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Apron => Accessories => Topic started by: Garry Richards on Thu, 26 Jun 2014 02:24

Title: VisualPSX Suite released
Post by: Garry Richards on Thu, 26 Jun 2014 02:24
Hi all,

With Hardy's agreement I have now released the VisualPSX suite of applications.

Those people intending to use FSX or P3D as a scenery generator for PSX will be able to install the software and other files ahead of time. That will also help me to sort out any problems you may have with the suite.

You can download the package from flightsim.garryric.com (http://www.flightsim.garryric.com)

Cheers,
Title: VisualPSX Suite released
Post by: John Golin on Thu, 26 Jun 2014 02:35
Additionally note -  Garry's Visual suite integrates with Squawkbox4 or vPilot and MSFS to enable flying on the VATSIM network.
Title: VisualPSX Suite released
Post by: GodAtum on Thu, 26 Jun 2014 09:31
wow thank you  :D

What software do i need for xplane visuals?
Title: VisualPSX Suite released
Post by: Jeroen Hoppenbrouwers on Thu, 26 Jun 2014 10:36
xview
Title: VisualPSX Suite released
Post by: frumpy on Thu, 26 Jun 2014 10:54
Its funny to already see addons to a software, which is not yet released.

Good job! :)
Title: VisualPSX Suite released
Post by: Mandjare on Thu, 26 Jun 2014 11:29
Maybe thats one reason we all love the PSx family ;-)

Thank you to all and best wishes
Title: VisualPSX Suite released
Post by: 400guy on Thu, 26 Jun 2014 19:29
Will this (or a similar suite) be available for use with X-Plane and/or FlightGear?
Title: VisualPSX Suite released
Post by: GodAtum on Thu, 26 Jun 2014 19:33
Quote from: 400guyWill this (or a similar suite) be available for use with X-Plane and/or FlightGear?

Xview will be released for Xplane but i am not sure if that includes traffic and vatsim support.
Title: VisualPSX Suite released
Post by: KALYMNOS on Thu, 26 Jun 2014 21:22
GARRY/ CAN YOU PLEASE EMAIL AT THIS ADDRESS / HAVE QUESTION THAT NEEDS TO BE ADRESSED AT jkaporis@gmail.com
Title: VisualPSX Suite released
Post by: Kurt on Thu, 26 Jun 2014 21:55
Hi Garry

Thank you for you effort, - I am looking forward to see the results on my setup in August.

BS

Kurt
Title: VisualPSX Suite released
Post by: Zapp on Fri, 27 Jun 2014 11:14
Hi, first of all it is so wonderful to see the genuine passion that is behind the hard work needed to enable a community to enjoy their hobby at its best. Not commonplace at all, so very precious.

I'd also like to have some advice about my configuration: I have a 2600K with 16 GB RAM and an Nvidia 770 GTX; Prepar3d runs satisfactorily on it and so does X-Plane 10.

Now I would like to add one or two small monitors to visualize the PSX panel and keep the external scenery on my 24" main monitor. I do not have the room for more than that.

Do you think that my pc is powerful enough to run both PSX and P3D? Otherways I could buy a MAC Mini for PSX.

Do you know a good mini monitor that I could use? I have about 60x25 cm to use for the instrument panel.

Thank'you very much and keep up the great job!

Andrea
Title: VisualPSX Suite released
Post by: Blake H on Sat, 28 Jun 2014 00:05
Thank you very much!


Great work Gary!

Blake  ;)
Title: VisualPSX Suite released
Post by: Garry Richards on Sat, 28 Jun 2014 01:04
Quote from: KALYMNOSGARRY/ CAN YOU PLEASE EMAIL AT THIS ADDRESS / HAVE QUESTION THAT NEEDS TO BE ADRESSED AT jkaporis@gmail.com
No need to shout. :D Check your email.
Title: VisualPSX Suite released
Post by: Garry Richards on Sat, 28 Jun 2014 01:09
Hi Andrea,

Quote from: Zapp...I'd also like to have some advice about my configuration...
Sorry, I can't answer your questions as all my computers are old. Perhaps others from the beta team with current equipment can help.

Cheers,
Title: VisualPSX Suite released
Post by: Garry Richards on Sat, 28 Jun 2014 01:11
Thanks guys for your kind words.

Cheers,
Title: VisualPSX Suite released
Post by: JRBarrett on Sat, 28 Jun 2014 14:13
Garry,

Thank you very much for creating VisualPSX, and for making it available to the community for initial testing.

I have installed it, and it connects perfectly to FSX. Now we just need the main ingredient - PSX itself!

There is one part of the installation routine which I wanted to address however, as I can see the potential for causing issues on existing FSX installations.

On page 3 of the manual, you give instructions for editing the sample SimConnect.xml file provided in the downloaded .zip archive, in order to enter the static IP of the FSX computer. On page 4, the instructions then say to move or copy the edited file to the standard OS-specific "home" folder for SimConnect.xml.

This would work fine for opening port 29764 in SimConnect for the use of VisualPSX. However, many (if not most) long-time FSX users will already have an existing SimConnect.xml file in this folder, especially if they have previously installed other SimConnect-enabled programs. For instance, my existing xml file contains entries for ports 500 and 6811, which are used by Squawkbox, ASN and Aivlasoft EFB.

My concern is that if VisualPSX users simply copy the SimConnect.xml file from the VisualPSX install package, (and overwrite their existing xml file in the process), that it might render other already-installed FSX add-ons inoperative (that also require specific SimConnect ports).

I was aware of this possibility going in, so I simply appended the new port 29764 entries to my existing SimConnect.xml file using Notepad's cut and paste feature.

My suggestion would be to revise your installation document, advising users to check for an existing SimConnect.xml file, and to append the VisualPSX section using Notepad, (if the file is already present) - OR - perhaps create a small installer program that will do this automatically.

My second question concerns the SimConnect.dll file that you provide in the installation package. In the documentation, it refers to the file as "SimConnect.dll", and advises that it be manually moved or copied to the chosen VisualPSX installation folder. When I unzipped the installation archive, the DLL filename is actually: "Microsoft.Flight.Simulator.SimConnect.dll" rather than just "SimConnect.dll"

I don't know if this matters or not - i.e. whether the Windows file name is significant to the ability of VisualPSX to find and reference the DLL. Checking the properties of your provided DLL, I see that it is version 10.0.61637 of SimConnect. As it happens, I already have this version installed in my computer's WinSxS folder, and VisualPSX connects just fine to FSX, whether your provided DLL is present in the VisualPSX installation folder or not.

Best regards,

Jim Barrett
Title: VisualPSX Suite released
Post by: Garry Richards on Sun, 29 Jun 2014 01:33
Hi Jim,

Thanks for your testing and comprehensive report and suggestions. That is exactly what I need to ensure the best outcomes for users.

Quote from: JRBarrettMy suggestion would be to revise your installation document, advising users to check for an existing SimConnect.xml file, and to append the VisualPSX section using Notepad, (if the file is already present) - OR - perhaps create a small installer program that will do this automatically.
I will amend the manual.

Quote from: JRBarrettMy second question concerns the SimConnect.dll file that you provide in the installation package. In the documentation, it refers to the file as "SimConnect.dll", and advises that it be manually moved or copied to the chosen VisualPSX installation folder. When I unzipped the installation archive, the DLL filename is actually: "Microsoft.Flight.Simulator.SimConnect.dll" rather than just "SimConnect.dll". I don't know if this matters or not - i.e. whether the Windows file name is significant to the ability of VisualPSX to find and reference the DLL.
I will amend the manual here too.

Quote from: JRBarrettChecking the properties of your provided DLL, I see that it is version 10.0.61637 of SimConnect. As it happens, I already have this version installed in my computer's WinSxS folder,
The WinSXS folder is designed to accept multiple versions of support files so that older applications are not clobbered by another application that loads a more recent version. Running SimConnect.msi ensures that the version required by VisualPSX and/or TrafficPSX is installed. No damage is done if the same version is already there so I will leave the instruction unchanged.

Quote from: JRBarrettand VisualPSX connects just fine to FSX, whether your provided DLL is present in the VisualPSX installation folder or not.
I have not been able to determine under what circumstances the DLL needs to be in the VisualPSX/TrafficPSX folder and when it doesn't. On my test rig they run on a separate PC to FSX and under WinXP and they do need the DLL in their folders, otherwise the apps crash at startup. I tested this today just to be sure so I will leave this part of the manual unchanged.

Thanks again. :)

Cheers,
Title: VisualPSX Suite released
Post by: Garry Richards on Sun, 29 Jun 2014 04:37
An update to the manual is now available for download from my site (http://flightsim.garryric.com).
Title: VisualPSX Suite released
Post by: Frans Spruit on Sun, 29 Jun 2014 16:41
Garry, thank you very much indeed.

Frans Spruit EHAM
Title: VisualPSX Suite released
Post by: GodAtum on Thu, 10 Jul 2014 09:24
With Xview there is a special X-plane 747 to use. Do you recommend a FSX/P3D model to use?
Title: VisualPSX Suite released
Post by: Garry Richards on Thu, 10 Jul 2014 12:39
Yes. It's explained in the manual.
Title: VisualPSX Suite released
Post by: GodAtum on Thu, 10 Jul 2014 13:03
A freeware 747 like this (http://www.fs-freeware.net/downloads/viewdownload/7-civil-airliners/2509-fsx-boeing-747-400-british-airways) might be useful for people to enable better lighting.
Title: VisualPSX Suite released
Post by: ahaka on Sun, 13 Jul 2014 23:30
It says on the website that VisualPSX is found to be working with P3D as well. Does this mean it works in v2 as well or only in version 1.x ?
Title: VisualPSX Suite released
Post by: Garry Richards on Mon, 14 Jul 2014 08:47
I don't think anyone has tested VisualPSX with Prepar3d v2 yet.
Title: VisualPSX Suite released
Post by: jb747 on Mon, 14 Jul 2014 13:35
Actually it works fine.  I loaded it up when I first went to V2

Cheers,

Jon
Title: VisualPSX Suite released
Post by: jalexb88 on Wed, 23 Jul 2014 20:21
Looking great! How will it compare to VisualPS1 with regards to smoothness? Secondly, will the MSFS engine sound be synced up to the PSX throttles?

Alex
Title: VisualPSX Suite released
Post by: Garry Richards on Thu, 24 Jul 2014 03:03
Quote from: jalexb88Looking great! How will it compare to VisualPS1 with regards to smoothness? Secondly, will the MSFS engine sound be synced up to the PSX throttles?
Hi Alex.

VisualPSX is noticeably smoother than VisualPS1 for FS9 and of course heaps smoother than VisualPS1 for FSX which has known bugs that cause jittering.

MSFS throttle levers follow PSX levers for those who want to use FSX engine sounds. I suspect that most users will prefer to use PSX engine and environment sounds instead as they are much better than the PS1 sounds were. Individual PSX sounds instances can also be directed to separate amplifiers and channels for users with complex requirements to provide a very immersive sound field.

[Edited after John's correction.]
Title: VisualPSX Suite released
Post by: John Golin on Thu, 24 Jul 2014 06:19
Quote from: Garry RichardsIndividual PSX sounds can also be directed to separate amplifiers and channels for users with complex requirements to provide a very immersive sound field.

Slight correction there - each instance of PSX will output all selected sounds to the one OS default audio device.

By running multiple instances of PSX, and selecting which sounds to output for each instance, you can distribute sounds individually to different speakers.

VisualPSX is nice and smooth - and it's fun to fly on VATSIM with full transponder, radio, and traffic integration via vPilot / Squawkbox!
Title: VisualPSX Suite released
Post by: ahaka on Thu, 24 Jul 2014 11:25
I have been testing my setup now with a software called Wideview for FSX. With this software it is rather challenging to achieve the same smoothness as without running over a network.

So, I can achieve the same butter smoothness in FSX that PSX has, but when I start running two copies over network, the smoothness is more difficult to achieve.

So hopefully VisualPSX is performing better than that.

It would be really nice to see someone post a video of it in action. ;)
Title: VisualPSX Suite released
Post by: eurowing on Wed, 30 Jul 2014 18:41
hi, as an old time PS1 user (yeah i never upraged to 1.3 ;) ) i am very excited to hear about the upcoming PSX.

being very impressed about the beautiful instruments and panels, i was imagining how cool it would be to have PSX with the outside visuals of FSX. only to find out that there will be a way to integrate FSX with PSX with your great software, Garry!

i must say i am very excited about all this!!! :)
Title: VisualPSX Suite released
Post by: John Golin on Wed, 30 Jul 2014 23:19
For me, there is no difference in using VisualPSX from standalone MSFS.... if anything, it may be slightly better because I don't need to load up a complex aircraft model and systems, I just use a basic, simple aircraft model.
Title: VisualPSX Suite released
Post by: ScudRunner on Thu, 31 Jul 2014 03:01
A question regarding FSX behaviour when being `controlled' by VisualPSX...

Do you see any noticeable improvement in the performance of FSX (eg higher frame rates)?  

I wondered if (a) having all the information regarding position, speed, alt, track etc etc constantly supplied to it from PSX -> VisPSX -> Simconnect reduces the processing load for the FSX simulation engine or (b) FSX simply continue to do all it's own calculations as if running on it's own, but these results are then continually being overwritten by the data coming in from VisPSX (and therefore there is no net efficiency gained)?

I assume (b) is the case??

cheers
Scud  8)
Title: VisualPSX Suite released
Post by: Garry Richards on Thu, 31 Jul 2014 05:57
Hi Scud,

(a) is correct. The FSX aerodynamics engine is disabled by VisualPSX. The FSX aircraft being controlled then becomes just another graphics object with no virtual mass. Turning off the aerodynamics engine has no effect on frame rates that I can see because graphics processing consumes most of the FSX resources.

It's fun to use the PSX instructor's altitude slider to quickly change altitude from ground level to FL400. Under VisualPSX the FSX aircraft copies PSX effortlessly and instantly.

After so many years of PSX development it seems strange to think it will soon be released and quite satisfying to know that there are several high quality addons ready to go or nearing the end of development. Although PSX testing is finished, beta team members are still testing, debugging and further developing addons. Hardy showed great forethought in having addon developers in the alpha and beta teams, which can only be to the benefit of the vestigial PSX owners community.

Cheers,
Title: VisualPSX Suite released
Post by: ScudRunner on Thu, 31 Jul 2014 06:49
thanks for that Garry. Very interesting. Of course, I forgot that the image rendering is where the real processing load for PSX occurs. I have been blown away by the selfless work people like yourself have undertaken in augmenting Hardy's creation.

I'm showing my age, but for someone who still has a copy of the original Sublogic A2-FS1 manual sitting on my shelf, to see what can now be achieved with desktop flight simulators is just astounding.

cheers
Scud.
Title: VisualPSX Suite released
Post by: LawyerPilot on Thu, 31 Jul 2014 17:33
Hello everyone. First post from a long time lurker.

I'm a proud owner of PS1.3 and just recently pre-ordered PSX. I'm quite excited--obviously.

Having read this and the Xview thread, I believe the answer is "no", but I'd just like to confirm:  Is there any way to run PSX on a Mac with output (either through VisualPSX or Xview) to FSX or XP10 on a PC?
Title: VisualPSX Suite released
Post by: Hardy Heinlin on Thu, 31 Jul 2014 21:25
Welcome, Trevor.

You can run an add-on on the add-on specific platform -- while running PSX on any platform that supports Java (Mac, MS, Linux ...).

The Mac (PSX) connects to the PC (scenery generator add-on) via Ethernet cables.

So the answer is: yes.


Cheers,

|-|ardy
Title: VisualPSX Suite released
Post by: Pierre Theillere on Thu, 31 Jul 2014 21:27
Hi Trevor "LawyerPilot"!

As PSx is fully multi-platform (Windows, Mc OSX, Linux), it behaves exactly the same... so the answer to your question is: YES! It's exactly that setup I've been running fine for years now!
[edit: Hardy was faster to reply!]
Title: VisualPSX Suite released
Post by: LawyerPilot on Thu, 31 Jul 2014 21:51
Excellent! Thanks, Hardy and Pierre.

Now, time to go shopping for a MacBook...
Title: VisualPSX Suite released
Post by: GodAtum on Wed, 6 Aug 2014 21:17
Hi, just testing atm.

I have been following the manual. Unfortunately VisualPSX is unable to connect to FSX running on the same PC. In the manual, for simconnect.xml and simconnect.cfg, do I need to change the port to 10747?
Title: VisualPSX Suite released
Post by: Garry Richards on Wed, 6 Aug 2014 23:34
Quote from: GodAtumHi, just testing atm.

I have been following the manual. Unfortunately VisualPSX is unable to connect to FSX running on the same PC. In the manual, for simconnect.xml and simconnect.cfg, do I need to change the port to 10747?
No. The port number in those files is unrelated to PSX. Be sure to follow all the steps in the manual in the correct order (you may have overlooked a step). VisualPSX should then connect to FSX when you have reached the end of page 9.
Title: VisualPSX Suite released
Post by: GodAtum on Fri, 8 Aug 2014 08:53
Another question. What is the easiest way to load the aircraft at a gate?

1/ Somehow get VisualPSX to be locked (maybe I do not understand but this is intermittent)
2/ Use PSX to move the plane into a gate

I have tried this but the gates in PSX do not seem to line up correctly with UK2000 EGKK and EGLL the gates I have tried.
Title: VisualPSX Suite released
Post by: Jeroen Hoppenbrouwers on Fri, 8 Aug 2014 11:52
PSX gates are positioned at the exact latitude and longitude that the authority publishes (and that will be printed on a Jepp chart if you have one for that airport). They come out of the same database as the navaids, fixes, and runways. There is no doubt about their accuracy unless you discover a typo (which happens all the time, authorities are not flawless, and this is not a political statement).

If sceneries don't line up, you will need to move around a bit. That can be done at the instructor panel. Just jot down the actual position next to your Jepp gate chart and you can go there next time. Or create a situ.


Hoppie
Title: VisualPSX Suite released
Post by: GodAtum on Fri, 8 Aug 2014 12:12
Actually GSX can teleport the plane to a gate, I'll try that!
Title: VisualPSX Suite released
Post by: Kurt on Fri, 8 Aug 2014 13:04
Hi Garry.

Got VisualPSX and TrafficPSX up and running but have some questions:

1 What fluidity is to expect, It stutters quite a bit on my setup even though PSX server with boostserver enabled runs between 70 and 72 fps. FSX runs on a different pc at 30 fps stable. The stutter is lowest at cruise, more close to ground. I have experimented with the different framrateoptions in PSX and the result is the same.

2 i cant see any trafic in FSX even though i have ticked Send PSX traffic to FSX. All status fields in VisualPSX and TraficPSX shows green Flight.


I noticed that during initial setup the dotnetfx35setup.exe just ran when clicked- no further dialog or effect was noticed. In my programlist in windows there is only some dotnet4.5 things. Maybe this has something to do with my issues?

