the end user. The volume is set via a single ACP, and its respective FLT or CAB single potentiometer. Mixing several ACPs will inevitably lead to confusions or misunderstandings, because the played volume will not be directly, visually linked to a potentiometer position. For example, if the Captain’s FLT potentiometer is set at the maximum, and on the others ACPs they are set to zero, the end user using the Captain’s ACP will legitimately ask why the sound is played so quietly, despite his ACP volume is set to the MAX. For this purpose the square root function may be better than the basic sum / divide function. I will have a look for my knowledge.

Anyway, thanks for the trick Hardy. Getting advises from you is a great privilege for a « young » developer like me. One of the most important things I’ve learnt with my projects are doing inevitable compromises, but never forget the aim of the project, but I am getting off-topic. You will for sure understand what I mean.

Kind regards,
Jean-philippe
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: JP744 on Thu, 7 Feb 2019 12:50
Hi all,

Some users may not have the Captain's ACP displayed on their virtual pedestal, or some others may fly from the right seat of a hardware simulator. In order to cover all these use cases, I added a radio-button group to select which ACP controls the Ground Engineer or Cabin Crew conversation volume. The selected ACP will be of course, like all the other settings in WidePSX, saved and reloaded at every session.

The beta testing of this future version 2.0 is arriving at its end.

(http://widesimulation.com/wp-content/uploads/2019/02/Capture-décran-2019-02-07-13.47.57-e1549543853871.png)

Best regards,
Jean-philippe
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: Martin B on Thu, 7 Feb 2019 21:45
Hello Martin,

Can you confirm SimConnect status in the Network Tab says « Connected » ? You must have 3 greens on this Tab.

Did you try to reload the PSX SITU ? Do you get the synchronization when doing this trick ?

Are you sure the port set for WidePSX is free and not used by another add-on ?

Did you setup correctly the SimConnect.xml file (special P3D v4 users procedure) detailed in the WidePSX user manual ?

Hello Jean-philippe,

1. Yes there are 3 greens on this tab, and the tab itself is green in colour.
2. Yes, I have tried loading a new Situ in PSX - it doesn't help.
3. It's the default 20747 (I think) and I'm pretty sure nothing else uses this.
4. Perhaps this is the issue - it was quite complicated to follow the instructions for a 1st-time install on P3Dv4, and I haven't used a windows computer for 16 years. Is it possible to ditch this file and start again? Where would I begin?

Thanks again,

Martin

Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: JP744 on Fri, 8 Feb 2019 06:34
Hi Martin,

Please send me a screenshot of your Network Tab with the 3 greens and your SimConnect.xml file (located in the hidden folder Users\Your Name\AppData\Roaming\Lockheed Martin\Prepar3D...) at info@widesimulation.com

Did you run the .msi file like described for the 1st P3D v4 installation in the user manual ?

You may have the connection to SimConnect ok, but not the data transit if there is something wrong with the SimConnect.xml configuration.

WidePSX can run on a Mac, but you will always need windows stuff for the P3D computer   :(

Best regards,
Jean-philippe
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: JRBarrett on Fri, 8 Feb 2019 15:37
I have downloaded the "approved" WidePSX 747 package from the web site, and installed it in P3D 4.4. I loaded using the provided scenario, and selected the BAW 747 livery.

The aircraft connects to PSX (using WidePSX 1.3) with no problems. PSX-P3D position sync is perfect, and all of the various lights and control surfaces work correctly in the P3D external view, based on setting within PSX.

However, when the aircraft is loaded in P3D, I have the 2D panel, which I do not want. I would prefer to just have a full screen forward view on the P3D monitor with no panel. I don't seem to be able to dismiss it. Pressing the "A" key in P3D has no effect. When I look at the current view on the menu, it shows "Cockpit 00". If I go to "Change View", all of the virtual cockpit choices are greyed out.

Jim Barrett
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: simbro on Fri, 8 Feb 2019 16:47
Hi Jim,

Have you tried pressing "F9" on the P3D machine?
This should switch to the virtual cockit where you can remiove/change the view.

