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Apron => Accessories => Topic started by: JP59 on Fri, 8 Dec 2017 16:17

Title: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Fri, 8 Dec 2017 16:17
Hello,

Edit : The software is only available for purchase via email contact. You can contact me using the private contact form on this forum (envelope icon below my pseudo).

Please download the free and fully functional trial version (25 minutes limited) before to consider purchasing the registered version. Trial can be downloaded here : https://www.dropbox.com/s/1spsvif71jz5wfx/WidePSX_TRIAL_2.5.6.zip?dl=1

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

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

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

- Scenery generator bridge to connect PSX with FSX, P3D or MSFS "2020" as Scenery Generator, with position and altitude offsets handling (user can configure 3 handling policy options depending of end usage). Below is a screenshot of the module using FSX/P3D as Scenery Generator (the Tab layout will change depending which Scenery Generator you are using (FSX/P3D or MSFS).

(http://www.hoppie.nl/forum/var/2020-10-14_17.01.17_Capture_d’écran_2020-10-13_à_10.43.02_18.07.54.png)

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

- FSX/P3D/MSFS traffic injection in PSX TCAS system, and VATSIM client update (VATSIM COM frequencies and transponder can be synchronized with PSX).

(http://www.hoppie.nl/forum/var/2020-10-14_17.02.29_Capture_d’écran_2020-10-13_à_10.46.06_18.07.54.png)

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

(http://www.hoppie.nl/forum/var/2020-10-14_17.02.54_Capture_d’écran_2020-10-13_à_10.43.33_18.07.54.png)

- Harware printer output (ACARS paper sheets).

WidePSX is a commercial application. A free and fully functional trial version (25 minutes limited) is available (see link above).

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

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

Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: Frans Spruit on Fri, 8 Dec 2017 21:33
My thoughts Gary.
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Sat, 9 Dec 2017 06:36
So a payware version of PSX.NET then?

Hello Gary,

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

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

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

Congratulations for your add-on Jean!

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

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

Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Sat, 9 Dec 2017 10:50
Hello José,

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

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

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

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

Looking really nice !

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

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

Cheers,

Brian
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Sun, 10 Dec 2017 18:42
Hello Stefen,

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

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

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

Help?

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

:-)
Steffen
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Sun, 10 Dec 2017 20:50
Steffen,

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

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

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

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

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

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

Best
Steffen
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Wed, 13 Dec 2017 15:58
Hello,

Thanks for the kind words Steffen.

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

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Wed, 13 Dec 2017 21:45
Hello,

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

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

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

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

Without position offset handling :

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

With WidePSX :

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

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

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

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

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

With WidePSX, you land AT the TDZ :

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

- Ground services

- Hardware printer output

Best regards,
Jean-philippe


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

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

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

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

best regards

Jun
 
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Sat, 16 Dec 2017 10:31
Hello Jun,

Thanks for your feedback.

Printer :

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

Ground service module :

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

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

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

My next week TODO list :

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

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

Thank you very much for your rapid update!

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

positive, various VA trackers seem to detect the flight which is a good thing.
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Mon, 25 Dec 2017 07:58
Hello,

Thank you for your feedback.

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

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

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

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

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

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

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

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

Can you confirm if the parking brake is showing up in P3D v4?
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Mon, 25 Dec 2017 20:41
The parking brake is not implemented in WidePSX. It is irrelevant as WidePSX is just a position and attitude bridge between PSX and P3D. If PSX aircraft is not moving (for example if parking brake is set in PSX, P3D aircraft will not move also, disregarding its own parking brake is set or not). WidePSX takes control of P3D aircraft over everything else. It means even if P3D parking brake is set, if PSX aircraft is moving, P3D aircraft will move also.

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

Regards,
Jean-philippe

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

Cheers,
Alex B
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Tue, 26 Dec 2017 06:41
Hello,

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

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

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

I love hidden requirements.


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

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

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

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

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

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


Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Tue, 26 Dec 2017 21:51
Hello,

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

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

Best regards,
Jean-philippe

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

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

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

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

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

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

Cheers,

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

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

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

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

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

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

Cheers,

Brian
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Wed, 27 Dec 2017 12:44
Hello,

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

What's new in 1.0.3 and 1.0.4 :

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

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

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

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

Jun
 
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Sun, 7 Jan 2018 16:14
Hi Jun,

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

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: funkyhut on Fri, 19 Jan 2018 04:20
Hi Jean-Philippe,
Thanks for WidePSX. I've downloaded and run the trial with P3D v4.1 and for external visuals it's perfect. I couldn't figure out the models you suggested but it seems to work with the PMDG QOTSII v3 and even copes with ChasePlane. Magical and again thank you.
Before purchasing a quick question. Can the PSX weather be transmitted to P3D?
Many Thanks,
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Fri, 19 Jan 2018 13:30
Sawadee Chris,

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

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

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: funkyhut on Sun, 21 Jan 2018 10:47
Ka pun cap.
I'll try those models again.
Take Care.
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Thu, 22 Mar 2018 16:57
Hello,

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

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

Scenery Generator Bridge new feature :

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

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

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

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

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

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

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

Scenery Generator Bridge aircraft height at startup :

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

Lights and flight controls within FSX/P3D :

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

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

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

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

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

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

Program window :

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

Ground Services :

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

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

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

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Sat, 24 Mar 2018 13:15
Hello,

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

What's new in version 1.0.6 ?

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

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

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

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

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

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

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

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

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

I am having some issues...

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

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

Many thanks.
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Sat, 24 Mar 2018 16:09
Hello,

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

- Which version of WidePSX are you using ?

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

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Sat, 24 Mar 2018 17:03
Hello,

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

This should definitively answer questions about model compatibility.

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

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Sun, 25 Mar 2018 12:50
All seems fine taxing around etc, but when I climb out and get above around 1000ft and above The screen flickers as if I`m on the ground and them flips back in the air above every 2-3 seconds, I can only assume this is some offset issue that I am having?

Hello,

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

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

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

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

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

Jim Barrett
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Tue, 17 Apr 2018 07:58
Hello Jim,

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

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

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

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

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

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

Locked Spot is nice and smooth...
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Sun, 29 Apr 2018 19:38
Hi Jim,


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

Locked Spot is nice and smooth...

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

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

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

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

Henri R
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Fri, 22 Jun 2018 07:38
Hello Henri,

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

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

Thank you for jumping in !

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

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

I believe the weather injection component will become obsolete for those using PFPX ?
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Wed, 5 Dec 2018 14:59
Hello,

You talk about live weather implementation within PSX directly ?

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

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

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


Have you been able to test it with the recently released p3d v4.4 ?
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Thu, 6 Dec 2018 10:22
No I am stucked at version 3.4  :(

No time for flight simulation ATM

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

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

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

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

Do you run PSX and P3D on different computers?

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

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

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

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

Do you run PSX and P3D on different computers?

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

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

Best regards,
Dirk

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

Out of curiosity - which CPU / GPU / System ?
Title: Re: WidePSX - Scenery generator bridge and Integrated add-ons suite for PSX
Post by: JP59 on Thu, 13 Dec 2018 14:19

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


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


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

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

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

Out of curiosity - which CPU / GPU / System ?