Thank you for making this addon  :mrgreen:
Title: VisualPSX Suite released
Post by: GodAtum on Fri, 8 Aug 2014 13:47
For anyone interested, I will be trying out the iFly 747 freeware tonight to see if it give more authentic lights.
Title: VisualPSX Suite released
Post by: Ivo de Colfmaker on Fri, 8 Aug 2014 13:50
Hi,
I want to use prepar3D as scenery generator, but it has no default 747.
Tried the link provided in this thread but prepar chrashes when loading it.
The file is copied in to the simobjects/ airplanes folder, do I miss something or do something wrong here?
Thanks
Ivo
Title: VisualPSX Suite released
Post by: ahaka on Fri, 8 Aug 2014 13:56
Kurt,

Does FSX stutter when you're running it "standalone" without PSX and VisualPSX?
Title: VisualPSX Suite released
Post by: Kurt on Fri, 8 Aug 2014 14:06
Quote from: ahakaKurt,

Does FSX stutter when you're running it "standalone" without PSX and VisualPSX?

Hi ahaka.

Just tried it and no FSX alone is smooth at 30 fps without stutter under exact same conditions as when it is driven by PSX
Title: VisualPSX Suite released
Post by: ahaka on Fri, 8 Aug 2014 15:14
That's what I thought. It seems that when FSX is controlled through a network, it puts a rather significant additional load to the sim. Whether it has to do with the network traffic, CPU use or what, I'm not sure. It might have to do with the network not being able to send enough information to FSX, or it could be that VisualPSX is trying to force FSX to sync with the PSX frame. I don't have PSX yet, so I can't experiment with this myself until I get my copy.

I would suggest you try the following:

1. Try running FSX with minimum graphics setting. Try changing the FPS limiter to unlimited vs. locked. If you have any Nvidia vsync tweaks such as vertical sync 1/2 refresh rate, try turning it off/on and see if there's any difference. See if this has any effect on smoothness?

2. Assign visualPSX to use a core on the client machine that FSX is not using.

What are the specs of the computer running FSX?
Title: VisualPSX Suite released
Post by: Ivo de Colfmaker on Fri, 8 Aug 2014 15:30
In the mean time got VisualPSX up and running.
So no need to answeron my previous post.
Thanks
Ivo 8)
Title: VisualPSX Suite released
Post by: Ivo de Colfmaker on Fri, 8 Aug 2014 17:51
Thank you very much  Garry for this wonderfull add on .
Gonna love it each second
Ivo :D
Title: VisualPSX Suite released
Post by: ahaka on Fri, 8 Aug 2014 18:37
Kurt,

Another thing that came to my mind that might be worth trying:

Run a networked instance of PSX on the FSX computer, and let VisualPSX gather data from that same instance. So there will not be network traffic used for the PSX -> FSX connection.
Title: VisualPSX Suite released
Post by: GodAtum on Fri, 8 Aug 2014 20:09
How do I move the airplane in FSX and update it in PSX? the positioning page is not accurate enough.

Also the coordinates for EGLL are incorrect. Eg at 542, charts show 512808.88N 0002846.03W. But PSX is at N51 28.1 W000 28.8.
Title: VisualPSX Suite released
Post by: Kurt on Fri, 8 Aug 2014 20:12
Quote from: ahakaKurt,

Another thing that came to my mind that might be worth trying:

Run a networked instance of PSX on the FSX computer, and let VisualPSX gather data from that same instance. So there will not be network traffic used for the PSX -> FSX connection.

Hi again, Thanks for trying to help me out :)

- will do that next, - in the mean time I have experimented with the setup as per your earlier post and with ALL gfx settings to minimum on FSX i get around 180 FPS and just a little less stutter. The stutter remains more or less unrelated to GFX settings .

I don't know how to assign CPU core to programs in win 7 but i will google it and try later tonight.

My specs for the FSX machine (that is quite old) is:

Core 2 Duo @2,4Ghz
nVidia 8800GT 384GB
4GB Ram
Raid IDE setup
Title: VisualPSX Suite released
Post by: Kurt on Fri, 8 Aug 2014 20:57
Quote from: ahakaThat's what I thought. It seems that when FSX is controlled through a network, it puts a rather significant additional load to the sim. Whether it has to do with the network traffic, CPU use or what, I'm not sure. It might have to do with the network not being able to send enough information to FSX, or it could be that VisualPSX is trying to force FSX to sync with the PSX frame. I don't have PSX yet, so I can't experiment with this myself until I get my copy.

I would suggest you try the following:

1. Try running FSX with minimum graphics setting. Try changing the FPS limiter to unlimited vs. locked. If you have any Nvidia vsync tweaks such as vertical sync 1/2 refresh rate, try turning it off/on and see if there's any difference. See if this has any effect on smoothness?

2. Assign visualPSX to use a core on the client machine that FSX is not using.

What are the specs of the computer running FSX?

Hi.

Just ran a cpu utility to see utilization and with just FSX running the first core is at 100%, - and the second core fluctuating between 60% and 100% , - might be the reason for the stutter. I found out how to assign applications to individual cores and it made no difference if I gave FSX one core and VisualPSX the other one. (core 2 was almost idle when Visual PSX was assigned to it)

In the mean time I found out something that might indicate something:

When flying through precipitation its direction in FSX shifted between horizontal and vertical in sync with the stutter IE it seems that the FSX representation of the aircraft hops between full stop and full speed synchronous with the stutter.

I will move visualPSX to another machine and test again later tonight or tomorrow

Thanks
Title: VisualPSX Suite released
Post by: jb747 on Fri, 8 Aug 2014 21:37
Quote from: GodAtumHow do I move the airplane in FSX and update it in PSX? the positioning page is not accurate enough.

Also the coordinates for EGLL are incorrect. Eg at 542, charts show 512808.88N 0002846.03W. But PSX is at N51 28.1 W000 28.8.

As mentioned earlier, when using addon scenery in FSX/P3D the artists don't always follow the exact gate assignment coordinates... or runway alignments for that matter.  That's why Pete Dowson developed MakeRunways.  It's not a major issue, just move the B744 in PSX to it's gate more precisely once you get it close.

Also, in the Instructor Station the aircraft coordinate alignment is rounded off to the nearest tenth of a minute as your numbers above show.

What I have done is position my flights at the scheduled departure gate for all of the airports that I fly out of and save the situation file.  So it's available for departure the next time I want to fly out of that airport.

Cheers,

Jon
Title: VisualPSX Suite released
Post by: ahaka on Fri, 8 Aug 2014 22:02
Quote from: FlygenringHi.

Just ran a cpu utility to see utilization and with just FSX running the first core is at 100%, - and the second core fluctuating between 60% and 100% , - might be the reason for the stutter. I found out how to assign applications to individual cores and it made no difference if I gave FSX one core and VisualPSX the other one. (core 2 was almost idle when Visual PSX was assigned to it)

In the mean time I found out something that might indicate something:

When flying through precipitation its direction in FSX shifted between horizontal and vertical in sync with the stutter IE it seems that the FSX representation of the aircraft hops between full stop and full speed synchronous with the stutter.

I will move visualPSX to another machine and test again later tonight or tomorrow

Thanks

Hey

This could indeed indicate that the stutter has something to do with the network traffic (lost packets or something similar) Thats why it's worth trying the psx+visualpsx+fsx on the same machine.

Given that your cpu is dual core, assigning the cores wont really help.

It could also be that your fsx computer is just simply too slow, although 180fps is crazy lol. Fsx is best run with a quad core, i7 machine.

I will probably get my copy of psx in about a week or so, and I'm also planning to use it on two computers like you. Keeping my fingers crossed. :D

Let me know how it goes!
Title: VisualPSX Suite released
Post by: Garry Richards on Fri, 8 Aug 2014 23:13
Please check that Nagle is disabled in both SimConnect.cfg and SimConnect.xml. The manual shows the format for each file. An incorrect setting there is known to cause stuttering.
Title: VisualPSX Suite released
Post by: Phil Bunch on Fri, 8 Aug 2014 23:58
I thought that FSX is known to be essential a single-core application, and not much if any helped by having a multi-core PC?

Perhaps the major benefit from upgrading to a more powerful PC would be to gain access to a faster clock rate, faster RAM, and perhaps faster I/O?  Usually, a better video card also comes along with a newer, more powerful PC (speaking in generalities, of course).  My understanding is that the video card performance usually plays a big role in FSX frame rates.

I hope my comments and recollections are helpful in some way.  I also hope they're basically correct and that I'm not just misremembering these things.  I also have to  install FSX and see what sort of frame rates at various FSX parameter settings I can get.  I recently read (in this forum, I think) that the level of detail in the clouds setting often has a major role in FSX frame rates.  I'm sure other things also matter.

A local Ethernet connection should be pretty fast, assuming that one's Ethernet card isn't somehow performance-limited.
Title: VisualPSX Suite released
Post by: Tércio Sampaio on Sat, 9 Aug 2014 02:16
Hi,

Sadly the FSX have much performance problems like stutter and huge fps flutuation. It have a old code and in 32 bits. It support multi cpu but not cpu hyperthreading.

Not to mention that it have a strong "short cover" problem (when you fix some problems, it uncover others and inverse the same). To a point that if you put it beauty and with less stutter it becames unstable and creates OOM crashes. and how more addons you insert, how more problematic it turns. In FSX sometimes its so strange that you can have between 300 fps to 7 without change options. Or 30 with a complex scenery and aircraft with all configs maxed, then only 10 with a cessna 172 with everything in low in a low complex scenery. Sometimes its a weird and unpredictable experience. The stutter in fsx (that its a super classic of it) for me entirely kills all the immersion and feeling of being there.

To FSX as it is a 32 bits software it will not use more than +/- 3 GB, the important thing is avoid addons that require more memory, because it will not address more than 3GB, so it will pinpoint many times the disk to read textures files and so, creates stutter. As it not supports hyperthreading, even if you have a i7 it will only work with 4 cpu's. Its important to have much Hz as possible on them (a +3GHz is much better than a 2.4 GHz). Finally a decent graphic card always help and the maiority recomends a nvidia one, less issues with fsx (but not means that a ati not works good also). The fsx is more intensive with CPU than GPU if you already have a good GPU.

Regards
Title: VisualPSX Suite released
Post by: ahaka on Sat, 9 Aug 2014 07:53
Phil,

There is an improvement in FSX when having quad core over dual core. CPU clock and IPC are equally important. PCIexpress bus speed can also play a role under heavy scenery loads.

The OOM issue is easily avoidable if you use FSX for scenery only, as there is no virtual cockpit that would take a huge chunk of memory. Otherwise it's a balance of settings such a texture resolution, autogen density, clouds etc.
Title: VisualPSX Suite released
Post by: Kurt on Sat, 9 Aug 2014 12:41
Hi all.

I have tried different setups now, - both with PSX and FSX on the same PC, - boost on different PC, same PC and so on, - there is NO variation in stuttering at all. Nagle is disabled in both the XML and the CFG.

I do notice that PSX goes to very low FPS in sync with the big stuttering moments when they coincide on the same PC. I therefore think the problem might be in to low resources on my FSX PC and I need a new one anyway so I'll live with the stuttering until i get the new "Scenery PC"

Thanks for trying to help me out  :D  :D
Title: VisualPSX Suite released
Post by: Hardy Heinlin on Sat, 9 Aug 2014 12:58
Quote from: FlygenringI do notice that PSX goes to very low FPS in sync with the big stuttering moments when they coincide on the same PC. I therefore think the problem might be in to low resources on my FSX PC ...
Are you sure no Windows programm is running in the background? Like update checkers, network scanners, virus scanners, etc. pp.


|-|
Title: VisualPSX Suite released
Post by: Matt Sheil on Sat, 9 Aug 2014 13:01
Quote from: Hardy Heinlin
Quote from: FlygenringI do notice that PSX goes to very low FPS in sync with the big stuttering moments when they coincide on the same PC. I therefore think the problem might be in to low resources on my FSX PC ...
Are you sure no Windows programm is running in the background? Like update checkers, network scanners, virus scanners, etc. pp.


|-|
Drop Box, Cloud Sync software. The are both hungry little devils
Title: VisualPSX Suite released
Post by: Kurt on Sat, 9 Aug 2014 13:06
Quote from: Hardy Heinlin
Quote from: FlygenringI do notice that PSX goes to very low FPS in sync with the big stuttering moments when they coincide on the same PC. I therefore think the problem might be in to low resources on my FSX PC ...
Are you sure no Windows programm is running in the background? Like update checkers, network scanners, virus scanners, etc. pp.


|-|

Yeah that is very probable, - its and old machine and it's been several years since I have done a fresh install of WIN7.

I will jump the boat an roll on a fresh image :)

Thanks !
Title: VisualPSX Suite released
Post by: Speedbird 9 on Sat, 9 Aug 2014 14:31
Dear Garry,

Sorry if I have missed something in the VisualPSX manual, but should VisualPSX be installed on the PSX computer or on the FSX computer? And should the various simconnect items only be done on the FSX computer, leaving the PSX computer completely alone?

I have PSX running on one computer and FSX running on another, and they are properly networked.

Many thanks for the product and for your help.

Michael
Title: VisualPSX Suite released
Post by: ahaka on Sat, 9 Aug 2014 21:59
Garry (or anyone else who knows the answer),

I am reading the VisualPSX manual right now, and trying to understand how the runway offset works.

During approach, does it offset the runway based on what approach rwy is selected in the FMC?

Is it actually not possible to fly a visual traffic pattern since the runway to be used needs to be known all the time?

What happens if there's a mismatch between the runways?
Title: VisualPSX Suite released
Post by: Speedbird 9 on Sat, 9 Aug 2014 22:04
Dear Garry,

Don't worry, I've figured it out now and have it running.

Many thanks for the product.

Michael
Title: VisualPSX Suite released
Post by: Phil Bunch on Sun, 10 Aug 2014 00:19
Quote from: Flygenring
Quote from: Hardy Heinlin
Quote from: FlygenringI do notice that PSX goes to very low FPS in sync with the big stuttering moments when they coincide on the same PC. I therefore think the problem might be in to low resources on my FSX PC ...
Are you sure no Windows programm is running in the background? Like update checkers, network scanners, virus scanners, etc. pp.


|-|

Yeah that is very probable, - its and old machine and it's been several years since I have done a fresh install of WIN7.

I will jump the boat an roll on a fresh image :)

Thanks !

If you drill down enough in the Windows 7 Control Panel, it has a fairly good "Resource Monitor" aka "Performance Monitor".  It shows separate subpanels for disk activity, CPU usage, memory usage, network usage, etc, etc.  It's often helped me to find what's hogging my PC.  I have other monitoring software that I use for such purposes, but the built-in MS app is worth trying.

I hope this suggestion helps and that you don't have to reinstall Windows!
Title: VisualPSX Suite released
Post by: Garry Richards on Sun, 10 Aug 2014 04:50
Hi michael, glad it is working. Happy flying!

Hi Antti,

Both PSX and VisualPSX ignore the FMC and try to determine which runway you are really lining up for. PSX sends data to VisualPSX for its "best guess" airport and runway then VisualPSX tries to match it to an FSX runway. It then applies the offset over a few seconds. You can observe its choice on the status tab.

Try a few circuits at different airports to see how well it works.
Title: VisualPSX Suite released
Post by: ahaka on Sun, 10 Aug 2014 08:12
Garry,

So if I understand correctly, the FSX world and runways will remain "static", and the offset is applied to the PSX runway data? (FSX changes PSX world, not the other way around)

Once I get my copy I'll be sure to try some visual circuits and let you know how it goes!  :)  Thanks!
Title: VisualPSX Suite released
Post by: Hardy Heinlin on Sun, 10 Aug 2014 08:26
Neither of the two world databases will be changed. The aircraft position data stream will be smoothly adjusted on the fly.


|-|
Title: VisualPSX Suite released
Post by: Jeroen Hoppenbrouwers on Sun, 10 Aug 2014 08:29
And to be precise, this means that the FSX position in lat/lon will be "wrong" so that it lines up with visual cues, while the PSX lat/lon will be "correct"  with respect to the published navaid positions such as ILS.
Title: VisualPSX Suite released
Post by: ahaka on Sun, 10 Aug 2014 09:16
Interesting. And you wont even notice this as slewing or jumps in the position?

What if you did an approach like Kai Tak (yes I know PSX does not have Kai Tak) where you line up during the last seconds, wouldnt the adjustment then be late or noticable?
Title: VisualPSX Suite released
Post by: Jeroen Hoppenbrouwers on Sun, 10 Aug 2014 09:24
Correct, it happens over a few seconds and as it typically comes in when you are a few miles out, you don't notice. We are not talking miles of slew, obviously.

At Kai Tak there are not many runways to choose from   :mrgreen:   but this particular situation may need a manual lock-in before approach.

That said, most approaches will be so creative that the slew won't be noticeable anyway    :twisted:

Real-world simulator experience: the usual way that pro sims are built is that one company provides the sim and another company the visual system. Both are linked through a narrow data conduit only. I have personally flown a brand-new Lufthansa 744ER sim in which the ILS led to taxiway Alpha. The technician (hello Jörg!) commented that since at that time, Lufthansa 744s did not fly to LPPT, this airport was basically uncalibrated and thus not usable.


Hoppie
Title: VisualPSX Suite released
Post by: Garry Richards on Sun, 10 Aug 2014 09:25
Yes, late, noticeable or too close for an offset to be applied. Shoot some extreme approaches when you have PSX to see what happens in each case.
Title: VisualPSX Suite released
Post by: ahaka on Sun, 10 Aug 2014 10:49
Thank you for the answers everyone!

Jeroen, I tried to find from the VisualPSX manual on how to do a manual lock-in before approach, but could not find any information on that. Is there an option to manually select the arrival runway beforehand to get the correct offset even if there's a short final?

Btw, your story proves that PSX really is a true real-world pro sim, as the visual system is indeed a separate component from the actual simulation in many of the setups. ;)
Title: VisualPSX Suite released
Post by: Garry Richards on Sun, 10 Aug 2014 13:00
No, you cannot set a runway and force the offset. PSX always uses an algorithm to infer the runway most likely to be the one you are approaching (as the real aircraft does for some functions) then VisualPSX applies its own algorithm to find the best FSX match. FSX runway thresholds are often not accurate to real world positions, headings and altitudes.
Title: VisualPSX Suite released
Post by: Jeroen Hoppenbrouwers on Sun, 10 Aug 2014 18:29
Ok, I stand corrected, I am still living in the VisualPS1 world of course. No FSX in sight here...


Hoppie
Title: VisualPSX Suite released
Post by: Ray_CYYZ on Tue, 12 Aug 2014 00:12
Quick question, I seem to have a constant overspeed warning in FSX.

Do folks just mess with the max limits in the aircraft.cfg to shut this up?
Title: VisualPSX Suite released
Post by: Garry Richards on Tue, 12 Aug 2014 02:28
Quote from: Ray_CYYZQuick question, I seem to have a constant overspeed warning in FSX.

Do folks just mess with the max limits in the aircraft.cfg to shut this up?
That's probably the simplest way.
Title: VisualPSX Suite released
Post by: Ray_CYYZ on Tue, 12 Aug 2014 04:33
Quote from: Garry Richards
Quote from: Ray_CYYZQuick question, I seem to have a constant overspeed warning in FSX.

Do folks just mess with the max limits in the aircraft.cfg to shut this up?
That's probably the simplest way.

Thanks, all better now.

Amazing clicking "CAT III"  in PSX weather and watching the effects come through on the other screen. You never know what you are missing till you actually see it in front of you!
Title: VisualPSX Suite released
Post by: Stephane LI on Tue, 12 Aug 2014 15:15
Hello,

I am trying to setup VisualPSX with P3DV2, but P3D does not seem to use SimConnect.xml.

