744 Forum

Apron => Accessories => Topic started by: funkyhut on Sun, 1 Nov 2020 09:06

Title: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Sun, 1 Nov 2020 09:06
I think we all understand that PSX is a standout amongst the desktop flight simulators available today and that Hardy has done an incredible job in both developing and maintaining PSX and it's community.

Over the years, as Hardy recently mentioned, there have been many many options and changes in what has been available as an "outside view" of the PSX world. And as users, most of us have chopped and changed, looking for the perfect solution.

Now MSFS 2020 has arrived and despite it's inevitable teething issues, offers a "real" view of the world we are all flying in. By connecting PSX to the MSFS 2020 world, we now have the very best of both worlds; flying in the world as it really is in a Boeing 747-400 as it really is.

The magic which allows this to happen is WidePSX (http://aerowinx.com/board/index.php?topic=4558.0) which has now been refined to work seamlessly with MSFS 2020 (and Prepar3d) to give you that Window on the World.

However, what has been lacking till now in MSFS is a lightweight dummy 747-400 to offer the view and true interior and exterior eye candy immersion to those who like to enjoy both the cockpit fidelity of PSX and the excitement of seeing your airplane perform in the real world.

To that end and under the guidance and tutelage of Jean-philippe, author of WidePSX, we have worked together to develop a package of 747-400 models based on the Posky 747-400 models for FSX. The difference with this model is that the exterior of the airplane is a 747-400 but the cockpit is from the 747-8i in the default MSFS airplane. This achieves several benefits:

---The immersion value is incredible
---It is simple, using the MSFS standard controls, to customize the view exactly the way you want it
---It provides a lightweight model in terms of computing power demand and avoids almost all of the current MSFS bugs
---The radios, control surfaces, gear and lights all work

They are available in several liveries and in both passenger and freight versions. And each model comes with a very simple to configure forward view either with or without the cockpit! Yes, you read that correctly, EACH MODEL COMES WITH AN INTEGRATED AND SIMPLE TO CONFIGURE VIEW FORWARD WITH OR WITHOUT THE COCKPIT!!!!!

Building these models takes considerable time in setting up and testing so this first pack of 10 models is just a start! There will be many more to come over time. The plan is to release many more models of airlines from around the globe with livery variants amongst each company where they existed. This is the champagne!

Additionally, each model has views which can be simply customized to have a full 3D cockpit or a view with no cockpit.. And this is the caviar!

The Buffet is served at:
Air France F-GITH
https://drive.google.com/file/d/1U06zrwNmmilPgPrudqa8V4HeUNrDdj8d/view?usp=sharing
Atlas Air N499MC
https://drive.google.com/file/d/1U3KXpRzRTwa4DH9wzQTjPtqPlgJlIsto/view?usp=sharing
British Airways G-BNLM
https://drive.google.com/file/d/1F6dLEnlG4k2qOqjFTg_07G-FCaPYOMGT/view?usp=sharing
British Airways "Landor" Livery
https://drive.google.com/file/d/1-R9Guxgdaq-VCiwAjaNo48zQXP0haMFn/view?usp=sharing
Cargolux New -8's Livery
https://drive.google.com/file/d/1mK4zR4eRmkEE49XTBh9zQ1USzbwdd_DM/view?usp=sharing
Japan Airlines JA8081
https://drive.google.com/file/d/1IpynzR1YYnfSoK-p9Nb7BF-eR-t8wCR8/view?usp=sharing
Korean Air HL7487
https://drive.google.com/file/d/1JNDza5zE2Z8LmH-4yPbwu3tPRQNsA2dA/view?usp=sharing
Polar Air Cargo N450PA
https://drive.google.com/file/d/1Jn69oiC-6dyFdyIkcHICgqtR5Uh0Krso/view?usp=sharing
Qantas VH-OEI
https://drive.google.com/file/d/1JReO4kbPgt2Dz4CFhIokdWbUiZOO4f7S/view?usp=sharing
Virgin Atlantic G-VGAL
https://drive.google.com/file/d/1qooDPxBGc2dtKBJ68InUjzSaAKZJCYNg/view?usp=sharing
Cathay Pacific B-HKF
https://drive.google.com/file/d/1NR3C8M1HRGqa0O4n430HOEkqGZI0w0cT/view?usp=sharing
Thai Airways HS-TGZ
https://drive.google.com/file/d/1k_Kdjve4Y-2cWtD292X7M1tBhEw-vYiO/view?usp=sharing
Luthanasa
Soon!
KLM
Soon!

If you would like to download the first 10 models in one file you can do so here (1.8gb)
https://drive.google.com/file/d/1at8rVRb-7P_0zzV2UO1hNN9VlogkqsKc/view?usp=sharing

How To Guide
There is a complete How to guide here (https://drive.google.com/file/d/1X8EnBrltbnTkTKdjXq91bXbvTjKni_2h/view?usp=sharing). Please take time to read it because it sets out some important tips on getting the best out of these models. It also links to videos covering the How To Guide topics (https://www.youtube.com/playlist?list=PLgAwN658zAKNPQxXiXdA-vQR0-nPU0n-K).

IMPORTANT: You must be running WidePSX version 2.5.5 or higher for this 747-400 Posky model to work properly.

Hopefully this will enable us all to spread the word that MSFS 2020 does in fact have the very best 747-400 simulation to be had anywhere! Let's spread the word and widen further the reach of PSX!

Enjoy!
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Sun, 1 Nov 2020 10:26
Reserved for further usage
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: GodAtum on Sun, 1 Nov 2020 11:28
Amazing, thank you so much! Is there a way to permanently set the no cockpit view?
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Sun, 1 Nov 2020 11:41
Yes. Set your view. Hit crtl left Alt and a number from 1-9 to save the view.
To recall the view hit Alt and the number.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: hunijjang on Sun, 1 Nov 2020 13:31
Hello

Looking at the part about the lights, It's just copied mine and changed only last seven decimal places.

Also, just deleted the my remark description of systems.cfg file.

the rest of them were just using what I made.

I thought JP's rebuild it completely, but this is really not.

I am very disappointed and sad about this.

Is this what started at zero?

Does really have any respect for me?

Best Regards,

Younghoon
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Tércio Sampaio on Sun, 1 Nov 2020 14:18
Thank You!
The Polar Cargo have the wrong link from KAL.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Hardy Heinlin on Sun, 1 Nov 2020 15:16
Hello,

can we clarify who has contributed to these files, and by how much work -- approximately?

Being a forum moderator trying to keep this community friendly and fair, I'm just asking whether this conflict can be resolved.

(I for one have no add-ons and no other simulators. I'm not familiar with the technical details.)


Best wishes,

|-|ardy
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: JP59 on Sun, 1 Nov 2020 16:35
Hello,

Quote from: Hardy Heinlin on Sun,  1 Nov 2020 15:16
can we clarify who has contributed to these files, and by how much work -- approximately?

Of course Hardy. First of all please receive my deepest apologies for being an unwanted actor of this kind of childish debate on such a serious and interesting forum. I will try to stay the most calm possible and answer like a gentleman, which is not an easy task after what I read from Younghoon today and last week. I don't know Younghoon. As I previously said in the WidePSX tread, he came to me (not the reverse) by email the 21th of October to propose some help with the POSKY 747 conversion process a lot of people were working at with very encouraging results since a couple weeks.

Younghoon's contribution to this project has been for the model's lights file only and I publicly thanked him on the WidePSX tread last week, after he decided, very surprisingly, and following his OWN initiative, to end his contribution with the project. All the rest of the conversion process was already known by a lot of people (just look on internet there are a lot of treads especially in the MSFS forum). I renew my public thanks to Younghoon for his contribution.

Since he decided to end his contribution the project continued with the help of Chris (funkyhut). He was already very advanced in the conversion process as he had his own converted model working. There is not a thousand of solutions to make the lights to work and it is normal that the project's file looks like the Younghoon's one. If you know a recipe which uses 100g of flour to cook a good cake, why would you use 200 ?

However, please Younghoon don't overestimate your contribution. Since your decision, I worked more than 50 hours during last week, and Chris may have worked the same at his side. This model has a lot of features Younghoon even didn't dare to dream about, like many members of the community. You worked at only one file.

Who spent his last week's days and nights working at the integration of the -8 gorgeous MSFS 2020 cockpit in an aircraft designed in 2004 ? Do you have an idea about how many issues had to be solved to get this working ?

Who woke up at 5:00 AM all the last week's days because of the jet lag between France and Thaïland to work with Chris ?

Who built such a detailed PDF tutorial and spent so much time building those fantastic tutorial videos ?

Who built the package one aircraft at a time, and faced a HUGE amount of issues to integrate them in the MSFS' user interface broken by the last MSFS update, who made custom thumbnails one by one ?

And all this was for free for the community.

I can give an endless list of what this project members did without Younghoon. I feel betrayed and demotivated. This project is one of the most important improvement in the PSX Scenery Generation experience, providing an interior and exterior eye candy model, compatible with the most beautiful flight simulator. And all this will go to garbage because of someone's ego issues. Thanks for your contribution Younghoon !!!

I think about Chris at the moment and feel so sad all his huge work is getting spoilt by such a stupid ego debate.

Best regards,
Jean-Philippe
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Tércio Sampaio on Sun, 1 Nov 2020 16:53
Anyway, idk in details about what the lights contribute about that numbers was. But if for example I write a book about UK and says that london is the capital, i can't later start to say to all other books wrote after that they are copying that info without my authorization and i'm the owner of saying that London is the capital of UK.

Sorry this analogy, but manytimes when people are doing some addons for this flightsims and based on real aircraft, forget that the TRUE owners of the rights are MS (because create the format of the files and layout of them) and in this specific case, Boeing (that create and invent the real aircraft).
If i do an addon of aircraft X in a layout thats not mine later i can't claim for the data that i used because that data is not even mine also.
Another thing is the copyrights, millions of people like to claim about copyrights when in reality they have nothing or because it was not officially registered or because they forget the fair use situation that is also ruled by laws.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Tércio Sampaio on Sun, 1 Nov 2020 17:13
Quote from: Hardy Heinlin on Sun,  1 Nov 2020 15:16
(I for one have no add-ons and no other simulators. I'm not familiar with the technical details.)

Yes you have! You have in your OS the Calc thats a simulator of a real calculator :D
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: 18hazelwood on Sun, 1 Nov 2020 18:51
Great setup funkyhut, brilliant set of videos too ... you and JP have done a remarkable job ... Thank you so much.... 18Hazelwood.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Berndo on Sun, 1 Nov 2020 18:59
Absolutely brilliant, I just watched the vids.

Please Jean-Philippe, don't be demotivated. I also changed the lights myself on my P3D Posky models ages ago. The idea that XYZ-Coordinates could be copyrighted or stolen is simply astounding to me!
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: 18hazelwood on Sun, 1 Nov 2020 19:00
Just one question to Funkyhut and JP...

Can the we get the wipers work on the dummy 747 ??

I am just being cheeky now :-)  .. as if you have both not done enough already for us simmers...

It is very much appreciated...of course.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: 18hazelwood on Sun, 1 Nov 2020 19:02
I echo Berndo`s comments .... :)
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Tércio Sampaio on Sun, 1 Nov 2020 19:09
About rights claim, as i mentioned before, all this is a nonsense situation were is a shame to be put on the table, also not even have legs to walk forward.

Thanks Chris and J-P for your amazing and gorgeous works!
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: jlpilot on Sun, 1 Nov 2020 19:19

This is great news! Can't wait to get home and try it out. Thanks very much for all your hard work JP and Chris! Community spirit always prevails  ;)
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Sun, 1 Nov 2020 19:47
I have just spoken with J-p and we are of one accord on this. Nothing has been plagiarized here and thank you Berndo for your contribution on this. Our sentiment exactly.

J-p's and my collaboration had only one intent; to provide a free resource to the community which has given us so much. As a spin off, we hope that by providing this and WidePSX, that perhaps together, they might bring more people to the great PSX community. We will spread this work as far and wide as we can in the hope that this will happen.

We will continue to work this project and bring you more aircraft, perhaps with refined capabilities so 18hazelwood, maybe!

To Younghoon - I (we) tried to reach out to you offline but you ignored me. It would have been wonderful if you could have been part of our project.

Thank you and yes, the 747-400 lives on in all her glory and will do for many years to come.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Tércio Sampaio on Sun, 1 Nov 2020 20:03
Hi Chris,
as mentioned above, can you please fix the link of Polar cargo?
Thank You!!!
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Sun, 1 Nov 2020 20:45
Greetings Tércio,

https://drive.google.com/file/d/1Jn69oiC-6dyFdyIkcHICgqtR5Uh0Krso/view?usp=sharing

and corrected in the post.
Thanks for pointing it out!
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Tércio Sampaio on Sun, 1 Nov 2020 20:51
Thank You!!!

Your videos are very very good and helpful!
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: JP59 on Mon, 2 Nov 2020 08:02
Hello,

Thank you for your support on the forum and for the private support emails. I've been very affected by your initiatives. Now I hope the incident is closed and we can continue to move forward.

Quote from: 18hazelwood on Sun,  1 Nov 2020 19:00
Can the we get the wipers work on the dummy 747 ??

I also think it will add a lot of immersion when flying the cockpit view. The wipers are not a part of the MSFS -8's cockpit but of its airframe. That's why they don't appear in the model. Work in progress  ;)

Best regards,
Jean-Philippe
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: GodAtum on Mon, 2 Nov 2020 08:42
Is anyone able to share the XYZ numbers for their no cockpit view? I can't seem to get it quite right.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: JP59 on Mon, 2 Nov 2020 09:45
Hello,

The XYZ coordinates are located at the beginning of the cameras.cfg file, under the [VIEWS] section title. This file is located in the Community folder under posky744_(the livery you want to edit)\Simobjects\AIRPLANE\posky744_(livery name). The default values are -33.2, -1.8, 11.5. You can edit these values to fit your preferences, but it will only affect the livery your are modifying. I think (take this only as an advice) you'd better saving a custom camera position and load it immediately at the beginning of a flight. This is what I do and it works wonderfully. Chris made an excellent tutorial about the views settings : https://youtu.be/5i_aJdhSQo4

We noticed during our tests that the « real » view when loading the aircraft changes depending of the screen size configuration. For example, with the same camera position, the eye point appears to be higher on Chris' 4K monitor than it is on my 1440p. So it is not possible to set a default camera position for every user.

Best regards,
Jean-Philippe
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: 18hazelwood on Mon, 2 Nov 2020 10:40
Morning all,

Demo video filming outside with the MSFS2020 Drone view using an XBox controller

https://youtu.be/-C7-QE9BpBA

18hazelwood.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: kwieser76 on Mon, 2 Nov 2020 13:35
HI,

I don't know what i did wrong but if i start the MSFS with the 747 proxy model on the RWY the engine are still off.
Also i cannot toggle the battery button.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: JP59 on Mon, 2 Nov 2020 14:16
Hello kwieser,

The cockpit provided with the model is a dummy cockpit for visual immersion purpose only. The aircraft systems remains all driven and simulated by PSX. The only functional buttons are the two windshield heaters switches you can turn ON to avoid windshield icing, because due to the actual MSFS limitations it is impossible to switch them by networked commands.

Re the engines, were you connected with WidePSX and the Scenery Generator bridge running ? Sorry for this question but, were the PSX engines running ?

Best regards
Jean-Philippe
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: kwieser76 on Mon, 2 Nov 2020 14:55
Quote from: JP59 on Mon,  2 Nov 2020 14:16
Hello kwieser,

The cockpit provided with the model is a dummy cockpit for visual immersion purpose only. The aircraft systems remains all driven and simulated by PSX. The only functional buttons are the two windshield heaters switches you can turn ON to avoid windshield icing, because due to the actual MSFS limitations it is impossible to switch them by networked commands.