Hi,

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

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

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

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

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

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

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

Best
Steffen
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Thu, 20 Dec 2018 15:29
Hello Steffen,

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

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

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

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

All the best to you !
Steffen
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: Toga on Fri, 21 Dec 2018 15:06
What does this do differently that PSX.NET and external sim doesn't do already? Does it use external sim to connect to P3D or does it have it's own inbuilt system? Just curious as you're charging for it so it can't be using externalsim?
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Fri, 21 Dec 2018 15:44
Hello,

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

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

I remain available for any further question.

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Fri, 21 Dec 2018 16:06
Hello,

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

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

http://widesimulation.com/products/

Best regards and merry Christmas to all !
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: Toga on Fri, 28 Dec 2018 16:59
Very nice. Does it work with xplane?
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: GodAtum on Fri, 28 Dec 2018 19:01
Toga, no but Xview would http://aerowinx.com/board/index.php?topic=1615.msg15839#msg15839
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: Toga on Sun, 30 Dec 2018 20:23
I've tried Xview but it's not being developed anymore and it needs updating!
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Mon, 31 Dec 2018 16:34
Hello,

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

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

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

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

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

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

Have you done any testing with multiple P3Ds running across multiple PCs over a network? Gary's externalsim syncs them all very smoothly, just wondering if it's possible to do with yours?
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Tue, 1 Jan 2019 10:44
Hello,

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

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

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

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

Best regards and again, happy new year 2019 to all the PSX community.
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: GodAtum on Tue, 1 Jan 2019 12:11
Strange, none of the silent tasks worked. I started in a cold & dark state with no power. I had to connect the ext power and open the doors manually via the instructor page.
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Tue, 1 Jan 2019 14:15
The EXT PWR is always set to AVAIL when the aircraft is detected unpowered. If still not able, send me the SITU file.

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

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

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

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

Tried using multiple WidePSX over 2 PCs. 1st PC was fine in cruise. 2nd P3D and WidePSX connected OK (main, boost and simconnect). Started SceneryGen and the plane was being dragged along the ground. Maybe need to start both when on the ground?
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Wed, 2 Jan 2019 18:26
Hello,

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

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

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

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

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

"This is normal."

Normal? Hmm....

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

Cheers,

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

"This is normal."

Normal? Hmm....

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

Cheers,

Brian

That is why I asked. Unfortunately the speeds reported to most VA software, Vatsim, IVAO etc are incorrect.
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Wed, 2 Jan 2019 20:59
Hi Brian,

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

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

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

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

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

Kind regards,

Brian

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

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

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

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

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

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

In Brazil.

Hoppie
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Thu, 3 Jan 2019 09:45
Hello,

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

Yes there is one call for each engine.

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

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

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

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

Cheers
Beat LSZH
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Thu, 3 Jan 2019 12:51
Hello,

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

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

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

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

Taxi and landing lights work, but doors dont open so GSX breaks.
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Sat, 5 Jan 2019 09:24
You can opened the doors with the POSKY panel (Shift + 9) in P3D. I will see if I can implement it automatically with the Ground Service Module. Does GSX only needs one entry door to be opened to work ?

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

Regards,
Jean-philippe

Thanks  ;D ;D ;D I'm no expert but I think it needs 1R and 2R for boarding and catering, plus cargo for loading.
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: beat578 on Mon, 7 Jan 2019 15:31
Well I will have to go for that model then. Thanks. Because Prepar3d V 4.4 does not have the 744 as model anymore. they took out all airliners that FSX had before. That was a reason I did not switch earlier. But now, FSX really gets old and i would have to reinstall it form scratch, so i decided to let him rest in bits and go for the new 64-bit Version. Hopefully I can get everything started. I am already confused with all those add on's like BACARS, WidePSX, RealTraffic and what else may be around.I'll let you know if i got it to work right.
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Tue, 8 Jan 2019 20:40
Hello,

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

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

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

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

Registered users received a download link by email.

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

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: beat578 on Wed, 9 Jan 2019 06:56
Wow that was fast Jean-Philippe.
Thanks a lot!
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Wed, 9 Jan 2019 09:28
Hi,

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

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

Registered users received an update package download link by email.

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

Junji

   
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Sat, 12 Jan 2019 15:08
Hi,

Can I use this sequence in near future?

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

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: beat578 on Sat, 12 Jan 2019 20:55
Sorry to Brother Alain JP. The Models work now, installiert all and Even someone liveries ... they Look great. Now i still struggle with sim connect. Psx is connected and Green. P3d i made the roaming folder in my User Directory visible and Put your  sim connect file in it. I enternd the Port 29747 in widepsx. Still there is the Not connected. Do i have to adopt something Else in p3d? Thanks for your help. Or how do i search a free port?
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Sun, 13 Jan 2019 07:47
Hello,

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

Best regards,
Jean-Philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: beat578 on Sun, 13 Jan 2019 13:06
Hi Jean Philippe
Thank you for your answer. I found what i made false. Mabe you should add that in the Manual: I had a Installation of Prepar3D 4 only. Nothing else, I also don' thave an old FSX installation on that PC. So the Simconnect coming with Prepar 3D compatible with the "old FSX" Programs has to be installed separately. You need to go into the Perpar3d v4\redist\Interface\FSX-SP2-XPACK\retail\lib folder and instlal the simconnect.msi that is in there. Now it works and it says "Connected" in my Network. So another step made. I now go on and try to create the situation and synchonize. mabe I make a "tutorial for dummies" later, so i will be able to follow the steps when i need to reinstall one day. I would post it here then.
Cheers Beat LSZH
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Sun, 13 Jan 2019 13:20
Hello,

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

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

Thank you for your contribution.

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

John


Prepar3D will install the latest SimConnect version during installation. Certain add-ons may require older SimConnect versions. The developers of these will be able to tell you what specific version is required. You will not be able to access these installers until Prepar3D is installed. The installers for these will be in your Prepar3D application directory in the "redist\Interface" folder.
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Sun, 13 Jan 2019 19:11
Now I try to get the plane to the right spot... :) I always end with my b747 standing inside an airport building. So i keep you posted :)

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

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

Regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Sun, 13 Jan 2019 20:49
Hello,

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

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

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

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

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

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


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

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

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

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

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

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

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

congrats to the new update.

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


Regards,

|-|ardy
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Sun, 13 Jan 2019 21:19
Hi Hardy,

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

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

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

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

if(ratio > 100.0)
ratio = 100.0;

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

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


|-|ardy
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Sun, 13 Jan 2019 22:22
I agree. As you can see in the method, the ratio difference between two models at the same GW is very small. This very small ratio difference applied to a 2.1ft strut course is again smaller. It is nearly unnoticeable in P3D.

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

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

Regards,
Joerg
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Mon, 14 Jan 2019 15:36
Hello Joerg,

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

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

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

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

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

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

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

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


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

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

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

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

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

From cold and dark:

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

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

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

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

Thanks in advance for your help.

Regards, Steve.

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

Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Tue, 15 Jan 2019 09:55
Hi Steve,

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

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

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

Regards, Steve.
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Tue, 15 Jan 2019 14:42
Hello,

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

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

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

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

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

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

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

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

Best regards and happy flyings !
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Wed, 16 Jan 2019 13:08
Hello,

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

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

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

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

Best regards,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Wed, 16 Jan 2019 21:22
Hello,

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

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

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

So my questions are :

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

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

Thank you for your feedbacks and contribution.

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

Cheers,
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Wed, 16 Jan 2019 22:29
I notice tyre smoke appears if brake is set when aircraft is moved...