Stephane
Title: VisualPSX Suite released
Post by: Phil Bunch on Tue, 12 Aug 2014 15:28
Quote from: calimhiroHello,

I am trying to setup VisualPSX with P3DV2, but P3D does not seem to use SimConnect.xml.

Stephane

Perhaps this post should be in its own thread with a heading something like "P3D setup questions"

Otherwise, I fear that P3D users might miss this question.
Title: VisualPSX Suite released
Post by: Ray_CYYZ on Tue, 12 Aug 2014 16:03
%APPDATA%\\Microsoft\\FSX
%APPDATA%\\Lockheed Martin\\Prepar3D v2

Gary just needs to add that to page 4 of his manual instead of this block:

. If XP – C:\\Documents and Settings\\\\Application Data\\Microsoft\\FSX
. If W7 or W8- C:\\Users\\\\ AppData\\Roaming\\Microsoft\\FSX
where means the name of the user account running FSX.

%APPDATA% automatically expands correctly on each version of Windows to replace C:\\Documents and Settings\\\\Application Data\\ or C:\\Users\\\\ AppData\\Roaming\\ as needed.

Going through the same thought process you may want to build the runway data using the P3D directory instead of the FSX directory. I assume there are differences.
Title: VisualPSX Suite released
Post by: Garry Richards on Tue, 12 Aug 2014 23:34
Quote from: calimhiroHello,

I am trying to setup VisualPSX with P3DV2, but P3D does not seem to use SimConnect.xml.

Stephane
Hi Stephane,
P3D is backwards compatible with FSX, so after you install SimConnect.dll and place your edited SimConnect.xml file in the correct folder everything should work.

The \\Microsoft\\FSX references in the manual should of course be changed to the equivalent path for P3D.

Cheers,
Title: VisualPSX Suite released
Post by: Garry Richards on Wed, 13 Aug 2014 02:47
Quote from: Ray_CYYZ%APPDATA%MicrosoftFSX
%APPDATA%Lockheed MartinPrepar3D v2

Gary just needs to add that to page 4 of his manual instead of this block:
Thanks for the suggestion. I think I will leave the manual as is because users may need to cut and paste from one folder to another. Locating the correct folder in Windows Explorer can be done easily by following the path specified in the manual, modified as necessary if using P3D.
Title: VisualPSX Suite released
Post by: JP59 on Wed, 13 Aug 2014 08:46
First of all congratulations for this wonderful add-on which enhances the PSX experience.

FSX connects with PSX without any problem and the FSX aircraft position is reset according with PSX position, but I have some little problems.

First, the FSX time doesn't follow the PSX time. The scenery is reloaded and new position set correctly but the time within FSX remains the same.

I also noticed that the FSX default 747's moving parts (gear,...) never moves (for example the landing gear stay down every time).

I followed the manual step by step for installation. Did I forget to configure something ?
Title: VisualPSX Suite released
Post by: Garry Richards on Wed, 13 Aug 2014 09:05
Hi Jean-philippe,

Are you using the latest update (version 5.2, build 5337)? If so, could you try running it again. Occasionally there are glitches at startup and restarting the app fixes it. If it is still misbehaving please let me know what hardware and windows version(s) you are using.

Cheers,
Title: VisualPSX Suite released
Post by: JP59 on Wed, 13 Aug 2014 11:49
Garry,

I'm running the very last version of VisualPSX. I had the same issues with older versions. After several restarts the problems described are still here. I'm running FSX on a computer 1, and VisualPSX with PSX server on computer 2. The specs are :

Computer 1 : I7 extreme 3960X, 16Gb RAM, 2 SSD's, GTX 580, Windows 7 Ultimate

Computer 2 : Core2Quad Q9550, 4Gb RAM, HDD, Windows XP SP3
Title: VisualPSX Suite released
Post by: Garry Richards on Thu, 14 Aug 2014 01:37
Hi Jean-philippe,

Your computers should be fine to handle those apps, nothing unusual there.

I tested my setup and all worked properly, but at one stage I restarted PSX and found that the FSX animations stopped working. Restarting everything except FSX did not fix the problem, but restarting FSX did fix it. Actually I rebooted the FSX computer then restarted FSX because I have found that to be necessary in the past.

Try starting from power up, firstly FSX and PSX, then when they are both running and stable start VisualPSX. Wait until it has completed its startup procedures then start TrafficPSX if you are using it.

Everything should work properly from that point. The SimConnect interface to FSX seems to be the weak link when animations or time changes stop working. This may happen if you frequently change PSX's location or time. The remedy then is to restart FSX, possibly with a reboot of its computer.
Title: VisualPSX Suite released
Post by: JP59 on Thu, 14 Aug 2014 06:38
Thank you Garry. I'll follow your advice and feed back.
Title: VisualPSX Suite released
Post by: JRBarrett on Thu, 14 Aug 2014 07:14
VisualPSX is working an all respects but one. When I start the program, the FSX default aircraft moves  to the PSX present position, and the time in FSX changes to match PSX. When  I start engines, and bring hydraulics on line, all FSX flight control animations match those in PSX. Departure runway offset lock-in works, and when I taxi and fly the PSX aircraft, the FSX aircraft follows correctly in all regards.

The one thing that does not appear to be working is weather injection from PSX to FSX. The FSX weather seems to be stuck in the default fair weather theme, no matter what I change PSX weather to.

I do have the inject weather option checked "on" in VisualPSX, and I am using the latest build.

Jim Barrett
Title: VisualPSX Suite released
Post by: JP59 on Thu, 14 Aug 2014 08:15
Maybe my FSX computer needs a complete re-installation. 2 years of intensive usage and many add-ons installed.
Title: VisualPSX Suite released
Post by: Garry Richards on Thu, 14 Aug 2014 08:27
Hi Jim,

I have just tested weather injection and it works correctly on my system. I can't find any settings in PSX or FSX that would stop it working.

All I can think of is that you had selected an inactive weather zone in PSX. The active zone will be highlighted by a green triangle, upwards facing with M inside it if the zones are being set manually or downwards facing with an A inside it. The inactive zones do not have a green triangle.

Hope this helps.
Title: VisualPSX Suite released
Post by: Garry Richards on Thu, 14 Aug 2014 08:31
Quote from: JP744Maybe my FSX computer needs a complete re-installation. 2 years of intensive usage and many add-ons installed.
I don't like recommending that people reinstall major applications or operating systems but sometimes that is advisable with FSX.
Title: VisualPSX Suite released
Post by: Matt Sheil on Thu, 14 Aug 2014 11:42
If you have FSUIPC. Go and set up clear all weather and map it to your space bar.
When you think it is not working , Clear all weather in FSX. And then reload weather in PSX, worst case restart VisualPSX. Sometimes sim connect just does not work as advertised.
Title: VisualPSX Suite released
Post by: Matt Sheil on Thu, 14 Aug 2014 11:48
Just a heads up on Prepar3D V2.2 to 2.3 upgrade just out.
Read the instructions very carefully or you will be reinstalling everything from scratch.  As a general rule even if you follow the instructions you. Will have to reinstall the lot anyway.
The bonus is, frame rates are insane with the new 2.3.  Sydney for example in FSX is about 25fps. In the new prepar3d is about 60FPS  and fluid, worth the effort to upgrade.
And yes Visual PSX works fine
Title: VisualPSX Suite released
Post by: JRBarrett on Thu, 14 Aug 2014 12:33
Quote from: Garry RichardsHi Jim,

I have just tested weather injection and it works correctly on my system. I can't find any settings in PSX or FSX that would stop it working.

All I can think of is that you had selected an inactive weather zone in PSX. The active zone will be highlighted by a green triangle, upwards facing with M inside it if the zones are being set manually or downwards facing with an A inside it. The inactive zones do not have a green triangle.

Hope this helps.

Thanks Garry, I'll check for this.

JB
Title: VisualPSX Suite released
Post by: Ivo de Colfmaker on Thu, 14 Aug 2014 14:12
I used visual PSX suite on the same pc as PSX and prepar3d 2.2 , and  on a pc running  visual PSX suite and prepar and PSX  on an other pc via local network using cables.
Both work like a charm.
One thing is not completely clear to me, when entering in the simconnect .xml the ip address of my internet  modem, in the last case 192.168.1.104  it works,
Entering the  ip address of my local network, in my case 192.168.1.20   Pc where  visual PSX suite is running on, does not work.
The first ip address changes almost every day, so each time have to adjust the xml and cfg file.
Is there a way to use the static local network ip address?
Thanks
Ivo
Title: VisualPSX Suite released
Post by: Michael Benson on Thu, 14 Aug 2014 14:18
Hello,

Re: Weather.

For me it seems to work if I either create my own weather or use the quick buttons.  As soon as I try and use downloaded weather I just get clear skies (green/blue/purple tabs are the same).

I also don't get online traffic appearing on TCAS but I do see them in P3D, I'm not sure if that's an indication of what may be occurring?
Title: VisualPSX Suite released
Post by: Phil Bunch on Thu, 14 Aug 2014 15:43
Quote from: Matt SheilIf you have FSUIPC. Go and set up clear all weather and map it to your space bar.
When you think it is not working , Clear all weather in FSX. And then reload weather in PSX, worst case restart VisualPSX. Sometimes sim connect just does not work as advertised.

Thanks so much for this P3D info - I was hesitant to try P3D without basic information and tips.  The frame rate info is very encouraging!  Fortunately, I have almost no add-on investment in FSX.
----------------

Are you doing a major upgrade of your flight simulator for PSX, perhaps changing the hardware connections and purposes of your sim's computers?  Regardless, I would think that upgrading to PSX would be a major task for such a complex installation...
Title: VisualPSX Suite released
Post by: Jeroen Hoppenbrouwers on Thu, 14 Aug 2014 16:06
Quote from: Ivo de ColfmakerWhen entering in the simconnect .xml the ip address of my internet  modem, in the last case 192.168.1.104  it works,
Entering the  ip address of my local network, in my case 192.168.1.20   Pc where  visual PSX suite is running on, does not work.
The first ip address changes almost every day, so each time have to adjust the xml and cfg file.
Even the 192.168.1.104 address should not change daily, as this is NOT the address of your external internet entry point, unless your service provider runs your complete home network as an extension of the street. If you go to

http://whatismyipaddress.com/

you see your "real" internet address.

I suspect that your PC and your modem do not agree on who is who, which can happen if one of them is on DHCP and the other static and they overlap. This would be a very good reason not to work. Your modem's local address definitely should not jump around daily.


Hoppie
Title: VisualPSX Suite released
Post by: martin on Thu, 14 Aug 2014 16:12
...and if you can access and operate the router/modem admin interface (e.g. in your web browser via some special URL), you "should" be able to permanently assign a fixed local  internal IP address (192.168.x.y) to a fixed device as identified by its individual MAC number. (MAC not as in "Apple Macintosh", but as in "Media Access Control (https://en.wikipedia.org/wiki/MAC_address)").

Good luck,
Martin
Title: VisualPSX Suite released
Post by: JP59 on Thu, 14 Aug 2014 19:40
Quote from: JP744First of all congratulations for this wonderful add-on which enhances the PSX experience.

FSX connects with PSX without any problem and the FSX aircraft position is reset according with PSX position, but I have some little problems.

First, the FSX time doesn't follow the PSX time. The scenery is reloaded and new position set correctly but the time within FSX remains the same.

I also noticed that the FSX default 747's moving parts (gear,...) never moves (for example the landing gear stay down every time).

I followed the manual step by step for installation. Did I forget to configure something ?

I tried today several training scenarios with PSX. FSX follows everything very well (time, moving parts,...), but I didn't change anything from the last time when the FSX time didn't follow PSX one. Strange...
Title: VisualPSX Suite released
Post by: Michael Benson on Thu, 14 Aug 2014 20:25
Hi.

A further question if I may?  Is it only possible to have one copy of VirtualPSX connect at a time?

I'm doing some multi-crew with a mate and if both of us run VirtualPSX only the first one to start it gets the updates.  If one of us runs P3D and VirtualPSX and the other XView and XPlane it works fine.

Thanks.
Title: VisualPSX Suite released
Post by: Ray_CYYZ on Thu, 14 Aug 2014 21:16
That configuration is shown on page 83 of the PSX manual.

You both need to configure PSX to have a boost server due to the data rate between it and the add on.
Title: VisualPSX Suite released
Post by: Michael Benson on Thu, 14 Aug 2014 22:32
Thanks Ray but boost server is already running and we still have the issue as outlined.  VisualPSX makes a connection to the server, boost and P3D however doesn't move the aircraft/view and sits on waiting next to FSX.  The minute the other person disconnects VisualPSX mine works with no issue.  Also as outlined I can connect just fine with XView while he runs VisualPSX so I don't think data rate is the issue.
Title: VisualPSX Suite released
Post by: Ray_CYYZ on Thu, 14 Aug 2014 23:27
Try using 127.0.0.1 in your config files for everything VisualPSX related so there is no way they can cross connect between the 2 machines. Only PSX needs to talk to the other PSX across the network.

What you described sounds like 2x VisualPSX connecting to the same boost server, which is likely why it was fine with 1x VisualPSX & 1x XView.
Title: VisualPSX Suite released
Post by: Garry Richards on Fri, 15 Aug 2014 06:04
Quote from: Ray_CYYZTry using 127.0.0.1 in your config files for everything VisualPSX related so there is no way they can cross connect between the 2 machines. Only PSX needs to talk to the other PSX across the network.

What you described sounds like 2x VisualPSX connecting to the same boost server, which is likely why it was fine with 1x VisualPSX & 1x XView.
That sounds right. Thanks Ray.  :)

Each instance of VisualPSX must talk only to its local instance of PSX, either main server or main client. Both of those need to have their boost servers running for VisualPSX.
Title: VisualPSX Suite released
Post by: Stefan Z. on Fri, 15 Aug 2014 14:49
Since yesterday I attemps to connect PSX to FSX without success. I kept strictly to the instruction. Step by step. Use it on the same computer...have the XML file change with my Static IP and the cfg file also. Always get the messege about Visual PSX..sim connect has failed.Is there anyone who could help me in German? Thanks fort any help.

Stefan
Title: VisualPSX Suite released
Post by: DrRSG on Fri, 15 Aug 2014 16:00
Quote from: Stefan Z.Since yesterday I attemps to connect PSX to FSX without success. I kept strictly to the instruction. Step by step. Use it on the same computer...have the XML file change with my Static IP and the cfg file also. Always get the messege about Visual PSX..sim connect has failed.Is there anyone who could help me in German? Thanks fort any help.

Stefan
Stefan, I had the same problem and solved it by using my IPv4 address.
Title: VisualPSX Suite released
Post by: roccod on Fri, 15 Aug 2014 16:45
Hi everyone,

Am I reading correctly that VisualPSX is not compatible with Vista?
Title: VisualPSX Suite released
Post by: Stefan Z. on Fri, 15 Aug 2014 17:37
Thank You. That was the solution.
Title: VisualPSX Suite released
Post by: jalexb88 on Fri, 15 Aug 2014 20:36
Looking good! I am having an issue though at some airports such as KLAX, the offset puts me at KHHR rwy 25 which is just near KLAX, but in PSX I am clearly on rwy 25R in KLAX. Ive seen this issue at a few other places with nearby airports with similar rwy headings.

Edit: Just tried KJFK 31R in PSX, and in FSX its putting me on 31 in KLGA.

Alex
Title: VisualPSX Suite released
Post by: dts on Sat, 16 Aug 2014 11:06
Trying to connect to a freq on vpilot, it was working fine yesterday, but i cant seem to connect today.  I am connected to vatsim via vpilot, i have trafficpsx running and have set it up correctly, but for the life of me, it never seems to connect to the voice channel.

i know there is no controllers at the moment, but there were loads, but i couldnt connect to any

attached is pic

(http://i762.photobucket.com/albums/xx266/david_saunders2/radio_zps96c0d7c8.jpg) (http://s762.photobucket.com/user/david_saunders2/media/radio_zps96c0d7c8.jpg.html)
Title: VisualPSX Suite released
Post by: John Golin on Sat, 16 Aug 2014 12:40
When controllers are online, do the frequencies in vPilot match the ones in PSX?

edit: I just noticed I can zoom the pic and they do match.

What are you expecting to happen that isn't - is it
- not changing frequency (VisuaPSX/TrafficPSX-FSX problem)
- you are on correct frequency but cannot hear ATC and you know they are voice  (vPilot / OS problem)

If I understand correctly, it's the latter?

If you take PSX out of the loop and just use FSX and vPilot does it work?
Title: VisualPSX Suite released
Post by: dts on Sat, 16 Aug 2014 14:13
If i tune the frequencies then move as expected on the ACP and they show in vpilot,

however,

where it should then join a voice room or indeed atc channel, it does neither, i cant connect via voice or even text the controllers.  

Everything was fine yesterday and i could speak to controllers, but today, nothing, i havnt changed anything, but cant seem to connect to any room
Title: VisualPSX Suite released
Post by: Michael Benson on Sat, 16 Aug 2014 19:18
Hi Ray,

Quote from: Ray_CYYZTry using 127.0.0.1 in your config files for everything VisualPSX related so there is no way they can cross connect between the 2 machines. Only PSX needs to talk to the other PSX across the network.

Thanks for your continued help but still no luck!

Friend is running 1 copy as server and 1 as a client.

In order to connect to him I connect my 3 instances of PSX with his server.

He loads VisualPSX, connects it to his server and all works fine.

If I try and connect to his server with VisualPSX I have the issue as outlined before that my FSX stays on Wait and nothing happens in P3D.  If he disconnects I am able to connect and it all works fine, however he is then unable to connect with his version of P3D.

If I try to connect to 127.0.0.1 VisualPSX can't connect to a server as I'm not running one as they're all in client mode.  If I run a server it's pointless as I am no longer connected to my mates session.  I haven't seen an option to connect as a client and rebroadcast that information then as a server?

Does that all make sense?
Title: VisualPSX Suite released
Post by: Ray_CYYZ on Sat, 16 Aug 2014 19:46
On the Instructor -> Preferences  -> Basics page in PSX

Machine one: Start with main server on + Start with boost server on (VisualPSX connects to this boost server)

Machine two: Start with main client on + Start with boost server on (VisualPSX connects to this boost server)


Running a boost server is not the same a running the PSX as Server, it is a separate setting. Every instance of PSX could have a boost server enabled if you were spread over 4 machines. VisualPSX connects to the boost server, not to the PSX server or client.

I am not sure as I don't have enough machines to test, but I think you are limited to 4 total connections (1 server, 3 clients). Your count describes 1 server and 4 clients.
Title: VisualPSX Suite released
Post by: Michael Benson on Sat, 16 Aug 2014 21:02
Hi Ray.

His Machine - Server Boost / Client

My Machine - Client Boost / Client

VisualPSX 127.0.0.1 - Connecting to PSX main server, tries and tries again forever

(http://hotas.co.uk/PSX/Capture3.png)

VisualPSX Network Ip of machine - Connecting to PSX main server, tries and tries again forever

(http://hotas.co.uk/PSX/Capture2.png)

VisualPSX Mates IP - Connects to PSX Main Server, Connects to PSX boost server, Wait... on FSX status and doesn't move.