Re the engines, were you connected with WidePSX and the Scenery Generator bridge running ? Sorry for this question but, were the PSX engines running ?

Best regards
Jean-Philippe

HI,

I running all on the same PC (WidePSX and MSFS). I followed also twice the same steps as in the description.  I don't know why the engine are not running if i select in MSFS the AC on the RWY for dep and not on a apron or gate.

kurt
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: JP59 on Mon, 2 Nov 2020 15:03
Ok. Which livery exactly ?
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: PSX747baw91g on Mon, 2 Nov 2020 15:13
Having an issue that may or may not be posky / widefs issue, but when on Vpilot using MSFS2020 and the posky 747 My squawk is standby for ATC even tho shows Mode C on sim and v-pilot, thats with using vpilot as host and remote with AFV running, If i use Viplot on its own then i lose radio's
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Mon, 2 Nov 2020 16:04
Hello kwieser,,
Maybe a silly question, but how do you know that the engines are not running when you spawn on a runway. Are the windshield heat switched red? Can you turn them on?
I just spawned the KLM on 27R at EGLL. Without PSX everything is running. Started WidePSX and connected. Everything still running. Wind shield heat switch is red then on.
Thanks.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: kwieser76 on Mon, 2 Nov 2020 16:30
Quote from: funkyhut on Mon,  2 Nov 2020 16:04
Hello kwieser,,
Maybe a silly question, but how do you know that the engines are not running when you spawn on a runway. Are the windshield heat switched red? Can you turn them on?
I just spawned the KLM on 27R at EGLL. Without PSX everything is running. Started WidePSX and connected. Everything still running. Wind shield heat switch is red then on.
Thanks.

The AC is unpowerd !
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: kwieser76 on Mon, 2 Nov 2020 16:30
Quote from: JP59 on Mon,  2 Nov 2020 15:03
Ok. Which livery exactly ?

BAW and cargolux - i tried all three
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: JP59 on Mon, 2 Nov 2020 17:10
Which AC ? I am sorry but your description is very confused. You really have to be more precise if you want to get some efficient help. If you are looking for the model's cockpit in MSFS to become alive, it is not the way it works. This is a dummy cockpit for visual immersion purpose only. The only two buttons « alive » are the windshield heater switches.

I tried the Cargolux, I can't reproduce the issue you describe. Loaded the aircraft at EGLL RWY 27R, engines are always visually spinning, which is normal. As a rule of thumb, before connecting WidePSX, engines are always ON when you load the aircraft on a runway, and always OFF when you load it at a gate or parking. This is how MSFS works.

However I noticed some cases where the engines synchronization is faulty after connecting WidePSX. Maybe this is what you reported. This is strange because the engines synchronization was working perfectly in P3D with the same WidePSX version. So I suspect an issue during the model conversion for MSFS, or one more limitation of the MSFS built-in SimConnect server. I will have a deeper look when able.

Best regards,
Jean-Philippe
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: JP59 on Mon, 2 Nov 2020 17:37
Hello,

Quote from: smurf_aviation on Mon,  2 Nov 2020 15:13
Having an issue that may or may not be posky / widefs issue, but when on Vpilot using MSFS2020 and the posky 747 My squawk is standby for ATC even tho shows Mode C on sim and v-pilot, thats with using vpilot as host and remote with AFV running, If i use Viplot on its own then i lose radio's

I don't know anything about VATSIM so I can't help a lot unfortunately. However, you said the sim and v-pilot clients are showing mode C, so it means that WidePSX is sending PSX XPNDR mode to the sim correctly. What happens in the sim and vPilot client when you try to change the COM frequencies and XPNDR mode, and press IDENT in PSX with WidePSX connected ? Are the frequencies and XPNDR updated accordingly ? (verify checkbox « Send PSX COM frequencies and XPNDR to Scenery Generator » checked in the WidePSX TrafficRadioXPNDR Tab).

Regards,
Jean-Philippe
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: kwieser76 on Mon, 2 Nov 2020 17:40
Quote from: JP59 on Mon,  2 Nov 2020 17:10
Which AC ? I am sorry but your description is very confused. You really have to be more precise if you want to get some efficient help. If you are looking for the model's cockpit in MSFS to become alive, it is not the way it works. This is a dummy cockpit for visual immersion purpose only. The only two buttons « alive » are the windshield heater switches.

I tried the Cargolux, I can't reproduce the issue you describe. Loaded the aircraft at EGLL RWY 27R, engines are always visually spinning, which is normal. As a rule of thumb, before connecting WidePSX, engines are always ON when you load the aircraft on a runway, and always OFF when you load it at a gate or parking. This is how MSFS works.

However I noticed some cases where the engines synchronization is faulty after connecting WidePSX. Maybe this is what you reported. This is strange because the engines synchronization was working perfectly in P3D with the same WidePSX version. So I suspect an issue during the model conversion for MSFS, or one more limitation of the MSFS built-in SimConnect server. I will have a deeper look when able.

Best regards,
Jean-Philippe

ok i will try it tomorrow again when i restart my systems here ...

BAW ( both aircrafts ...) so it looks that may the BUG with the engine sync
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Britjet on Mon, 2 Nov 2020 17:50
Thanks to JP and Chris (and thanks for the great instructional videos!).

I *think* I've fixed the random and annoying ground equipment "hangers-on".
In the aircraft.cfg file there is a section entitled [SERVICES].
Just comment out all the items in here (put a ";" before each line).

My own rough figures for the eye position is in the Cameras.cfg file where I have replaced "Pilot" camera definition Xyz values with -0.13, 1.0, 5.85
This places the Captains eye just outside the windshield (I think) so there should be no more windscreen ice issues.
Of course this is a static fix, and I believe it is the default view when returning from EXTERIOR view.

Loving all the new liveries. My only issue now is getting the cabin lights to show when viewed from outside?

Now sue me or my name's not Johnny Depp..
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: JP59 on Mon, 2 Nov 2020 18:09
Thanks Britjet for the infos. Will give a try at your trick.

Cheers,
Jean-Philippe
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: JohnH on Mon, 2 Nov 2020 18:49
Quote from: Britjet on Mon,  2 Nov 2020 17:50
I *think* I've fixed the random and annoying ground equipment "hangers-on".
In the aircraft.cfg file there is a section entitled [SERVICES].
Just comment out all the items in here (put a ";" before each line).

Just an FYI, I tried what Peter suggested and commented out the 'Services' section in the Aircraft.cfg. However when I select the Cargolux (this is the aircraft.cfg I edited) the pushback tug is attached to the nose gear. Shortly after rotate it vanishes?

edit: just landed at EGLL and at touchdown the pushback tug re-appears, very strange.

John
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: JP59 on Tue, 3 Nov 2020 01:17
Hello,

Quote from: JohnH on Mon,  2 Nov 2020 18:49
edit: just landed at EGLL and at touchdown the pushback tug re-appears, very strange.

Don't takeoff with the tug attached. There is a workaround. If you load the aircraft and see the catering and tug attached, simply reload the flight and it should be fine. Explained by Chris in this video tutorial at 3:08 https://youtu.be/1J4Zxqcvriw

Regards,
Jean-Philippe
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: JP59 on Tue, 3 Nov 2020 18:22
Hello,

Today I had a look at all the reports you recently did, and I can give a detailed answer for some of them which are related with WidePSX, and eventually give a fixing schedule or temporary workarounds.

- Engines synchronization issues : solved. The fix will be available in the upcoming version 2.5.6 of WidePSX. It was due to an unwanted behavior of MSFS which forces the engines starters to remain indefinitely ON when and after loading the aircraft on a runway. It was disturbing the initial starter's status retrieving process of the WidePSX algorithm.


- VATSIM issues : solved under conditions. Some VATSIM users reported issues with the ground speed not correctly broadcasted over the VATSIM network. The reason is : when in flight, as everybody knows, the lift induces a wing flex of several feet at the wing tips. During the model's testings, the wing tip lights (NAV and Strobes) remained fixed for an unknown reason (the reason is in fact probably because it is a 2004 model converted in a 2020 simulator, and there are unfortunately some counterparts because it has been necessary to "hack" the lights process to get them working). This induces a visual issue when in flight, were you see the wing tip lights several feet under the wing. The workaround I found to help this model to be compatible with WidePSX was to force WidePSX to inject a "zero" TAS value to MSFS every time. This prevents the wing tips to elevate, and the loss of visual wing flex is far less penalizing than the visual aspect of the lights below the wing tips.

However, as I'm not a VATSIM user, I forgot to take the Ground Speed issue into consideration. I can give people using VATSIM with this model a solution, but as you understood, everything is a question of compromise here. I will modify the TrafficRadioXPNDR Tab of WidePSX by adding a checkbox "Send real GS to VATSIM client". This way WidePSX will allow every use case.

Regarding smurf_aviation's report :

Quote from: smurf_aviation on Mon,  2 Nov 2020 15:13
Having an issue that may or may not be posky / widefs issue, but when on Vpilot using MSFS2020 and the posky 747 My squawk is standby for ATC even tho shows Mode C on sim and v-pilot, thats with using vpilot as host and remote with AFV running, If i use Viplot on its own then i lose radio's

I made a complete check and didn't found any issue at the WidePSX side. MSFS' COM 1, COM2 and XPNDR and correctly updated when changing the PSX values. Be sure the "Allow PSX to set Scenery Generator and vPilot COM Radios Frequencies and XPNDR" checkbox is selected in the WidePSX's TrafficRadioXPNDR Tab, and of course that the Scenery Generator Bridge is started. But as you said, your vPilot client is correctly updated; it confirms that the problem lies after your vPilot client.


- Aircraft height above the ground (when the aircraft is on the ground) : not an issue. Some people are still using the MSFS default -8 with WidePSX. They noticed that the aircraft height above the ground was wrong since the last WidePSX update. This is normal because I changed the default value from 15.1 to 13.3, in order to fit this new model (I thought that the majority of users will use this model). However, it is of course always possible to use any aircraft model with WidePSX, and if you want to do so and see a height issue, please tick the "Set Height Ref." checkbox in the WidePSX's Scenery Generator Bridge Tab. The attached window will become "alive" and you will be able to set your desired height manually.


That's it. I hope this report will answer your questions.

Best regards,
Jean-philippe
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: JP59 on Wed, 4 Nov 2020 11:10
Hello Younghoon,

I acknowledge and accept your apologizes. However, your continuous loud worries about copyright and WidePSX requires a clarification.

First, this project is NOT a part of the WidePSX product. It is not sold with WidePSX. Moreover, WidePSX is compatible with ANY aircraft in FSX, P3D or MSFS, so it doesn't relies on this POSKY model to work at all. I am helping this free project the most I can, by doing if possible some updates in WidePSX. These updates do not change the compatibility of WidePSX with any other models which will always remain usable.

Second, I can't impeach you to continue working at your side. But our collaboration ended the day you unilaterally decided to stop it, and after all this drama I don't want to restart it anymore. Good luck for your projects, which I hope will serve the PSX community, which is the most important thing here. I remain available as the WidePSX developer if you have any question about the compatibility of your projects with WidePSX, like I am for this project, and any other.

Best regards,
Jean-philippe
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Wed, 4 Nov 2020 11:23
I'd like to clarify how this project came about.

I was working on a conversion for my own use and posted my models as work-in progress for all to see. When I had a working model, I posted my file as a download. It worked but was far from polished.

When I saw that Younghoon was also doing this, I thought this might come to fruition. When I saw Younghoon quit and that J-p had been helping him with the WidePSX compatibility, I contacted J-p and asked him to help me bring my project to a point where we could provide it for the benefit of the community.

When I saw and agreed with J-p that we had a product which worked, I decided to post it.

I hope the project is of benefit and that the community is enjoying it.

Thank You.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Hardy Heinlin on Wed, 4 Nov 2020 17:11
I remember there was a post (re apologize) from Younghoon in this thread, posted within the last 30 hours or so. Now the post has disappeared. As far as I understand my forum settings, only the admin (me) can remove a post. I didn't remove it. I guess I need to recheck the forum settings ...


|-|
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: cagarini on Wed, 4 Nov 2020 17:20
Post to delete ( test ).

P.S.: Just tried to delete this post, and IU couldn't find a way to do it, using "normal" methods...
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Hardy Heinlin on Wed, 4 Nov 2020 17:39
OK, Hoppie (moderator) removed it on request of Younghoon (who had edited and deleted his text himself).
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: kwieser76 on Fri, 6 Nov 2020 07:37
Quote from: kwieser76 on Mon,  2 Nov 2020 17:40
Quote from: JP59 on Mon,  2 Nov 2020 17:10
Which AC ? I am sorry but your description is very confused. You really have to be more precise if you want to get some efficient help. If you are looking for the model's cockpit in MSFS to become alive, it is not the way it works. This is a dummy cockpit for visual immersion purpose only. The only two buttons « alive » are the windshield heater switches.

I tried the Cargolux, I can't reproduce the issue you describe. Loaded the aircraft at EGLL RWY 27R, engines are always visually spinning, which is normal. As a rule of thumb, before connecting WidePSX, engines are always ON when you load the aircraft on a runway, and always OFF when you load it at a gate or parking. This is how MSFS works.

However I noticed some cases where the engines synchronization is faulty after connecting WidePSX. Maybe this is what you reported. This is strange because the engines synchronization was working perfectly in P3D with the same WidePSX version. So I suspect an issue during the model conversion for MSFS, or one more limitation of the MSFS built-in SimConnect server. I will have a deeper look when able.

Best regards,
Jean-Philippe

ok i will try it tomorrow again when i restart my systems here ...

BAW ( both aircrafts ...) so it looks that may the BUG with the engine sync

HI, it took a bit longer to test it again and it is working, i was too much focus on the cockit information. But i was able to start it and log in with Vatsim and it is working.

kurt
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Fri, 6 Nov 2020 11:06
Here is a short video I made in response to a guy on the MSFS forum who is contemplating buying PSX. He was asking about the weather interaction between MSFS and PSX.
No skill on my part, just Hardy's default situ and messing with the weather view in MSFS. Ever wondered what that default which loads when you first run PSX, looks like. Wonder no more!
https://youtu.be/HFPXh-3zo_s
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: kwieser76 on Fri, 6 Nov 2020 11:21
Quote from: kwieser76 on Fri,  6 Nov 2020 07:37
Quote from: kwieser76 on Mon,  2 Nov 2020 17:40
Quote from: JP59 on Mon,  2 Nov 2020 17:10
Which AC ? I am sorry but your description is very confused. You really have to be more precise if you want to get some efficient help. If you are looking for the model's cockpit in MSFS to become alive, it is not the way it works. This is a dummy cockpit for visual immersion purpose only. The only two buttons « alive » are the windshield heater switches.

I tried the Cargolux, I can't reproduce the issue you describe. Loaded the aircraft at EGLL RWY 27R, engines are always visually spinning, which is normal. As a rule of thumb, before connecting WidePSX, engines are always ON when you load the aircraft on a runway, and always OFF when you load it at a gate or parking. This is how MSFS works.

However I noticed some cases where the engines synchronization is faulty after connecting WidePSX. Maybe this is what you reported. This is strange because the engines synchronization was working perfectly in P3D with the same WidePSX version. So I suspect an issue during the model conversion for MSFS, or one more limitation of the MSFS built-in SimConnect server. I will have a deeper look when able.

Best regards,
Jean-Philippe

ok i will try it tomorrow again when i restart my systems here ...