Regards
Simon
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: JRBarrett on Fri, 8 Feb 2019 17:58
Hi Jim,

Have you tried pressing "F9" on the P3D machine?
This should switch to the virtual cockit where you can remiove/change the view.

Regards
Simon

Thanks Simon. I’ll give that a try tonight.

Jim Barrett
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: JP744 on Fri, 8 Feb 2019 19:53
Hi Jim,

Right click on the panel you want to remove, then « Close window »

Cheers,
Jean-philippe
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: Martin B on Fri, 8 Feb 2019 21:17
Hi Martin,

Please send me a screenshot of your Network Tab with the 3 greens and your SimConnect.xml file (located in the hidden folder Users\Your Name\AppData\Roaming\Lockheed Martin\Prepar3D...) at info@widesimulation.com

Did you run the .msi file like described for the 1st P3D v4 installation in the user manual ?

You may have the connection to SimConnect ok, but not the data transit if there is something wrong with the SimConnect.xml configuration.

Yes I ran the .msi file. I suspect it's a problem with the SimConnect config - I'm going to email you shortly - many thanks for helping with this. Martin
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: JP744 on Fri, 8 Feb 2019 23:02
Hello,

It is with a great proudness that I announce you the release of WidePSX version 2.0, a completely new experience. The heart of WidePSX, the version 2.0 Scenery Generator Bridge, is now providing ultra smooth in-flight graphics display, thanks to hundreds of hours of research and testings. Not satisfied of WidePSX 1.x series, I came back to the Beta testing phase, and rebuilt the whole application with only two ideas in mind : performance and reliability.

Please allow me to detail only some of the 24 changes in this version 2.0 :

- FSX/P3D data handling and transmission reworked for better smoothness
- Notify PSX reload logic reworked, for rock solid handling of many PSX SITU loads and reloads
- FSX/P3D door L1 synchronization. Limited to door L1 for the moment due to technical reasons
- Touchdown gear strut compression logic reworked for ultra smooth air-ground transitions
- Ground Service module completely rebuilt, including (for the moment) 4 different English accents (American, English, French and German) automatically selected depending of the part of the world you are departing or landing. I encourage interested persons to let me know at info@widesimulation.com if they are interested in contributing in this worldwide accents compilation. Thanks again to the actual contributors.
- Many others features added, bug corrections,...

May I suggest all the users (new or not) to have a look at the new user manual included in every package, as there are many new features, and different application behaviors compared with the previous versions. I also spent a lot of time to re-write this manual, and many answers you may ask are probably written inside.

One of the most important changes, in order to get the best WidePSX experience is, even for the previously provided 747 packages users, to (re)download a new package and use the FSX/P3D aircraft and starting template scenario from this new package :

The POSKY 747 included in this new package has been specially tuned for WidePSX version 2.0, in order to get all the gear, flight controls, engines and door synchronization with PSX. Using another non-POSKY model or from a previous package is technically possible, but will lead to issues. You are of course free to add your own liveries, with the condition to carefully follow the included readme.txt file instructions.

You will also need to load a provided template scenario in FSX/P3D before to start the Scenery Generator Bridge. This scenario is included in the same package as the POSKY 747 approved model. Even if WidePSX version 2.0 has been tested, and will handle many unusual starting FSX/P3D aircraft status, in order to get a 100% reliable synchronization, you need to start FSX/P3D with this template scenario, to set the initial status of the engines, door,... This scenario is not a PSX SITU, it is an FSX/P3D scenario. You can start the Scenery Generator Bridge with PSX in any status. And this FSX/P3D scenario needs to be loaded only prior the Scenery Generator Bridge start. If you want to load or reload a PSX SITU while the Scenery Generator Bridge is connected, you don't need to reload the FSX/P3D template scenario. The easiest way is to set this template scenario as your default FSX/P3D startup scenario, in order to be sure you are starting with it.