(http://hotas.co.uk/PSX/Capture.png)
Title: VisualPSX Suite released
Post by: Ray_CYYZ on Sat, 16 Aug 2014 21:22
Hmm, I see where you are going with this ... The issue is not with the boost server connection, it is with the psx connection. I bet Garry did not write the state detection stuff to be able to deal with multiple connections so once the first one switches on, the other one is blocked.

Sorry, thought it only needed the boost data full time.
Title: VisualPSX Suite released
Post by: JRBarrett on Sun, 17 Aug 2014 01:38
Quote from: dtsIf i tune the frequencies then move as expected on the ACP and they show in vpilot,

however,

where it should then join a voice room or indeed atc channel, it does neither, i cant connect via voice or even text the controllers.  

Everything was fine yesterday and i could speak to controllers, but today, nothing, i havnt changed anything, but cant seem to connect to any room

I was having exactly this same problem this afternoon. (It was my first time setting up TrafficPSX with VPilot). Same symptoms - I could control the active frequency in Vpilot with the PSX L/H COM controller, likewise the PSX transponder controller was actively linked to VPilot's Mode C off/on button. But, when I  switched the PSX COM to the frequency of a local online VATSIM ATC, VPilot would not enter his voice room, and if I tried to send text to him, VPilot gave a red error message saying "Not transmitting on any frequency".

I did find the solution. At least on my system, it is necessary for the battery and avionics master switches in the FSX default 747 to be switched "on" for Vpilot to work properly under the control of TrafficPSX. (FWIW, I run VPilot on a networked laptop, as I have always done when flying in FSX directly).

Unfortunately, there is no easy way to switch the electrics "on" in the default 747... it was designed to be fully started (engines and all) by pressing CTRL+E. None of the switches in the overhead panel (e.g. battery on/off) are actually functional.

What I did was to use the FSX controller setup menu to map two unused joystick buttons to control FSX master battery toggle, and avionics master toggle. I also used FSUIPC to set unlimited battery life.

After doing this, the whole VisualPSX, TrafficPSX, vPilot combo worked perfectly each and every time. Sitting on the ramp in KATL, I watched several arriving and departing VATSIM aircraft on the PSX TCAS display on the ND.

Thanks again to Garry for bringing these two fine add-ons to the PSX community!
Title: VisualPSX Suite released
Post by: John Golin on Sun, 17 Aug 2014 03:32
Quote from: JRBarrettI did find the solution. At least on my system, it is necessary for the battery and avionics master switches in the FSX default 747 to be switched "on" for Vpilot to work properly under the control of TrafficPSX. (FWIW, I run VPilot on a networked laptop, as I have always done when flying in FSX directly).



Aha! Great troubleshooting! And this sounds very familiar! I think there is a setting in FSUIPC somewhere to force avionics power on ?
Title: VisualPSX Suite released
Post by: JRBarrett on Sun, 17 Aug 2014 04:42
Quote from: John Golin
Quote from: JRBarrettI did find the solution. At least on my system, it is necessary for the battery and avionics master switches in the FSX default 747 to be switched "on" for Vpilot to work properly under the control of TrafficPSX. (FWIW, I run VPilot on a networked laptop, as I have always done when flying in FSX directly).



Aha! Great troubleshooting! And this sounds very familiar! I think there is a setting in FSUIPC somewhere to force avionics power on ?

I believe there are FSUIPC-accessible offsets that can be used to either read the state of  the avionics switch, or set it. I think they are mostly used for interfacing external hardware. There is also a checkbox in the FSUIPC menu that will prevent the battery from becoming discharged even if it is left on with no source of charging voltage.

I had never had occasion to load the default FSX 747 before, and did not realize how primitive it is - with no functional panel switches to even turn on battery and avionics power. It was apparently made for neophyte FSX users with no interest in complexity... just hit CTL+E, and all the systems come online, all the engines auto-start, and away you go!

(That kind of over-simplified aircraft would probably be well-suited to the ill-tempered fellow in the other thread who decided PSX wasn't his cup of tea after all!) :twisted:  :twisted:

Anyway, I saved a flight with the avionics powered, so I assume they will load still powered the next time, but I did want to have the option to turn the radio stack on with a joystick button, in case they get accidentally shut off mid-flight while using TrafficPSX.
Title: VisualPSX Suite released
Post by: Garry Richards on Sun, 17 Aug 2014 04:46
Quote from: John Golin
Quote from: JRBarrettI did find the solution. At least on my system, it is necessary for the battery and avionics master switches in the FSX default 747 to be switched "on" for Vpilot to work properly under the control of TrafficPSX. (FWIW, I run VPilot on a networked laptop, as I have always done when flying in FSX directly).



Aha! Great troubleshooting! And this sounds very familiar! I think there is a setting in FSUIPC somewhere to force avionics power on ?
Yes, well done! The odd thing is that I discovered this same problem well before release and have code in TrafficPSX that is supposed to turn the FSX avionics on at startup. Not sure why it is not reliable.
Title: VisualPSX Suite released
Post by: Garry Richards on Sun, 17 Aug 2014 05:09
Quote from: Garry RichardsEach instance of VisualPSX must talk only to its local instance of PSX, either main server or main client. Both of those need to have their boost servers running for VisualPSX.
Oops, this is incorrect. Each instance of VisualPSX must connect to the PSX main server, which may be in another part of the world if you are running a shared cockpit over the internet, and to a local client's boost server.

I've revised my manual to explain this further.


Quote from: roccodHi everyone,

Am I reading correctly that VisualPSX is not compatible with Vista?
Vista is not recommended because it is a kludge version of Windows. For that reason we didn't even test any of the VisualPSX suite apps on Vista. They may or may not run correctly.


Quote from: jalexb88Looking good! I am having an issue though at some airports such as KLAX, the offset puts me at KHHR rwy 25 which is just near KLAX, but in PSX I am clearly on rwy 25R in KLAX. Ive seen this issue at a few other places with nearby airports with similar rwy headings.

Edit: Just tried KJFK 31R in PSX, and in FSX its putting me on 31 in KLGA.

That one was a bug, and in the most complex part of VisualPSX. It took me five hours to eventually change only three lines of code. That bug seems to be fixed and I am hoping there are no unwanted side effects. So far there don't seem to be. Offsets are a pain. More time and effort went into them than any other part of VisualPSX.


Quote from: Ray_CYYZHmm, I see where you are going with this ... The issue is not with the boost server connection, it is with the PSX connection. I bet Garry did not write the state detection stuff to be able to deal with multiple connections so once the first one switches on, the other one is blocked.

Sorry, thought it only needed the boost data full time.
Almost, but not quite. Firstly there's where to connect as mentioned above, and secondly some extra code was needed to limit what the "client" VisualPSX sent back to PSX.

More details in the extra sections of the manual.

Update version 5.3, build 5342 is now uploaded.

Thanks, everyone for your input. It all helps to improve the software!
Title: VisualPSX Suite released
Post by: JRBarrett on Sun, 17 Aug 2014 06:12
Quote from: Garry Richards
Quote from: John Golin
Quote from: JRBarrettI did find the solution. At least on my system, it is necessary for the battery and avionics master switches in the FSX default 747 to be switched "on" for Vpilot to work properly under the control of TrafficPSX. (FWIW, I run VPilot on a networked laptop, as I have always done when flying in FSX directly).



Aha! Great troubleshooting! And this sounds very familiar! I think there is a setting in FSUIPC somewhere to force avionics power on ?

Yes, well done! The odd thing is that I discovered this same problem well before release and have code in TrafficPSX that is supposed to turn the FSX avionics on at startup. Not sure why it is not reliable.

Interesting! It may be dependent on how different FSX installations are configured, as to whether it works or not on a particular system. FSUIPC might also play a role - I have multiple aircraft-specific controller profiles set up in my FSUIPC.ini file  to define custom switch and axis functions for different add-on aircraft. Perhaps they may be preventing the "switch on" code in TrafficPSX from working for me.

I also wonder if the order in which the various parts of the system are initialized has anything to do with it?

BTW, I am running the very latest build of your programs, and version 7.67 of the Java RTE.

Also, as you may know, the VPilot Traffic Proxy program does have a function to define a specific joystick button for PTT. I have done so, and it does successfully send PTT to the remote client, without the need to define a PTT switch in TrafficPSX.

Regards,

Jim Barrett
Title: VisualPSX Suite released
Post by: Garry Richards on Sun, 17 Aug 2014 07:13
Quote from: JRBarrettAlso, as you may know, the VPilot Traffic Proxy program does have a function to define a specific joystick button for PTT. I have done so, and it does successfully send PTT to the remote client, without the need to define a PTT switch in TrafficPSX.
I didn't know that, Jim. vPilot was still in beta when we were developing this and I was still working with Squawkbox. Later I added the vPilot facility with one of its beta testers confirming it worked. Anyway that joystick PTT facility gives users more flexibility which is good.

Cheers,
Title: VisualPSX Suite released
Post by: JRBarrett on Mon, 18 Aug 2014 07:16
Garry,

Just a quick report  on your latest ( 17 August) build of VisualPSX. i just used it on a 4 hour flight from KATL to KLAX, with a landing on LAX runway 25L. I know that previously, some users had problems here.

It worked perfectly - FSX lined up right on the centerline of LAX runway 25L during the approach. Curiously, when I pulled up the VPSX status window a couple of minutes before landing, it showed no info re: the applied offset airport and runway - The three offset status lines on the right side of the screen were blank, with the left side status indicators all showing "flight" in green as usual. But, the landing offset was definitely applied.

After parking and shutting off the PSX nav light, the standard FSX Locked" and "Offset Removed" status lines did come up as usual.

Also, TrafficPSX worked flawlessly during the flight, connected to VATSIM continuously the whole time.

Jim Barrett
Title: VisualPSX Suite released
Post by: Garry Richards on Mon, 18 Aug 2014 07:50
That's good to hear, Jim. Thanks for the report.

On that approach the offset airport and runway change several times until KLAX 25L becomes and remains the best choice. You probably looked at the display while it was between selections.
Title: VisualPSX Suite released
Post by: ScudRunner on Mon, 18 Aug 2014 08:15
G'day Garry,

further to Jim's comments I can also confirm that the offset comes in perfectly when approaching LAX (Rwy 24R in my case).

I am still seeing the problem (under build 5337) where you are attempting to start at an LAX runway or a gate the offset is still taking you to Hayward. I have tried various east and west runways at LAX and am still getting the same issues.

I can imagine that this is a difficult problem to address given the proximity and similar hdgs of the runways involved.

chrs
Sean
Title: VisualPSX Suite released
Post by: Garry Richards on Mon, 18 Aug 2014 08:49
Hi Sean, you need build 5342 or higher.

Cheers,
Title: VisualPSX Suite released
Post by: ScudRunner on Mon, 18 Aug 2014 11:35
Apologies for the confusion Garry.

I went back and checked my installations. Got myself mixed somehow.

I can confirm I am running version 5342 (.exe version 5.3.5342.21437)

The scenario I am using to produce the problem

1)  Load FSX and locate the aircraft at the threshold of RWY 24R, KLAX.
2) Run PSX, load a `parked' situation, then reposition to Rwy 24R at KLAX.
3) Confirm beacon off, park brake set, pax signs off and nav light on.
4) Run VisualPSX.
5) After making it's connections, FSX is then repositioned to Rwy 25 at Hayward. This happens consistently. If try this from a westerly runway at LAX, the reposition occurs to Hayward Rwy 07.

VisualPSX works perfectly when starting at the other airports I fly from (YBBN, YSSY mainly) and as discussed before the offset it applies when flying into LAX (again Rwy 24R) is spot on. I just figured that this is a particular problem generated by the close association of these 2 airports and the challenges of rubber sheeting the FSX world  to match the PSX world.

Possibly a case of (my) operator error???


cheers,
Scud.
Title: VisualPSX Suite released
Post by: Garry Richards on Mon, 18 Aug 2014 12:30
Thanks, Scud, that indeed looks like a bug, one of those feared side-effects when you make a small change to complex code. The detail you have provided will help me to track it down.
Title: VisualPSX Suite released
Post by: ScudRunner on Mon, 18 Aug 2014 14:49
Hi Garry,

I can provide some more detail from a flight I just completed.

This time I saw the problem `in flight'.

Approaching from the west simulating an oceanic arrival - no airports were overflown on the way in -  I am not sure if that is relevant??

As I approached to land on 06R, both the FSX and PSX `worlds' aligned perfectly until exactly 12nm from the LAX 06R threshold. FSX then immediately jumped over to a position 12nm on the extended centreline of Rwy 07 at Hawthorne Muni.  I know this as I was able to view the FSX track with an old Google Earth app I have used to view my FSX flights in the past.

I also noticed a yellow message display on the PSX upper EICAS when on short final   "KLAX06R  KHHR".  

PSX of course continued along happily unaware of this and I was able to land on the `PSX' rwy 06R normally.

Hope that helps you to track it further. Thanks again for all your efforts to look into this. A brilliant add-on to a superb sim.

chrs
Scud.
Title: VisualPSX Suite released
Post by: pbenoit on Mon, 18 Aug 2014 16:02
Wow!!!!! What can I say Garry!!!  Other than Thank you so much for Visual PSX.  I am running it on a single PC and it works great.  Who know this all could be do cool!!

Now to "relearn" the 744 and PSX...VisualPSX will indeed add a great dimension for PSX, now I suppose I could position myself at a gate and actually taxi ... wow just thought of that.  The possibilities are nearly endless.

Thanks again so very much for your efforts on all of our behalfs!!!!!!

Cheers
Paul Benoit
Title: VisualPSX Suite released
Post by: Ivo de Colfmaker on Mon, 18 Aug 2014 23:00
Hi Ray,
Might  I ask what values  you entered in the aircraft cfg file, i tried to change them but the overspeed warning still remains.
I use prepar3Dv2.3 for scenery generator .
.and again, thank you Garry for this wonderfull add on.

Ivo
Title: VisualPSX Suite released
Post by: dts on Mon, 18 Aug 2014 23:59
just turn off the text for overspeed and it disappears.


Not sure how easy this would be,  for multi-crewing, it would be good to here the controllers on vatsim / ivao,  w

whats the chance of having that coming out over a speaker, or being able to trick vpilot into thinking its connected and being able to listen to the voice room.  

Having the ability to multicrew is excellent to train on prior to worldflight :)
Title: VisualPSX Suite released
Post by: Ray_CYYZ on Tue, 19 Aug 2014 00:50
I found the only sure fix was the aircraft.cfg found in the appropriate \\SimObjects\\Airplanes\\* directory.

max_mach=0.99
max_indicated_speed=999

Messing with the sim's messaging display caused other issues, like loss or brake messaging, etc.
Title: VisualPSX Suite released
Post by: dts on Fri, 22 Aug 2014 14:00
Flying online, and our GS is 0 ,  so how does Traffic / Visual output the speed of PSX to vatsim, we are not bothered, but can see that controllers may struggle with an aircraft moving but with no ground speed.

Update:  Groundspeed is now visable, nothing has changed our side.  ummm
Title: VisualPSX Suite released
Post by: Garry Richards on Fri, 22 Aug 2014 23:49
Quote from: dtsFlying online, and our GS is 0 ,  so how does Traffic / Visual output the speed of PSX to vatsim, we are not bothered, but can see that controllers may struggle with an aircraft moving but with no ground speed.

Update:  Groundspeed is now visable, nothing has changed our side.  ummm
In a roundabout way VisualPSX exists because of this condition. The first application to link the old PS1 to MSFS (FS2002?) was Urs von Aesch's Visual744 in which MSFS had to run in slew mode, resulting the groundspeed being shown as zero.

VisualPS1 was developed from these beginnings to run MSFS in normal mode, enabling groundspeed to be correct and available to online ATC networks. VisualPSX is a direct descendent of VisualPS1.

VisualPSX disables slew mode when it connects to FSX and re-enables it when shutting down, so I don't know why you should have lost the groundspeed temporarily.
Title: VisualPSX Suite released
Post by: sirraj on Sat, 23 Aug 2014 01:12
I have been unable to get Visual PSX to connect to the PSX main server. I have spent the past four hours stepping through the directions three times, but I can't get it to connect. I know nothing about IP addresses or servers and after reading through this thread, I think VisualPSX may be too much for me to figure out.

I want to be sure that I have restored everything properly. I have uninstalled Flight Simulator X and deleted the VisualPSX directory. In PSX, I checked "Start with main network off" and unchecked "start with boost server on". Are there any other files I need to delete or any other settings I need to change back? Thank you for your help.

Sirraj
Title: VisualPSX Suite released
Post by: Ray_CYYZ on Sat, 23 Aug 2014 02:09
You are good to go having made those changes, even with them left on it does not hurt anything.

After you have had a few beers and gone for a walk, if you want to describe what you have in detail (computers, operating systems), there are likely enough of us here to get you through the fight with a successful conclusion should you wish to try again.

Some days, computers just win the fight and you have to walk away.
Title: VisualPSX Suite released
Post by: OmniAtlas on Sat, 23 Aug 2014 03:40
Quote from: Garry RichardsI didn't know that, Jim. vPilot was still in beta when we were developing this and I was still working with Squawkbox. Later I added the vPilot facility with one of its beta testers confirming it worked. Anyway that joystick PTT facility gives users more flexibility which is good.

Cheers,

Hi Garry, I take it we can program PTT on a joystick button to both activate PTT internally on PSX (for example to use the pushback function) and vPilot.

Thank you for this program.

Ben
Title: VisualPSX Suite released
Post by: Garry Richards on Sat, 23 Aug 2014 07:27
Hi Ben,

The PTT feature in TrafficPSX sends a keystroke to vPilot when PSX transmits on whichever of VHF L, C or R you have specified to be FSX COM1 or COM2.

If you transmit to any other location the keystroke won't be sent to vPilot.

Cheers,
Title: VisualPSX Suite released
Post by: sirraj on Sat, 23 Aug 2014 11:57
Quote from: Ray_CYYZAfter you have had a few beers and gone for a walk, if you want to describe what you have in detail (computers, operating systems), there are likely enough of us here to get you through the fight with a successful conclusion should you wish to try again.

Some days, computers just win the fight and you have to walk away.

Thank you for the encouragement and since you offered ...

I am running Windows 8 on a PC with an 8 core, 4GHz AMD processor, my C drive is an SSD and I have 16Gb of RAM. My graphics card is an Nvidia GTX-660.

I am confused about a few things.

From what I can tell, Windows 8 comes with Microsoft Visual C++ 2010 x86 Redistributable and Microsoft.NET Framework 3.5 SP1 already installed.

I am running VisualPSX, PSX and FSX on the same computer,

Run Simconnect.msi – When do I run this? After I edit Simconnect.xml and Simconnect.cfg? Do I need to run this every time I run VisualPSX? When I did run Simconnect.msi, it starts but nothing else seems to happen.

I used whatismyipaddress.com to determine my IP address and then edited both SimConnect.xml and SimConnect.cfg with my IP Address. I also tried leaving the default IP Addresses in these files.

The instructions also mention a static IP address, do I need to worry about this if I'm running on a single PC?

Install SimConnect.xml (unless editing as described on previous page)

I am confused by this step. I edited my IP Address in Simconnect.xml on the previous page so do I need to install SimConnect.XML? (I did install it).