BAW ( both aircrafts ...) so it looks that may the BUG with the engine sync

HI, it took a bit longer to test it again and it is working, i was too much focus on the cockit information. But i was able to start it and log in with Vatsim and it is working.

kurt

an the frame rate with this model is much better as with the MSFS748 model :-) like it
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Sebastian on Sat, 7 Nov 2020 02:41
Amazing work, thanks so much for this, Chris and J-P! Just downloaded some models and it's really nice to see!
I have tried to convert several times by myself but admittedly I lack the patience... and reading how much time you guys spent: BIG respect!

Regarding the catering truck/tug thing: it is possible via the ModelConverterX to remove the catering trucks, the container loading trucks (for whatever reason they are not randomly shown while loading the MSFS2020 conversion), the stairs and the tug from the original MDL-file. I just tried by myself, but it won't work with the release version of MCX (as it doesn't have a "remove" function in the Object Hierarchy), you need the latest "development" version (https://www.scenerydesign.org/development-releases/). Then in the Object Hierarchy, scroll down via the cursor (it's pretty far down the list and there's no exact name that could hint to what you're looking for), make sure you have "Highlight selected" ticked and then find the model parts and remove them.

However, here's where my journey ends. I guess you'd have to export it as an FSX-model, otherwise the conversion to MSFS2020 will be flawed and then of course the conversion into MSFS. Like I said, I lack the patience and right now also the time to give it a try for any further steps. But if anyone here wants to give it a try it would be interesting to know if it can give a permanent fix on this.

Regards,
Sebastian
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: glubbfreund on Sat, 7 Nov 2020 08:52
Hello and thanks for the models :) anybody got a solution for the jetways? Do I have to change the exit values in the cfg?
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Sat, 7 Nov 2020 09:30
Greetings Sebastian,

https://drive.google.com/file/d/1e5v7R9SN_9TcS5FpYQQkK3AObbOf9MlO/view?usp=sharing

Many thanks for the lead on this.

Have located the offending objects and removed them but am currently downloading the FS 2002 and FSX SDKs to get makemdl.exe and XtoMDL.exe to save the edited model.

All new to me. Lucky I'm retired with time......

Watch this space!
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Sat, 7 Nov 2020 09:33
Hi  glubbfreund,
Please see my video: https://www.youtube.com/watch?v=1J4Zxqcvriw&list=PLgAwN658zAKNPQxXiXdA-vQR0-nPU0n-K&index=2
Suggest you look at all 7 and take a look at the PDF Manual.
Working on fixing the core issue but it will take some time.
Thanks.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: glubbfreund on Sat, 7 Nov 2020 10:28
I watched all of them, they great and very helpful - thanks funkyhut :) But I mean something different, if I taxi to a gate and connect the jetway it connets around 20 Meters in front of me and not at the left front door. But its not a big deal :)
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Sat, 7 Nov 2020 11:11
OK. Understood. Positioning at a gate is not an accurate science! Happy you're enjoying otherwise.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Sebastian on Sat, 7 Nov 2020 15:59
Quote from: funkyhut on Sat,  7 Nov 2020 09:30
Greetings Sebastian,

https://drive.google.com/file/d/1e5v7R9SN_9TcS5FpYQQkK3AObbOf9MlO/view?usp=sharing

Many thanks for the lead on this.

Have located the offending objects and removed them but am currently downloading the FS 2002 and FSX SDKs to get makemdl.exe and XtoMDL.exe to save the edited model.

All new to me. Lucky I'm retired with time......

Watch this space!

Looking good, Chris! That error message was very familiar  :o
I'll keep watching  ;)

Regards,
Sebastian
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: asboyd on Sat, 7 Nov 2020 21:50
I tried the QA 747 yesterday and chose YSSY Runway 34L as my start point, but when I clicked the ready to fly button my engines where not running (NOTE: I do not have WidePSX installed as yet).

I assumed from the info I have been reading that MSFS always starts the engines if you choose a runway, or is it just that the aircraft is powered (engines not running>>)

Cheers,
AlexB
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Sun, 8 Nov 2020 00:41
Greetings Alex B
In the world of PSX we have come to expect perfection and that is what we have. Everything works as it should and everything is real.

Once you enter the world of MSFS you leave all that behind and you enter the world of Alice in Wonderland.
In developing these models all I have attempted to do is to provide a lightweight view of the real world of MSFS for the real world of PSX.

Whatever you see in the MSFS window has no effect on what PSX is doing. PSX RULES!

As far as I can see and experience, spawn MSFS on a runway and you have a powered up 747-400, even if the visuals don't show it. Just make sure you turn on the window heat in the MSFS overhead if you don't want the windshield to ice over. For me, sometimes the fan blade are animated and sometimes they are not but always, the marriage works well! vPilot works fine with WidePSX as do the other motions and visuals.

Fixing the spawning with the catering and the tug is something I'm working on. The problem is in the model file. I can remove them but cannot find a way to save the file! Working on it.

Before:
https://drive.google.com/file/d/1KCQOSmXqx1x2BXR9V_4xPQE3LkeZlC1q/view?usp=sharing
After:
https://drive.google.com/file/d/1e5v7R9SN_9TcS5FpYQQkK3AObbOf9MlO/view?usp=sharing

As an aside, I'm working with J-p and 18hazelwood on seeing if we can further simplify the combination of PSX, WidePSX and these Posky models to a wider audience because what we have is a really incredible simulation of the 747-400 with a truly breathtaking view of the world she flies in. And that's something we believe could be shared with a wider audience.

Thanks Alex B. Hope you continue to enjoy this incredible combination.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: asboyd on Sun, 8 Nov 2020 02:10
I am finding it an eye opening experience. I always wanted to fly, but gliding is the closest I ever got.
When my family emigrated to Australia we flew on one of the first Qantas 747's and I always remember going into the flightdeck and chatting with the engineer (it was 1972 after all)....
Since then I have flown in many 747's and just prior to 9/11 I managed to spend time heading towards Singapore on the flightdeck of a Qantas 747-400....
I am amazed at the changes that have taken place but the Queen will always be special and what Hardy has put together is allowing me to enjoy not only the ability to fly the queen, but to build one that can be shared by family and friends...
I am sure that things will only get better as time goes by..

Thank you to all involved in getting me there....

Cheers,
AlexB
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: 18hazelwood on Sun, 8 Nov 2020 17:08
Hi all,

Aerowinx 747-400 and WidePSX, PSX Layout View & Tutorial also with an Xbox controller

Little tutorial to show the PSX Layout with MSFS2020.
and
The Drone View Tutorial using an Xbox controller in MSFS2020
The (INSERT) key is used to switch between cockpit and drone in MSFS2020 if this helps.

18hazelwood

https://youtu.be/jv1YcfQlMYk
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: dvflight1974 on Sun, 8 Nov 2020 19:03
I there anyone that will be clever enough to make the textures on this Posky conversion at least PBR so we can see reflections and shiny metal? Some person did a conversion here: https://flightsim.to/file/2276/working-cockpit-747-400-canadian-mods which looks really awesome but he hasn't sorted out the lights. So right now it's a toss up - Working lights on the current conversion you guys share here that looks bland without reflections or the other with reflections but no darn light! Arghhh so frustrating can the two not speak to each other lol
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Sun, 8 Nov 2020 23:31
Hi dvflight1974,
Great that you are enjoying the immersion of what we are trying to do. For me at least, the fidelity of PSX and the challenges of getting the best and depth from that experience are top of the list for me.
18 Hazelwood has demonstrated with some of his recent videos posted here in the forum, that adding MSFS and WidePSX to  PSX, while not adding to the PSX challenges, it does provide enhanced immersion, to a level we've not had before.
I agree that enhanced models would look even better but for me the objective has been achieved with these models (and further liveries to follow).
If someone else wants to go down the path of a further enhancement, I'd be happy (subject to time constraints) to cooperate, but for now I'm going to stick with what we have and enjoy learning daily, more about flying the Boeing 747-400 with thanks to Hardy and this incredible PSX community.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: asboyd on Sun, 8 Nov 2020 23:48
I posted in the WidePSX topic a query as to whether these models could be used with P3DV5... I cannot find the original files Jean-Philippe posted some time ago?? :)

Cheers,
AlexB
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Tue, 10 Nov 2020 07:06
Singapore Airlines bought this 747-400 new in 1991 as 9V-SML. She went into storage at Victorville in 2003 before being bought by Cathay Pacific in 2005 as B-HKF. She was scrapped in 2013 but lives on here in her last livery:

https://drive.google.com/file/d/1NR3C8M1HRGqa0O4n430HOEkqGZI0w0cT/view?usp=sharing

Thai Airways bought HS-TGZ new in 1999 and she remained in service right up to March 2020. She was a very frequent visitor to Chiang Mai (VTCC) right up to March this year as a scheduled 747-400 early morning return service from Bangkok (VTBS). She's now in storage and available to buy "as is" and "in situ". You can liberate her here:

https://drive.google.com/file/d/1k_Kdjve4Y-2cWtD292X7M1tBhEw-vYiO/view?usp=sharing

Coming "soon" - Lufthansa and KLM.

Enjoy!
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Tue, 10 Nov 2020 07:08
Greetings AlexB,
Is this what you are looking for?
https://flyawaysimulation.com/downloads/files/24732/fsx-project-opensky-boeing-747-400-complete/

Thanks,
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: asboyd on Tue, 10 Nov 2020 07:20
I think so, I downloaded it earlier today but have not had chance to do anything with it yet...

Cheers,
AlexB
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Mon, 16 Nov 2020 02:41
Here are 4 more conversions.

https://drive.google.com/file/d/1efG75c47FT0mk5hwU1LsEJdLXvuxzTOE/view?usp=sharing

They are Pan Am, Lauda Air, Cathay Pacific (VR-HOR), their original 747-400 livery, and the new Lufthansa livery.

Enjoy.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: brian747 on Mon, 16 Nov 2020 14:54
Ah, more magic (with a pleasing added dash of nostalgia)!

Many thanks indeed for all your efforts, Chris.

Cheers,

Brian

(https://i.postimg.cc/rs9919zT/Thank-You-rocking.gif)
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Walter Kranl on Mon, 16 Nov 2020 17:14
Hmm, Lauda Air never had a 747.

Walter

Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: cavaricooper on Wed, 18 Nov 2020 02:21
(https://i.imgur.com/jUEXRmh.jpg)

(https://i.imgur.com/EcbPjQu.jpg)

This may well be the self actualization I've been searching for... thanks Hardy, JP, Bernd & now Chris, without whom this would not be possible.  It is possible to complain, but in my book, not about ANY of this!

Bravo Zulu!

C

PS- Hoppie, if you can make the pics smaller, BUT full resolution when clicked- I'd be obliged mate!  Ta.

Did. Just click on the pictures for the original resolution.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: cavaricooper on Wed, 18 Nov 2020 11:28
Thanks Hoppie!

Chris- about the only thing I'd change at the moment is the HEIGHT of the cockpit above ground... I'll ping you with the details if you think that's workable? See email.

Thanks again for this fantastic work!

C
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: cavaricooper on Wed, 18 Nov 2020 23:56
Ok- a little more faffing around and the viewpoint is looking better... we will get there...

(https://i.imgur.com/T3iXQBn.jpg)

If you notice, there's just enough of the center post and the top of the glareshield to provide reference without distractions of the inoperative VC... If I squint hard enough, it's "almost" a VC for PSX... still tuning, but I am loving the potential of this combination.

Hoppie- would you please wave your magic wand once more? Ta!

C
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: cavaricooper on Fri, 20 Nov 2020 17:45
Some more tweaking and I think this is where I'm going to end up... for now

(https://i.imgur.com/E1tjzJ6.jpg)

and

(https://i.imgur.com/OLvdwM2.jpg)

and

(https://i.imgur.com/D4QAnfo.jpg)

Chris already has these settings if they are needed by the WidePSX team, but I am happy (for the moment).

Best- C

Hoppie- one more time mate... ta!
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Fri, 20 Nov 2020 20:09
If you zoom the external and drone view in MSFS to about 80% it will reduce the fisheye effect.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: dvflight1974 on Fri, 20 Nov 2020 21:36
Hello Guys! So I'm reaching out to the community in hopes I can find someone clever enough to figure this out. I'm really loving PSX connected into MSFS - that said with the Cargolux model shared by you guys it's nice but the lack of shiny textures doesn't do things justice. It doesn't feel metallic. Good news though! I have a version here with shiny textures and a whole bunch of different liveries and love it BUT the lights on it are off-kilter - On the ground, everything lines up nicely but when the wings flex the nav lights don't flex with the wings which is again an immersion "killer" Is there someone clever enough here that can resolve that by editing the model?
I wish I could share an image here but seems the forum doesnt have an upload image function I'm click the insert image function but all it does is this (//)
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: dvflight1974 on Fri, 20 Nov 2020 22:16
This is how it look right now - It's awesome - I have aligned the lights and just left with a pain where the nav lights just dont flex with the wings(https://i.imgur.com/QzPNbJ4.jpg?2)
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: dvflight1974 on Fri, 20 Nov 2020 22:24
Here's another beauty :-) So if there's someone who can figure out the lights it will be like Xmas for me
(https://i.imgur.com/ZUbu0cb.jpg?1)
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Sat, 21 Nov 2020 00:32
Greetings:

For the views in @cavaricooper's wonderful photographs, please checkout the instructions here: https://discord.com/channels/778190120888041513/778913579587207230

Many Thanks.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Hardy Heinlin on Sat, 21 Nov 2020 01:13
Hi 18hazelwood,

I just watched some parts of your Testing Stream on youTube. Thank you!

A technical question regarding the audio in the test video:

Just to understand what I hear in the video: Did you intentionally mute all aircraft sounds except for the engine sounds? I think the engine "whine" is too loud relative to the rest; normally, inside a real 747 flight deck, it can't be that loud. Is this "whine" generated by the MSFS outside view simulation?

I'm referring to this section in your video: https://youtu.be/6A0Px8O1mmA?t=2234

Also: The original PSX air conditioning noise, equipment cooling noise, packs, recirculation fans and ram air noise seem to be muted. They are in the 2nd and 3rd sound group on the PSX Audio page. Did you deselect these two sound groups intentionally?

Or vice versa: Did you increase the volume in the WAV files that contain the engine "whine"?


Regards,

|-|ardy
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Sat, 21 Nov 2020 08:38
@dvflight1974
Hi,
I think you are using the Canadian mod aircraft with addon liveries? If so, a couple of things:

1) If you are using WidePSX to connect this to PSX, if you go to the TrafficRadioXpndr tab you'll see a box "Send True TAS to VATSIM". If this box is ticked it will disable wing flex in the Posky conversions available here. That way the lights stay in place. Not sure if this is the case with the Canadian mod but you can try.

2) I agree the textures look great. For me personally it's not so important but I understand why for some it is. To that end I'll contact the folks over at Canadian and ask them if I can use their textures in our aircraft or what tool they are using to convert them. It's not however a high priority at this time. It's also something you might consider doing yourself?

Hope that helps.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: dvflight1974 on Sat, 21 Nov 2020 09:02
Hardy Heinlin

18hazelwood have a similar setup and it's likely the whine from MSFS - I've since turn down some of the sounds in MSFS. That said the audio of PSX is fairly low generally and I have to crank up the sound system a lot to hear much but then any other sounds on my system are so loud it's crazy lol - Maybe we need to amplify the audio a few DB more so with the co-pilots audio. Those seem to be the lowest in audio at the moment. Perhaps an update to those would be great with perhaps additional recordings
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: 18hazelwood on Sat, 21 Nov 2020 09:04
Morning Hardy,

Thankyou for taking the time to view one of my videos,

The answer to your technical question is; the truth is I didn't pay enough attention to the sounds!  ...
I should have muted MSFS and I did have the air-conditioning sound check box unchecked in PSX, as I did the weather, wipers and ram air. All other sound boxes were checked in PSX.