Here is the link to download this new aircraft and startup template scenario package. You will find a readme.txt file in the package root, with all the installation instructions : http://widesimulation.com/download/widepsx-747-29012019/?wpdmdl=412&masterkey=5ab6830c62fa4 (http://widesimulation.com/download/widepsx-747-29012019/?wpdmdl=412&masterkey=5ab6830c62fa4)

May I suggest everyone to consider giving a try to this new experience, and see the difference by yourself, by downloading the free and fully functional trial version here : http://widesimulation.com/download/widepsx-trial-version/?wpdmdl=203&masterkey=5a4366bd53b06 (http://widesimulation.com/download/widepsx-trial-version/?wpdmdl=203&masterkey=5a4366bd53b06)

WidePSX 2.0 is a commercial application. The registered unlimited version can be purchased here : http://widesimulation.com/products/ (http://widesimulation.com/products/)

I wish you all silky smooth flights with WidePSX 2.0

Best regards,
Jean-philippe
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: beat578 on Sat, 9 Feb 2019 11:17
Thanks for the hard work!

I downlaoded and tested it. Installing is smooth and easy, and I also installed the new POSKY model. I have to reinstall the liveries again, because i thought it's better to delete all and start from scratch.
Synchronisation was easy as well. Now i have one silly question:

You say you need your file for first synchronisation. When you pick PSX as slave, the PSX will be moved to the runway in your scenario. If you pick P3D as slave, i stand the wrong way around in Zurich, because the plane is turned in a wrong direction. Now my question: Can i alter the File you made? So I could move and turn the plane with the slew function of Prepar, load my B747 I need and save it as new default, or would that break something needed for the synchronisation?

Thanks for your help and have a nice weekend.

Cheers
Beat LSZH
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: DrRSG on Sat, 9 Feb 2019 13:12
I am unable to log in to WideSimulation or to change my password.

Can you help?

Thanks

DrRSG
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP744 on Sat, 9 Feb 2019 14:10
Hello Beat and DrRSG,

When you pick PSX as slave, the PSX will be moved to the runway in your scenario. If you pick P3D as slave, i stand the wrong way around in Zurich, because the plane is turned in a wrong direction. Now my question: Can i alter the File you made? So I could move and turn the plane with the slew function of Prepar, load my B747 I need and save it as new default, or would that break something needed for the synchronisation?

Beat, I think the things are even easier. You don't need to slew the P3D aircraft to go to the wanted location. The "PSX is slave" function is designed to avoid this kind of boring things. Of course you can change the location, and even the aircraft livery from the P3D welcome screen, from the template scenario, before to "Go Flying". It is written in the scenario description. This way your P3D aircraft will be placed at the exact wanted position and heading, right in front of the gate. Then start the Scenery Generator Bridge with "PSX as slave" selected. You P3D aircraft will not move, and PSX position will be set to your P3D aircraft position. If you plan to always start from the same P3D location, you can re-save this new scenario. I don't think it will be an issue if you are only changing the location and eventually the livery. But I will prefer the first solution which will always make your P3D starting from my approved scenario, and change the location and livery from the P3D welcoming start screen. It only takes a few seconds. I hope this answers your question.

I am unable to log in to WideSimulation or to change my password.

Can you help?

Of course. What is your issue exactly ? Do you get an error message ? If you want to download the trial version, you don't need to login. Only follow this link for a direct download : http://widesimulation.com/download/widepsx-trial-version/?wpdmdl=203&masterkey=5a4366bd53b06 (http://widesimulation.com/download/widepsx-trial-version/?wpdmdl=203&masterkey=5a4366bd53b06)

Best regards,
Jean-philippe
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JRBarrett on Sat, 9 Feb 2019 16:27
Merci beaucoup! Le logiciel mis à jour a parfaitement fonctionné.

I just tried Version 2.0 on a short test flight from KDTW to KJFK, using P3D 4.4, with the PSX-specific Posky model and startup scenario. I also used ASP 4 weather injection into P3D with upper winds being sent to PSX.