I installed VisualPSX and TrafficPSX in the same folder.

I was able to successfully install and run RunwaysPSX and copied the Runways_PSX_FSX_v52.vpx file to the VisualPSX folder.

I then started FSX and made the described changes, started PSX and made the configuration changes. But when I run VisualPSX it never connects.

I apologize for all the stupid questions, I feel like an idiot.

Thank you very much,

Sirraj
Title: VisualPSX Suite released
Post by: Jeroen Hoppenbrouwers on Sat, 23 Aug 2014 12:02
I cannot help you with the SimConnect installer but I do know a bit about IP addresses.

An old post that may help you out is http://www.hoppie.nl/broker/tcpip.html but on the other hand it may also confuse the heck out of you. So beware.

You need to distinghuish two IP address families: the address your router has on the internet (what you get from www.whatismyipaddress.com) and the addresses your machines have inside your home. You need the latter, as you do not have the intention to go outside, so to say.

It sounds like you have exactly one PC. This makes the whole IP address business very simple: there is a reserved address, 127.0.0.1, that always points back at the machine you are on. It is called "localhost". If you use this one, it does not matter at all what your actual machine address is.

Only when you get more than one machine, you need to establish what addresses they use, and typically you end up making a list and assigning these addresses statically so that they come back each time you restart your machines.


Hoppie
Title: VisualPSX Suite released
Post by: sirraj on Sat, 23 Aug 2014 14:11
Quote from: Jeroen HoppenbrouwersIt sounds like you have exactly one PC. This makes the whole IP address business very simple: there is a reserved address, 127.0.0.1, that always points back at the machine you are on. It is called "localhost". If you use this one, it does not matter at all what your actual machine address is.

Only when you get more than one machine, you need to establish what addresses they use, and typically you end up making a list and assigning these addresses statically so that they come back each time you restart your machines.

Hoppie

Thank you very much, I changed the IP Addresses to 127.0.0.1 and everything connected. I now have VisualPSX running lined up on the runway with FSX Status, PSX Main Status and PSX Boost Status all green. Offset Airport, Runway and Slope are all green also. But the PSX scenery has not changed from the standard PSX display. Am I misunderstanding what VisualPSX is supposed to do? Should I be seeing FSX scenery while I'm looking out the PSX windscreen?

Thank You again for helping me,

Sirraj
Title: VisualPSX Suite released
Post by: Jeroen Hoppenbrouwers on Sat, 23 Aug 2014 14:29
Ha, negative, VisualPSX is just to hook up FSX to become a virtual camera slaved to PSX. The PSX window will not change at all. You literally drive FSX from PSX, and some details can be injected back from FSX into PSX, such as the FSX reported height above ground (to allow PSX to crash into the mountain at the right visual moment).

Typically people use two monitors or two screen areas:

(http://www.hoppie.nl/forum/var/LIRFEGLL.png)


Hoppie
Title: VisualPSX Suite released
Post by: Ray_CYYZ on Sat, 23 Aug 2014 14:29
The order of operation really doesn't matter Sirraj.

As long as you complete the steps, you will be fine.

Gary has two explanations for SimConnect.xml because it is also used by other addons so it may already exist and instead of just putting it in the FSX directory, you would want to edit it and add Gary's settings.

In your case, being a new install with no addons you go straight to the edit ip address to 127.0.0.1 as Jeroen explained and put it in the directory: C:\\Users\\\\AppData\\Roaming\\Microsoft\\FSX

You can find this directory quickly by pasting: %appdata%\\Microsoft\\FSX into Windows Explorer shown here: (point 4: Address Bar)

http://windows.microsoft.com/en-CA/windows-8/files-folders-windows-explorer

This one can be a bit tough to find for folks as generally it is hidden.
Title: VisualPSX Suite released
Post by: Michael Benson on Sat, 23 Aug 2014 14:35
Hi Sirraj,

Quote from: sirrajBut the PSX scenery has not changed from the standard PSX display. Am I misunderstanding what VisualPSX is supposed to do? Should I be seeing FSX scenery while I'm looking out the PSX windscreen?

You won't see FSX scenery out of the PSX windscreen, no.  VisualPSX injects position information into FSX so that the view moves to match what is occuring within PSX.  You need to either run FSX on a separate monitor or arrange your view so that you have both FSX and PSX running on the same monitor.

www.twitch.tv/btrip7 - shows a half and half set up
http://www.twitch.tv/d2099/b/560045940 - shows a separate set up
Title: VisualPSX Suite released
Post by: sirraj on Sat, 23 Aug 2014 15:13
Thank you very much. I have been thinking about getting a second monitor, now I have another reason. I am aware that you have been a big part of the success of PSX (and PS-1) and appreciate your taking the time to help me.

Sirraj
Title: VisualPSX Suite released
Post by: OmniAtlas on Mon, 25 Aug 2014 05:01
Hi there -- have been using VisualPSX for the last few days now; pretty straight forward, thank you for the software Garry.

My issues are with the 'inject PSX weather into FSX'

I am using P3D and I have this option enabled but I do see any weather injected into P3D, only clear skies.

Has anyone else been able to get this feature to work?

Thank you,

Ben
Title: VisualPSX Suite released
Post by: JRBarrett on Mon, 25 Aug 2014 11:36
Quote from: OmniAtlasHi there -- have been using VisualPSX for the last few days now; pretty straight forward, thank you for the software Garry.

My issues are with the 'inject PSX weather into FSX'

I am using P3D and I have this option enabled but I do see any weather injected into P3D, only clear skies.

Has anyone else been able to get this feature to work?

Thank you,

Ben

It's been working well on FSX for me. Have not tried it on P3D.
Title: VisualPSX Suite released
Post by: OmniAtlas on Mon, 25 Aug 2014 14:27
I got it to work now, seems like there I have 2 simconnect sections to modify in simconnect.xml, a 'global' section, and a 'local' section. I changed the global section to my local ip address and now it injects.


      False
      IPv4
      global
      
127.0.0.1

      64
      9017
      4096
      true
   

   
      False
      IPv4
      local
      
127.0.0.1

      64
      9017
      8192
      true
   
Title: VisualPSX Suite released
Post by: OmniAtlas on Mon, 25 Aug 2014 14:55
Weather injects now, but clears to clean skies after a few seconds :-\
Title: VisualPSX Suite released
Post by: Ivo de Colfmaker on Mon, 25 Aug 2014 15:41
Hi OmniAtlas.
Here is my simconnect .xml
Have 2 apps running, visual psx on port 29764 and active sky 2012 on port 500
Both  local, ip address is from my router, i do not use 127.0.0.1

 Hope this helps
Ivo :lol:





  SimConnect
  SimConnect.xml
  False
 
    False
    IPv4
    local
   
192.168.1.100

    64
    29764
    8192
    True
 

 
    False
    IPv4
    local
   
192.168.1.100

    64
    500
    8192
    True
 

Title: VisualPSX Suite released
Post by: JRBarrett on Mon, 25 Aug 2014 17:26
Quote from: OmniAtlasWeather injects now, but clears to clean skies after a few seconds :-

Do you have ASN installed for FSX or P3D? If so, ASN installs a custom DLL that loads at startup every time you run the sim, and I believe it may cause this problem.

The load command is located in the DLL.XML file, and should be the very last entry. I'm not at my FS computer, and don't remember the exact name - something like "asn_brstp". What I did was to edit DLL.XML with notepad to change the "disabled" line of that config entry from FALSE to TRUE, which will prevent the DLL from loading when the sim is started.

Might want to make a backup copy of DLL.XML before doing any editing.

Just have to remember to re-enable the entry when you run FSX or P3D as a stand-alone with ASN weather.

If you do not have ASN, then I'm not sure what may be causing the weather to auto-clear. Pehaps an FSUIPC weather setting?

Jim Barrett
Title: VisualPSX Suite released
Post by: OmniAtlas on Wed, 27 Aug 2014 01:03
Quote from: JRBarrett
Quote from: OmniAtlasWeather injects now, but clears to clean skies after a few seconds :-

Do you have ASN installed for FSX or P3D? If so, ASN installs a custom DLL that loads at startup every time you run the sim, and I believe it may cause this problem.

The load command is located in the DLL.XML file, and should be the very last entry. I'm not at my FS computer, and don't remember the exact name - something like "asn_brstp". What I did was to edit DLL.XML with notepad to change the "disabled" line of that config entry from FALSE to TRUE, which will prevent the DLL from loading when the sim is started.

Might want to make a backup copy of DLL.XML before doing any editing.

Just have to remember to re-enable the entry when you run FSX or P3D as a stand-alone with ASN weather.

If you do not have ASN, then I'm not sure what may be causing the weather to auto-clear. Pehaps an FSUIPC weather setting?

Jim Barrett

Hi Jim, I found the issue, I didn't RT Fine manual correctly and only edit a simconnect entry (the ip address), when I should have been entering a new section!

It works now  8) I do not use ASN, and have decided to stick with the PSX weather injection method.

My only issues now is when I try and change the location of the aircraft, I am always not aligned with the gate?

Regards,

Ben
Title: VisualPSX Suite released
Post by: OmniAtlas on Wed, 27 Aug 2014 01:05
Quote from: Ivo de ColfmakerHi OmniAtlas.
Here is my simconnect .xml
Have 2 apps running, visual psx on port 29764 and active sky 2012 on port 500
Both  local, ip address is from my router, i do not use 127.0.0.1

 Hope this helps
Ivo :lol:

Thanks IVO, that was the issue, I didn't add a section with the 29764 port.
Title: VisualPSX Suite released
Post by: OmniAtlas on Wed, 27 Aug 2014 13:46
Some further testing today, it seems like the weather only flashes to clear skies after a few seconds when I have the option 'Set zones by flight track and downloaded METARs' selected.

When I set zone weather by randomization, or by the prefilled weather options (CAT1-III, etc), there is no flashing or sudden change of the weather environment.

I do not have any additional weather programs running.


I have tried enabling and disabling "Allow changes to FS own weather" in FSUIPC but that does not make any difference.
Title: VisualPSX Suite released
Post by: OmniAtlas on Wed, 27 Aug 2014 15:16
Quote from: Triple7Hello,

Re: Weather.

For me it seems to work if I either create my own weather or use the quick buttons.  As soon as I try and use downloaded weather I just get clear skies (green/blue/purple tabs are the same).


Hi Triple7, have you found a solution to the clear skies? My weather tab all have A inside them with an upside down (purple color) triangle.

Regards.
Title: VisualPSX Suite released
Post by: TAY737 on Wed, 27 Aug 2014 17:34
Hello Ben (and Triple7),

I had the same issue with weather only being properly displayed in FSX when it was set in PSX via the preset weather click-boxes or via entries in the zone weather fields (typing in values or adjusting them with the vertical slider).  
Any downloaded weather, however, would inject but clear after a few seconds.

Jim's post about the ASN custom DLL got me thinking:

Quote from: JRBarrettThe load command is located in the DLL.XML file, and should be the very last entry. I'm not at my FS computer, and don't remember the exact name - something like "asn_brstp". What I did was to edit DLL.XML with notepad to change the "disabled" line of that config entry from FALSE to TRUE, which will prevent the DLL from loading when the sim is started.

I don't have ASN myself, but I do have a registered version of FSUIPC.

Editing the DLL.XML file and putting 'True' in the "disabled" line of the 'FSUIPC 4' section appears to have solved my weather injection issues: PSX downloaded weather is now displayed correctly.

As Jim suspected, some (weather) setting in FSUIPC seems to be at fault, at least in my case.  I have a mildly modified FSUIPC.ini file with mostly control assignments but also some various other settings. I had previously tried playing with some FSUIPC settings but to no avail - possibly because they would have required a restart of FSX in order to see the results?  

For the time being, instead of looking at the FSUIPC settings in more detail, I have drafted a simple .bat file that swaps between a FSUIPC disabled and FSUIPC enabled version of DLL.XML, seeing as FSUIPC is really not doing anything useful anyway when running an FSX session solely as PSX scenery generator.

As you seem to have FSUIPC installed, you might want to try doing as I did. Let us know if it changes anything..

Regards,

Ken
Title: VisualPSX Suite released
Post by: JRBarrett on Wed, 27 Aug 2014 17:56
Quote from: TAY737Hello Ben (and Triple7),

I had the same issue with weather only being properly displayed in FSX when it was set in PSX via the preset weather click-boxes or via entries in the zone weather fields (typing in values or adjusting them with the vertical slider).  
Any downloaded weather, however, would inject but clear after a few seconds.

Jim's post about the ASN custom DLL got me thinking:

Quote from: JRBarrettThe load command is located in the DLL.XML file, and should be the very last entry. I'm not at my FS computer, and don't remember the exact name - something like "asn_brstp". What I did was to edit DLL.XML with notepad to change the "disabled" line of that config entry from FALSE to TRUE, which will prevent the DLL from loading when the sim is started.

I don't have ASN myself, but I do have a registered version of FSUIPC.

Editing the DLL.XML file and putting 'True' in the "disabled" line of the 'FSUIPC 4' section appears to have solved my weather injection issues: PSX downloaded weather is now displayed correctly.

As Jim suspected, some (weather) setting in FSUIPC seems to be at fault, at least in my case.  I have a mildly modified FSUIPC.ini file with mostly control assignments but also some various other settings. I had previously tried playing with some FSUIPC settings but to no avail - possibly because they would have required a restart of FSX in order to see the results?  

For the time being, instead of looking at the FSUIPC settings in more detail, I have drafted a simple .bat file that swaps between a FSUIPC disabled and FSUIPC enabled version of DLL.XML, seeing as FSUIPC is really not doing anything useful anyway when running an FSX session solely as PSX scenery generator.

As you seem to have FSUIPC installed, you might want to try doing as I did. Let us know if it changes anything..

Regards,

Ken


I have a followup caution for those who may be using ASN, who decide to temporarily disable it via the DLL.xml as I first suggested. Doing this has always worked for me since PSX/VisualPSX came out to insure that PSX weather injection will not be blocked. This was using the original ASN program, with the latest "hotfix 5" applied.

Yesterday, however, I decided to install the new ASN SP1, (which is still in beta).

NOW, when I disable the ASN Connect, FSX will crash on startup - right at the point where the aircraft selection screen would normally appear. This happens repeatedly. If I re-enable the ASN file in DLL.xml, FSX boots normally. It would seem that perhaps the new ASN SP has installed additional modules or DLLS that are loaded at startup, (other than by the dll.xml or exe.xml route), which will prevent FSX from loading if the ASN Connect program is not allowed to run.

Jim Barrett
Title: VisualPSX Suite released
Post by: OmniAtlas on Thu, 28 Aug 2014 05:25
Quote from: TAY737As you seem to have FSUIPC installed, you might want to try doing as I did. Let us know if it changes anything..

Regards,

Ken

Hi Ken,

I will try disabling FSUIPC and see if it works, tonight.

Hi Jim -- I don't have ASN, I think FSUIPC is the culprit.

Regards,

Ben
Title: VisualPSX Suite released
Post by: OmniAtlas on Thu, 28 Aug 2014 06:16
Quote from: Garry RichardsHi Ben,

The PTT feature in TrafficPSX sends a keystroke to vPilot when PSX transmits on whichever of VHF L, C or R you have specified to be FSX COM1 or COM2.

If you transmit to any other location the keystroke won't be sent to vPilot.

Cheers,

Thanks Garry, is it possible to program a joystick button in future releases?

Or is vpilot always on 'listen' mode, and should I program a joystick button press directly within vpilot, and disable the TrafficPSX PTT feature?

Regards.
Title: VisualPSX Suite released
Post by: JRBarrett on Thu, 28 Aug 2014 06:57
Quote from: OmniAtlas
Quote from: Garry RichardsHi Ben,

The PTT feature in TrafficPSX sends a keystroke to vPilot when PSX transmits on whichever of VHF L, C or R you have specified to be FSX COM1 or COM2.

If you transmit to any other location the keystroke won't be sent to vPilot.

Cheers,

Thanks Garry, is it possible to program a joystick button in future releases?

Or is vpilot always on 'listen' mode, and should I program a joystick button press directly within vpilot, and disable the TrafficPSX PTT feature?

Regards.

Hi Ben,

I use VPilot in network mode, with the main client on a laptop, connected to the VPilot Traffic Proxy program running on my combined PSX/FSX computer.

I defined one of the buttons on my CH yoke as CAPT PTT in PSX, and assigned the same button as PTT in Traffic Proxy. It works just fine, without having to enable a PTT assignment in TrafficPSX.

Jim Barrett
Title: VisualPSX Suite released
Post by: OmniAtlas on Thu, 28 Aug 2014 12:48
Update -- disabled FSUIPC and weather injection works correctly now with no clear skies.

Unfortunately this will not be a long term solution because vpilot requires FSUIPC for vatsim traffic injection.

Hopefully Garry has some suggestions, or we have to contact the author of FSUIPC.

Thanks Jim, assigned the joystick PTT button on vpilot and on PSX usb options and that works fine.

Regards.
Title: VisualPSX Suite released
Post by: JRBarrett on Thu, 28 Aug 2014 14:14
Quote from: OmniAtlasUpdate -- disabled FSUIPC and weather injection works correctly now with no clear skies.

Unfortunately this will not be a long term solution because vpilot requires FSUIPC for vatsim traffic injection.

Hopefully Garry has some suggestions, or we have to contact the author of FSUIPC.

Thanks Jim, assigned the joystick PTT button on vpilot and on PSX usb options and that works fine.

Regards.

Interesting... My PSX-to-FSX weather injection IS working, with FSUIPC installed. (registered version). I use it only for some custom controller mappings in FSX.

Have you tried clicking on the button on the first tab of the main FSUIPC menu to turn all weather settings "off"? That should prevent FSUIPC from doing anything to influence weather. On another menu page is an option for letting FSUIPC control the degree of cloud icing, which I also have disabled.

If that doesn't help, I suppose a re-installation of FSUIPC might be the next option - though you may already have tried that. Deleting the FSX.cfg file, and letting it rebuild on the next start-up of FSX is also something to try - though it can be a bit of a pain, since you will have to reset all of your graphics, scenery and cloud-draw options to your desired settings.

Jim Barrett

I know FSUIPC generates log files in operation - I have never
Title: VisualPSX Suite released
Post by: OmniAtlas on Thu, 28 Aug 2014 16:38
Hi Jim,

I have retried a longer flight with FSUIPC disabled, the clouds still disappear and clear after I take off from departing runway.

I now think PSX or VisualPSX is confused -- there are 8 different METARS from the different stations in PSX, could VisualPSX be translating them to P3D all at once?

The other issue is that this could be isolated with P3D, and working fine with FSX.
Title: VisualPSX Suite released
Post by: JRBarrett on Thu, 28 Aug 2014 17:29
Quote from: OmniAtlasHi Jim,

I have retried a longer flight with FSUIPC disabled, the clouds still disappear and clear after I take off from departing runway.

I now think PSX or VisualPSX is confused -- there are 8 different METARS from the different stations in PSX, could VisualPSX be translating them to P3D all at once?

The other issue is that this could be isolated with P3D, and working fine with FSX.