On the wave question, the "whine" I have not changed any sounds to my knowledge, or intentionally.

I am new to this streaming and really appreciate any feedback (good or bad) to get things right. I will carry out more testing as I want people to enjoy what they are watching, as well as expanding my own knowledge on the technical side of things for my own pleasure.

Again, thanks Hardy for your input it is appreciated.

Kind regards,
18hazelwood


Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: cavaricooper on Sat, 21 Nov 2020 10:21
Quote from: funkyhut on Sat, 21 Nov 2020 00:32
Greetings:

For the views in @cavaricooper's wonderful photographs, please checkout the instructions here: https://discord.com/channels/778190120888041513/778913579587207230

Many Thanks.

PLEASE NOTE- all credit for the COCKPIT VIEW must go to Steve Bell/ @G-CIVA (creator of the incredible PFPX aircraft templates) NOT TO ME.  He is one of my ultimate authorities on the 744 and worked long and hard to achieve the viewpoint in P3D.

C
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Hardy Heinlin on Sat, 21 Nov 2020 12:05
Hi dvflight1974,

the master volume in PSX is intentionally lower for very important reasons:

1. PSX can simulate an engine compressor surge. This is a very loud BANG (in the real 747 and in the sim). "Loud" is always relative; here it means louder than the average flight deck noise. So the BANG needs some headroom up to 0 dB in order to avoid distortion. This headroom can only be achieved by reducing the other sounds way below 0 dB.

2. PSX simulates very low rumble frequencies when rolling on the ground. In this case the same principle is applied as for the surge BANG.

(This kind of relative volume settings can only be heard in the real 747 and in the big sims. You won't hear such settings in Hollywood films and certain games where drama is more important than realism.)

So when you want to find the best master volume for your amplifier and speakers, keep the aircraft rolling on the ground at 100 knots and on the Malfunctions > "Eng" page activate some engine surges ("Engine stall/surge" in "severe" mode). Start the test with a lower master volume. Be sure that the tire rumble and the bangs don't distort the master sum.



Hi 18hazelwood,

fine, so it's not an error ... :-)



Regards,

|-|ardy
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: cavaricooper on Wed, 25 Nov 2020 12:01
Chris-

As I become more comfortable with our new MSFS ecosystem, I have started using an add-on organizer.  This does a brilliant job of adding and removing items from the Community Folder via Symbolic Links.  I notice, in the case of your models, the CVT folder does not get removed once installed via the Symbolic Link, and the json file cannot be read correctly by the Add-On Manager program.

Without sounding needy, is there any capacity to examine this?  Thanks for what you have done for us all mate!

C
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Fri, 27 Nov 2020 14:58
Hi C
Let me look.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Steve Hose on Sat, 12 Dec 2020 01:38
Hi all,

With an ultra-wide monitor running 3440 x 1440, you can get a reasonable 'in situ' feel with an appropriate choice of PSX layout and MSFS instrument camera position and zoom.

Unfortunately there is always going to be some distortion using the MSFS cameras system so it's never going to be perfect. But here's some examples that in flight feel reasonable.

*You may need to use the horizontal scroll bar at the bottom of the post to see the full image width

Near Everest:

(http://www.hoppie.nl/forum/var/2020-12-12_01.26.15_MSFS_Cockpit_1.JPG)

On approach to Amsterdam EHAM:

(http://www.hoppie.nl/forum/var/2020-12-12_01.26.45_MSFS_Cockpit_3.JPG)

On approach to Toronto CYYZ:

(http://www.hoppie.nl/forum/var/2020-12-12_01.26.55_MSFS_Cockpit_4.JPG)

Takeoff Sydney YSSY:

(http://www.hoppie.nl/forum/var/2020-12-12_01.27.08_MSFS_Cockpit_5.JPG)

Tour around Manhatten:

(http://www.hoppie.nl/forum/var/2020-12-12_01.27.17_MSFS_Cockpit_6.JPG)

Regards, Steve.

Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Adrian FW on Sat, 12 Dec 2020 08:45
Hi Steve,

Great looking layout.  Very close to the view I'd like to achieve.

Please can I ask what 3440 x 1440 monitor are you using?

Screen size?
Refresh rate?
Response time?

This is a model I am thinking of purchasing.

https://www.currys.co.uk/gbuk/computing/pc-monitors/pc-monitors/iiyama-prolite-xub3493wqsu-b1-wide-quad-hd-34-ips-lcd-monitor-black-10211682-pdt.html

Many thanks,
Adrian

Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Steve Hose on Sat, 12 Dec 2020 09:02
Hi Adrian,

I have an Acer Predator X34P, specs are: GSYNC 34" 21:9, IPS(1900R), 3440x1440, 4ms, 100Hz/OC 120Hz

I've had it for over a year now and it works well as part of a simple desktop sim setup. Panel technology is constantly improving so there are probably even better ones on the market by now.

Cheers, Steve.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Adrian FW on Sat, 12 Dec 2020 09:21
Steve,

Many thanks.  Yes technology moves so fast it can be hard to pick the moment to jump in and make a purchase.  I'll continue to research but I'll make a decision soon.

I fly more in our northern winter with my 747 on its never ending world tour.  Currently resting at NCRG.  I'll make YPAD my next stop and give you a wing wave.

Cheers,
Adrian
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Sat, 12 Dec 2020 12:40
Hi Steve,
Thanks for sharing your pictures. I think you may have found the Holy Grail.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Will on Sat, 12 Dec 2020 17:00
I hate to ask, but how is performance of MSFS? Smooth and buttery?
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Petri on Sat, 12 Dec 2020 20:32
Hello,

Inspired by Steve's screen shots I did a hasty test using a 27 inch 16:9 (1920x1080) monitor. Yes, clock and RMI to the left of PFD are hidden here, I just tried to get the view to my liking. And I do like this view combo a lot!

(http://www.hoppie.nl/forum/var/2020-12-12_20.25.27_combo_2_b.png)

(http://www.hoppie.nl/forum/var/2020-12-12_20.26.09_combo_4_b.png)

Performance wise I am very happy with PSX/WidePSX (trial version)/MSFS combo, no complaints at all.

So, thanks Steve for inspiration!

br Petri
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Steve Hose on Sat, 12 Dec 2020 21:27
Quote from: Will on Sat, 12 Dec 2020 17:00
I hate to ask, but how is performance of MSFS? Smooth and buttery?

Hi Will,

You'll need a decent system to run MSFS at that resolution behind PSX. My desktop setup has an i9 9900K CPU and RTX2080 GPU. I get anywhere from 25 FPS in very dense areas to 60+ FPS in unpopulated areas, while PSX is steady at 73 FPS.

Having PSX running so smoothly at 73 FPS means your instruments are also running smoothly. In heavy jets this is where your focus is so it's not necessary for the visuals to be running at super-high frame rates. Yet another testament to the amazing piece of software that is PSX.

Overall, I've found performance to be very acceptable given both PSX & MSFS are running on the same machine.

In MSFS I've turned off a lot of the unnecessary eye-candy (like bloom, lens-flare, motion blur, lens correction effects etc.). Essentially, I have texture-related settings at high while object-related settings are set to medium.

I run PSX on 2 physical/4 logical CPU cores to allow MSFS plenty of breathing room on the remaining 6 cores.

In general, frame-rates in MSFS are highly dependent on how well the scenery has been optimized, particularly third-party scenery. Also, many users report poor frame-rates with MSFS even with high-end systems, however this is often due to them running it at 'High' or 'Ultra' settings expecting 100+FPS. This isn't Counter-Strike!

My experience thus far with MSFS is an improvement over P3D. Yes, there are issues with MSFS and it doesn't yet have all the third-party scenery available but this is to be expected and will improve over time.

Regards, Steve.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Sat, 12 Dec 2020 23:05
Greetings Will,
I can give you a comparison with the PSX, WidePSX, MSFS combination.
3440x1440 and 32gb ram.
I was running an i7 4790 with a gtx 1080ti but had to keep MSFS on a medium or high setting but it still sometimes stuttered and often the view was far from crisp and often lagged appreciably.
Now I have an i9 10850 with an rtx 3070 and on ultra settings I'm getting much as Steve has reported. In high demand areas I'm getting 30 - 40 fps.
Throughout, PSX is running at 72.
And somehow, with the higher performance and faster rendering, visual reaction and hence performance makes it a little easier to fly.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Will on Sun, 13 Dec 2020 02:43
The idea sounds nice, and of course the pics are fantastic... But my monitor is 3840 x 2160, and I fear that almost twice the pixel count would bash the performance.

I could scale back the resolution, but where's the fun in that?

Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: cagarini on Sun, 13 Dec 2020 11:01
I might try these combination - PSX + MFS 2020 - but I do not have a rig ready for such a load.

One possibility might be building a new rig just for the sims ( Condorsoaring and MFS ) and let PSX run on my present i5 2500.

Standalone my biggest gripe with PSX has been the landing. I never get satisfactory touchdown performance, mostly ( I believe ) because I miss some visual references  ( proper PAPI simulation and other runway lighting systems used IRL ) / perspective... I performed a lot better when using XP11, FSX or P3D for the visuals, less the fact that those visual generators appears do iron out the intricacies of landing under challenging weather conditions, like turbulence and wind variability / shear.

I wonder how the landing smoothness and sync between MFS-based visual generator and PSX go using WidePSX for the bridge. The videos I've been watching suggest a very good combination, but so did the ones I watched before trying myself with X-plane and P3D... and always reverting back to PSX standalone :-/

Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Hardy Heinlin on Sun, 13 Dec 2020 12:38
Off-topic

Quote from: jcomm on Sun, 13 Dec 2020 11:01
I never get satisfactory touchdown performance, mostly ( I believe ) because I miss some visual references  ( proper PAPI simulation ...

All I need for a good flare are the EGPWS height call-out time intervals (50..40..30....20........10) and a look at the PFD pitch. In that phase the PAPI is useless. I don't even need to see the runway. I think some users just don't scan the PFD correctly, and ignore the height call-out timing. You cannot always expect to see the other end of the runway. I think you need to learn to land in low visibility; when you get that, all other cues in sunny weather are just optional luxury :-)


|-|
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: cagarini on Sun, 13 Dec 2020 14:31
I agree, the PAPI is useless during the flare, and you're probably right regarding having to get accustomed to use the PFD - this is probably because IRL I only use external visual references, actually only looking inside for the last time when I lower the gear in my glider at the beginning of the downwind leg.

In a simulator session some years ago - CAE A320 sim - I also asked for 3 landing situations, including one with limit winds for LPMA 05, and used only external visual references. The captain noticed it and commented that it was very evident that 1)I am not a desktop simmer 2) IRL I flew GA in VFR only ...  BTW: all of my landings were good :-)

Will review Peter's tutorials and try to get more skilful with my landings in PSX.

Truth is, while I will probably try to experiment with the external visuals provided by MFS 2020, it's very probable that I'll revert back to PSX standalone, as usual, specially when flying tricky weather approaches.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Britjet on Mon, 14 Dec 2020 17:57
Below 100ft - you should be looking outside - all the time..
I still do exactly what it says in my videos...
Peter
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Hardy Heinlin on Mon, 14 Dec 2020 18:27
Yes, but do you look at the PAPI during the flare? A second before touchdown the PAPI lights may be abeam the cockpit or even behind it.


|-|ardy
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Toga on Mon, 14 Dec 2020 22:50
The set ups look great so I thought i'd share mine too! I use this for circuit practise:

(http://www.hoppie.nl/forum/var/2020-12-14_22.49.12_Screenshot_(1).png)

(http://www.hoppie.nl/forum/var/2020-12-15_01.05.55_Screenshot_(4).png)

The 3D clock actually works too so its perfect for timing from the abeam point.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: cagarini on Tue, 15 Dec 2020 08:42
Wow TOGA, you're moving my lever to the TOGA position with these pics :-)

I must try that one day... Actually, I know of someone who might show it to me :-)

Hey Tércio ! Are you there man ? Well, and Alexis, but he lives a bit far from LPMT ...
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Tue, 15 Dec 2020 12:34
Thank you Steve Hose for the images of your setup.
Here is a short test video of that setup.  A not so well flown circuit round Hong Kong.
https://youtu.be/t-6r4jFlSBw
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Ivo de Colfmaker on Tue, 15 Dec 2020 17:41
Well,
I don't have MFS2020 (yet) but did a test with Xplane, the layout is not as pretty as some of the pics shown here, but it is just to illustrate that there  is also a possibility  to run 2 instances of PSX , and thereby having access to the overhead panel
Ivo
https://youtu.be/7E5RpEbQClQ

https://youtu.be/ttOGu8goD-k
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Steve Hose on Wed, 16 Dec 2020 12:15
Hi all,

Thanks to funkyhut & Ivo for posting videos - some great inspiration there!

Here's one from me of a final approach into Dubai:

https://youtu.be/VsQGIAyzF4U

Enjoy!

Steve.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Ivo de Colfmaker on Thu, 17 Dec 2020 09:39
Hi Steve,
Very nice layout you have there!
Like it a lot.
One question, if you turn, or there is a bit of turbulence, does the PSX layout shift place  as  opposed  to the 3D cockpit ?
Ivo
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Steve Hose on Thu, 17 Dec 2020 11:40
Hi Ivo,

I've fixed the camera so it doesn't move around behind the PSX panel. I found the movement distracting so I found a way to define an instrument camera view as opposed to a pilot camera view.

To do this, you'll need to edit the cameras.cfg file found in the Posky folder. Here's my example below for the Atlas Air Posky model (gti1):

posky744_gti1\SimObjects\AIRPLANES\posky744_GTI1\

Open cameras.cfg with a text editor and find the values for the 'Instrument01' camera:

[CAMERADEFINITION.12]
Title ="Instruments01"

Change only these values (my camera view values are below but are designed for a 3440x1440 screen):

InitialZoom =0.222762

InitialXyz = 0.07, 0.869988, 5.157959

InitialPbh = -14.802624, 0, 0

Now, when you enter the aircraft in MSFS, use your hotkeys to go to your 'Instruments 01' view. It should now be fixed in place and won't move about relative to the PSX window.

Regards, Steve.

Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Ivo de Colfmaker on Thu, 17 Dec 2020 12:06
Hi Steve,
Thank you very much for this  info,
i noticed  it in the video from Chris , it is indeed distracting.
Ivo
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Sat, 2 Jan 2021 04:30
Thanks to Brian747 and Steve Hose for the layout and combination ideas.....
https://youtu.be/XuDdOCKIcN0
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Steve Hose on Sat, 2 Jan 2021 10:57
Hi Chris, great to see it's all working well for you.

Best regards, Steve.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: brian747 on Sat, 2 Jan 2021 11:41
Huge congratulations, Chris! A masterly combination of the best aircraft simulator with the best scenery generator — surely this is simming heaven.    (https://s20.postimg.cc/60a4hgl65/2thumbs.gif)

Many thanks for your efforts, and for sharing your intrepid researches with the community.    (https://s20.postimg.cc/s6ab1vukd/drinks(anim).gif)   With thanks also to the two Steves for their contributions.

I also have to say that Kai Tak has never looked better!    (https://s20.postimg.cc/cbm80oytp/grin.jpg)

(Well, not in-sim, anyway).

Cheers,

Brian
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Will on Sun, 3 Jan 2021 02:59
Chris,

Great video! But why are you spending so much time left of the runway centerline?
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Sun, 3 Jan 2021 07:09
Hi Will,
I askthe same question! In real life I always had a left of center line problem.
Hopefully soon........
Take care and be safe.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Jeroen Hoppenbrouwers on Sun, 3 Jan 2021 12:45
Quote from: funkyhut on Sun,  3 Jan 2021 07:09
I ask the same question! In real life I always had a left of center line problem.