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

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

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

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

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

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

All the best,
Dirk
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Thu, 17 Jan 2019 21:53
Hello,

I have 3 very good news !

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

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

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

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

I was wondering if you would consider creating a WidePSX version for Xplane? I'll happily pay again for it!
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Sat, 19 Jan 2019 08:33
Hello,

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

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

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

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

I've had a few times WidePSX ground services have delayed refilling, cutbacks lol?
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Sat, 19 Jan 2019 11:59
Ok. Is it freighter/PAX dependant or does GSX always needs doors 1,2,3,4 and all cargo doors whatever aircraft is used ? What about cargo aircrafts which only have a single 1L entry door ?

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

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

Thank you for your feedbacks

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

Engine syncs works perfectly.

Perhaps adding boarding sounds will add to the immersion? There are some excellent custom sounds people have made, this one is particularly good https://library.avsim.net/download.php?DLID=204279
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Sat, 19 Jan 2019 15:50
Hello,

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

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

Engine syncs works perfectly.

Thanks for the feedback.

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

On my TODO list.

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

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

Cheers,
Jean-philippe
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: GodAtum on Sat, 19 Jan 2019 17:57
For me personally, it'll be nice to sync individual doors if possible. that would make it more realistic. I've used PSX.NET by Gary in the past which enables me to open/close doors via the centre FMC.
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Sat, 19 Jan 2019 19:33
I understand your point of view. The problem is that everybody has his own conception of realism, his own priorities, and his own feeling. I can’t build X versions for X different users.

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

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

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

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

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

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

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

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

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

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

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

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

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

Meanwhile, honestly, I'm just fine with Tellurium :-)
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Thu, 24 Jan 2019 09:02
Hello Mike,

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

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

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

Thank you.

I have sent you an email.

Regards

Mike
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: Aonang on Fri, 25 Jan 2019 09:20
Hi Jean-Philippe,
I am having problems with the WidePSX website.
It keeps on producing a Syntax error: Invalid Character when trying to transfer to Paypal.   :(
Mike
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Fri, 25 Jan 2019 16:12
Hello Mike,

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

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

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

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

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


Just a thought,

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

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

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

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

Mike
Title: Re: WidePSX - Scenery generator bridge with runway offsets and more
Post by: JP59 on Sat, 2 Feb 2019 11:15
Hi all,

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

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

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

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

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

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

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

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

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

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

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

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

I hope these videos will be helpfull.

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

How come the PSX ACP volume control doesn't adjust the volume?
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: JP59 on Sat, 2 Feb 2019 18:09
Hi,

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

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

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

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

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

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

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

Thanks for your help,

Martin
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: JP59 on Wed, 6 Feb 2019 08:33
Hello Martin,

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

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

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

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

Best regards,
Jean-philippe
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: JP59 on Wed, 6 Feb 2019 10:46
Hi,

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

GodAtum, you gave me an idea, thank you !

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

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

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

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


Cheers,

|-|ardy
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: JP59 on Wed, 6 Feb 2019 18:37
Hello Hardy,

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

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

Kind regards,
Jean-philippe
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: JP59 on Thu, 7 Feb 2019 12:50
Hi all,

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

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

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

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

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

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

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

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

Hello Jean-philippe,

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

Thanks again,

Martin

Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: JP59 on Fri, 8 Feb 2019 06:34
Hi Martin,

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

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

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

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

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

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

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

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

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

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

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

Regards
Simon

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

Jim Barrett
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: JP59 on Fri, 8 Feb 2019 19:53
Hi Jim,

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

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

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

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

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

Yes I ran the .msi file. I suspect it's a problem with the SimConnect config - I'm going to email you shortly - many thanks for helping with this. Martin
Title: Re: WidePSX - Integrated add-ons suite and Scenery Generator bridge for PSX
Post by: JP59 on Fri, 8 Feb 2019 23:02
Hello,

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

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

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

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

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

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

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

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

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

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

I wish you all silky smooth flights with WidePSX 2.0

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

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

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

Thanks for your help and have a nice weekend.

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

Can you help?

Thanks

DrRSG
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP59 on Sat, 9 Feb 2019 14:10
Hello Beat and DrRSG,

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

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

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

Can you help?

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

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

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

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

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

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

Jim Barrett
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP59 on Sat, 9 Feb 2019 16:37
Thank you very much for your feedback Jim, and congratulations for your perfect French writing ! I am happy you enjoy this new version's smoothness.

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

Thanks

Richard
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP59 on Sat, 9 Feb 2019 17:23
Hello Richard,

If I wish to purchase do I have to register?

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

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

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

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

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

Best regards,
Dirk
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP59 on Sun, 10 Feb 2019 08:39
Hello Dirk,

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

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

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

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

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

Can you look please?

Best regards
Lionel
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP59 on Sun, 10 Feb 2019 21:57
Hello Lionel,

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

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

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

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

Thank you for your support!

Best regards
Lionel
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP59 on Mon, 11 Feb 2019 11:04
You are welcome

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

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

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

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

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


Hi Jean-Philippe,

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

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

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

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

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

Thank you,

Martin
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP59 on Tue, 12 Feb 2019 16:14
Hello,

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

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

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

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

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

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

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

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

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

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

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

Hi.

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

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

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

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

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

Thank you
Derek Adam
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP59 on Thu, 14 Feb 2019 04:11
Hello Derek,

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

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

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

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

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

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

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

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

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


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

(http://www.hoppie.nl/forum/var/IMG_2508.jp2)
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP59 on Thu, 14 Feb 2019 10:23
What is the problem ?
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: Jeroen Hoppenbrouwers on Thu, 14 Feb 2019 10:39
The image is a .jp2 but it is not proper JPEG 2000. Use another format, like .jpg or .png.

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

(http://www.hoppie.nl/forum/var/IMG_2508a.jpg)
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP59 on Thu, 14 Feb 2019 11:04
Honestly I don’t know. But I think we can live with it, don’t you ?  ;)
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: beat578 on Thu, 14 Feb 2019 12:27
JP
If we really really have to... But... I know you are perfectionist :).
Wouldn't it be possible to send something like the "set all doors to manual" variable to the sim? You can do this in the instructor screens, so there must be a command to do it. It would just make the tool even more perfect, because I don't think it's realistic to have doors left on Automatic on the ground on a shut down plane.

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

Ha, yes. If I’m being over-fussy I apologise - I’ve connected a lot of stuff in he last few days and I’m suffering from information overload trying to manage it all.  :)
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP59 on Thu, 14 Feb 2019 14:34
Hello Beat and Martin,

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

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

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

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

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

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

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

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

Derek.
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP59 on Thu, 14 Feb 2019 21:08
Hello Jim,

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

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

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

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

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

That is what I thought. Thanks!

Jim Barrett

Best regards,
Jean-philippe
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP59 on Fri, 15 Feb 2019 06:49
Hello Derek,

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

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

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

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

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

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

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

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

The IP address for P3Dv4  is 192.168.1.31

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



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

Windows defender and the like turned off.

Maybe this may help.

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

Cheers,
AlexB
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP59 on Sat, 16 Feb 2019 07:19
Hi Derek,

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

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

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

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

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

Thank you for your patience.