The new L1 door animation worked correctly, and I did note that the movement of the P3D aircraft is indeed noticeably smoother in taxi and in flight. The approach to KJFK runway 31R was quite turbulent in PSX with gusty surface winds, and the P3D aircraft movement matched the PSX aircraft flawlessly.

The only issue I had, (which has nothing to do with WidePSX), was that there are many new RNAV SIDS at DTW which do not yet appear in the PSX FMS database, but that should be corrected when the annual PSX nav data update comes out next month.

On my next flight I will try the new ground handling module.

Jim Barrett
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP744 on Sat, 9 Feb 2019 16:37
Thank you very much for your feedback Jim, and congratulations for your perfect French writing ! I am happy you enjoy this new version's smoothness.

Best regards,
Jean-philippe
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: DrRSG on Sat, 9 Feb 2019 17:11
I have downloaded the trial version. If I wish to purchase do I have to register?

Thanks

Richard
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP744 on Sat, 9 Feb 2019 17:23
Hello Richard,

If I wish to purchase do I have to register?

No. Select "Add to cart" on the WidePSX registered product page, then place your mouse on the little basket (top right) without clicking. Then select the yellow "Paypal Checkout" icon. It will link you directly to the Paypal website.

Best regards,
Jean-philippe
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: Dirk Schepmann on Sun, 10 Feb 2019 01:14
Hi Jean Philipe,

Congrats to the major update!
I made a quick test flight and can confirm that it works fine and smooth

And thanks to the new P3D situation file, I discovered a new airport (LRQQ) which I‘ve never seen before.  :)

Will there be a discount for users who already purchased the first version?

Best regards,
Dirk
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP744 on Sun, 10 Feb 2019 08:39
Hello Dirk,

Will there be a discount for users who already purchased the first version?

No discount necessary, ALL the updates, even major like this one, are always sent for free to all the registered users. I will never charge for any update. I send the updates to the PayPal email adresses people used to buy the product. Did you receive my email ? If you changed your address you have to let me know at info@widesimulation.com in order to update my database.

PS : LFQQ is my home airport. This is my way to promote my wonderful city of Lille in France  ;)

Best regards,
Jean-Philippe
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: kopek666 on Sun, 10 Feb 2019 21:05
Hi Jean Philippe,

I purchased your product yesterday and I didn't receive any email about the link for downloading your product?
My email address used to order is kopek_666@hotmail.com

Can you look please?

Best regards
Lionel
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP744 on Sun, 10 Feb 2019 21:57
Hello Lionel,

After the purchase completed the download may start automatically. Maybe your browser blocked the download.

I just sent you an email with your download link. Thank you.

Best regards,
Jean-philippe
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: kopek666 on Mon, 11 Feb 2019 06:16
Hello

Ok I saw your email. I will look for this on this day.

Thank you for your support!

Best regards
Lionel
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP744 on Mon, 11 Feb 2019 11:04
You are welcome

Jean-Philippe
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: Martin B on Mon, 11 Feb 2019 13:15
Hi Martin,

Please send me a screenshot of your Network Tab with the 3 greens and your SimConnect.xml file (located in the hidden folder Users\Your Name\AppData\Roaming\Lockheed Martin\Prepar3D...) at info@widesimulation.com

Did you run the .msi file like described for the 1st P3D v4 installation in the user manual ?

You may have the connection to SimConnect ok, but not the data transit if there is something wrong with the SimConnect.xml configuration.

WidePSX can run on a Mac, but you will always need windows stuff for the P3D computer   :(


Hi Jean-Philippe,

A big thank you for your help on this. V2.0 is now installed and running really smoothly!

M
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: Martin B on Tue, 12 Feb 2019 09:37
I’m having a couple of teething issues as follows - probably something I’m doing wrong but I can’t work out what:

1. Yesterday on ILS approach to SVMI Rwy 10, WidePSX was showing it had applied the offset to that runway, but I was visually to the left of the centreline (PSX ILS centred) and had to shunt across - a bit like the approach to 22L at JFK. I am using P3D and AS with no scenery add-ons yet, and thought I had followed the instructions on setting up the .csv file. Any advice?