Could well be. I have not yet tried P3D as of yet. Tonight, I think I'll try a PSX flight into an area of known heavy cloud cover and low vis conditions to give the weather injection feature of VisualPSX a workout - most of my PSX flights to date have been through regions where the real-time weather has been generally good.
Title: VisualPSX Suite released
Post by: TAY737 on Thu, 28 Aug 2014 18:10
Quote from: OmniAtlasI have retried a longer flight with FSUIPC disabled, the clouds still disappear and clear after I take off from departing runway.
You're right; this afternoon I happened to notice the same: after some time the downloaded weather still disappears and clears, be it with FSUIPC disabled or not.
Initially it displays correct and if I go into the FSX weather menus, I can find the exact cloud layer altitudes etc at the "specific weather station" I'm at, corresponding to the downloaded METAR in PSX.  
However, a few minutes later (this time period appears rather random) weather suddenly disappears both from the outside world and the FSX weather menu, while still being displayed in the PSX METAR window.

But: any non-downloaded PSX weather (selected via the CAT I, II clickboxes or manually changed) will remain correctly displayed for hours on end.

I'm wondering if VisualPSX somehow treats these two weather source situations differently, sends them to PSX in a different way or something..


Quote from: OmniAtlasThe other issue is that this could be isolated with P3D, and working fine with FSX.
I'm running FSX and have the exact same issues as you do..


Quote from: JRBarrettDeleting the FSX.cfg file, and letting it rebuild on the next start-up of FSX is also something to try
I have done so, starting FSX with a freshly rebuilt fsx.cfg, didn't change anything here.

Regards,

Ken
Title: VisualPSX Suite released
Post by: Garry Richards on Thu, 28 Aug 2014 19:53
There's an option in FSX weather to have it remain static or to change gradually. Perhaps that has some bearing on the behaviour?

PSX generates METARs for CAT and other scenarios. VisualPSX simply passes these to FSX whenever they change. I can't check this while I am away but I suspect the cause is external to PSX and to VisualPSX.

I hope your testing finds the answer.
Title: VisualPSX Suite released
Post by: OmniAtlas on Mon, 1 Sep 2014 08:48
Quote from: Garry RichardsThere's an option in FSX weather to have it remain static or to change gradually. Perhaps that has some bearing on the behaviour?

PSX generates METARs for CAT and other scenarios. VisualPSX simply passes these to FSX whenever they change. I can't check this while I am away but I suspect the cause is external to PSX and to VisualPSX.

I hope your testing finds the answer.

Thanks Garry, P3D weather has been set not to change. The weather only clears after a few seconds of injection; I am not too sure exactly what may be overriding it.

I do not have any other addons (besides the FSDT addon manager) installed.

Regards,

Ben
Title: VisualPSX Suite released
Post by: Alec246 on Tue, 2 Sep 2014 04:16
Any chance of VisualPSX and Traffic PSX supporting IVAO IVAP? I fly a lot on IVAO, and it currently only supports VATSIM, am I right?

Thank you for the amazing software!
Title: VisualPSX Suite released
Post by: Garry Richards on Tue, 2 Sep 2014 04:56
Thank you! TrafficPSX supports any software that uses the original Squawkbox client area structure in FSX. I don't know whether this applies to IVAO comms software or not.
Title: VisualPSX Suite released
Post by: OmniAtlas on Wed, 3 Sep 2014 04:12
Quote from: TAY737Hello Ben (and Triple7),

I had the same issue with weather only being properly displayed in FSX when it was set in PSX via the preset weather click-boxes or via entries in the zone weather fields (typing in values or adjusting them with the vertical slider).  
Any downloaded weather, however, would inject but clear after a few seconds.


Ken

Hi Ken, any progress?

Could you also check if your landing lights are also configured and able to turn on?

I have been unable to switch them on in both P3D2.3 and XP10 using VisualPSX and XView.
Title: VisualPSX Suite released
Post by: Filoux on Wed, 3 Sep 2014 08:22
Hello,

I have trouble with connection between VisualPSX and FSX. I followed carefully each step, I can even see the simconnect debug box launching when fsx is starting. ActiveSkyNext has no trouble to connect with fsx.

PSX, VisualPSX and FSX runs on the same PC with 2 screens.

I set IP to 127.0.0.1 in the xml and in the cfg.

I am a bit puzzled and feels it may be due to port, so added exceptions in the firewall but no luck. Has anyone experienced same problem?


Other questions:
- does some fs addons install simconnect (ASN for example) and is it then causing trouble to launch the simconnect.msi over it?
-when we install simconnect does it install automaticaly the xml and the
Cfg? I had to add them by hand so maybe the problem lies here? Are these files mandatory for simconnect to work properly ?



Thanks much for your help and congrat to Gary for this great addon.
Title: VisualPSX Suite released
Post by: TAY737 on Fri, 5 Sep 2014 15:17
Quote from: OmniAtlasHi Ken, any progress?
Could you also check if your landing lights are also configured and able to turn on?
I have been unable to switch them on in both P3D2.3 and XP10 using VisualPSX and XView.
Hello,

No progress on the downloaded METAR-weather issue.  

To further eliminate chances of something exterior influencing things, I have done a full hard drive wipe + re-install of Windows 7, only reinstalling the absolute essentials:
* PSX (not networked, running as main+boost server)
* FSX+FSX Acceleration (without any add-ons, tweaks or custom settings; no FSUIPC installed)
* VisualPSX plus the required installs of simconnect.msi etc, as mentioned in the VisualPSX manual

Still seeing exactly the same results: preselected weather injects and remains OK, downloaded weather does not.
In a previous post I said that it looked like the weather/clouds disappeared seemingly at random after some time, upon further observation I have now found that actually it disappears as soon as the new METAR data cycle download has been performed by PSX.
 
I'm wondering if anyone else is seeing the same:

* PSX sitting on the ground, parking brake set.  FSX and VisualPSX running.
* untick "Set zones by flight track and downloaded METAR"
* click CAT I, CAT II etc boxes; weather is correctly injected instantly, visibility and clouds shoot up and down accordingly
* tick "Set zones by...", latest METAR is injected correctly
* leave everything untouched until the next METAR update in about half an hour (approximate time of next download is indicated in the lower right corner of the PSX weather tab)
* when the new METAR comes in, FSX weather flickers for 1-2 seconds (cloudy, clear, cloudy again) and finally settles on CAVOK, wind calm with full ISA conditions, regardless of the METAR displayed in PSX.

Quote from: OmniAtlasCould you also check if your landing lights are also configured and able to turn on?
I have been unable to switch them on in both P3D2.3 and XP10 using VisualPSX and XView.
I'm seeing FSX display landing lights exactly as mentioned in the VisualPSX manual, ie. when either both inboard or both outboard landings lights are selected ON in PSX..

Can't speak for P3D though...   And I haven't installed X-Plane 10 and XView yet.

Ken
Title: VisualPSX Suite released
Post by: Garry Richards on Fri, 5 Sep 2014 16:42
Quote from: FilouxHello,

I have trouble with connection between VisualPSX and FSX. I followed carefully each step, I can even see the simconnect debug box launching when fsx is starting. ActiveSkyNext has no trouble to connect with fsx.

Could you be more specific?

PSX, VisualPSX and FSX runs on the same PC with 2 screens.

I set IP to 127.0.0.1 in the xml and in the cfg.

I am a bit puzzled and feels it may be due to port, so added exceptions in the firewall but no luck. Has anyone experienced same problem?


Other questions:
- does some fs addons install simconnect (ASN for example) and is it then causing trouble to launch the simconnect.msi over it?

No. Windows is designed to accept multiple installations and multiple versions of SimConnect.

-when we install simconnect does it install automaticaly the xml and the
Cfg? I had to add them by hand so maybe the problem lies here?

No. You have to add or modify them manually, as described in the manual.

Are these files mandatory for simconnect to work properly ?

Yes.

Thanks much for your help and congrat to Gary for this great addon.

Thank you. I hope you get it working.
Title: VisualPSX Suite released
Post by: Garry Richards on Fri, 5 Sep 2014 17:01
Hi Ken,

Quote from: TAY737Hello,

No progress on the downloaded METAR-weather issue.  

Still seeing exactly the same results: preselected weather injects and remains OK, downloaded weather does not.

In a previous post I said that it looked like the weather/clouds disappeared seemingly at random after some time, upon further observation I have now found that actually it disappears as soon as the new METAR data cycle download has been performed by PSX.
 
When the new METAR comes in, FSX weather flickers for 1-2 seconds (cloudy, clear, cloudy again) and finally settles on CAVOK, wind calm with full ISA conditions, regardless of the METAR displayed in PSX.

Ken
This is useful information. I can see several possible causes:

PSX may not be updating the weather output variables when the downloaded weather updates itself.

VisualPSX may be ignoring updates after a while.

An addon such as ASN may be modifying FSX weather.

I can't investigate this until I have access to my system again.
Title: VisualPSX Suite released
Post by: Hardy Heinlin on Fri, 5 Sep 2014 17:18
Hi all,

in PSX, for weather changes, there are two transit modes:

- Smooth transit
- Quick transit


Page 44:
"There are two ways of editing the data: change the METAR text in the upper right-hand edit field—or use the other controls on the page. A smooth data transit is started when the METAR text is changed (by the user or by an injecting add-on)—a quick data transit is started when the other controls are used."


To achieve a smooth transit, the PSX server sends a METAR text into the network. The clients will parse the METAR text, process the data, and cause a smooth transit in PSX's atmosphere model.

To achieve a quick transit, the PSX server sends processed data into the network. The clients will generate a METAR text, and cause a quick transit in PSX's atmosphere model.


Cheers,

|-|ardy
Title: VisualPSX Suite released
Post by: Filoux on Sat, 6 Sep 2014 09:48
Quote from: Garry Richards
Quote from: FilouxHello,

I have trouble with connection between VisualPSX and FSX. I followed carefully each step, I can even see the simconnect debug box launching when fsx is starting. ActiveSkyNext has no trouble to connect with fsx.

Could you be more specific?

PSX, VisualPSX and FSX runs on the same PC with 2 screens.

I set IP to 127.0.0.1 in the xml and in the cfg.

I am a bit puzzled and feels it may be due to port, so added exceptions in the firewall but no luck. Has anyone experienced same problem?


Other questions:
- does some fs addons install simconnect (ASN for example) and is it then causing trouble to launch the simconnect.msi over it?

No. Windows is designed to accept multiple installations and multiple versions of SimConnect.

-when we install simconnect does it install automaticaly the xml and the
Cfg? I had to add them by hand so maybe the problem lies here?

No. You have to add or modify them manually, as described in the manual.

Are these files mandatory for simconnect to work properly ?

Yes.

Thanks much for your help and congrat to Gary for this great addon.

Thank you. I hope you get it working.


Thanks Gary for taking time to help me.

To be more specific, I installed PSX on my PC which has already FSX and several addons installed on. Among them I have ASN which talk  to fsx via simconnect and it works very fine.

I installed VisualPSX following the instructions. When launching simconnect.msi it started the process but halt shortly after start without more message. I added the xml, the ini and the cfg provided in the visualpsx package and specified the 127.0.0.1 adress. The ini is read since now I can see a debug dos window after fsx startup. Once I launched PSX, fsx and visualPSX, VisualPSX can't make the connection with fsx.

After further analysis I have several simconnect version installed. Can it be a source of conflict?

Other than that xview works fine with xplane10.
Title: VisualPSX Suite released
Post by: Garry Richards on Sun, 7 Sep 2014 06:58
Quote from: FilouxI installed VisualPSX following the instructions. When launching simconnect.msi it started the process but halt shortly after start without more message.

That is normal. The SimConnect.dll file is installed very quickly.

I added the xml, the ini and the cfg provided in the visualpsx package and specified the 127.0.0.1 adress. The ini is read since now I can see a debug dos window after fsx startup.

I don't recall seeing a DOS debug window. This may indicate a problem in your setup. If you have other addons they may each have a section in the xml. In that case you should have modified the existing xml as described in the manual.

Once I launched PSX, fsx and visualPSX, VisualPSX can't make the connection with fsx.

That is possibly due to the above problem.

After further analysis I have several simconnect version installed. Can it be a source of conflict?

No. Windows is designed to accept multiple installations and multiple versions of SimConnect.

I suspect that you have made other addons unstable by removing their references in SimConnect.xml if I understand you correctly.
Title: VisualPSX Suite released
Post by: Filoux on Sun, 7 Sep 2014 10:30
The debug window is called when you specify console=1 in the ini. I guess I will do a clean resinstall of all.
Title: VisualPSX Suite released
Post by: JRBarrett on Sun, 7 Sep 2014 18:32
Quote from: Garry RichardsHi Ken,

Quote from: TAY737Hello,

No progress on the downloaded METAR-weather issue.  

Still seeing exactly the same results: preselected weather injects and remains OK, downloaded weather does not.

In a previous post I said that it looked like the weather/clouds disappeared seemingly at random after some time, upon further observation I have now found that actually it disappears as soon as the new METAR data cycle download has been performed by PSX.
 
When the new METAR comes in, FSX weather flickers for 1-2 seconds (cloudy, clear, cloudy again) and finally settles on CAVOK, wind calm with full ISA conditions, regardless of the METAR displayed in PSX.

Ken
This is useful information. I can see several possible causes:

PSX may not be updating the weather output variables when the downloaded weather updates itself.

VisualPSX may be ignoring updates after a while.

An addon such as ASN may be modifying FSX weather.

I can't investigate this until I have access to my system again.

Hi Garry,

I am seeing the same effect. On initial load of VisualPSX, the current downloaded METAR from PSX is injected into the FSX side with no problems. I usually wait to start VisualPSX until PSX weather for the local zone has fully stabilized - i.e. the weather status tab on the PSX instructor screen for the departure airport has turned green.

The injected weather remains stable in FSX until the next PSX METAR update, at which time any visible clouds disappear and reappear once, then the FSX weather goes to CAVOK and remains that way.

If I then begin a flight, once enroute, every few minutes there will be some white flashes in the FSX sky, as if the weather is trying to inject, but not "taking". I suspect these flashes correlate to the moments when the PSX aircraft is transitioning from the current weather zone to the next zone in the route.

Like the others who have experienced a similar problem, if I disable downloaded METARS in PSX, and choose one of the pre-defined low-vis CATIII, scenarios, the FSX weather instantly changes to match - on the ground. If I try doing this in flight, it does not seem to have an effect.

I do suspect this may be a simconnect issue. Perhaps it does not work well in conjunction with the PSX "smooth transition" mode when using downloaded METARS. I know there are several different ways to inject weather via simconnect. Early versions of programs like Active Sky, used global mode, where the weather throughout the FSX world is set to the same conditions everywhere. Is that the injection protocol you are using?

The new ASN and also OPUS apparently now use a theme mode - which I believe is more complex to implement programmatically, but, I believe, may correspond more closely to the "zone" concept that PSX uses.

One thing I did note is that if I set the weather selection menu in FSX to anything other than "clear" (such as "user defined"), the menu will immediately go back to "clear" as soon as VisualPSX is activated.

I have tried turning VisualPSX weather injection "off" in order to use ASN to inject the clouds and visibility conditions into FSX. That did seem to work well visually, but I believe that doing this overloads simconnect, as I began to experience stuttering in in the FSX aircraft movements being driven by VisualPSX, along with dropouts in the data being sent to my VPilot client from TrafficPSX. I will try some more tests along this line...
Title: VisualPSX Suite released
Post by: Hardy Heinlin on Sun, 7 Sep 2014 18:43
Hi all,

by this comment ...

http://aerowinx.com/forum/topic.php?post=19687#post19687

... I wanted to say that the PSX server will do this:

When "Set zones by ..." is on, the server sends METAR texts only.

When "Set zones by ..." is off, the server sends METAR texts and target data.

Add-ons that want to receive weather from PSX in either mode, must be able to read the METAR texts.


Cheers,

|-|ardy
Title: VisualPSX Suite released
Post by: JRBarrett on Sun, 7 Sep 2014 19:20
Quote from: Hardy HeinlinHi all,

by this comment ...

http://aerowinx.com/forum/topic.php?post=19687#post19687

... I wanted to say that the PSX server will do this:

When "Set zones by ..." is on, the server sends METAR texts only.

When "Set zones by ..." is off, the server sends METAR texts and target data.

Add-ons that want to receive weather from PSX in either mode, must be able to read the METAR texts.


Cheers,

|-|ardy

Thanks Hardy, I'll try this tonight. Up until now, I have had "set zones by" turned on.
Title: VisualPSX Suite released
Post by: Garry Richards on Mon, 8 Sep 2014 01:18
Thanks everyone for continuing to test and research the weather transfer behaviour with VisualPSX. Without reviewing the code I can't make definitive statements about its operation and it will be another six weeks or so before I have access to my system again. But please keep researching.
Title: VisualPSX Suite released
Post by: JRBarrett on Mon, 8 Sep 2014 03:46
I started up PSX tonight at EGKK, which was reporting a broken layer at 3500 feet, with a visibility of about 3.5 miles with haze. I enabled "set zones by", and waited for the focused zone tab to turn green, indicating the the PSX weather was fully stabilized.

I then started FSX, located my aircraft at EGKK, then started VisualPSX. Once the interconnection was complete, the broken cloud layer appeared in FSX, as did the surface wind, which was about 050 degrees at 03 knots.

I then unchecked "set zones by" on the PSX situation > weather page. The clouds remained, as did the wind AND THE 3-MILE VISIBILITY REPORTED IN THE METAR ALSO APPEARED.

I had never really noticed this before, but in retrospect, I now realize that in all my previous experiments with PSX-to-FSX weather injection, although any reported METAR clouds are injected on initial startup of VisualPSX, the horizontal visibility (below the clouds) has always been unlimited, despite what the PSX METAR visibility might actually be reporting. Turning "set zones by" OFF causes the FSX displayed visibility to reduce to match what PSX is reporting, and this happens instantly.

Not sure of the significance of this, but it seems that PSX METAR visibility is NOT being injected into FSX, unless "set zones by" is turned "off". Perhaps this is related to the fact that "quick mode" is enabled with the "set zones" turned off, as opposed to "smooth transition" mode?

I know you won't be able to look into this until you return from holiday next month, but just wanted to give you some more data.

A question for Hardy: When I first started PSX, with "set zones by" tuned on, it created the primary focused zone at EGKK, with additional zones for other nearby airports. Those zones remained (in manual mode) once I turned "set zones by" OFF. I did not attempt to fly the aircraft to a different destination - I just remained parked at EGKK to see if the FSX weather would eventually fall back to CAVOK. (It did not - clouds and visibility remained stable in FSX).

Am I correct in assuming that if I leave "set zones by" turned off, that there will be no further automatic updates of the zone METARS based on r/w conditions as time goes by? I did note that the scheduled update of METARS that should have occured about 30 minutes after first starting PSX did not happen.
Title: VisualPSX Suite released
Post by: Hardy Heinlin on Mon, 8 Sep 2014 03:55
QuoteAm I correct in assuming that if I leave "set zones by" turned off, that there will be no further automatic updates of the zone METARS based on r/w conditions as time goes by?
You are correct.

The complete sentence reads:

[x] Set zones by flight track and downloaded METARs

So, when this feature is off, downloaded METARs will not set the zones.