You must have been captain. First officers tend to have a right of center line problem.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Sun, 3 Jan 2021 19:36
Hi Hoppie,
Always looking for the happy ending.....
https://youtu.be/Xl6EmOre8Pk
Take Care and Be Safe.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Ivo de Colfmaker on Mon, 4 Jan 2021 21:57
Hi,
I tried a layout based on the one from Steve Hose .
Thanks Steve for it!
I use a 55 " curved tv as main monitor,in 4K, and it sits 2 feet  from my face.
To be honest, a little bit to close when running in windowed mode but using the full screen, so reduced the screen size to  about 48"
The reason I say this is that the gain in FPS is huge, never thought of that.
You can see it in the clip, so might be useful for you.

i wanted to be able to use PSX and MFS on the same screen, without to loose the focus on the PSX window, and without the need for an xbox controller for views, and with the same yoke or joystick.
For me personally , I preferred to run 2 copies of PSX, to be able to   Position the MCP better, with 1 copy it is possible to use the screen dividers to do that, but it is my preference.
Made a little video, never mind the flying, it is horrible, but the concentration was on the views, ( poor excuse)
Because I use a Brunner CLS -E yoke there are only 10 buttons , and 2 of them needed for trimming., so could only use 8 of them, and there are 9 layouts, one short then.
Also, since the yoke uses his own software for elevator and aileron axis it is not recognised in MFS, there is however a virtual joystick driver to assign the buttons to.
i say this because if you want to try this, all the axis of your yoke or stick need to be disabled in MFS    Only the buttons can be used.
If there are any questions on how to set this up, let me know and I will write a little explanation
Ivo
https://youtu.be/fNRuLwciTOk



Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Tue, 5 Jan 2021 00:36
Hi Ivo,
Looks great. Thanks for sharing.
Steve H has a post further up this page which will fix the relative shift between PSX and MSFS. I've implemented it and it makes a big difference to the immersion.
To avoid any conflicts between my controllers and MSFS, I use a dedicated Xbox controller only for MSFS and keep PSX in focus all the time. In MSFS I have "PSX" profiles for all my other peripherals so as to avoid conflicts. Worth noting that with PSX in focus, the keyboard strokes have no effect on MSFS.
How about a shared cockpit sometime?
Be safe.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Hardy Heinlin on Tue, 5 Jan 2021 05:22
Quote from: Ivo de Colfmaker on Mon,  4 Jan 2021 21:57
... I use a Brunner CLS -E yoke there are only 10 buttons , and 2 of them needed for trimming., so could only use 8 of them, and there are 9 layouts, one short then.

Hi Ivo,

in PSX, for layout switching, you can also assign just two USB buttons.
They cycle forward and backward through the 9 layouts.


|-|ardy
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Ivo de Colfmaker on Tue, 5 Jan 2021 16:01
Hi Hardy, I know about the next and previous cycle, but the problem is in this case, the buttons work simultaneous in PSX and MFS, each push changes the view in MFS and the layout in PSX, however in MFS some views are a toggle, so the synchronisation between them changes, leaving me with PSX layouts in the wrong place.

On page 99 of the manual it says, "  When running multiple Precision Simulators on one computer, the USB on checkbox should be deselected on all Precision Simulators but one. Otherwise, every USB input will be multiplied through the network inside this computer and cause input errors."

Now I have for instance the MIP view on the main server layout, and the MCP on the client layout , because as stated  earlier this way I can  position it more to my liking.hence the 2 instances
If I disable the USB checkbox on the client, I loose the MCP.
Or is there an other way to do this ? With the client USB box off?
Ivo
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Ivo de Colfmaker on Tue, 5 Jan 2021 16:05
Hi Chris,
Do you mean this?
Quote. CAMERADEFINITION.12]
Title ="Instruments01"

Change only these values (my camera view values are below but are designed for a 3440x1440 screen):

InitialZoom =0.222762

InitialXyz = 0.07, 0.869988, 5.157959

InitialPbh = -14.802624, 0, 0   


I used it , but see no difference, the PSX layout still remains level in a bank as opposed to the Posky model
Ivo
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Hardy Heinlin on Tue, 5 Jan 2021 16:13
Quote from: Ivo de Colfmaker on Tue,  5 Jan 2021 16:01
Or is there an other way to do this ? With the client USB box off?

Yes.

On the client PSX, go to Preferences > Basics
and select the checkbox "This client gets layout selection commands".
(The checkbox is in the lower left corner.)

When selected, this client gets layout selection commands through the main network from the PSX server, and doesn't need its own USB commands anymore.

E.g. when the server selects layout #5 in the server's 9-pack, the client will autoselect #5 in the client's 9-pack.


|-|ardy
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Ivo de Colfmaker on Tue, 5 Jan 2021 17:37
Thank you very much, I missed that one
It works great
Ivo
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Ivo de Colfmaker on Sat, 16 Jan 2021 18:59
hi,
I found the settings from Steve Hose to fix the PSX view great, but for me the view was a bit high.
so took the values from [CAMERADEFINITION.1] Title= ClosePilot from the Posky744_BAW1 Camera.cfg and copied and changed the values to
[ CAMERADEFINITION.12]Title= Instruments01

InitialZoom =0.35
InitialXyz = 0.13, 0.93, 4.85
InitialPbh = -8, 0, 0

the MIP view is lower and the overhead more visible
it is all to your  personal liking ofcourse .
ivo
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Ivo de Colfmaker on Sun, 17 Jan 2021 21:20
Hi
made a little PDF how I made my custom view to link PSX and MFS2020
It shows the difference between custom and fixed views, and how to create them.
https://www.dropbox.com/s/chspnvzejmi590g/view%20link.pdf?dl=0

there is also a link to a you tube clip to see it action
ivo

Ps' there is a typo in the pdf, will fix it tommorow
It should be

the InitialXyz is e.g. -15 ,1.0 ,3.0 meaning that the position of X is 15 meters to the left of center
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Steve Hose on Mon, 18 Jan 2021 07:49
Hey Ivo,

Great tutorial and I like the view you have set up too!

Thanks for taking the time to share with the community.

Cheers, Steve.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: beat578 on Tue, 19 Jan 2021 06:19
Ivo Thanks a lot. I am not that used in MSFS yet, so you tutorial was very very helpful!
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Ivo de Colfmaker on Tue, 19 Jan 2021 12:50
Thanks for your kind words,
Although the PSX layout with 3 copies running is my favourite, I want to do some more  testing to see what impact it has on cpu and memory use.
It runs on 1 pc,
Specs are .
I7 8700K, at 4.8 Ghz ,32 gig ram 3200, and GTX1080 TI.
Maybe I have to make a trade off with 2 copies and a little less precise positioning .
As a side note, it is wonderful how many people here put so many time and effort in to making this perfect simulator even more perfect.
Ivo
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Tue, 19 Jan 2021 13:53
Hi Ivo,
I've been at this now since before posting the Posky models here and I must say I'm still very much undecided. It always seems to be a toss up between a realistic view out of the window looking forward having it as real as possible or having it along the bottom and having a half MSFS above so that you can see the exterior shots.
https://www.youtube.com/channel/UCGU_0LT7TNDh6juxF_SI9FQ
In my Possibilities are endless video I've tried experimenting with a double click technique. Having the MSFS control on an Xbox controller and then changing the MSFS and PSX views simultaneously to go inside and outside but it takes a lot of coordination to get it right and detracts somewhat from flying the airplane.
I've also been trying raw PSX as in Out-of-the-Box and cutting to the MSFS view at 500ft. That provides in a way, outside when it's interesting and inside when it's flying.
https://www.youtube.com/channel/UCDvEBZtdkyzyUSYsQFy3Dvw
But now that I've seen HowitWorks, I think that is a great use of both PSX and MSFS.
But as you say, it's an individual choice and for now I'm still experimenting.
It's been 31 years since I sat in the Cathay Pacific 400 simulator at Kai Tak so have zero recollection what the real world view is but one guide I find helpful is to pan right to the second seat and see where my head position is in relation to that.
Many thanks for sharing your process in so much detail. The eyepoint graphic is especially useful.
Take care and Be Safe.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Ivo de Colfmaker on Tue, 19 Jan 2021 20:25
Hi,
I added some more content on how I have setup my views, hope it is of some use
https://www.dropbox.com/s/chspnvzejmi590g/view%20link.pdf?dl=0
ivo
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Ivo de Colfmaker on Tue, 19 Jan 2021 20:42
Hi Chris.
i know what you mean, therefor I have only 2 views setup in combination with FS, the main one and the outside view with just PFD and MAP.
No need to grab the controller and all the important things are done in PSX layout alone, the FS windows is background then.

i am using PS1 since version 1.0:🤓
On a IBM DX2  66 , in DOS with at that time the one and only real soundblaster 16,
How far have we come!
Ivo
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: andrej on Wed, 27 Jan 2021 16:30
Hello Chris,

would it be possible to have one request? Would it be possible to convert Singapore Airlines Cargo? It is the last engine option missing for the -400F family. :)

Thank you for consideration.

Best!
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: GodAtum on Wed, 3 Feb 2021 14:56
Some images of MSFS in triple 4K. lightly streched to the sides but not too noticable. Running at 20fps in dense airports, up to 35fps in cruise.

(https://i.imgur.com/Vq2nEAA.jpg)

(https://i.imgur.com/OSSTiy2.jpg)

(https://i.imgur.com/6yLmE8z.jpg)
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: beat578 on Fri, 5 Feb 2021 07:32
The Models and the possibilities are amazing. I am still undecided what view to use, becaus I love inside and outisde views and i can not decide with inside view I like most... Looks like i need an Xbox Controller to change the views in MSFS so i can program at least 2 different inside and one outside view.

Something completely different: How do I connect the jetways? Do I have to use the MSFS ATC to call catering and boarding as I would if I would only use MSFS? Or does Pushback Express from FS2CREW also work so I could call Jetway and stuff from there? (But i guess it does not recognise the POSKY Model as Airplane, so the options are not available, I think i tried that once).

Still hours and hours ahead of fiddling and testing. But almost as fun as flying itself...

Regards
Beat LSZH
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: metalmike on Sat, 6 Feb 2021 18:55
Not sure if anyone else has had performance issues using WidePSX + MSFS? I run everything on one PC, though it is a pretty decent PC (9900k, RTX 2070, 16gb ram). FPS within PSX will sometimes dip down to the 20s. When I use it with XP it always stays at 72+. Maybe my MFS settings are the bottleneck, not sure.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: JohnH on Sat, 6 Feb 2021 19:27
Quote from: beat578 on Fri,  5 Feb 2021 07:32
The Models and the possibilities are amazing. I am still undecided what view to use, becaus I love inside and outisde views and i can not decide with inside view I like most... Looks like i need an Xbox Controller to change the views in MSFS so i can program at least 2 different inside and one outside view.

Something completely different: How do I connect the jetways? Do I have to use the MSFS ATC to call catering and boarding as I would if I would only use MSFS? Or does Pushback Express from FS2CREW also work so I could call Jetway and stuff from there? (But i guess it does not recognise the POSKY Model as Airplane, so the options are not available, I think i tried that once).

Still hours and hours ahead of fiddling and testing. But almost as fun as flying itself...

Regards
Beat LSZH

With FS2020 I use program called Push Back Helper, it doesn't require the FS2020 ATC and will connect the jetways!

https://flightsim.to/file/853/pushback-helper-v2-0

John
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: beat578 on Mon, 8 Feb 2021 06:07
Thanks John
I have the pay Version from FS2CREW, its great but it does not recognize the Posky. But Pushback helper helped me out. Thanks for pointing me to that one. Now I only have to find out, why the Jetway does go 10 Meters in front of my plane instead heading to the door... :)
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Mon, 22 Feb 2021 04:34
Greetings All,
Since the recent MSFS update (UK version) it would appear that the Posky 747-400 models no longer work properly. It seems that they cause a totally unacceptable stutter and I have no idea where to start to try to resolve the issue. The stock standard 747-8i seems to work fine.
Sorry folks but as we have all learned to accept, nothing is predictable or stable with MSFS 2020. I read on the MSFS forum that there is some kind of flap issue with the latest update which MS are planning to fix "asap". Maybe that's the cause of the stutter?
Thank You.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Petri on Mon, 22 Feb 2021 08:38
Hello Chris,

I confirm your post-update experience, I see it too. MSFS is now very stuttery if Posky 744 model is used. 

Regards,

Petri
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: GodAtum on Mon, 22 Feb 2021 10:06
Oh I thought it was just me ... my FPS bombed by 15fps with loads of stutters. Just thought it was the UK update.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: chanc on Mon, 22 Feb 2021 19:11
Same here. 
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: GodAtum on Thu, 25 Feb 2021 19:27
So are people going back to the default 747?
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Fri, 26 Feb 2021 06:13
It's my understanding that there is an issue with flaps with the "UK" update, for which there will be a patch "soon". Maybe that is part of the Posky problem? Let's keep fingers crossed.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: cavaricooper on Fri, 26 Feb 2021 12:47
Chris-

Indeed, there is a patch being released in the next few days... time to sit on your hands mate.

C
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: GodAtum on Fri, 26 Feb 2021 15:35
Quote from: cavaricooper on Fri, 26 Feb 2021 12:47
Chris-

Indeed, there is a patch being released in the next few days... time to sit on your hands mate.

C

Interesting, I wonder how the flaps bug causes FPS drop? Is there official confirmation somewhere on their forums or social media?
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: cavaricooper on Fri, 26 Feb 2021 16:58
Quote from: GodAtum on Fri, 26 Feb 2021 15:35
Quote from: cavaricooper on Fri, 26 Feb 2021 12:47
Chris-

Indeed, there is a patch being released in the next few days... time to sit on your hands mate.

C

Interesting, I wonder how the flaps bug causes FPS drop? Is there official confirmation somewhere on their forums or social media?

Historically, there's opportunity in MSFS for more than one bug
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: GodAtum on Fri, 26 Feb 2021 18:00
Strangely I did a test circuit at YSSY. No stutters whatsoever with 40fps  :o
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: JohnH on Fri, 26 Feb 2021 19:30
Quote from: GodAtum on Fri, 26 Feb 2021 18:00
Strangely I did a test circuit at YSSY. No stutters whatsoever with 40fps  :o

I also just did a flight using Posky model with no stutters. Perhaps the Gaming Services App update (2.50.5005.0) on 22 Feb 2021 fixed something?

John
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Sat, 27 Feb 2021 03:16
Gaming Services is up-to-date but still getting stutters making it unflyable. Stock 747-8i smooth as butter. Very strange. Same with MSFS in windows or full screen mode. Makes no difference.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: GodAtum on Sat, 27 Feb 2021 06:56
It actually started to stutter after about 30 mins. Default 474 didn't.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Petri on Tue, 2 Mar 2021 17:58
Hello,

MSFS flaps hotfix is available now. Let's see if that has any effect on the Posky model stuttering issue.