Derek

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

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

Best
Steff
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: beat578 on Thu, 14 Mar 2019 12:06
Hi Steff
If you still have your confirmation mail (or the mail from the last update) there is a link. It downloaded it right away without having to log in on the site at all. I would not know my password as well, but I never needed it so far...
Regards Beat
LSZH
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP59 on Wed, 20 Mar 2019 08:54
Hello,

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

Best regards,
Jean-philippe
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: GodAtum on Sat, 27 Apr 2019 17:15
After BST change over, Ground Service is stuck on "Do your preflight actions". Do I put sim time UTC or local time UTC in scheduled out time?
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP59 on Mon, 29 Apr 2019 19:29
Hello,

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

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

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

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

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

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

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

Cheers,

Brian
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP59 on Fri, 17 May 2019 17:22
Hello Brian and GodAtum,

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

Cheers,
Jean-philippe
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: GodAtum on Sun, 13 Oct 2019 12:26
Hi Jean-philippe, another thing which is odd on v2.0. The ground crew ask me to release ground equipment and chocks before boarding is complete. Is that the correct way round?
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP59 on Tue, 15 Oct 2019 23:00
Hello,

Yes it is normal if aircraft is self powered then the ground staff may ask to remove the ground equipment before the boarding / loading is complete.

Regards,
Jean-philippe
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: GodAtum on Wed, 13 Nov 2019 20:42
is it just me or vpilot turns off if I'm on the ground for too long? I think the P3D model is not showing avionics powered up even though in PSX I have external power.
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: junkun459 on Sun, 5 Jan 2020 01:30
Hi Jean
 I visited your homepage www.widesimulation.com to check update, but the site is out of service.
Where should I go?

best regards

Jun
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: Hardy Heinlin on Fri, 10 Jan 2020 06:54
Hello Jean-philippe,

hope you are well. Is there anything I need to update on the Add-ons page regarding your add-on?


Regards,

|-|ardy
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP59 on Fri, 10 Jan 2020 13:49
Hello,

Sorry Gentlemen for the late reply. I am away from simulation and software design for personal reasons. After more than one year without bug or issue report, I decided to stop the development for the moment. I plan to take a look at the future compatibility with FS2020 after its release.

I decided to stop my website hosting subscribtion, so www.widesimulation.com is down. However, should you have any trouble or question regarding WidePSX, I remain at your service on this forum, or by email with the link available in my forum profile.

I keep a list of the registered users, so if you are a registered user, you will receive an email if an update is released. For people who would like to purchase WidePSX, they can email me directly.

Edit : @Hardy, I suggest you to update the link on your website to redirect users to this forum page (I updated the first post to warn people the software is now only available for purchase via direct email contact with me).

Best regards,
Jean-philippe
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP59 on Sat, 18 Jan 2020 13:00
Hello,

I received some requests for WidePSX trial version. Below are the links to download this free trial version and the 747 Package, fine tuned for WidePSX usage.

Trial : https://www.dropbox.com/s/nfxk1a203weyl25/WidePSX_TRIAL.zip?dl=1

WidePSX 747 package : https://www.dropbox.com/s/rucuintdkbvfly4/WidePSX_747.zip?dl=1

I had a look at the MSFS2020 development reports, they sound encouraging. Compatibility with 3rd party programs using SimConnect will be provided, so I have good hope that WidePSX will work with MSFS2020.

Best regards,
Jean-philippe
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: petdocvmd on Sun, 19 Jan 2020 00:36
Regarding VATSIM integration via vPilot:  do I have to setup a PTT key in vPilot, or will the one mapped in PSX to Capt PTT suffice?  It would be nice to use the ACP natively for comms.  Is the Audio for VASTIM app required? I'm a bit confused about what's needed and what's not for PSX-to-VATSIM functionality via the ACP.

Thanks!

Scott
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: cavaricooper on Sun, 19 Jan 2020 02:06
Scott-

Both PSX and vPilot use the same PTT button in my case, so I’m not sure HOW it works... I am sure THAT it works :)

HTH- C
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: petdocvmd on Sun, 19 Jan 2020 02:44
Scott-

Both PSX and vPilot use the same PTT button in my case, so I’m not sure HOW it works... I am sure THAT it works :)

HTH- C

Yes, I tried that and it works.  However by doing it that way, it continues to work even if you select a different mic path on the ACP e.g. when you want to speak to ground personnel regarding pushback.  What I was hoping for was for WidePSX to connect the ACP to vPilot, so you would have to have the correct mic path selected in order to speak on ATC frequency.  With parallel PTT assignments (in PSX AND vPilot), you'd be broadcasting your conversation with the tow operator to everyone on the airport ground frequency!

Scott
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: cavaricooper on Sun, 19 Jan 2020 05:06
Scott- for non ATC comm transmissions, I use the switch on the ACP itself.

C
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP59 on Sun, 19 Jan 2020 06:53
Hi Scott,

I first wanted to control vPilot PTT with WidePSX, and my code is written by taking the ACP MIC selection in consideration, and also ACP volume potentiometers position. However, vPilot doesn't allow 3rd party applications (like WidePSX) to access directly to the PTT function. So WidePSX can only tune vPilot frequencies and XPNDR settings, that's why you need to connect your physical PTT to your vPilot computer directly. Carl's method is a good alternative (use the R/T ACP switch with the INT position when you want to talk to the ground staff.

Best regards,
Jean-philippe
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: Jeroen Hoppenbrouwers on Sun, 19 Jan 2020 12:46
In the real thing, the PTT path is switched through the ACP as you expect (multiple speaker selections at the same time are OK, but there is just exactly one MIC selection). So a semi-realistic workaround is to add a stupid relay in the PTT line to the vPilot computer that only engages when the correct ACP path is selected.


Hoppie
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: Gary Oliver on Sun, 19 Jan 2020 17:18
Scott,

The standalone AFV client available from audio.vatsim.net supports PSX natively, you could use this instead of vpilot voice if you preferred.  Just make sure you run vpilot in remote/host mode with no voice on either instances.

There’s a post on the forum somewhere that John or Rodney wrote on how to use it.  You have to edit the config file directly to access the secret PSX community mode :)

Cheers
Gary
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: andrej on Sun, 19 Jan 2020 17:27
Just to add to Gary's post.
Here is the link to yhe secret community.  ;D

http://aerowinx.com/board/index.php?topic=5419.0 (http://aerowinx.com/board/index.php?topic=5419.0)

Cheers,
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: petdocvmd on Mon, 20 Jan 2020 02:48
Scott,

The standalone AFV client available from audio.vatsim.net supports PSX natively, you could use this instead of vpilot voice if you preferred.  Just make sure you run vpilot in remote/host mode with no voice on either instances.

There’s a post on the forum somewhere that John or Rodney wrote on how to use it.  You have to edit the config file directly to access the secret PSX community mode :)

Cheers
Gary

Thanks, Gary et. al. - I am really close!  I had the "fsuipc" box checked in AFV which overwrote the "psx" entry in the <Simulator> tag of the config file.  I corrected that and all is nearly well:

1.  I can transmit on VHF-L by holding the R/T button on the Capt's ACR panel (Tx lights up, ATC answers me).

2.  I CANNOT transmit via any other method:  "H" key does not work, mapped PTT button on yoke does not work, and PTT button on CAPT's glareshield does not work.  I verified that on "Situation->Human->Pilot" page, PNF is Right seat.  My PTT button DOES work with WidePSX's ground services module (not active for this test).

3. I cannot receive unless I press the receiver selector button for VHF-L i.e. having "mic" selected does NOT alone allow reception.

Any ideas?  Am I missing a setting in PSX? 