2. After landing and at the gate, door 1L and cargo doors opened as expected but all other doors remained in automatic, not manual. I did have PSX BACARS connected. Is there some conflict here, possibly, or is there something I’d overlooked.

3. Unconnected with WidePSX (I think), P3D display flashes briefly every 5 to 10 seconds, rather as if a black strobe is overlaying the display. Otherwise it runs with complete fluidity. I’m totally new to this program - any advice as to what I can do to get rid of this effect?

Thank you,

Martin
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP744 on Tue, 12 Feb 2019 16:14
Hello,

1- There is a special procedure for the P3D v4 users, described in the MakeRunways manual. Did you follow this procedure ? WidePSX compares the position of the PSX and P3D thresholds. From this difference it applies the corresponding offset. If the position is wrong somewhere (probably in the runways.csv file) the calculation is wrong and the offset is wrong.

2- I don’t know if this add-on is doing something with the doors. The first think to do is to try without it.

3- Never saw and never had report of this. As you said WidePSX was disconnected.

Best regards,
Jean-philippe
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: Gary Oliver on Tue, 12 Feb 2019 16:43
JP,

I have just doubled checked the BACARS code and we do not write anything to the door variables, so shouldn't be that.

Cheers
G
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: beat578 on Tue, 12 Feb 2019 16:49
JP and Gary
I run WidePSX and BACARS and I didn't had any problems with the door.
What caused troubles was when i started PSX Net to use the FMC to operate the doors.
Mabe if PSX.net runs toghether with BACARS I could imagine to cause troubles.
Cheers.
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: Gary Oliver on Tue, 12 Feb 2019 16:56
We run PSX.NET and BACARS in the sim all the time together.

Perhaps its PSX.NET that fights for the same control at WidePSX, we obviously use ExternalSim for our 'ultra smooth in-flight graphics display' visuals link and have no such problems, as we use PSX.NET for the automatic door/external power hook up instead.

Cheers
G
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: Martin B on Tue, 12 Feb 2019 23:48
Hello,

1- There is a special procedure for the P3D v4 users, described in the MakeRunways manual. Did you follow this procedure ? WidePSX compares the position of the PSX and P3D thresholds. From this difference it applies the corresponding offset. If the position is wrong somewhere (probably in the runways.csv file) the calculation is wrong and the offset is wrong.

2- I don’t know if this add-on is doing something with the doors. The first think to do is to try without it.

3- Never saw and never had report of this. As you said WidePSX was disconnected.

Hi.

1. Yes I followed this. In case something was wrong I have just repeated it and generated a new .csv file - i’ll see if that solves the issue.

2. I have now used PSX.net to set everything to manual - perhaps trying this out the other day caused some confusion to WidePSX.

3. I’ve solved his with a quick google search - just for the record: I enabled Triple buffering and Vsync in the settings and reduced the Target Framerate. All normal now - phew.
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: Martin B on Tue, 12 Feb 2019 23:51
We run PSX.NET and BACARS in the sim all the time together.

Perhaps its PSX.NET that fights for the same control at WidePSX, we obviously use ExternalSim for our 'ultra smooth in-flight graphics display' visuals link and have no such problems, as we use PSX.NET for the automatic door/external power hook up instead

There’s a bewildering array of add-on possibilities out there, seemingly with lots of overlap. I’m going to try everything and see what works best for me, and it’s very helpful to know what you use at simfest - thanks!
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: Derek Adam on Wed, 13 Feb 2019 20:55
Hi Jean      I am having no success in accessing your website by logging in . Could you please email the necessary password.

Thank you
Derek Adam
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP744 on Thu, 14 Feb 2019 04:11
Hello Derek,

You don’t need to login to access the website, download the trial or buy the product.

Best regards,
Jean-philippe
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: Derek Adam on Thu, 14 Feb 2019 07:57
Thank you Jean,
I have accessed the site and registered but my password is not working.

I have downloaded the trial version and for the past week I have tried without success to get the program to connect either to the boost server and simconnect.xml, although it will connect to PSX.