Regards,

Petri
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: chanc on Tue, 2 Mar 2021 22:20
Seems like it's still there. Interesting, if you hit escape and go the menu while the plane is moving, it seems like that there are less stutters.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Wed, 3 Mar 2021 01:22
For me, no change since the update.
Sad, but that's MSFS.
There was a 747-400 available from Canadian Mods which worked but that's no longer available anywhere to download.
Thanks.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: beat578 on Wed, 3 Mar 2021 06:08
The 747-400 from canadian mods will return, but i dont know when. They merged with project Mega in december and wrote they will first bring out the A330 mod and the B737 mod, before returning the other planes. on the Download page it is written: will return soon, whenever that will be.
https://discord.com/channels/746450820077453393/791794996730134538

Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: glubbfreund on Wed, 3 Mar 2021 10:27
sad news :(
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: GodAtum on Wed, 3 Mar 2021 11:04
 :-[

is the default 747-8 a valid workaround for now? How do get my view outside the cockpit?
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: brian747 on Wed, 3 Mar 2021 11:33
If you're looking for alternative MSFS liveries that don't suffer from the Asobo mirroring problems seen on most liveries for the default 747-8, may I recommend the work of "Fritz", as available on https://flightsim.to/ (https://flightsim.to/)

I am currently vlying his Silkway model (via WidePSX, naturally):

[pic lost]

Everything seems to work in terms of control surfaces and lights, and there are additional goodies available that our beloved POSKY models lack, notably 4K textures and wing-flex  (https://s20.postimg.cc/z0bf0ab2l/teeth.jpg). Admittedly, the cockpit on the Silkway model, although well appointed, is unmistakeably -8i, but hey - if you're reading this you'll presumably be using the PSX cockpit anyway, so you won't mind that too much, and if you don't like it you can always choose an 8F model (see the list at the end of this post). For example, here I am in the Silkway -8i [with superimposed PSX] cockpit at Heathrow:

(https://i.postimg.cc/Znt5K4Ng/Silkway-cockpit-Herathrow-take-of-850px-f.jpg)

I should mention one small caveat for videographers: WidePSX with MSFS is written specifically for the POSKY variants, so when it's used with the Silkway (and presumably with any livery based on the default MSFS 747-8?) an external view shows that the nosegear doesn't quite touch the ground (and hence doesn't rotate at take-off, except perhaps slightly backwards  (https://i.postimg.cc/BbxmhKQS/Shocked-Huh-anim.gif)  ) whilst the mains sink into the concrete. But those of us who usually tend to be at the controls during take-off and landing won't worry too much about that.   (https://s20.postimg.cc/n0t0q1qgt/tongue_grin.png)

(And, who knows, in due time perhaps Philippe might be so kind as to develop a specially-tuned edition of WidePSX to work with the Asobo 747-8?).   (https://i.postimg.cc/ZqRT038T/duck_the_brick_anim.gif)       (https://s20.postimg.cc/rtiwvsk19/Praying.(anim)gif.gif)   And every credit to Philippe, since everything else on the default 747-8 seems to work absolutely fine via WidePSX!     (https://s20.postimg.cc/60a4hgl65/2thumbs.gif)

The other thing to be aware of is that, presumably in order to work around the Asobo mirroring problem, "Fritz" has creatively varied his livery versions slightly (perhaps this is what he means when he says 'Personal Edition'?  (https://i.postimg.cc/hjDtKwFV/Whistle(anim).gif)  ), as can be seen in his version of the Polar Air Cargo livery.

[pic lost]

Anyway, that has been my experience so far - YMMV (as ever) of course. But then, these models are free, so why not give them a try? (And please don't forget to go back to FSTO and give "Fritz" your star rating, if you like them).

The two liveries shown in the above pics are the only ones I have vlown (virtually flown) so far, but "Fritz" also offers several others: here's the complete list as at March 3rd 2021 so that you can search for your favourite(s) at https://flightsim.to/ (https://flightsim.to/) :

Boeing 747-8F Air China (4k) - no logo mirroring
Boeing 747-8F Cathay Pacific Cargo (4k) - no logo mirroring
Boeing 747-8F Nippon Cargo (4k) - no logo mirroring
Boeing 747-8F Polar Air Cargo PE Polar Regions (4k) - no logo mirroring

Boeing 747-8i Air China Personal Edition "China" (4k) - no logo mirroring
Boeing 747-8i Lufthansa Personal Edition Berlin (4k) - no logo mirroring
Boeing 747-8i Silkway(4k) - no logo mirroring (Version 1.1)
Boeing 747-8i United Airlines Personal Edition "Washington D. C." (4k) - no logo mirroring

Cheers,

Brian
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: glubbfreund on Wed, 3 Mar 2021 11:49
Quote from: brian747 on Wed,  3 Mar 2021 11:33
(..) Everything seems to work in terms of control surfaces and lights (..)

are you sure? I tried that and the the taxi and landing lights dont work for me.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: brian747 on Wed, 3 Mar 2021 12:05
@GodAtum

(You posted while I was writing my post above, which hopefully answers your first question).   (https://i.postimg.cc/JhTKgxQz/smley-face.gif)

> "How do get my view outside the cockpit?"

The built-in "Showcase" a.k.a. "Drone" camera works fine for me. There are plenty of articles about MSFS's cameras online, you might like to start with this one specifically about the Showcase camera, for example:-

https://forums.flightsimulator.com/t/how-to-using-the-drone-cam-tips-tricks/128165 (https://forums.flightsimulator.com/t/how-to-using-the-drone-cam-tips-tricks/128165)


@glubbfreund

> "...are you sure? I tried that and the the taxi and landing lights dont work for me."

Ah, that must be why I said "YMMV (as ever)".    (https://s20.postimg.cc/8f8w4rizx/wink.jpg)

I can't think why they didn't work for you. Perhaps you didn't have WidePSX connected, or it was connected but the light switches were off??? Sorry to state the obvious, but I really can't think why it should be different in your setup.     (https://s20.postimg.cc/muveh98il/SearchMe(anim).gif)

One other thing that just might be a possibility is that "Fritz" issued a version 1.1 for the Silkway three days after the original, and there must have been a reason for that: when you tried it, did you perhaps try v1.0?

Anyway, here's the Polar Air Cargo livery lights as I see them (and the Silkway lights are the same):

(https://i.postimg.cc/KYxwPzSF/PAC-lights.jpg)

(The strobes, navlights, and beacons don't appear in the picture, but they're there. The logo light was on, I promise you, but it's the dimmest of them all).

Which puts me in mind of one last possibility: other than the simple suggestions above, the only other reason I can think why you thought they didn't work might be that perhaps <*cough*> it just wasn't dark enough?? I say that because although these lights are present and do work (for me, at least), TBH they're very far from being the brightest I've ever seen in a simulated 747. Especially the logo and taxy lights - and I've a feeling that the turnoff lights weren't modelled by Asobo?


Cheers,

Brian
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Wed, 3 Mar 2021 12:36
Thanks Brian for your great "Fritz" post.
I owe you an email which will be coming soon.
Take Care!
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: GodAtum on Wed, 3 Mar 2021 13:37
Thanks for confirming everything works. Unfortunately I cannot adjust the cockpit camera beyond the windows of the cockpit which I seem to remember of the problem in the first place.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: funkyhut on Wed, 3 Mar 2021 14:46
I found an old copy of the Canadian Mod on a hard drive.
For me the lights and control surfaces don't work and the "turbulence" is very distracting vs. the stock 747-8i. And it has the 8i MSG's cockpit so other than the model's external views, it has little to recommend it over the stock 8i.
Thank you.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: brian747 on Thu, 4 Mar 2021 05:56
Ah - many thanks for trying, and for sharing the information, Chris!     (https://s20.postimg.cc/tlbvqkdn1/hatlift.gif)

I had been trying to find the Canadian Mod online, but all the links were 404: it's helpful to know that the search can be abandoned.

(As to the email, please relax. We're all busy, and I'm always content to be patient).    (https://s20.postimg.cc/psj6jkwal/smile.jpg)

Cheers,

Brian
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: glubbfreund on Thu, 4 Mar 2021 07:22
@brian747
If I turn on the Taxi Lights in PSX, the Asobo 747-8 turns on one of its rwy turnoff lights. I binded the MSFS Taxi lights to a button. Not a good solution but a workaround.

But on the other side: I saw that you can load simbrief flightplans in MSFS now, so I can Taxi out with ATC and Traffic if I load the plane on the Gate, press CTRL+E and then load the pln File :)

@GodAtum afaik you can edit the camera.cfg and set coordinates outside the plane, then adjust it and save it as quick view and bind it to your Joystick afterwards. But I moved the Camera inside the Cockpit to the front to get some rain effects:)
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Tércio Sampaio on Thu, 4 Mar 2021 10:43
Why we not have a simple airplane that not have any external neither internal objects to became much more easy on frames. It could only included the camera position for correct eyepoint and the lights. imho if exist such a model that could be a perfect solution for msfs.
Using the default 747 of msfs is sadly out of question because their bad optimization, they are the worst model in fps optimization in all msfs default aircraft. Also if i'm a virtual pilot and having psx, i not need cockpit from msfs neither external model because i'm not a classic msfs youtuber were they usually fly from outside view.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: metalmike on Sat, 6 Mar 2021 02:17
Quote from: glubbfreund on Thu,  4 Mar 2021 07:22
@GodAtum afaik you can edit the camera.cfg and set coordinates outside the plane, then adjust it and save it as quick view and bind it to your Joystick afterwards. But I moved the Camera inside the Cockpit to the front to get some rain effects:)

How exactly is this done? Where is the camera.cfg file?
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: glubbfreund on Sat, 6 Mar 2021 06:38
Quote from: metalmike on Sat,  6 Mar 2021 02:17
Quote from: glubbfreund on Thu,  4 Mar 2021 07:22
@GodAtum afaik you can edit the camera.cfg and set coordinates outside the plane, then adjust it and save it as quick view and bind it to your Joystick afterwards. But I moved the Camera inside the Cockpit to the front to get some rain effects:)

How exactly is this done? Where is the camera.cfg file?

I dont know if its allowed to post links, but if you type "howto Cockpit Camera Outside Cockpit msfs" you should find a topic in the MSFS forums with a good explanation. Hope it helps:)
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: cavaricooper on Sat, 6 Mar 2021 16:04
As I have mentioned to Chris in private- despite the awesome secondary visuals, the primary thing is to get the Pilot's viewpoint CORRECT- that is very difficult at the moment.... I am working on this as time allows, but progress is slow.  Everything I see at the moment has the wrong viewpoint which transfers to incorrect manual flight technique.  Hopefully we can get this sorted.

C
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Hessel Oosten on Sat, 6 Mar 2021 18:24
Guy's

I remember that in nostalgic times .. (a popular topic today on the forum... ;) ) I used WideView (to support 3 monitors). https://www.WideView.it/

On all 3 PC's a copy of MSFS, one PC hosted and 2 clients.
On the clients a "ghost aircraft" was in function (in fact nothing else than a slaved "flying" viewpoint).

The maker Luciano Napolitano was always very friendly and helpful.
I can really imagine that he will be helpful to advice or in providing such a "thing" (which is likely still a tiny but important "part" of WideView.

Hessel
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: GodAtum on Sun, 7 Mar 2021 00:05
My cameras.cfg file, located in "C:\Users\psx\AppData\Roaming\Microsoft Flight Simulator\SimObjects\Airplanes\Asobo_B747_8i" has these values:

InitialXyz= 0.130101, 1.059994, 5.924959
InitialPbh= -0.231924, 0.00345, 3.209909
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Steve Hose on Sun, 7 Mar 2021 02:23
Quote from: cavaricooper on Sat,  6 Mar 2021 16:04
As I have mentioned to Chris in private- despite the awesome secondary visuals, the primary thing is to get the Pilot's viewpoint CORRECT- that is very difficult at the moment.... I am working on this as time allows, but progress is slow.  Everything I see at the moment has the wrong viewpoint which transfers to incorrect manual flight technique.  Hopefully we can get this sorted.

C

Hi,

I agree, it is very tricky to get the view 'just right'. I've made some adjustments to mine based on one of the best 747 pilot POV videos I can find on the internet:

https://www.youtube.com/watch?v=_BG_IWNA_oY (https://www.youtube.com/watch?v=_BG_IWNA_oY)

Allowing for the obvious distortion and the GoPro camera positioned on the forehead of the pilot above his eye-line, I've done a short video below showing what I have come up with:

https://youtu.be/6_rxUtcoqEM (https://youtu.be/6_rxUtcoqEM)

For a screen size of 3440x1440, here are the view coordinates for the default Asobo 747-8i:


InitialZoom =0.35
InitialXyz = 0.13, 1.0625, 4.76965
InitialPbh = -16, 0, 0


If you do a side-by-side comparison with the appropriate allowances I think it's pretty close to where it needs to be. Unfortunately the inherent distortion of the 3d cockpit in MSFS and limitations with simulating a cockpit view on a single desktop monitor means it just can't be done perfectly, so we have to accept some compromise.

Regards, Steve.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: brian747 on Sun, 7 Mar 2021 07:59
Thank you, Steve.  (https://s20.postimg.cc/psj6jkwal/smile.jpg)

And just to add another variation to the collection, the values that I have been using are:

InitialZoom = 0.25
InitialXyz = 0.17, 1.02, 4.72
InitialPbh = -11.3, 0, -0.2

(The result can be seen in the pic of the PSX panel over MSFS in my post here: https://aerowinx.com/board/index.php?topic=6128.msg68366#msg68366 (https://aerowinx.com/board/index.php?topic=6128.msg68366#msg68366)).


Incidentally, having been vlying Cargolux since the days of PS1 I was happy to see this livery for the 747-8, released on flightsim.to yesterday:

(https://i.postimg.cc/qMfbXFrL/Boeing-747-8-Cargolux-livery-750px-wide.jpg)

The author (not "Fritz", this time) says that the mirroring issues are "mostly" solved:

QuoteKnown issues:
- artefact, texture moving when you zoom out (far views) global problem of model 747
- in  some places is not possible make non mirror textures (sign on engines, rudder flag etc...)

Sadly, I won't have an opportunity to try it in-sim for a day or two, but I am hoping that it will work well.   (https://s20.postimg.cc/rtiwvsk19/Praying.(anim)gif.gif)

Cheers,

Brian
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: glubbfreund on Sat, 13 Mar 2021 23:03
Did anybody try to comment out either the plane or cockpit model file?
Community\posky744_dlh1\SimObjects\AIRPLANES\posky744_dlh1\model.PAX_GE

[models]
normal=OSX744V4_CF6-80
;interior=747_8I_INTERIOR.xml
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: metalmike on Sat, 24 Apr 2021 22:15
Quote from: glubbfreund on Sat, 13 Mar 2021 23:03
Did anybody try to comment out either the plane or cockpit model file?
Community\posky744_dlh1\SimObjects\AIRPLANES\posky744_dlh1\model.PAX_GE

[models]
normal=OSX744V4_CF6-80
;interior=747_8I_INTERIOR.xml

I haven't tried this yet but did it get rid of the stutter problems with the Posky model for you?

I've been using the default -8 model with no issues, but would love to have a proper -400 model again
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: metalmike on Sun, 25 Apr 2021 18:18
Guys, I'm happy to report that, at least for me, applying glubbfrund's suggestion seems to have eliminated the stuttering problem with the Posky model so far. I am just sitting on the ground with WidePSX connected, so things could possibly change airborne. Plus, I also just downloaded the latest MSFS update, so that might have been the actual impacting change. Who knows?
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: metalmike on Sun, 25 Apr 2021 19:44
Airborne, so far so good. One caveat (and I think this issue still existed previously) is that the radios don't seem to carry over to the MSFS model - so Vatsim is still a no-go.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: JP59 on Mon, 26 Apr 2021 15:28
Hello,

For the COM and XPNDR code to synchronize you must check the « Send PSX COM radio frequencies and XPNDR code to the Scenery Generator » checkbox in the WidePSX « TrafficTcas » Tab. See WidePSX user manual for details.

Regards,
Jean-Philippe
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: glubbfreund on Thu, 29 Apr 2021 12:24
@metalmike: Yes, my solution seems to work.