Thanks,

Scott
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: Gary Oliver on Mon, 20 Jan 2020 02:56
Scott,

I can easily fix 2, didn’t know 3 was possible, can someone else confirm this is what we would expect in the real 744?

Cheers
G
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: petdocvmd on Mon, 20 Jan 2020 03:21
Gary, thanks!  Regarding #3, Check bottom left of Aerowinx Operations manual page 169 (green light icon).

Scott
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: Gary Oliver on Mon, 20 Jan 2020 03:40
Perfect, 3 it is too :) gimme a week.

Cheers
Gary
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: petdocvmd on Mon, 20 Jan 2020 22:18
Perfect, 3 it is too :) gimme a week.

Cheers
Gary

Wait...I think it is actually ok - sort of.  I had set the following:

<psxComRadio>1</psxComRadio>

to "0."  When I changed it back to "1" it seems to work fine - at least for the Capt ACP/Com1 combo (I can't get offside tuning to work i.e. if I set Capt mic switch to VHF-R I cannot transmit or monitor those freq).  I also can't just monitor COM2 by clicking the Capt ACP VHF-R receiver button to green.  When I had "0" in that setting I was able to monitor everything, but not transmit (with PTT - only the R/T switch transmitted).  I see in the original AFV thread that Martin has also tried this, but hasn't tested transmitting yet. 

This stuff probably belongs on the AFV thread, but I don't know how to move or X-post.

Scott
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JRBarrett on Fri, 17 Apr 2020 19:41
I know that WidePSX is no longer in active development, but I am happy to report that it works just fine as a scenery injector for the new P3D version 5. I only needed to copy the example Simconnect.xml file from the WidePSX /util directory into the appropriate folder in P3D, and copy the WidePSX modified Posky model into simobjects/airplanes, and generate a new runways.csv file.

BTW, there is a new version of makerunways.exe at Pete Dowson’s web site that is updated to generate the necessary .csv files in P3DV5.

The scenery injection is smooth as silk - it works just the same as it did in P3DV4.

Since there is not yet a P3DV5 version of Active Sky, I can’t test whether the dynamic winds aloft injection module will work, but I assume it will once a new Active Sky is available.

Jim Barrett
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP59 on Wed, 22 Apr 2020 19:00
Thanks for the feedback Jim. I am happy to see it still works solid and smooth even with the latest versions of P3D. I am confident about FS 2020 also as it will allow applications to use SimConnect like with FSX/P3D.

Best regards to all the PSX community !
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: GerdD on Fri, 22 May 2020 08:42
Hello JP,
how can you get contacted for purchase?
Thanks

Gerd

Answer found and PM sent.
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: SIMU-3G7 on Fri, 22 May 2020 13:00
Hello all PSX simmers

WidePsx is working better with P3DV5 than P3DV4.5. Strange isn't it, i was very surprised even with ASP3D.

Enjoy :)

Gilles-Gabriel 8)
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP59 on Mon, 1 Jun 2020 07:25
Hello,

Thanks for the feedback Gilles-Gabriel. I don't have any idea of why, but I'll take it  ;)

Best regards,
Jean-philippe
Title: Re: WidePSX 2.0 : Reworked for ultra smooth in-flight graphics display
Post by: JP59 on Thu, 3 Sep 2020 15:29
Hello,

As you probably know I have very good news about WidePSX compatibility with the new Microsoft Flight Simulator "2020". First, since yesturday and the Microsoft Patch release, WidePSX is running silky smooth with MSFS. No SimConnect issue anymore. I ran some testings, takeoffs, landings at several airports. The result is that everything looks fine at the first look. The aircraft height is correct everywhere except during rotation in "outside view" where the aircraft sinks a little bit, but it is not noticeable from the cockpit view. Also, some features don't work from the outside view (gear, landing lights, flaps are working) but flight controls, nav lights, strobes, beacon, spoilers don't work.

Please keep in mind that WidePSX was designed for cockpit view ONLY, the outside view features were a bonus, but the core aim of WidePSX is to provide a WINDSHIELD VIEW. There was a lot of issues with the Project Opensky 747-400 in FSX/P3D, there are a lot more with the MSFS 747-8. I don't plan to work at the external aspect.

Below is my "how to" guide to use WidePSX with this new MSFS :

- You can apply Gary's tweak to disable cockpit view (thanks Gary for the tweak (not tested at my side) :


In the meantime we have been having a look at setting up a non cockpit front view in MSFS.... The best way is to navigate to

Code: [Select]
C:\Users\<yourusername>\AppData\Local\Packages\Microsoft.FlightSimulator_8wekyb3d8bbwe\LocalCache\Packages\Official\OneStore\asobo-aircraft-b7478i\SimObjects\Airplanes\Asobo_B747_8i\model

and remove any .bin files from this folder and then edit the model.cfg file to change the last line to read

Code: [Select]
interior=


This removes both the exterior and interior models.

The next challenge is to get the camera to line up correctly for any flyelise warping...

Cameras.cfg in the aircraft seem to provide

Code: [Select]
InitialXyz = 0.13, 0.94, 4.725
InitialPbh = 2, 0, 0

which may allow us to use the FSX method.

Cheers
G

WidePSX can now be run on a networked computer with MSFS following the instructions described below :

If you previously modified your SimConnect.xml file, adding an entry for WidePSX, please remove this entry. The port number you will set below MUST be only used once in this file !

- Insert the following, substituting the server IP address and port number you want to use on your MSFS computer, right after the <Filename>SimConnect.xml</Filename> statement:

<SimConnect.Comm>
<Descr>Global IP Port</Descr>
<Disabled>False</Disabled>
<Protocol>IPv4</Protocol>
<Scope>global</Scope>
<Address>192.168.1.10</Address>
<MaxClients>64</MaxClients>
<Port>29747</Port>
<MaxRecvSize>4096</MaxRecvSize>
<DisableNagle>True</DisableNagle>
</SimConnect.Comm>

Then save the file.

- Set Simconnect IP address and port in the WidePSX Network Tab according with your IP and Port you set in SimConnect.xml file.

- If you previously used WidePSX with FSX/P3D please remove the runways.csv file from the WidePSX folder. This file is no longer necessary with MSFS.

- Disactivate any damage detection in MSFS settings (Options \ Assistance \ Damages). You can only set the "Visual" option for the icing.

1 - Start MSFS, chose to 747-8, position the aircraft anywhere, and wait for the simulator to launch the flight
2 - Press "Ready to fly" button after the scenery has loaded
3 - Connect WidePSX
4 - Start the scenery generator bridge

- All the WidePSX offsets stuff are useless with MSFS. So forget all the error messages in the offsets section, there is no need to build the runways.csv file anymore.

- AloftWx module obsolete as we don't use weather add-on anymore in MSFS

- Ground Services module should work (not tested) but it had nothing to do with the simulator so I think it should work OK

- TrafficRadioXpndr module : to be tested, feedback appreciated ;-)

- Printer module OK

Currently known issues at this stage :

- Impossible to run WidePSX from a networked computer. WidePSX must be run on the same computer as MSFS (PSX can be run everywhere you want).

- I saw sometimes position synchronization issues when repositioning PSX, with WidePSX connected. If you have this issue, please read the following advice : When you want to reposition PSX, or load a new SITU, while connected with WidePSX and MSFS under WidePSX control, it is a good habit to close WidePSX, reposition PSX, and restart the process from step 1 (back to MSFS main menu), because sometimes (not everytime) the synchronization process do not work properly (air-air is working fine, but air-ground or ground-ground has sometimes some random issues).