Cheers,

|-|ardy
Title: VisualPSX Suite released
Post by: Markus Vitzethum on Tue, 9 Sep 2014 21:48
Hi Guys,

has anyone successfullly connected VisualPSX to one of the router softwares? (PSX Router, SimSwitch)

I am running PSX and VisualPSX just fine here on a single PC with two monitors (thanks for this great program!).

But when I try to run the VisualPSX as client connecting to e.g. the router, VisualPSX crashes when trying to connect to the server which is the router in this case.

The upstream connection from the router to the PSX main server is fine, the connection works well and I get the router shown as client in PSX. Next I try to connect VisualPSX to port 10748 of the router (changed the port from 10747 to 10748 because I want to switch from PSX to router). However, whenever I use port 10748, VisualPSX crashes.

As far as I can tell, the network setup is okay.

Any ideas?

Thanks,
  Markus
Title: VisualPSX Suite released
Post by: Jeroen Hoppenbrouwers on Tue, 9 Sep 2014 22:18
The Router does not relay the Boost Server. Does VisualPSX allow the Main Server to be the Router and the Boost Server to be the original PSX?


Hoppie
Title: VisualPSX Suite released
Post by: John Golin on Wed, 10 Sep 2014 00:25
Quote from: Jeroen HoppenbrouwersThe Router does not relay the Boost Server.
Neither does SimSwitch.

Quote from: Jeroen HoppenbrouwersDoes VisualPSX allow the Main Server to be the Router and the Boost Server to be the original PSX?

Yes, you can specify different servers for Main and Boost.

The reason SimSwitch (and Router I'm guessing) don't relay the Boost is that any client instance of PSX can act as a Boost server - ie the need isn't there.
Title: VisualPSX Suite released
Post by: Markus Vitzethum on Wed, 10 Sep 2014 07:19
Note that I am not talking about the boost server. This connection is configured differently in VisualPSX and shown as a different connection in VisualPSX (port 10749).

VisualPSX apparently crashes before even trying to connect to the boost server. In both, SimSwitch and PSXrouter, I'll see a client being connected briefly (using localhost:10748). Then, for no apparent reason (router might try to send data), VisualPSX crashes. Subsequently, the router shows that the client has disconnected.

I also tried to configure other ports e.. 10750 (listening port in e.g. SimSwitch and outgoing port in VisualPSX) to get out of the way of every other program. The results (VisualPSX crashes) is the same.

Has anyone tried connecting VisualPSX to the router or SimSwitch already?

Markus
Title: VisualPSX Suite released
Post by: martin on Wed, 10 Sep 2014 09:09
Quote from: Markus Vitzethum(using localhost:10748).
...which in itself looks suspicious...

 :D
M.
Title: VisualPSX Suite released
Post by: Markus Vitzethum on Wed, 10 Sep 2014 09:31
Nice.

I wrote  :10748 )
The forum software then wrote :10748)

I guess I need to use port 10744 to avoid the forum software modifying my posts!  :lol:  :P  (different smilies here.  :twisted: )

Markus
Title: VisualPSX Suite released
Post by: ahaka on Fri, 12 Sep 2014 11:05
I finally got my copy of PSX! What an amazing piece of software! So effortless to setup with multiple monitors and to automatically start all the instances! Very intuitive to use!

I'm only starting to get everything set up here, now working with VisualPSX and P3D. Connection was effortless to establish, however, for some reason I am getting constant tiny stuttering.

My P3D v2.3 is running at a smooth 60fps, all my PSX instances (including the main/boost server run at 72fps without a single fluctuation. When I connect through VisualPSX, the frame rate in P3D remains at 60fps, but I get micro stuttering all the time. Is this normal or should it be butter smooth? I have a gigabit network btw, so it shouldn't be a problem. Nagle is disabled in the simconnect.

Any ideas where I should start troubleshooting?
Title: VisualPSX Suite released
Post by: ahaka on Fri, 12 Sep 2014 12:50
What should be the number of sent/received packets on the computer running VisualPSX?

My network monitor graph shows around 10 packets per second for both sent and received.
Title: VisualPSX Suite released
Post by: markwise on Fri, 12 Sep 2014 14:29
same here...
don't know how many packets should be sent/received.
I'm runninng VisualPSX/PSX/P3D on the same machine and get these stutters especially in turns. Situation is similar: 70FPS in P3D constant 72 in PSX.
Only tip I have: don't connect clients after starting VisualPSX - makes situation worse (at least in my setup). besides that great piece(s) of software - would be great if it would run smoothly...
br
Mark
Title: VisualPSX Suite released
Post by: ahaka on Fri, 12 Sep 2014 14:56
I guess the graph was showing wrong... The numerical values show around 78,xxx received packets per second and around 40,xxx packets sent per second.

In any case, I've tried a lot of things, even disabled nagle from the Windows 7 registry, but everything is very stuttery.

What I'd like to know is if everyone has this kind of stuttery visual, or is it supposed to be butter smooth?
Title: VisualPSX Suite released
Post by: JP59 on Tue, 16 Sep 2014 07:38
I have a same issue guys. Very powerful FSX computer which runs FSX alone at 40 average FPS with full details, never stuttering. But with Visual PSX I get these stutters also.

Cheers,
Title: VisualPSX Suite released
Post by: noels7 on Tue, 16 Sep 2014 07:57
I have finally gotten my system using P3D, PSX and VirtualPSX to the best I can and without noticeable stuttering or noise distortion.

What I did was in P3D use the default F35 Lightning 11, and in settings push all the sound sliders to zero and with all 3 programs running I hit the W key in P3D so that that I don't see the virtual cockpit or HUD in the F35 only outside (directly ahead scenery) which on my system is magnificent.

Naturally if I was to venture out of the aircraft using S key the main problem as discussed in

http://aerowinx.de/forum/topic.php?id=2060  remains. Hopefully Garry may assist on his return.

Hope this is of so assistance. Let us know if anyone tries it.

Regards

Noel Southam
noels7
noels7@bigpond.net.au
YPAD
Title: VisualPSX Suite released
Post by: Hardy Heinlin on Fri, 19 Sep 2014 11:54
Quote from: ahakaWhat I'd like to know is if everyone has this kind of stuttery visual, or is it supposed to be butter smooth?
Have you tried different settings on
Instructor > Preferences > Basics
under:

Frame rate limit - FPS:
48/3 _ 60/3 _ 48/2 _ 60/2 _ 72

?

(Hover the mouse over an object on this page to show tooltips with descriptions.)

Maybe a lower boost server FPS and more interpolations in the addon will improve the smoothness?

Please ignore this hint if it has been mentioned before. I haven't read all comments in this thread.


Regards,

|-|ardy
Title: VisualPSX Suite released
Post by: cagarini on Fri, 19 Sep 2014 12:17
Good hint HH,

yesterday while I was testing with P3D v1.4 and PSX, I thought about experimenting with other FPS settings ( 60/2? 48/3 ? )

BTW: For those setting AffinityMask in p3d.cfg, maybe this is not a good idea when running PSX in the same PC, at least in the case of an i5 without HT!
Title: VisualPSX Suite released
Post by: ahaka on Sat, 20 Sep 2014 20:31
Quote from: Hardy Heinlin
Quote from: ahakaWhat I'd like to know is if everyone has this kind of stuttery visual, or is it supposed to be butter smooth?
Have you tried different settings on
Instructor > Preferences > Basics
under:

Frame rate limit - FPS:
48/3 _ 60/3 _ 48/2 _ 60/2 _ 72


I thought of this, and tried it, but it didn't change anything. The problem probably needs to wait for Garry to return to be resolved. In the meantime, I'm using X-plane. It's working real well.
Title: VisualPSX Suite released
Post by: JP59 on Wed, 8 Oct 2014 07:00
Just to feed-back, I tried to make a fresh Windows and FSX / PSX / Visual PSX installation with hard disk format on my 2 computers. I cannot make a fresher install. The problems I reported before (stutters, PSX and FSX time synchronization only sometimes, Traffic PSX not showing FSX traffic within PSX) are still here. Nothing has changed  :'(

Configs :

PC1 : FSX on I7 Extreme 3960X @4,8Ghz, W7 ultimate 64Bits, 16Gb RAM

PC2 : PSX server/boost and Visual PSX on Core2Quad Q9550, Vista 32Bits, 2Gb RAM
Also tried with W7 32Bits on this computer, same problems.
Title: VisualPSX Suite released
Post by: kiek on Thu, 9 Oct 2014 19:28
Quote from: JP744I have a same issue guys. Very powerful FSX computer which runs FSX alone at 40 average FPS with full details, never stuttering. But with Visual PSX I get these stutters also.

Cheers,

Here the same ... :-[

Nico
Title: VisualPSX Suite released
Post by: HercMighty on Sat, 18 Oct 2014 22:39
Is there a way to get VisualPX to send the simulated time\\date to FSX? I think at this point it sends Simulator Time\\Date that maybe different than the Time\\Date you are trying to simulate....
Title: VisualPSX Suite released
Post by: kev32b on Tue, 28 Oct 2014 23:33
Garry ,

What a great piece of software one issue is the fsx keeps jerking and is not running smooth any ideas
Kev
Title: VisualPSX Suite released
Post by: Garry Richards on Wed, 29 Oct 2014 04:08
Hi all,

Sorry, I am unable to reproduce the time sync problem and can't think of any cause.

In my system the FSX date and time follow PSX correctly when a new situation is loaded, when copying the real world UTC to simulated UTC and when changing the date or time using the sliders on the Situation/Time tab. It even works properly when I have FSUIPC set to synchronise the FSX time and to use the FSX computer's system time.

(I don't use FSUIPC except for testing that my software continues to work when FSUIPC is running. You don't need FSUIPC in order to use VisualPSX or TrafficPSX.)


Likewise I don't see any jerkiness or stuttering on my system and other users report a very smooth experience so I can only suggest general things such as:

Use the default FSX 747 aircraft, not a complex one like PMDG.

If you are using P3D and don't have FSX to copy the default aircraft across you can download boeing747-400er.zip from Flightsim. It is an improved default FSX 747-400 that includes all the files. I have tried this in FSX and it works fine with VisualPSX so it should work ok in P3D.

Use the 2D cockpit display, not the virtual cockpit.

Hide all the cockpit panels so you only see the outside view.

Ensure that any firewall and security software is not interfering with VisualPSX communications.

Try setting the CPU affinity mask and hyperthreading for FSX using the [JOBSCHEDULER] addition to fsx.cfg.

I hope these suggestions help.
Title: VisualPSX Suite released
Post by: cagarini on Thu, 30 Oct 2014 08:06
Garry,

it runs very smooth now on my rig. Also had no sync problems with gear and weather on last night tests :-)

I have included in FSX.CFG the:

[Main]
DisablePreload=1

"tweak" because I was beginning to suspect that those losses of sync were somehow related with fsx loading the default flight with the default options I had for weather and time ( ? ).

Thx for the support and excellent app !
Title: VisualPSX Suite released
Post by: Garry Richards on Thu, 30 Oct 2014 21:20
That's great news José. I don't know why it works but if it solved the problem for your system it might help any others in this situation too.

Cheers,
Title: VisualPSX Suite released
Post by: ScudRunner on Fri, 31 Oct 2014 23:54
G'day Garry,

first off... thanks very much for the updates to your software suite.

VisualPSX is working perfectly on my system now. Weather injection is stable and I appreciate the ability to fix the arrival offset application to my FMC arrival airport.

I still cannot get FSX traffic to appear in PSX though??

Confirming I am running version Version 5408 of TrafficPSX. I have tested the software running PSX, FSX and your software on the same machine and also with FSX running on a remote machine. The results described below are identical in both configurations.

To troubleshoot.

1) TrafficPSX starts-up correctly and connects with no problems to both PSX and FSX both when connecting on the one machine or across my LAN. PSX Network and Boost servers both confirmed running.
2) Confirm in TrafficPSX `Communication' that FSX -> PSX traffic is selected on.
2) In PSX Instructor settings I confirm that `Traffic' is selected to `Externally Controlled'.
3) In PSX I have a scenario loaded in a taxi configuration (IE IRS aligned, avionics all set for departure, and TA/RA selected on my transponder. I ensure `TFC' is selected on my ND (and shows TA only displayed as would be expected in that configuration).
4) I wait until some AI traffic starts to show up in FSX... but cannot see it displayed in PSX. BTW I am running native FSX traffic and no other addons are being used.)

This is prob is consistent (ie I never get any FSX traffic displayed).

Hope this is of use... Thanks again for all your efforts.. the added enjoyment/immersion your software has added to PSX is amazing.

cheers
Scud!
Title: VisualPSX Suite released
Post by: Garry Richards on Sat, 1 Nov 2014 03:57
Hi Scud,

Thanks for your kind comments. I am very pleased that my software is enhancing users' experience with PSX, the best 747-400 simulator on the market!

I am testing TrafficPSX as I write, with PSX holding at YSSY 16R and FSX AI traffic enabled. It's all working as expected, including aircraft landing on 16R right in front of PSX. The AI aircraft are visible in FSX and are showing correctly on the PSX ND display all the way to the ground. TFC and TA ONLY are also displayed and toggling the TFC button on the EFIS panel also toggles the traffic display.

Sorry I can't be of more help. I can't think of anything that would stop TrafficPSX sending traffic to PSX, except perhaps other addons connected to FSX via SimConnect.

Cheers,
Title: VisualPSX Suite released
Post by: Markus Vitzethum on Mon, 3 Nov 2014 09:31
Hi Garry,

Quote from: Garry RichardsVisualPSX disables slew mode when it connects to FSX and re-enables it when shutting down, so I don't know why you should have lost the groundspeed temporarily.

hope you don't mind if I bring this topic up, again.

I did a couple of flights during the last few days and I, too, still have trouble with the ground speed in FSX. (I am connecting to FSX + Accel., running on the same machine as PSX does.)

Since the last 3 flights were done online you can clearly see the results: (see the green line in the plot)

https://vatstats.net/flights/1145532 OTBD-OMDB - everything works fine

https://vatstats.net/flights/1150343 YSSY-YBCS - note the occasional ground speed dropouts

https://vatstats.net/flights/1155426 RJCC-UHPP - most of the time, ground speed is shown as 0 (not good)

When I show the red-font parameter display in FSX (by pressing Shift-Z (or Shift-Y in English Keyboards), I clearly see that the FSX speed is 0 kts. So, this is not related to any FSX add-on software. I see it with Squawkbox and vPilot, I see it in my moving map software (via FSUIPC + WideFS), the ground speed drops to 0. Sometimes occassionally and sometimes continously.

VisualPX is the latest build (5415 I think), so is PSX (Alpha 33 and 34).

Actually the last 3 flights were done without rebooting (using standby of Win7 during the night) so expect for the PSX alpha version everything should be identical for the last three flights.

Any ideas? Anything I could do?

Thanks a lot,
  Markus
Title: VisualPSX Suite released
Post by: Hessel Oosten on Mon, 3 Nov 2014 13:43
Guys,

Hope not to disturb the discussion about this important problem.

But nevertheless:

Can the problem be related to the option: " Pause on task switch" in FSX.
When changing focus from FSX to PSX, I can imagine that such influences the Ground Speed interpretation ?
Just to mention it for " you never know"....

Hessel
Title: VisualPSX Suite released
Post by: Garry Richards on Mon, 3 Nov 2014 23:06
Markus,

Thanks for the explanatory graphs. I won't be able to try to duplicate this effect for a week or so. It may be an artifact of my method of computing ground speed or it could be due to some external influence such as Hessel (thanks Hessel) has suggested above.

Cheers,
Title: VisualPSX Suite released
Post by: Hessel Oosten on Tue, 4 Nov 2014 10:27
Markus/ Garry,

Still thinking about the missing GS.

Is caused by the fact that about 15 years ago I did IVAO flying, and frequently I was the only one ... with a missing GS.
One time I was removed from the network, but after telling the controllers of my problem in the flightplan...(pure realism..), the ocean was free....:-).

I vlew.. with several PC's and WideView and the problem was that I didn't have the same weather on all PC's / monitors. This was solved with a very small program PCProxy (http://pcproxy.soft112.com/download.html). PCProxy connected to IVAO and the other client PC's  were so indirectly informed .. by IVAO about the weather via PCProxy. Since this were WideView clients, behaving in more or less the same way as the VisualPSX slave the problem was probably caused by this arrangement.
May be this gives you idea's of what could be happening ?

Another suggestion may be this? In my WideView clients (so only for visuals) in the aircraft panel.cfg I did " slash out" (  //  ) all the different aircraft panels. Calculating these would have been wasting of PC power in a only visual-PC. May be the groundspeed was lost by this manoever ?

Hope it gives Garry some extra inspiration, otherwise just ctrl-alt-del.

Hessel
Title: VisualPSX Suite released
Post by: OmniAtlas on Thu, 6 Nov 2014 07:54
I'm getting P3D CTD with fault module name MSVCR100.DLL -- this only happens after I load VisualPSX and it is attempting to reload the scenery data.

Any work arounds?
Title: VisualPSX Suite released
Post by: kiek on Sat, 8 Nov 2014 15:31
Hi Garry,
First let me thank you for your wonderful tool, thx!

I have two questions:

1. What about the DisableTurbulence parameter in FSX.cfg/Prepar3D.cfg?
If the weather is coming from PSX: do I have to disable turbulence because PSX is making the aircraft movements via VisualPSX, or not?


2. The default FSX 747 works well in Prepar3Dv2.4 except that the Landing Gear does not retrack in flight.  How do I solve that?

Regards,
Nico Kaan
Title: VisualPSX Suite released
Post by: United744 on Sat, 8 Nov 2014 18:00
I have the gear not retracting problem in FSX. It sometimes works (not sure why "sometimes").
Title: VisualPSX Suite released
Post by: Garry Richards on Sat, 8 Nov 2014 22:33
Hi Nico,

Thanks!

When VisualPSX is running, the FSX aircraft follows PSX exactly. It is not influenced at all by FSX weather. So FSX turbulence is irrelevant and will have no effect on either the FSX aircraft or PSX. There's no need to disable it.

I receive occasional reports of FSX gear not retracting under VisualPSX but have never found a cause. I will have another look at my code.

Cheers,
Title: VisualPSX Suite released
Post by: Hessel Oosten on Sat, 8 Nov 2014 22:43
Garry,

Here also a gear- "non-retracter".

Hessel
Title: VisualPSX Suite released
Post by: OmniAtlas on Sun, 9 Nov 2014 00:11
Landing lights, taxi lights intermittent work here for some reason...landing gear is okay.

Running P3D 2.3. Regards.
Title: VisualPSX Suite released
Post by: Frans Spruit on Wed, 17 Dec 2014 15:27
Hi Garry,

Thanks for your hard work and the new update, (working fine)
I wish you and your family a Merry Chistmas,

Frans Spruit EHAM
Title: VisualPSX Suite released
Post by: Garry Richards on Thu, 18 Dec 2014 01:04
Thanks Frans, glad it's ok. Merry Christmas to you and yours too.
Title: VisualPSX Suite released
Post by: RB211G on Thu, 26 Feb 2015 12:19
After buying a new SSD, I decided to upgrade P3d to the latest version, 2.5. Having finished the upgrade, I ran RunwaysPSX, directed it to the P3d folder but it does not find any airport data within P3d. Anyone have any ideas.
Title: VisualPSX Suite released
Post by: dabok on Thu, 26 Feb 2015 21:47
Lockheed Martin made some big changes in P3D 2.5, which made a lot of third party add-ons stop working. Mainly due to renaming folders, placing config-files somewhere else, etc, etc.