Sorry, had no time to test my solution by myself. But it works for me. So If you just want the plane model and no cockpit, change the following config in Community\posky744_dlh1\SimObjects\AIRPLANES\posky744_dlh1\model.PAX_GE to:


[models]
normal=OSX744V4_CF6-80
;interior=747_8I_INTERIOR.xml


if you prefer to fly with cockpit (instruments not usable and rain effects enabled) change your 747_8I_INTERIOR.xml file in the posky model folder to:

<?xml version="1.0" encoding="utf-8" ?>
<ModelInfo>
<LODS>
<!-- Highest LOD -->
<!-- minimum display size in % (should be bounding sphere vertical screen size, sphere will often be slightly larger than you expect) -->
<!-- default minSize is 0 -->
<LOD minSize="150" ModelFile="747_8I_INTERIOR_LOD00.gltf"/>
</LODS>
<Behaviors>
<Include ModelBehaviorFile="Asobo\Common.xml"/> <!-- ###################################### -->
<Include ModelBehaviorFile="Asobo\Airliner\AirlinerCommon.xml"/>
<Include ModelBehaviorFile="Asobo\Airliner\Boeing.xml"/>
<Include ModelBehaviorFile="Asobo\Airliner\FMC.xml"/>

</Behaviors>
</ModelInfo>


This will solve the fps issues. But please make a backup before changing the files.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: JRBarrett on Mon, 3 May 2021 12:33
I tried the trick of modifying the 747_8I_INTERIOR.xml file to remove the instrument functionality, and that works as far as eliminating the severe frame rate loss when using the full Posky model. Unfortunately, there are no lights, and the flaps and landing gear do not animate. Surprisingly, the spoilers do work. The worst problem is that on landing, as soon as MSFS detects weight on wheels, it pops up the full screen "logbook" page, which is the worst possible time for that to happen.

I tried loading the unmodified Posky model with all instruments functional, and the aircraft will not power up, even when starting on a runway, and I do see the severe stutter/frame rate issue that others have reported.

Fortunately, the default 747-8 does work well with WidePSX.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: fsam on Mon, 3 May 2021 17:49
You have to set the B747-8 within MSFS to ready-for-takoff state by choosing a runway as starting point and only switching window heat on. Then starting PSX and syncronize with MSFS to the MSFS position. There is a workaround to setup at ramp but only with running engines too, otherwise the animation as flapa and gears will not work correctly. For better access I've activated within 747_8I_interior.xml the window heat switch part. It is working in this combination for me.
Best regards Ralf
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: JRBarrett on Mon, 3 May 2021 19:10
Even with the 747_8I_INTERIOR.xml unmodified (all instrument entries intact) the aircraft does not power up or start engines on my system when starting on a runway. The aircraft remains dead, and with the INTERIOR.xml  active, the frame rate goes to about 3 FPS. Starting on a runway used to work prior to Sim Update 4, but no longer does.

No problem for me when using the default 747-8. That aircraft can be started on the ramp by pressing CTL-E as well.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: fsam on Mon, 3 May 2021 20:30
I'm using posky744_dlh1 with MSFS actual version within community folder, after first time selecting aircraft model in MSFS a second folder posky744dlh1_CVT_ was generated by MSFS automatically. Have no further modifications or addons except some Flightbeam airports installed and 747_8I_interior.xml modified as glubfreund posted below. In models.cfg QSX774V4_CF6-80 is noted, maybe a new posky installation solves the problem.
Best regards Ralf
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: glubbfreund on Tue, 1 Jun 2021 15:29
Hi,

just a quick hint:)

if you still use the posky models like me (see previous posts for the workaround) and you want to use the jetways, then replace the interactive_point at the bottom of the flight_model.cfg in SimObjects\AIRPLANES\posky744_xxxx with

interactive_point.0 = 0.4, -24.50, -7.904, 2.031, 0, 0, 0, -90, 0, 0, 0 ;

have fun :)

EDIT: you have to restart the whole sim, reloading with devtools isnt enough. Took me a lot of time to understand that fact :D
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Captain_Crow on Thu, 3 Jun 2021 16:48
Hi Guys,
I started to connect MSFS, which I own since two weeks. Everything seems to work basically. But the FPS in MSFS are not acceptable. Stutters all over.
Watched the tutorials in youtube.
Quiet sure the setup is okay.
Are there any hints to improve this.
In normal use of MSFS I have no problems with the FPS´s.
Best
Steff
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: glubbfreund on Thu, 3 Jun 2021 23:04
Quote from: glubbfreund on Thu, 29 Apr 2021 12:24
@metalmike: Yes, my solution seems to work.

Sorry, had no time to test my solution by myself. But it works for me. So If you just want the plane model and no cockpit, change the following config in Community\posky744_dlh1\SimObjects\AIRPLANES\posky744_dlh1\model.PAX_GE to:


[models]
normal=OSX744V4_CF6-80
;interior=747_8I_INTERIOR.xml


if you prefer to fly with cockpit (instruments not usable and rain effects enabled) change your 747_8I_INTERIOR.xml file in the posky model folder to:

<?xml version="1.0" encoding="utf-8" ?>
<ModelInfo>
<LODS>
<!-- Highest LOD -->
<!-- minimum display size in % (should be bounding sphere vertical screen size, sphere will often be slightly larger than you expect) -->
<!-- default minSize is 0 -->
<LOD minSize="150" ModelFile="747_8I_INTERIOR_LOD00.gltf"/>
</LODS>
<Behaviors>
<Include ModelBehaviorFile="Asobo\Common.xml"/> <!-- ###################################### -->
<Include ModelBehaviorFile="Asobo\Airliner\AirlinerCommon.xml"/>
<Include ModelBehaviorFile="Asobo\Airliner\Boeing.xml"/>
<Include ModelBehaviorFile="Asobo\Airliner\FMC.xml"/>

</Behaviors>
</ModelInfo>


This will solve the fps issues. But please make a backup before changing the files.

read this post, please
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Captain_Crow on Fri, 4 Jun 2021 09:21
Thanks for this hint !!
THe FPs problem is solved, but using Vpilot for MSFS I have no chance to get the PTT working.
All connections are established, but no PTT working. Setup is a button on the Stick...

Help please...
:-)
Best
Steff
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: cavaricooper on Fri, 4 Jun 2021 11:02
Steff-

It works beautifully.  Have you set the same PTT in PSX and on the vPilot Settings PTT assignment?  If you are running networked, that needs to be set on the vPilot HOST not Client.

HTH

C
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Captain_Crow on Fri, 4 Jun 2021 13:05
H C,

I will try this, meanwhile i switched back to XP and Xview.

Will report.
Steff

Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Captain_Crow on Fri, 4 Jun 2021 14:05
Try it out but no succes. Both PTT switches set to the same on the yoke. no network setup, both sims on one machine..
hmmm....
Steff
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: cavaricooper on Fri, 4 Jun 2021 16:34
Steff-

Do you have another switch (usually gear) that is constantly sending signal?  Make sure that the PTT selected is indeed your desired button. If you have to unplug other devices momentarily, do.

Carl
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Dennis B on Thu, 21 Oct 2021 17:59
Hello everybody, I apologize in advance as I am pretty sure that somewhere here might be already written the solution. I'm just too lazy to sift through many pages :-)

I am experiencing problems with MSFS 2020 using the provided model.

I tried to connect PSX with MSFS via WidePSX first, but after having trouble tried the Posky model stand-alone with the same symptoms as described below.

Regardless if on the ground or in-flight, the simulator lags every 2-5 seconds and is totally unresponsive. Does anybody else encounter this problem? Is there a newer model / alternative to use?

I'd appreciate any input.

Best regards
Dennis
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: joergalv on Thu, 21 Oct 2021 18:38
Dennis,

Alternative: The default 747-8 works just fine.

A solution for the Posey model is described in this post: (btw. only 4 or 5 posts above in this thread  ;))

Quote from: glubbfreund on Thu, 29 Apr 2021 12:24
@metalmike: Yes, my solution seems to work.

Sorry, had no time to test my solution by myself. But it works for me. So If you just want the plane model and no cockpit, change the following config in Community\posky744_dlh1\SimObjects\AIRPLANES\posky744_dlh1\model.PAX_GE to:


[models]
normal=OSX744V4_CF6-80
;interior=747_8I_INTERIOR.xml


if you prefer to fly with cockpit (instruments not usable and rain effects enabled) change your 747_8I_INTERIOR.xml file in the posky model folder to:

<?xml version="1.0" encoding="utf-8" ?>
<ModelInfo>
<LODS>
<!-- Highest LOD -->
<!-- minimum display size in % (should be bounding sphere vertical screen size, sphere will often be slightly larger than you expect) -->
<!-- default minSize is 0 -->
<LOD minSize="150" ModelFile="747_8I_INTERIOR_LOD00.gltf"/>
</LODS>
<Behaviors>
<Include ModelBehaviorFile="Asobo\Common.xml"/> <!-- ###################################### -->
<Include ModelBehaviorFile="Asobo\Airliner\AirlinerCommon.xml"/>
<Include ModelBehaviorFile="Asobo\Airliner\Boeing.xml"/>
<Include ModelBehaviorFile="Asobo\Airliner\FMC.xml"/>

</Behaviors>
</ModelInfo>


This will solve the fps issues. But please make a backup before changing the files.

Regards,
Joerg
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Dennis B on Fri, 22 Oct 2021 14:50
Thank you so much, Jörg :) Totally overlooked that post.

I tried to download any Posky 744 model from one of the provided links - to no avail; all links are dead. Unfortunately, I have deleted the files I once downloaded. Are they available anywhere?

Best regards
Dennis

Quote from: joergalv on Thu, 21 Oct 2021 18:38
Dennis,

Alternative: The default 747-8 works just fine.

A solution for the Posey model is described in this post: (btw. only 4 or 5 posts above in this thread  ;))

Quote from: glubbfreund on Thu, 29 Apr 2021 12:24
@metalmike: Yes, my solution seems to work.

Sorry, had no time to test my solution by myself. But it works for me. So If you just want the plane model and no cockpit, change the following config in Community\posky744_dlh1\SimObjects\AIRPLANES\posky744_dlh1\model.PAX_GE to:


[models]
normal=OSX744V4_CF6-80
;interior=747_8I_INTERIOR.xml


if you prefer to fly with cockpit (instruments not usable and rain effects enabled) change your 747_8I_INTERIOR.xml file in the posky model folder to:

<?xml version="1.0" encoding="utf-8" ?>
<ModelInfo>
<LODS>
<!-- Highest LOD -->
<!-- minimum display size in % (should be bounding sphere vertical screen size, sphere will often be slightly larger than you expect) -->
<!-- default minSize is 0 -->
<LOD minSize="150" ModelFile="747_8I_INTERIOR_LOD00.gltf"/>
</LODS>
<Behaviors>
<Include ModelBehaviorFile="Asobo\Common.xml"/> <!-- ###################################### -->
<Include ModelBehaviorFile="Asobo\Airliner\AirlinerCommon.xml"/>
<Include ModelBehaviorFile="Asobo\Airliner\Boeing.xml"/>
<Include ModelBehaviorFile="Asobo\Airliner\FMC.xml"/>

</Behaviors>
</ModelInfo>


This will solve the fps issues. But please make a backup before changing the files.

Regards,
Joerg
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Captain_Crow on Sat, 23 Oct 2021 21:14
Hi,
since I can´t switch the electrical power in the Poskies, I can not use Vpilot, the PTT will only work if the power is on in the MSFS airvraft.
Is there any solution ?
Second: Flying at Vatsim the altitude in flight is different between PSX and MSFS. Flying FL310 in PSX means FL315 in MSFS.
Is there a solution ?
Best
Steff
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: asboyd on Sat, 23 Oct 2021 23:51
A previous post indicated that if using MSFS then you have to start with the aircraft on the runway to start engines and electrics. Then you use WidePSX to move the aircraft to the PSX starting gate. You need to ensure your windscreen heaters are turned on in the POSKY 747 or turn off icing effects in MSFS otherwise your visuals will "freeze" over...

Cheers,
AlexB
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Captain_Crow on Sun, 24 Oct 2021 06:43
Thanks Alex,
I must have overseen this... Will try it out..
Next phenomen, now occured twice.:
Using WidePSX after about two hours the sim stopps to run.
Deleting the WidePSX (Java Platform SE binary 32 bit) via the Task manager, the sim runs again...without a restart.
Version 2.5.7 of WidePSX using.
Did I miss a newer version ?
Or any other help on this?
Thanks in advance.
Steff
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: asboyd on Sun, 24 Oct 2021 09:03
I have 2.5.7 and have not noticed a freeze... maybe it is windows 10 related. have you set WidePSX to run as administrator?

Cheers,
AlexB
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Captain_Crow on Sun, 24 Oct 2021 18:02
So, updated Java, seems to work now for hours.
But, guys, what is this with the difference of altitude between PSX and  MSFS?
In preparation of Worldflight I want to setup a good system, so this point is a bit annoying..
Best
Steff
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Jeroen Hoppenbrouwers on Sun, 24 Oct 2021 20:30
Calculations don't miss feet of altitude, so it probably is one variable that is not set the same. Like, guessing here, MSFS has the baro not on STD but a few mbar off. MSFS reports the altitude to VATSIM.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Captain_Crow on Mon, 25 Oct 2021 09:00
Hi Jeroen,
thanks for jumping in here.
I tried to set the Baro in the MSFS bird (747-8, electrics on) to adjust the levels equal but ATC told me I am still to high...

So both Sims, XP11 and MSFS have there problems flying online.
XP : No GND Speed and randomly no Transponder Mode Charly transmitting.
MSFS: As mentioned before.
Best
Steff
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: joergalv on Mon, 25 Oct 2021 16:58
Hi Steffen,

there are discussions on the usual flightsimulation forums about the altitude issue when flying in virtual ATC networks with MSFS. All ATC Networks are affected, and there seems to be no solution at the moment.
For reference, here is some explanation from the vPilot developer: https://forums.flightsimulator.com/t/vatsim-ivao-pilotedge-users-be-aware-of-an-important-bug/426142/363 (https://forums.flightsimulator.com/t/vatsim-ivao-pilotedge-users-be-aware-of-an-important-bug/426142/363)

Regards,
Joerg
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Captain_Crow on Tue, 26 Oct 2021 12:45
Thanks Joerg,
Die Erklärung hiflt sehr, es zu verstehen.
Your link to the explanation helps alot to understand the problem.
So we have to live with it...until..
Best
Steff
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: glubbfreund on Sat, 30 Oct 2021 09:42
I really hope that we have a full compatible model for msfs at some point. I dont mean any displays, I mean PBR, rain effects and the posibility to use the PSX wipers, all lights and Doors working (including the cargo nose..). My personal wish for my small home cockpit :) but msfs doesnt even let you control the wipers with the SDK a.t.m. :(
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: pilotngb on Thu, 11 Nov 2021 20:35
Hello,

Just getting back into PSX after a few months away. I've it working with MSFS. Would someone mind sending me on the Cargolux POSKY model for 2020?

Thanks in advance.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: FlyingBlue on Fri, 12 Nov 2021 10:31
Good day to everyone,

Iam searching for Posky MSFS2020 744 models, but I can't find anywhere.

Unfortunately the links for downloading in this post aren't active.

Please can anyone send me a valid link or download site?

Thanks alot in advance.

Cornelis
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: pilotngb on Mon, 15 Nov 2021 13:41
Looks like there are a couple of us looking for the models. Would someone be in a position to share to myself and @flyingblue via a drop box?

Thanks in advance!
Neil
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: F-GITJ on Sun, 19 Dec 2021 06:21
Hi!

As the Posky models are currently unavailable, can I use another B744 model for the external model simulation?

E.g. PSX + P3D + PMDG B744?

Many thanks in advance!