Don't hesitate to feedback on this thread, but please forget the exterior view. It is just a bonus. WidePSX is a WINDSHIELD VIEW add-on. The only important thing are landing lights as they are important during night landings and takeoffs, even from cockpit view, and they work.

I plan to do a cleanup of the application, to remove all the unnecessary offsets stuff and AloftWx module. The injection process will also be simplified, due to the runways slope simulation in MSFS, some complex algorythms will be removed from the WidePSX code (I'll have a sharp look at repositioning behaviour). It will only be a cosmetic update and a code simplification, no new features addition are planned. From what I saw during my tests, the software is OK for MSFS.

WidePSX is a commercial application. You can download a free and fully functional 25 minutes limited trial version. For trial and purchase process, please have a look at the first post of this thread : http://aerowinx.com/board/index.php?topic=4558.0

Best regards,
Jean-philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Thu, 3 Sep 2020 18:44
Hi Jean-philippe,

I have managed to setup the trial version of WidePSX using a 2 monitor network setup withe PSX and FS2020 and it is working very well.

A few things I noticed,,

If you start the FS2020 747-800 at a gate the engines will be off, you can still connect however you will not be able to retract the flaps or landing gear unless you start the engines

Gnd Service seems to work as expected

Traffic Xpndr says 'closest aircraft 400nm', however I do not get any indication on the PSX pfd with TFC selected.

John

Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Christian Wiegand on Thu, 3 Sep 2020 18:44
It seems as if I happen to miss the simconnect.xml file. The path that JP744 mentions is not existent for me. I have the steam edition of MSFS2020. Any help? Thx

edit: typo
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Thu, 3 Sep 2020 18:52
just go to win 10 file explorer, click on your drive where you installed FS2020, and do a search for simconnect.xml

John
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Christian Wiegand on Thu, 3 Sep 2020 18:58
I did that but is it possible, I do not have this file at all? I searched the whole computer but it does not show up. Hidden files and folders are set to visible.

How can I add a screenshot of my

C:\Users\NAME\AppData\Local\Packages\...

?
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Thu, 3 Sep 2020 19:17
not sure but in FS2020 try going to options, general, developers, and set it to 'on'

then when you go back into the sim you will see a menu bar at the top of the screen, click 'help' SDK installer, save the file then install same? I installed it in the 'community' folder.

John
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: pilotngb on Thu, 3 Sep 2020 19:27
I did that but is it possible, I do not have this file at all? I searched the whole computer but it does not show up. Hidden files and folders are set to visible.

How can I add a screenshot of my

C:\Users\NAME\AppData\Local\Packages\...

?

Under \Packages\ there should be a folder called Microsoft.FlightSimulator_xxxxxxxxxxx and then within that click on LocalCache to find your simconnect.xml file.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Thu, 3 Sep 2020 21:18
Hi all,

Thanks for your feedback.

If you start the FS2020 747-800 at a gate the engines will be off, you can still connect however you will not be able to retract the flaps or landing gear unless you start the engines

I repeat, outside visuals are not what WidePSX was designed for...

Traffic Xpndr says 'closest aircraft 400nm', however I do not get any indication on the PSX pfd with TFC selected

Do you see a list of aircrafts on the WidePSX traffic tab ? If not, it is normal you don’t see anything on the ND. However if you see an airplane in MSFS and it doesn’t appear in the WidePSX Traffic Tab, this is an issue. Please clarify.

Best regards,
Jean-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Thu, 3 Sep 2020 21:28
It doesn't seem to matter cockpit or outside view, if you start at a gate the engines are off. You can still control the aircraft with PSX, taxi and takeoff but you cannot retract the flaps of gear.

Will give the traffic another try.

John
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Tércio Sampaio on Fri, 4 Sep 2020 04:21
Hi Jean-Philippe,

yesterday I sent you an email message through this forum about some questions about your WidePSX including infos to buying it. You received that message?

Thank You!
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Fri, 4 Sep 2020 06:49
Hello,

It doesn't seem to matter cockpit or outside view, if you start at a gate the engines are off. You can still control the aircraft with PSX, taxi and takeoff but you cannot retract the flaps of gear.

Will give the traffic another try.

John

One last time, the MSFS exterior visual stuff simulation (engines, gear, controls, lights (except landing lights) are not synchronized by WidePSX. WidePSX is a WINDSHIELD VIEW add-on.

Regards,
Jean-Philippe

Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Fri, 4 Sep 2020 06:51
Hello,

Hi Jean-Philippe,

yesterday I sent you an email message through this forum about some questions about your WidePSX including infos to buying it. You received that message?

Thank You!

No. I checked my email address in my forum profile and it is OK. Please send to ptorne78@gmail.com directly.

Best regards,
Jean-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Hardy Heinlin on Fri, 4 Sep 2020 07:03
Hi Jean-Philippe,

I'm getting lots of "Mail delivery failed" messages from the forum notification system these days. The forum cannot deliver any mails to the address you set in your forum profile.

"Diagnostic-Code: smtp; 550 5.2.0 Mail rejete. Mail rejected. ofr_506 [506]"

I don't know what this means. Maybe your system suspects spam or something.


Regards,

|-|ardy (forum admin)
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Fri, 4 Sep 2020 07:29
Hello Hardy,

Thank you for the information. Nothing abnormal at my side at the first sight. I changed my address on my forum profile page to the below address to be on the safe side.

To all, please contact me directly at : ptorne78@gmail.com

Best regards,
Jean-philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: CHEDHKG on Fri, 4 Sep 2020 07:32
Bonjour Jean-Philippe et al.

I have also been  trying WidePSX (mind though the trial version only) and encountered some issues.

Here is my setup and modus operandi (following Jean-Philippe's post above):

In MSFS & PSX:
1/ Start MSFS and position the 747 in VHHH for example
2/ Start PSX with some random situation (ready for take off in YSSY for example)

In WidePSX:
0/ Fire up WidePSX and establish the connections (PSX is on one computer, MSFS & WidePSX are on another one)
1/ The connection to PSX main and boost seem ok (Green connected message)
2/ The connection to SimConnect seems ok (Green connected message)

Now, when I start the scenery generator, the tab "SceneryGen Bridge) lights up in green, which seems to indicate that it is connected, but this instantly freezes MSFS which becomes totally unresponsive and the MSFS view stays in VHHH

However, when I quit WidePSX, it unfreezes MSFS and positions the aircraft where it should be, in YSSY.


The above seems to indicate that there is some communication between PSX + WidePSX + MSFS but not how it should be.

If anyone has encountered that problem, or has a hint on how to solve it.....

Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Fri, 4 Sep 2020 07:42
Hello,

You seem to have a connection ok, but I never saw this issue during my testings. My first ideas :

- did you desactivate crash detection in MSFS ?
- do you have any other SimConnect add-on connected to MSFS which could be in conflict with WidePSX ?
- did you try several times, from « fresh » MSFS at other MSFS initial locations and/or with other PSX SITU (try to load PSX airborne SITU also) ?

The initialization process can take a while before MSFS to « satabilize » (sometimes up to 30 seconds depending on your system performance). During this time MSFS is doing very odd things (aircraft jerking and scenery going up and down,...)