I run two computers P3Dv4 and changed to "global" and I do know that the port is open, as another connection works fine

This is not an unusual situation for me as other writers of PSX accessories will strongly attest to!

Please bear with an elderly man. 83 this year.
Kind regards
Derek
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: beat578 on Thu, 14 Feb 2019 08:50
Hi Derek

Wow, I wish I will be that fit to be able to still fly my biggest hobby sim when I am 83...
To the connection Problems: If you use Prepar3d Version 4.4 (the newest one) then it could be that you have a simconnect Version to new...
Try to go into the Perpar3d v4\redist\Interface\FSX-SP2-XPACK\retail\lib folder and install the simconnect.msi that is in there.
It did the trick for me. Hopefully it will work for your machine too.

Happy Flying
Beat
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: Martin B on Thu, 14 Feb 2019 10:15

2. I have now used PSX.net to set everything to manual - perhaps trying this out the other day caused some confusion to WidePSX.


Here's an image of the doors display at the end of a flight to Nassau yesterday, using WidePSX but not PSX.net. Any idea why this is happening? (Now that BACARS has been ruled out.) All best, Martin

(http://www.hoppie.nl/forum/var/IMG_2508.jp2)
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP744 on Thu, 14 Feb 2019 10:23
What is the problem ?
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: Jeroen Hoppenbrouwers on Thu, 14 Feb 2019 10:39
The image is a .jp2 but it is not proper JPEG 2000. Use another format, like .jpg or .png.

Hoppie
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: Martin B on Thu, 14 Feb 2019 10:51
Sorry, first time trying to post an image. Here's another go. Shouldn't the unopened doors all be set to manual, not auto? M

(http://www.hoppie.nl/forum/var/IMG_2508a.jpg)
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP744 on Thu, 14 Feb 2019 11:04
Honestly I don’t know. But I think we can live with it, don’t you ?  ;)
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: beat578 on Thu, 14 Feb 2019 12:27
JP
If we really really have to... But... I know you are perfectionist :).
Wouldn't it be possible to send something like the "set all doors to manual" variable to the sim? You can do this in the instructor screens, so there must be a command to do it. It would just make the tool even more perfect, because I don't think it's realistic to have doors left on Automatic on the ground on a shut down plane.

It also looks like WidePSX seems to overrule the command from the Instructor screen, because i was not able to open the doors from there yesterday as well. But I can not confirm that yet, I'll have to reproduce and document it first.
Cheers Beat
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: Martin B on Thu, 14 Feb 2019 13:25
Honestly I don’t know. But I think we can live with it, don’t you ?  ;)

Ha, yes. If I’m being over-fussy I apologise - I’ve connected a lot of stuff in he last few days and I’m suffering from information overload trying to manage it all.  :)
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP744 on Thu, 14 Feb 2019 14:34
Hello Beat and Martin,

Wouldn't it be possible to send something like the "set all doors to manual" variable to the sim?

Of course my friends. It is now on my TODO list. And I confirm the instructor page doors commands are overridden by WidePSX while it is connected.

Best regards,
Jean-Philippe
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JRBarrett on Thu, 14 Feb 2019 19:17
Using the recommended Posky model package (in P3D 4.4), With WidePSX version 2.0, I note that the red beacon and logo lights do not illuminate in the P3D external view when commanded "on" in PSX. Is that normal?

Nav and landing lights do work, as do animations of the flaps and control surfaces, and the L1 door.

Jim Barrett
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: Derek Adam on Thu, 14 Feb 2019 20:55
Hi Beat, Thank you for your reply.
Quote
If you use Prepar3d Version 4.4 (the newest one) then it could be that you have a simconnect Version to new...
Try to go into the Perpar3d v4\redist\Interface\FSX-SP2-XPACK\retail\lib folder and install the simconnect.msi that is in there.

Yes I had done that but repeated the installation again this morning without any success! So back to the drawing board.

Quote
Wow, I wish I will be that fit to be able to still fly my biggest hobby sim when I am 83...
.