Stefan
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: beat578 on Tue, 21 Dec 2021 08:07
Hi Stefan
You could use one of those tools to connect P3D to PSX:
https://aerowinx.com/board/index.php?topic=4558.0
https://aerowinx.com/board/index.php?topic=3629.0
Both topics have a link to a 747 Model that can be used with the tool inside. I am not sure, if the links still work, but mabe someone could provide you with the model if not. I would NOT recommend to use the PMDG model. Even it it's very very nice, it has a huge overhead of computing needed, because all systems (you never need) will be running in the background and slow down your computer. Just use one of those models in the topics, they are leightweight and still work. I haven't used P3D for a long time, so I can't help you any further, but i am sure you will be going soon when you read those threads. I alos have written a manual, if you are going for gary's suite: https://aerowinx.com/board/index.php?topic=6468.0

Good luck
Beat
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: F-GITJ on Sat, 25 Dec 2021 10:08
Hi Beat!

Thank you very much for your kind help!

I just downloaded WidePSX and I hope I'll have a few moments to give it a try during the holidays.

Merry Christmas and a very Happy New Year🎅🎄!

Stefan



Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Jamie on Sun, 11 Dec 2022 13:55
Hi new PSX user here (still have PS13  ;D),

Is there anyone here willing to share the Posky 744 for MSFS? I can upload them to my webserver OR (I did read a lot but probably not everything yet) did I miss something and is everyone using an alternative right now?

I'm currently using WidePSX in combination with the default 747-8i.

Jamie
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Swiso on Sun, 11 Dec 2022 16:20
Here is a link to a PSX Plane, complete with many liveris.
This is the model I used for X-Plane 11

https://www.dropbox.com/sh/79rkzkm7wp2d1oy/AAA7N5yzem886xl3C_P9BOOfa?dl=0
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Jamie on Sun, 11 Dec 2022 19:35
Thanks! But I really want this Posky 744 MSFS thing as I use MSFS purely for PSX  ;D
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Swiso on Mon, 12 Dec 2022 10:08
Quote from: Jamie on Sun, 11 Dec 2022 19:35Thanks! But I really want this Posky 744 MSFS thing as I use MSFS purely for PSX  ;D

My bad...you're right ! This is for XPlane...🙈
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Jamie on Sat, 17 Dec 2022 11:40
I found a few versions of the Posky 747-400. Unfortunately not converted to MSFS (yet!) I will update this post for more.

FSX/P3D Boeing 747-400F Cargo/Freighter Mega Pack -> Download from my server. (https://jamiejets.com/psx/747f-cargo-freighter-fsx-p3d.zip)
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Iadbound on Thu, 16 Feb 2023 18:07
This is another request for the Posky 747 passenger models. I have downloaded the one from Flyaway but would greatly appreciate some BA 747 Posky models that are P3D v.5 and/or MSFS friendly as I also fly on BA Virtual.  I don't see the email options next to member names, but let me know if you can share and I'll provide a Dropbox uplink site or email.

Apologies if the P3D v.5 versions are readily available and I missed them.  Still getting used to stuff.

Thanks all!

EDIT: I do see some very old bmp textured 747-400 Posky options.  If those are the latest, I'll run with it for P3D.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Bluestar on Thu, 16 Feb 2023 20:02
Quote from: Iadbound on Thu, 16 Feb 2023 18:07This is another request for the Posky 747 passenger models. I have downloaded the one from Flyaway but would greatly appreciate some BA 747 Posky models that are P3D v.5 and/or MSFS friendly as I also fly on BA Virtual.  I don't see the email options next to member names, but let me know if you can share and I'll provide a Dropbox uplink site or email.

Apologies if the P3D v.5 versions are readily available and I missed them.  Still getting used to stuff.

Thanks all!

EDIT: I do see some very old bmp textured 747-400 Posky options.  If those are the latest, I'll run with it for P3D.


I use this one from Gary.

 https://www.dropbox.com/s/dr0ubmcb2qvs8z6/PSX_747.zip?dl=0

Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Iadbound on Thu, 16 Feb 2023 20:35
That looks very sharp in P3D v5. I'll figure out my best view at some point. Did you add an interior too?

Or did you just configure PSX as needed?

Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Takayoshi Sasano on Thu, 16 Feb 2023 23:38
Quote from: Bluestar on Thu, 16 Feb 2023 20:02I use this one from Gary.

 https://www.dropbox.com/s/dr0ubmcb2qvs8z6/PSX_747.zip?dl=0


Does this one work with MSFS as well? I'd love to have the POSKY 747 available in MSFS (and of course some liveries).

Cheers

Yoshi
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: beat578 on Fri, 17 Feb 2023 11:37
Hi Yoshi
Gary Converted a Model into MSFS for his PSX.NET.MSFS tool. It can be found here: https://www.dropbox.com/s/viu1ghnwhxxh4ua/PSX.NET.MSFS.WASM.zip?dl=1. More about in This thread: https://aerowinx.com/board/index.php/topic,6860.0.html. But i know it has been adapted to use with PSX.NET as a Model, I don't know if you could use it without and if there are other liveries around. Mabe you drop him a line?

Kind Regards
Beat LSZH
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Takayoshi Sasano on Fri, 17 Feb 2023 13:25
Quote from: beat578 on Fri, 17 Feb 2023 11:37Gary Converted a Model into MSFS for his PSX.NET.MSFS tool.
Ah, thank you for this information, I wasn't aware it actually is the base for the PSX.NET.MSFS aircraft.

Quote from: beat578 on Fri, 17 Feb 2023 11:37... and if there are other liveries around.
This exactly is where things start getting interesting  ;D

Cheers

Yoshi
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: macroflight on Fri, 17 Feb 2023 16:36
Quote from: Takayoshi Sasano on Fri, 17 Feb 2023 13:25This exactly is where things start getting interestin

I made a small tutorial for assembling a livery for PSX.NET.MSFS.WASM based on the FAIB model and a texture file from a repaint.

To avoid having to figure out if I'm allowed to distribute the result, I'm only sharing a skeleton directory into which you can download the missing FAIB and repaint files yourself.

Download https://github.com/macroflight/psxhacks/archive/refs/heads/liveries.zip and read the included README.md (https://github.com/macroflight/psxhacks/blob/liveries/PSX.NET.MSFS.WASM.LIVERIES/README.md) file to try it out.

(https://i.imgur.com/KWC1AnE.png)
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Iadbound on Fri, 17 Feb 2023 19:09
Macroflight -- This looks like a slightly more challenging exercise. The weekend project is to get PSX working with MSFS and P3D.  So I may ask some questions.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Takayoshi Sasano on Sun, 19 Feb 2023 08:00
Quote from: macroflight on Fri, 17 Feb 2023 16:36...
Thanks a million, I definitely will follow this and report back!  :D

Cheers

Yoshi
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: B747-400 on Tue, 21 Feb 2023 18:21
Thanks macroflight!  8)

I overflew the tutorial, two questions:

- You used the freighter. Does your tutorial work also when I use the PAX version?

- What happens if Gary autoupdates WASM model. Do we need to redo all steps?

Best regards
Hans
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: macroflight on Tue, 21 Feb 2023 19:25
Quote from: B747-400 on Tue, 21 Feb 2023 18:21- You used the freighter. Does your tutorial work also when I use the PAX version?
- What happens if Gary autoupdates WASM model. Do we need to redo all steps?

It should work for a PAX version, but you then need to download the PAX files from FAIB instead (and of course a texture file for a PAX aircraft). Feel free to contact me on Discord if you can't get it working.

As long as you don't install the liveries into Gary's PSX.NET.MSFS.WASM directory, autoupdate should not touch them (note: my example uses the directory PSX.NET.MSFS.LIVERIES).

Disclaimer: if Gary completely changes the structure of the PSX.NET.MSFS.WASM directory the liveries might break, but so far that has not happened.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Gary Oliver on Tue, 21 Feb 2023 19:27
My updates only touch the WASM module in the panel directory.  Everything else I leave alone.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: B747-400 on Wed, 22 Feb 2023 11:48
Sounds great, THX Gents!
Cheers
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: B747-400 on Wed, 22 Feb 2023 14:39
Livery worked so far. Two more questions:

- Aircraft in hangar is still on its back partly submerged
- External view still in middle of plane, or soo close to fuselage that one cannot see all the plane.
  See screenshot below.

I thought that were fixed with one of the updates?

THX and cheers
Hans

(https://www.hoppie.nl/forum/var/2023-02-22_14.36.42_IMG-20230222-WA0005.jpg)
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Gary Oliver on Wed, 22 Feb 2023 17:48
Plane falling over and external view are still like that

1) Doesn't really matter - had a quick look couldn't fix - I have come to enjoy the comedy value now

2) Use drone cam but yes a few guys in the simfest discord are looking at how to fix

Cheers
G
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: B747-400 on Wed, 22 Feb 2023 19:11
Hmm, I'll think about the comedy factor over a beer ... or two  ;)

Cheers
Hans
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Takayoshi Sasano on Wed, 8 Mar 2023 12:47
Quote from: macroflight on Fri, 17 Feb 2023 16:36I made a small tutorial for assembling a livery for PSX.NET.MSFS.WASM based on the FAIB model and a texture file from a repaint.
Thanks a lot for this tutorial, I successfully got some liveries from the FAIB and other sites implemented.
There are two questions/issues though:
1. The imported liveries appear "illuminated" during nighttimes, is there some special trick or conversion available to have them in a MSFS compatible format? Since the standard PSX.NET.WASM aircraft looks fine there seems to be a fix for that.

2. Is there a tutorial around the paintkits provided by FAIB available? The files are pretty well documented, the only thing I'm really struggling with is to get them up and running in MSFS.

Cheers

Yoshi
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: macroflight on Wed, 8 Mar 2023 13:11
Quote from: Takayoshi Sasano on Wed,  8 Mar 2023 12:471. The imported liveries appear "illuminated" during nighttimes, is there some special trick or conversion available to have them in a MSFS compatible format?

I have also noticed that. Often I get what looks like the logo light being on (and sometimes flickering a bit) and the forward fuselage being lit up, regardless of the PSX light switch positions.

(https://i.imgur.com/vckQisE.jpeg)
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Takayoshi Sasano on Wed, 8 Mar 2023 13:19
Quote from: macroflight on Wed,  8 Mar 2023 13:11I have also noticed that. Often I get what looks like the logo light being on (and sometimes flickering a bit) and the forward fuselage being lit up, regardless of the PSX light switch positions.

(https://i.imgur.com/vckQisE.jpeg)
Ok, this looks completely different from what I see in my configuration (I'd be happy with that!). I'll have a look again and provide a screenshot if I can reproduce the issue.

Cheers

Yoshi
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Takayoshi Sasano on Wed, 8 Mar 2023 13:36
Here we go - this is what it looks like:
(https://i.imgur.com/7Am2sTa.jpg) (https://imgur.com/a/uHUGgK3)

Any ideas what I might have been missing?

Thanks in advance!

Cheers

Yoshi
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Ton van Bochove on Wed, 8 Mar 2023 13:54
Twenty years ago I was painter in an AI group...and if recall well the shining has something to with the Alpha channel. You need DX10 or 11 to fix this
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: B747-400 on Wed, 8 Mar 2023 13:56
Hi Yoshi,

in the .dds files are alpha channels. Perhaps they were lost while editing. I used Photoshop with an dds addin.

After editing and compiling the repaint-folder as per readme-file, the best way is to first delete the old repaint folder inside community folder. In my case, MSFS created a second folder with same name and an suffix at the end.

I had to delete this folder as well, to make my repaint become visible after MSFS restart.

Hope that helps ...

Cheers
Hans
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Takayoshi Sasano on Wed, 8 Mar 2023 15:17
Ton, Hans,

thanks a lot for the hint. Both in combination led to more success, I finally could create a blank livery from the paintkit. Now I have to create some liveries for my hangar  ;D
Once I feel I somewhat understand what I'm doing I certainly will document the process in a tutorial.

Cheers

Yoshi
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Takayoshi Sasano on Thu, 9 Mar 2023 23:18
Ok... whatever I did before - I didn't understand a single bit of it. Now I'm struggling getting back there and export a test livery which doesn't glow in the night.
These are the settings I used:
(https://i.imgur.com/hW5smPN.png) (https://imgur.com/a/njDgOfC)

I'm using the paintkit provided by FAIB:
https://fsxaibureau.com/manufacturing/boeing/boeing-747-400/boeing-747-400-paint-kit/

Does anyone here have some experience with either the DDS issue mentioned before and/or with the paint kit?
I tried to find some hints how to properly configure the Nvidia DDS plugin for Photoshop, unfortunately I didn't find anything helpful so far.

Any help/links are appreciated!

Thanks in advance!

Cheers

Yoshi
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: B747-400 on Fri, 10 Mar 2023 00:00
Yoshi,

I've never adjusted anything except installing an additional plugin into PhotoShop (PS) Plug-ins folder. The name of the plug in file is IntelTextureWorks.8bi.

Pls do not ask me where I have it from ... no idea ... too long ago.

I right click the dds file to "open with PS". While opening, PS tells me "This file contains transparency" and offers a check-box "Load Transparency as Alpha channel". I tick this box to load it with alpha channel. OK!

That's it. Then I add some text, logos, whatsoever with PS typical layers etc.

Finally, with "Save as" I save all in .dds format. Then I proceed as per readme file.

Just as info: I use an AMD Radeon RX 6900 XT!

Hope that helps. No more ideas here ...

Cheers
Hans
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Iadbound on Sat, 25 Mar 2023 15:27
Odd behavior from Gary's Posky 747 in P3D.  Every time I load the plane, it loads at lat 0/long 0 in the middle of the ocean. 
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Jeroen Hoppenbrouwers on Sat, 25 Mar 2023 16:40
It means there is no connection from P3D to PSX. Coordinates 0,0.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Takayoshi Sasano on Sat, 25 Mar 2023 16:54
I got many hints and suggestions, thank you all!

I could narrow the issue down to the different model, rendering a texture from the RR one perfectly worked. Now I'm trying to find what's wrong/different.
By typing this I realise I didn't give the PW model a shot - will do and report back again.

Cheers

Yoshi
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Iadbound on Sat, 25 Mar 2023 18:27
I should clarify.  This was happening without PSX being on at all.  I deleted everything from the LM Roaming directory and that seemed to help, except now every time it syncs up with PSX, the visual model disappears.  Weird stuff. 

I did a test with the PMDG 747 (no PSX running obviously), and P3D is fine.  It just doesn't like the Posky model at the moment.

This is P3D v5.3.

EDIT: So the plane is below the ground by some ways.  I need to go back and figure out what I'm going wrong.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Iadbound on Sat, 25 Mar 2023 19:46
Problem sorted.  Just having a bit of trouble with the external sim module. 
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: Takayoshi Sasano on Sun, 26 Mar 2023 07:30
Reporting back:
Seems I finally found the issue. It's *not* in the texture files created/exported, it's an additional texture missing for the GE/PW models.
Since they both are just black rectangles I copied the RR versions appropriately. The files in question:

PSX.NET.MSFS.LIVERIES\Effects\texture\FAIB_B7474_RR_AlwaysOn_L.dds
PSX.NET.MSFS.LIVERIES\texture\FAIB_B7474_RR_AlwaysOn_L.dds

Renaming/copying them to
FAIB_B7474_GE_AlwaysOn_L.dds

already did the trick for the GE model.

Since now the paintkit provided by FAIB seems to work I'll have a tutorial ready next days.

Cheers

Yoshi

(https://i.imgur.com/wR88VL8.jpg) (https://imgur.com/a/eoEpcaZ)
(https://i.imgur.com/9XPnShn.jpg) (https://imgur.com/a/V6oNQwq)
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: kyaaaa on Mon, 25 Mar 2024 05:47
Page1 link doesn't work.
Title: Re: Posky 747-400 models for MSFS, PSX and WidePSX
Post by: kindly123 on Wed, 27 Mar 2024 16:05
Yup would be nice if someone can reup the 747 model