Best regards,
Jean-philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: CHEDHKG on Fri, 4 Sep 2020 08:12
Merci Jean-Philippe,

But indeed, I tried all what you suggested but invariably, as soon as I hit the "Start scenery generator bridge" it freezes MSFS (which can be confirmed by the FPS freezing in developper mode)

All unfreezes as soon as I quit WidePSX and the plane gets where it should be (but then of course, as WidePSX is off, nothing gets uopdated anymore)

-Stephan
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GodAtum on Fri, 4 Sep 2020 08:45
I did that but is it possible, I do not have this file at all? I searched the whole computer but it does not show up. Hidden files and folders are set to visible.

How can I add a screenshot of my

C:\Users\NAME\AppData\Local\Packages\...

?

On Steam, my simconnect.xml file is in C:\Users\user\AppData\Roaming\Microsoft Flight Simulator\
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Fri, 4 Sep 2020 08:51
Stephan,

It can be a lot of things unfortunately. Just an idea : did you use WidePSX with FSX/P3D before ? If yes, please remove the runways.csv file in the WidePSX folder. This file is no longer necessary with MSFS and may lead to issues (just an idea, not tested yet).

If still problem, please send me your SimConnect.xml file to ptorne78@gmail.com

Regards,
Jean-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: foolen on Fri, 4 Sep 2020 11:53
Hi all,

I think I've followed the instructions posted above but I cannot get FS2020 to react and follow PSX. I have placed the airplanes at similar locations and WidePSX seems happy (except for offset) but still no go. Any suggestions, perhaps I'm missing some really obvious step that's not even in the instructions?

Not sure if this is required but I've also installed the SDK, do I need to do something to start Simconnect other than inserting the lines in the xml-file?

Br,
Andreas

Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Fri, 4 Sep 2020 12:26
Hello Andreas,

Please check carefully on the WidePSX Network Tab, if PSX Boost Port is well set to 10749 as it is a common error which can lead to this kind of behavior.

Best regards,
Jean-philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Christian Wiegand on Fri, 4 Sep 2020 14:15
I did that but is it possible, I do not have this file at all? I searched the whole computer but it does not show up. Hidden files and folders are set to visible.

How can I add a screenshot of my

C:\Users\NAME\AppData\Local\Packages\...

?

On Steam, my simconnect.xml file is in C:\Users\user\AppData\Roaming\Microsoft Flight Simulator\

thank you, found. strange that I didn't find it using the search function.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: CHEDHKG on Fri, 4 Sep 2020 14:26
Hello Andreas,

Please check carefully on the WidePSX Network Tab, if PSX Boost IP is well set to 10749 as it is a common error which can lead to this kind of behavior.

Best regards,
Jean-philippe
On my side, the solution to the problem was to use the standard 10747 port to connect to PSX.
If I used 10748, it froze MSFS (hell I know why...).  But switching back to 10747 solved all the issues.
Boost on my side was indeed on 10749 as Jean-Philippe points out

-Stephan

Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Fri, 4 Sep 2020 15:05
Stephan,

I am happy to see you can run WidePSX now. Thank you for the feedback. If I remember good there is an option in PSX to select port 10748 instead of 10747. Did you change this setting ?

Regards,
Jean-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: foolen on Fri, 4 Sep 2020 15:15
Hello Andreas,

Please check carefully on the WidePSX Network Tab, if PSX Boost Port is well set to 10749 as it is a common error which can lead to this kind of behavior.

Best regards,
Jean-philippe

Thanks, that was it! Strange that it said Boost was connected but now it's working very well indeed.

Br,
Andreas
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Avi on Fri, 4 Sep 2020 16:00
Port 10748 is to connect via Jeroen's Router.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Fri, 4 Sep 2020 16:10

Traffic Xpndr says 'closest aircraft 40nm', however I do not get any indication on the PSX pfd with TFC selected

Do you see a list of aircrafts on the WidePSX traffic tab ? If not, it is normal you don’t see anything on the ND. However if you see an airplane in MSFS and it doesn’t appear in the WidePSX Traffic Tab, this is an issue. Please clarify.

Best regards,
Jean-Philippe
[/quote]


I tried again this morning and the WidePSX traffic tab showed 2 aircraft which showed up on the PSX ND. So it seems to be working nicely.

John

John
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Fri, 4 Sep 2020 16:49
Hello John,


I tried again this morning and the WidePSX traffic tab showed 2 aircraft which showed up on the PSX ND. So it seems to be working nicely.

John

Great ! Finally very good news from everywhere. Thanks for the feedback !

Best regards,
Jean-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Jeroen Hoppenbrouwers on Fri, 4 Sep 2020 17:28
Maybe this helps?

https://www.howtogeek.com/272158/how-to-choose-which-files-windows-search-indexes-on-your-pc/

Windows does not search through all files by default. Basically only through Office documents.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Tércio Sampaio on Sat, 5 Sep 2020 00:45
I have msfs from ms store, all the folder is encrypted and all files locked. I can't even copy paste the 747 to create a custom one.
Will be nice if we have a custom eyepoint kind of aircraft without any 3d/system or panel only to load as "PSX" aircraft as a eye point windshield, to be installed on the Community folder instead of deleting/changing files from vanilla 747 installation.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Sat, 5 Sep 2020 06:47
Hi Tércio,

Did you try Gary’s trick to remove the 3D cockpit ? See the first post here : http://aerowinx.com/board/index.php?topic=6019.0

Edit : I also bought MSFS from MS Store and all the files are accessible on my system.

Best regards,
Jean-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Tércio Sampaio on Sat, 5 Sep 2020 12:08
Hi,

all my files there (of 747) have a lock on icon, also if i try to copy them and try to paste, even if the paste location is another folder outside msfs related folders for backup purposes, it not allow me giving permissions errors and I use a full admin account.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: jcomm on Sat, 5 Sep 2020 14:26
I am not using this combination, and not next to my sim machine, so the folder names bellow can be partially wrong...

Create under "Community" a folder named "Tercio-748i-4-psx"
bellow that one a "SimObjects" subfolder and a series of language files ( .locPak ), then under SimObjects,

..\Airplanes\<a folder with the same name as the original asobo 748i>\<put here only the modified files and folders from the original airplane>
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: pilotngb on Sat, 5 Sep 2020 18:36
Need help understanding what settings to set PSX too with MSFS set in live mode.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Sat, 5 Sep 2020 20:13
what is your setup? are you running PSX and MSFS 2020 on one computer or two?

John
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Tércio Sampaio on Sat, 5 Sep 2020 20:23
I am not using this combination, and not next to my sim machine, so the folder names bellow can be partially wrong...

Create under "Community" a folder named "Tercio-748i-4-psx"
bellow that one a "SimObjects" subfolder and a series of language files ( .locPak ), then under SimObjects,

..\Airplanes\<a folder with the same name as the original asobo 748i>\<put here only the modified files and folders from the original airplane>

Thanks, but sadly it not works well, it not make shows the variant, and if i do in the way you say and also add the file pak and json and change the json file to have the new title variant, it hide both 747 (mine and default on)

Maybe its easy to do a empty aircraft (as PSX aircraft) without nothing more than a viewpoint, but sadly idk how...
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: pilotngb on Sun, 6 Sep 2020 00:06
what is your setup? are you running PSX and MSFS 2020 on one computer or two?

John

Hi John,

I am running PSX and MSFS 2020 on a single PC across two monitors.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Sun, 6 Sep 2020 10:57
Install WidePSX to a location of your choice, I moved mine to C:\

Setup your Simconnect.xml as explained in the WidePSX user manual.

