744 Forum

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

Title: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
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