My guess is that this is the main reason that you can't find any airport data. Maybe you need to find out where P3D v2.5 has placed scenery.cfg, point RunwayPSX to that folder and run it again?
Title: VisualPSX Suite released
Post by: RB211G on Fri, 27 Feb 2015 00:41
I have already tried that. The scenery.cfg is now under the user/appdata folder. When re-directing runwaypsx to it, it still says no airport data found. Is this because runwaypsx is expecting it to be in the prepar3d folder?
Title: VisualPSX Suite released
Post by: Garry Richards on Fri, 27 Feb 2015 07:07
Quote from: dabokLockheed Martin made some big changes in P3D 2.5, which made a lot of third party add-ons stop working. Mainly due to renaming folders, placing config-files somewhere else, etc, etc.

My guess is that this is the main reason that you can't find any airport data. Maybe you need to find out where P3D v2.5 has placed scenery.cfg, point RunwayPSX to that folder and run it again?
That would certainly break RunwaysPSX. It seems that P3D is moving away from FSX so that separate versions of the apps in the VisualPSX suite will be required for P3D. I guess that's going to have to happen.

Mutter, mutter, more work. Sigh.
Title: VisualPSX Suite released
Post by: Hardy Heinlin on Sat, 7 Mar 2015 17:03
Quote from: Garry RichardsMutter, mutter, more work. Sigh.

Hi Garry,

would it be possible for VisualPSX to send this string to PSX after initial connection?

demand=Qs325

This command activates the ApServo (Qs325) output. This way the checkbox on Preferences > Basics is no longer required.

For reference:
http://aerowinx.com/forum/topic.php?id=2514

It would be just one line of code :-)


Cheers,

|-|ardy
Title: VisualPSX Suite released
Post by: Garry Richards on Sat, 7 Mar 2015 22:20
Hi Hardy,

It's done already in the next version, not yet released. Do you need me to release an interim version with that feature enabled? I can do that in the next few days.

To retain the lexicon based variable assignment I send the demand after processing the lexicon. That way my code never refers to Q codes directly. Is this ok or do you need demands to be sent immediately after connection?

Cheers,
Title: VisualPSX Suite released
Post by: Hardy Heinlin on Sun, 8 Mar 2015 03:35
Hi Garry,

if you could release your new version within the next two weeks or so, that would be fine. Thanks!

Sending the demand after the lexicon is correct. You just need to send it before you start listening to ApServo. If your user doesn't need the ApServo stuff (is your animation an option?), then you shouldn't demand it at all.


Cheers,

|-|ardy
Title: VisualPSX Suite released
Post by: kiek on Sun, 8 Mar 2015 10:07
Hi Garry,

How many times per second does VisualPSX update the position of the aircraft in FSX/Prepar3D?  72 or less?

I'm asking that because of this:
I have Prepar3D running at one (powerful) PC and Visual PSX at another PC running the PSX boost server. I run Prepar3D in 2D cockpit view without panel. When making turns, at say 7000 feet, my view in Prepar3D is not 100% smooth but a little bumpy. The PSX boost server is running at 72 fps and in Prepar3D I have 30-40 fps.

Where do you think, in my situation, would be the best place (performance wise) to install VisualPSX, at the Prepar3D PC or at the PSX boostserver PC?

Regards,
Nico
Title: VisualPSX Suite released
Post by: Garry Richards on Mon, 9 Mar 2015 23:23
Quote from: Hardy Heinlinif you could release your new version within the next two weeks or so, that would be fine. Thanks!
OK, will do. :)

Quote from: Hardy HeinlinSending the demand after the lexicon is correct. You just need to send it before you start listening to ApServo. If your user doesn't need the ApServo stuff (is your animation an option?), then you shouldn't demand it at all.
Good. These animations are basic and not optional. No one has requested an option to have them turned off.

Cheers,
Title: VisualPSX Suite released
Post by: Garry Richards on Tue, 10 Mar 2015 00:03
Quote from: kiekHow many times per second does VisualPSX update the position of the aircraft in FSX/Prepar3D?  72 or less?
The nominal transmission rate for high speed data is 62.5 Hz. This will vary slightly depending on how Windows allocates time slices among applications and threads from moment to moment.

Quote from: kiekI'm asking that because of this:
I have Prepar3D running at one (powerful) PC and Visual PSX at another PC running the PSX boost server. I run Prepar3D in 2D cockpit view without panel. When making turns, at say 7000 feet, my view in Prepar3D is not 100% smooth but a little bumpy. The PSX boost server is running at 72 fps and in Prepar3D I have 30-40 fps.
VisualPSX communicates through a version of SimConnect.dll that hasn't been updated in years and that may have performance issues. FSX and P3D v1 rely heavily on the CPU for graphics, rather than on the GPU so this imposes limitations during times of heavy processing.

P3D has developed to the point where a separate version of VisualPSX tailored for P3D and using its latest SimConnect.dll is warranted. That would probably lead to improved smoothness. The good news is that this is my next project.  :D

Quote from: kiekWhere do you think, in my situation, would be the best place (performance wise) to install VisualPSX, at the Prepar3D PC or at the PSX boostserver PC?
I have no opinion on this. I would try running it on each PC to see if one offers smoother results than the other.

Cheers,
Title: VisualPSX Suite released
Post by: kiek on Tue, 10 Mar 2015 08:10
Hello Garry,
Thx for your explanation.
Quote from: Garry RichardsP3D has developed to the point where a separate version of VisualPSX tailored for P3D and using its latest SimConnect.dll is warranted. That would probably lead to improved smoothness. The good news is that this is my next project.  :D
Great, I'm looking forward to it!

Cheers,
Nico
Title: VisualPSX Suite released
Post by: Blake H on Tue, 10 Mar 2015 23:08
Hi Guys,

A question with Visual PSX. Does PSX send the date to FSX?


Cheers,

Blake
Title: VisualPSX Suite released
Post by: ahaka on Sun, 22 Mar 2015 08:19
Great to hear that you are still continuing to develop this software, Garry!

To those asking about the smoothness: I have come to conclusion that no networked solutions can give you 100% smoothness like PSX does, without using some sort of artificial frame creation.

At the moment, the only thing that works for me is the X-Plane 10 with XView, but even though I get constant 70hz from PSX boost server, and my visual computers are running at a stable 60Hz (60fps), there is never a complete smoothness in the visuals unless I enable the "extrapolation" function in XView, which, to my understanding, creates some artificial "frames" to smooth out the visual. Why it is so, is beyond my understanding, as it would seem logical that 70fps of data from the boost server is enough for perfect smoothness on a 60Hz display, but lo and behold, it isn't.
Title: VisualPSX Suite released
Post by: Hardy Heinlin on Sun, 22 Mar 2015 09:14
Hi Antti,

how do you know that your FPS indications are constant? How often are they updated? Once per second?

For example, when the indication reads 50, you get 50 frames per second indeed. And you may get a frame every 20 ms. But you may also get 50 frames in the first half of the second, and no frame within the other half of the second. For example! If the FPS indicator refreshes every 1 second, it indicates just the sum of the past second. It says nothing about equal frame distribution within this 1 second.

PSX has two indicators:
- a frame rate indicator (refreshes at 1 Hz)
- a frame time indicator (refreshes after each frame)

The frame time indicator is the green-magenta bar under the FPS digits. The more green, the shorter the frame time. The more steady the bar, the smoother the frame distribution. A momentary flicker towards magenta indicates a momentary frame rate reduction. Such a short reduction will not affect the sum of frames within a second, hence it won't be visible on the frame rate indicator. It will be visible only on the frame time indicator and on moving objects.

Re extrapolation in Mike's XView: I think in Garry's VisualPSX there's an optional extrapolation as well, isn't it?


Cheers,

|-|ardy
Title: VisualPSX Suite released
Post by: ahaka on Sun, 22 Mar 2015 11:23
Excellent point Hardy. I don't know the update rates of FPS indicators in the other simulators, but they seem to be more than 1Hz in any case.

However, I know that all of the simulators are constant/smooth enough alone (in perception, I'm not claiming mathematically), because my eyes can't detect any judder in their motion. Only when a network setup comes into play, the micro stuttering starts, until the extrapolation is enabled. The only problem with having to use extrapolation is, that if you use multiple computers to drive parts of the visual system, it occasionally causes some disturbances/sync problems, as the extrapolation is done by each computer individually.

So I think you might be right that the frames don't perhaps spread out evenly over 1 second when they are sent over the network. But it really seems to be network related, not that the simulators themselves would have any problems doing their job. Whether it's the network card/switch or the tasking the network traffic puts on the CPU, I have no idea, but something's at play here. For the record, I have tested it with different network cards/switches/computers, and the results have so far been pretty much the same.
Title: VisualPSX Suite released
Post by: Hardy Heinlin on Sun, 22 Mar 2015 11:50
OK, if your eyes can't detect any judder, the FPS is obviously constant.

Of course, another way of indicating the FPS is this: Refresh the indicator after each frame, and devide the last frame time (in ms) by 1000 ms. The other simulators probably use this method. The disadvantage is that the indicator digits update too fast to make a short value drop visible. An analog bar indicator shows the smoothness better, I think. Anyway, if you don't see any judder in the graphics, that's proof enough.


|-|ardy
Title: VisualPSX Suite released
Post by: Avi on Sat, 28 Mar 2015 14:50
Hi,

After a very (very very) long time I decided to connect PSX to FSX.
Since I have FSX Acceleration version I didn't installed SP1 and SP2 (I don't know if this has anything to do with my problem).

I followed the installation instructions (including creating the Runways_PSX_v53.vpx file) and started VisualPSX.

FSX did jump to LLBG (where PSX is) but it wasn't aligned with the runway (26).
I followed the alignment instructions. I set PSX become lights to OFF (got FSX Position Locked in VisualPSX), selected LLBG in the PSX aircraft position page, selected Take-off for runway 26 but in VisualPSX I got "No matching FSX runway found" in yellow.
How come? What should I do (or do wrong)?

Thanks,
Title: VisualPSX Suite released
Post by: Garry Richards on Sun, 29 Mar 2015 08:19
Quote from: Blake HauswirthA question with Visual PSX. Does PSX send the date to FSX?

Hi Blake,

Sorry to have overlooked this question. VisualPSX does send the PSX date to FSX but the year is fixed (at 2011 if memory serves me correctly). The month, day and time are all sent and match the settings in the PSX instructor.

Cheers,
Title: VisualPSX Suite released
Post by: Garry Richards on Sun, 29 Mar 2015 08:24
Quote from: Avi... selected LLBG in the PSX aircraft position page, selected Take-off for runway 26 but in VisualPSX I got "No matching FSX runway found" in yellow.
Hi Avi,

You have found a bug in VisualPSX.  :( I don't yet know why it happens with that particular runway at that airport but will investigate.

Cheers,
Title: VisualPSX Suite released
Post by: Garry Richards on Tue, 31 Mar 2015 04:25
Hi Avi and Hardy,

I have found and fixed an anomaly in VisualPSX that prevents it from assigning runway offsets in some circumstances. I refer to it as an anomaly rather than a bug because I am not sure if it is due to some change I made to VisualPSX or that Hardy made to PSX. In any event it was a one line fix that will appear in the next update to VisualPSX.

Hardy, the problem was that when changing runways through the instructor, PSX sends data for the runway it is leaving before sending data for the new runway. VisualPSX will now ignore repeated runway data so no change to PSX is required.

LLBG runway 26 is a different matter. There appears to be an error in the PSX runway database. When you select runway 26 from the list in the instructor, PSX moves to runway 26 but sends data for runway 21 instead. VisualPSX then cannot reconcile the two.

I have now cleared all known bugs from the VisualPSX suite and have finished adding new features. I will be able to release it shortly after I have updated the manual and other documentation.

Cheers,
Title: VisualPSX Suite released
Post by: Hardy Heinlin on Tue, 31 Mar 2015 05:23
Hi Garry,

I think the database is correct; I guess this is an algorithmic problem of the runway determination in the EGPWS model (you get EGPWS TCF [terrain clearance floor] system data from PSX). LLBG 26 has a displaced landing threshold. If the aircraft is in the takeoff position of 26, the aircraft is closer to the landing threshold of 21 than to that of 26. And the runway headings differ by less than 60°. So the EGPWS thinks 26 is the desired runway.


Cheers,

|-|ardy


I just reduced the tolerance for the distance criterion from 0.15 to 0.03 nm. This should fix the problem. Available soon in 10.0.4-beta1.
Title: VisualPSX Suite released
Post by: brian747 on Tue, 31 Mar 2015 06:36
Hi Garry!

As I posted in the "lock" thread (http://aerowinx.com/forum/topic.php?post=27713#post27713) but forgot to cross-reference here:

"...with my PSX aircraft at a stand at Heathrow EGLL" [stand 534, if I remember correctly] ", selecting runways 09L or 09R results in the VisualPSX message "No matching FSX runway found". (Although runways 27L & 27R perform as expected).

(I'm using the Aerosoft version of Heathrow, incidentally...)."

I mention this just in case you may wish to test the new version at EGLL prior to release.    ;)

Cheers,

Brian
Title: VisualPSX Suite released
Post by: Hardy Heinlin on Tue, 31 Mar 2015 08:34
Re LLBG problem:

http://aerowinx.com/forum/topic.php?id=2782
Title: VisualPSX Suite released
Post by: Garry Richards on Tue, 31 Mar 2015 12:01
Quote from: brian747I mention this just in case you may wish to test the new version at EGLL prior to release.    ;)
I have and it works.  :D
Title: VisualPSX Suite released
Post by: Garry Richards on Tue, 31 Mar 2015 12:12
Quote from: Hardy HeinlinI just reduced the tolerance for the distance criterion from 0.15 to 0.03 nm. This should fix the problem. Available soon in 10.0.4-beta1.
Thanks Hardy.

Cheers,
Title: VisualPSX Suite released
Post by: Avi on Tue, 31 Mar 2015 13:48
Thanks Garry and Hardy.

If there is a problem with the runways at LLBG, and there is, it is in FSX and not PSX since both runways 21 and 26 are today (much) longer than they are in FSX.

Cheers,
Title: VisualPSX Suite released
Post by: brian747 on Tue, 31 Mar 2015 21:29
>> "I mention this just in case you may wish to test the new version at EGLL prior to release. ;) "

> "I have and it works. :D "

Fantastic!!  Thank you so much, Garry!    :mrgreen:  :mrgreen:  :mrgreen:

Huge thanks to you, too, Hardy (I have also thanked you in your 10.0.4. Update thread).    :)

Sincere congratulations, gentlemen! And enormous thanks for making PSX and its add-ons the very best of the best.

Cheers,

Brian
Title: VisualPSX Suite released
Post by: simbro on Sat, 4 Apr 2015 08:28
When using RunwaysPSX.exe to create the matching table I have set the tickbox to include Addon airports.

However, it seems to me that only addons inside the Addon-Scenery folder are being processed and the two addon folder structures UK2000 and Aerosoft directly under the main FSX folder are not being included in the results.

Because I can find no way of checking this I thought the simple way of finding out was to ask here.  :D

I haven't noticed any problems with misaligned runways (sofar) but like having things straight in my head!

Kind regards
Simon
Title: VisualPSX Suite released
Post by: Garry Richards on Sat, 4 Apr 2015 22:51
Hi Simon,

That problem is fixed in the next update, not yet released.

Cheers,
Title: VisualPSX Suite released
Post by: GodAtum on Sun, 5 Apr 2015 18:35
Is there a good 747 model (not the default) I can use that has all the lights working realistically?
Title: VisualPSX Suite released
Post by: GodAtum on Mon, 6 Apr 2015 14:15
Hi gary, your website appears to be down.
Title: VisualPSX Suite released
Post by: Avi on Tue, 21 Apr 2015 17:26
Hi Garry,

Something interesting I noticed.
When I select Disable all approach offsets there are no alignment problems for runway 26 (maybe because it doesn't confuse with runway 21, I don't know).

One more thing I noticed is that any tiny touch on the brake pedals makes the outside view to pitch aggressively. Can that be solved?

Cheers,
Title: VisualPSX Suite released
Post by: Garry Richards on Thu, 23 Apr 2015 07:39
Hi Avi,

Quote from: AviWhen I select Disable all approach offsets there are no alignment problems for runway 26 (maybe because it doesn't confuse with runway 21, I don't know).
When approach offsets are disabled the FSX aircraft is at the same position as PSX. The FSX runway 26 must be very close to the real world position that PSX uses.

This is not the case at many other airports. If you fly with offsets disabled you will eventually discover some where the FSX runway is misaligned with the PSX runway.

Quote from: AviOne more thing I noticed is that any tiny touch on the brake pedals makes the outside view to pitch aggressively. Can that be solved?
I checked my code and found that VisualPSX passes the PSX pitch to FSX unchanged. I suspect that your pedals are applying heavier braking than you intend. PSX's PFD would confirm this if it is the case.

Cheers,
Title: VisualPSX Suite released
Post by: Avi on Sun, 26 Apr 2015 00:54
Quote from: Garry Richards
Quote from: AviOne more thing I noticed is that any tiny touch on the brake pedals makes the outside view to pitch aggressively. Can that be solved?
I checked my code and found that VisualPSX passes the PSX pitch to FSX unchanged. I suspect that your pedals are applying heavier braking than you intend. PSX's PFD would confirm this if it is the case.
No, this is (was) not the reason.
I'm working at the moment with a single computer so I suspected that when I applied brakes, both PSX and FSX independently applied brakes. Once I disabled the joystick for FSX, problem solved.

Thanks,
Title: VisualPSX Suite released
Post by: Garry Richards on Sun, 26 Apr 2015 08:30
Glad you solved it.

Cheers,
Title: VisualPSX Suite released
Post by: Stephane LI on Sun, 3 May 2015 16:31
Is the simconnect CTD problem solved with Visual PSX and P3D V2.5 ?
I would really like to try the Casablanca CAT II Manual approach with P3D weather effect.
I have tried with XPX and XView, but unfortunately, XPX remove all clouds layer below 2000ft and the weather with this situation file is like having 9999 for the visibility and I can see the runway lights soon enough before minimums.

Stephane
Title: VisualPSX Suite released
Post by: cagarini on Thu, 7 May 2015 08:12
Quote from: calimhiroIs the simconnect CTD problem solved with Visual PSX and P3D V2.5 ?
I would really like to try the Casablanca CAT II Manual approach with P3D weather effect.
I have tried with XPX and XView, but unfortunately, XPX remove all clouds layer below 2000ft and the weather with this situation file is like having 9999 for the visibility and I can see the runway lights soon enough before minimums.

Stephane

Don't expect any better in FSX :-(

Unfortunately PSX weather can't be made to feed ASN... I believe that way we might get into something interesting....

Using only SIMCONNECT or FSUIPC to inject weather into FSX is not sufficient / effective. The "Send PSX Weather to FSX" option in VisualPSX gives that same CAVOK for the Casablanca situ. My only chance of replicating the situation with plausible weather depiction is to use ASN with user-defined weather / METAR and disable that option of Visual PSX.

Actually, most of the time my coupled PSX-FSX:SE flights are vlown in real weather, with ASN feeding FSX:SE...