If I can give any advice to younger members of the forum, it would be that when you retire you must have interests to replace work. I have been retired 18 years and my two greatest joys have been PS1/PSX which keep me very happily employed for hours., and 2 1/2 rounds of golf each week.
Thank you Hardy and all contributors for making my life so satisfying.

Derek.
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP744 on Thu, 14 Feb 2019 21:08
Hello Jim,

Using the recommended Posky model package (in P3D 4.4), With WidePSX version 2.0, I note that the red beacon and logo lights do not illuminate in the P3D external view when commanded "on" in PSX. Is that normal?

Unfortunately yes, this is a limitation of the POSKY model. There is the same issue with the strobes which are synchronized with the NAV lights  :(

Best regards,
Jean-philippe
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JRBarrett on Thu, 14 Feb 2019 21:26
Hello Jim,

Using the recommended Posky model package (in P3D 4.4), With WidePSX version 2.0, I note that the red beacon and logo lights do not illuminate in the P3D external view when commanded "on" in PSX. Is that normal?

Unfortunately yes, this is a limitation of the POSKY model. There is the same issue with the strobes which are synchronized with the NAV lights  :(

That is what I thought. Thanks!

Jim Barrett

Best regards,
Jean-philippe
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP744 on Fri, 15 Feb 2019 06:49
Hello Derek,

I have tried without success to get the program to connect either to the boost server and simconnect.xml, although it will connect to PSX.

Boost server : check the IP is correct and port number is set to 10749 in WidePSX. Check also « SimConnect bridge enabled » checkbox is checked (network Tab) and « Scenery Generator Bridge Enabled » is also selected (Scenery Generator Bridge Tab)

SimConnect : read (again) WidePSX user manual, and follow step by step the procedure.

Best regards,
Jean-philippe
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: Derek Adam on Fri, 15 Feb 2019 21:55
Hi Jean,

All checked and the manual has been read about 50 times! Please remember you are dealing with a slower brain!

<?xml version="1.0" encoding="Windows-1252"?>

</SimBase.Document>
 <?xml version="1.0" encoding="Windows-1252"?>

<SimBase.Document Type="SimConnect" version="1,0">
  <Descr>SimConnect</Descr>
  <Filename>SimConnect.xml</Filename>
  <Disabled>False</Disabled>
<SimConnect.Comm>
      <Disabled>False</Disabled>
      <Protocol>IPv4</Protocol>
      <Scope>Global</Scope>
      <Address>192.168.1.31</Address>     
      <MaxClients>64</MaxClients>
      <Port>29747</Port>
      <MaxRecvSize>8192</MaxRecvSize>
      <DisableNagle>True</DisableNagle>
   </SimConnect.Comm>
</SimBase.Document>

The IP address for P3Dv4  is 192.168.1.31

<?xml version="1.0" encoding="Windows-1252"?>



PSX_HOST_IP=192.168.1.35
PSX_HOST_PORT=10747
BOOST_IP=192168.1.35
BOOST_PORT=10749
SIM_IP=192.168.1.31
SIM_PORT=29747
SIMCONNECT_BRIDGE=1
TCAS=0
PSX_SET_COM_XPNDR=0
END_LINES=0
LEFT_ALIGN=0
PRINTER=0
UNITS=Kgs
COLD_DARK=0
REF_BOA_COMPLETE=0
READY_PUSH=1
SIM_BRIDGE=1
DEST_OFFSETS=0
ALL_OFFSETS=0
AUTO_ALIGN=0
INHIBIT=
HEIGHT=
SLAVE=FSX/P3D

Windows defender and the like turned off.

Maybe this may help.

Cheers
Derek
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: asboyd on Fri, 15 Feb 2019 22:42
Your boost IP address is missing a "." between 192 and 168..... :)
Try that and see if that helps.

Cheers,
AlexB
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP744 on Sat, 16 Feb 2019 07:19
Hi Derek,

Alex is right. Everything looks like correct except the missing « . » at the Boost IP address. Change BOOST_IP=192168.1.35 to 192.168.1.35

Cheers,
Jean-philippe
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: hrjrkr on Sat, 16 Feb 2019 16:45
I just finished a flight and everything was so smooth. On the ground and in flight. The Ground service worked great also. Awesome job Jean!

Joe
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: Derek Adam on Sat, 16 Feb 2019 19:05
Thank you Gentlemen for your replies.

You are of course right in picking up my silly error.However I knew this as not my problem as I have the program installed on three computers  (is this the problem?)  and individually they will not connect to  boost server or simconnect.

Interestingly the first running after correcting my mistake the boost server but not sim bridge was recognized but not since. My morning exercise for Sunday (in NZ) will be to completely reinstall to one computer only and see what happens

Thank you for your patience.

Derek

Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: Derek Adam on Sat, 16 Feb 2019 19:33
Boost server now connecting every time but still no joy with simconnect.xml but will keep at it.
Cheers
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: GodAtum on Thu, 28 Feb 2019 15:47
Loving v2.0 :) A humble suggestion ... as someone who has a full size sim, it's hard to see the program as I have no monitor for it. Could you integrate a display into the central FMC, like showing the ground service status etc?
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: Captain_Crow on Thu, 14 Mar 2019 09:47
Hi,

may be a stupid one, but: How to get an udated WidePSX ? I forgot my password (Idiot) and after several trials the site don´t let me in anymore...

Best
Steff
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: beat578 on Thu, 14 Mar 2019 12:06
Hi Steff
If you still have your confirmation mail (or the mail from the last update) there is a link. It downloaded it right away without having to log in on the site at all. I would not know my password as well, but I never needed it so far...
Regards Beat
LSZH
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP744 on Wed, 20 Mar 2019 08:54
Hello,

The site login system is not a success, sorry. I am not a specialist in web design. The login is not necessary to download the trial version, nor to buy the product. Anyway if you have any issue let me know at info@widesimulation.com and I will send you a download link.

Best regards,
Jean-philippe
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: GodAtum on Sat, 27 Apr 2019 17:15
After BST change over, Ground Service is stuck on "Do your preflight actions". Do I put sim time UTC or local time UTC in scheduled out time?
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP744 on Mon, 29 Apr 2019 19:29
Hello,

The scheduled OUT time to be filled in the box is a PSX UTC time.

Edit : please notice that if you connect the P3D bridge with the option « PSX is slave » selected while the ground services simulation is running, the PSX time will be forced to the P3D time, and it may result in the kind of issue you described.

Best regards,
Jean-philippe
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: GodAtum on Sat, 11 May 2019 16:09
Thanks JP! Another suggestion ... if WidePSX looses connection it closes. This is a bit annoying as it looses the ground services state. if it could auto-reconnect and save ground service state that would be even better?

Also, probably due to my awful flying  ;) on takeoff the plane seems to jump when it leaves the runway. Anyone else notice this?
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: brian747 on Sun, 12 May 2019 08:58
> "Also, probably due to my awful flying  ;) on takeoff the plane seems to jump when it leaves the runway. Anyone else notice this?"

In that case, my flying must be awful too. (https://i.postimg.cc/hjDtKwFV/Whistle(anim).gif) Although since the effect is also seen when using Hardy's automagic take-off, I have to conclude that the problem lies elsewhere.

As seen from an outside view, the aircraft appears to stick to the runway and then leap abruptly skywards. (Also, during rotation the tail of the aircraft not only impacts the runway but actually sinks beneath it for a time).

This unpleasant-looking combination means that when making a video, heavy editing is required to try and mask these effects....   (https://s20.postimg.cc/lw5unkvvh/sad.jpg)   Happily, their duration is relatively short, but they do occur at a rather critical time.

Cheers,

Brian
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP744 on Fri, 17 May 2019 17:22
Hello Brian and GodAtum,

I will take your comments and suggestions into account for further updates. Unfortunately no release schedule due to real world instrument rating workload. Thanks for your feedbacks !

Cheers,
Jean-philippe