Run the WidePsx.jar file, you will then see the Network connection screen

Enter the following,

PSX host IP - 127.0.0.1
PSX boost - 127.0.0.1

PSX host port - 10747
PSX boost port - 10749

SimConnect host IP - 127.0.0.1
SimConnect host port - 29747

click - enable SimConnect bridge

click - connect

If all goes well you should get 3 green lights beside PSX main, PSX boost, SimConnect.

At the top tabs select - SceneryGen bridge

click - Enable scenery generated bridge

click - Start scenery genetator bridge,

John

Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Sun, 6 Sep 2020 21:07
Hello,

Thanks John for your kind explanations. Everything is right only the block to add within SimConnect.xml which is different than the one described in WidePSX user manual when using MSFS 2020. You must add the following block :

 <SimConnect.Comm>
        <Descr>Static IP4 port</Descr>
        <Protocol>IPv4</Protocol>
        <Scope>local</Scope>
        <Port>29747</Port>
        <MaxClients>64</MaxClients>
        <MaxRecvSize>41088</MaxRecvSize>
    </SimConnect.Comm>

I will update the WidePSX user manual.

Best regards
Jean-philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Thu, 17 Sep 2020 21:05
I just tried WidePSX with the new MSFS 2020 patch 1.8.3.0 (released yesterday) and everything still works as expected.

John
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Fri, 18 Sep 2020 09:18
Thanks John for the feedback. Enjoy WidePSX with the gorgeous MSFS visuals and incredibly realistic PSX 744. Nice combo isn’t it ;-)

Best regards
Jean-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Ton van Bochove on Fri, 18 Sep 2020 10:33
I lost the oversight a bit  :-\ Is it (already!?) possible to use widePSX on a network of 2> computers? I remember that I have read somewhere that it is not possible but I can't find it.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Fri, 18 Sep 2020 15:32
Hello Ton,

You can use WidePSX over a network but if you plan to use it with the new MSFS it must be running on the MSFS computer.

You can do some testing if you want with the free trial version : https://www.dropbox.com/s/nfxk1a203weyl25/WidePSX_TRIAL.zip?dl=1

Best regards,
Jean-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Ton van Bochove on Fri, 18 Sep 2020 22:16
Thanks Jean-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Fudge on Sat, 19 Sep 2020 13:19
(https://lh3.googleusercontent.com/pw/ACtC-3cI_2Ydi82itUP94QwN5I3NZyBIZwoAz9hPwIqAYrGe5VvhOo9kxWvVmalkhrgGf-wmSAdbcR_ymWz-dWJvMBWNgErHg56QvRu5GcRHCLB6vHrNGmUESk6gnWXqTpyhGBAhWmKVHG9b8WQcib1iaRV_IA=w1440-h1084-no)

So far testing is going really well 👍, just the limited internet connection leaves some ugly sights occasionally...
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GodAtum on Sun, 20 Sep 2020 16:11
Wow you only using 1 PC and 3 projectors?
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: 18hazelwood on Mon, 21 Sep 2020 21:54
Just ran some tests and it all seems very smooth with (WidePSX)

Widepsx and MSFS 2020 as Scenery Generator...

I`m happy with the performance using the default 747-8

Thumbs up from me ... :-)

https://www.youtube.com/watch?v=OXlrHQCtpIE

Thanks Jean-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: funkyhut on Mon, 21 Sep 2020 23:31
Not sure if this is the right place to seek help.
I appreciate this is early days but just saw the video posted by 18hazelwood.
I've downloaded the trial version of WidePSX and successfully connected to both PSX and MSFS 2020.
Could not create a runways.csv file as Pete Dowson's forum says that is currently not possible for MSFS so I have used  a file created in my P5D installation and dropped that into the Wide PSX folder.
With both PSX (KSFO 28R / Takeoff) and MSFS (EGCC 23L) running, I start WidePSX and connect to both PSX and MSFS successfully.
Then I "Start scenery generator bridge". MSFS moves but upside down momentarily and then crashes. The MSFS logbook shows a flight from EGCC to KSFO with a 47 second duration!
Any help would be much appreciated.
Many Thanks.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Tue, 22 Sep 2020 06:01
Hello Chris,

You must disable all crash detections in MSFS. The runways.csv is no longer necessary for use with MSFS 2020. I will update the user manual.

Thank you all for your kind words.

Best regards,
Jean-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: funkyhut on Tue, 22 Sep 2020 06:56
Thanks J-P.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: funkyhut on Tue, 22 Sep 2020 10:22
For @Hazelwood
Hi Steve:
Great video. Wanted to PM you on the Aerowinx site but cannot.
I've got the trial version of WidePSX and got it working great but am having a real problem setting up to look good. I run a 3440x1440 monitor. I've got the trial set for MSFS on the 3440x1440 and PSX on another 25" monitor but want to try to get them both on the big monitor before contacting J-P again to by the registered version of Wide PSX.
I'd be really grateful if you could share the 9 Pack and how you set up MSFS to do this.
You can PM me here.
Many Thanks.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Tue, 22 Sep 2020 10:40
Hi All,

I also wonder how you did it Steve, for my personal usage. Your video is great and I wonder how you figured out to display PSX and MSFS on the same screen. Maybe could you share the trick here ?

Best regards
Jean-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: 18hazelwood on Tue, 22 Sep 2020 12:16
Hi all,

I ran the MSFS in "Windowed mode" and then dragged it to cover just over half of my screen. (Resize if you like)

I then set up a new view in Aerowinx with borderless frames etc across the bottom on the MSFS window and saved it as a new 9 pack.

I have some tweaking to do still, but for my 1st test, I am more than happy, and it seems
to work with the default 747-8, although during takeoff the tail in MSFS scraps on the runway, but it is a much longer aircraft that the 747-model.

i7 7700k
RTX 2070 card
32GB Ram
30GB Download speed over wifi...

18Hazelwood.

Anything to help our fantastic hobby..
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: 18hazelwood on Tue, 22 Sep 2020 12:19

Try to email now and I will willing send you my setting for the screen layout etc.

Kind regards
18Hazelwood


For @Hazelwood
Hi Steve:
Great video. Wanted to PM you on the Aerowinx site but cannot.
I've got the trial version of WidePSX and got it working great but am having a real problem setting up to look good. I run a 3440x1440 monitor. I've got the trial set for MSFS on the 3440x1440 and PSX on another 25" monitor but want to try to get them both on the big monitor before contacting J-P again to by the registered version of Wide PSX.
I'd be really grateful if you could share the 9 Pack and how you set up MSFS to do this.
You can PM me here.
Many Thanks.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: 18hazelwood on Tue, 22 Sep 2020 12:24
What I forgot to add was:

As I have Aerowinx and MSFS on the same PC, I have unassigned all my Joysticks in MSFS.
I have assigned my joysticks etc to Aerowinx.

This is to avoid ANY conflicts between the two separate programmes.

Hope this helps.


Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: funkyhut on Tue, 22 Sep 2020 12:46

I then set up a new view in Aerowinx with borderless frames etc across the bottom on the MSFS window and saved it as a new 9 pack.


Sorry, but can't find "borderless frames" in the Manual. Help please!
Thanks.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Tue, 22 Sep 2020 13:04
Many thanks Steve for the explanation. When looking at the video you don’t seem to have performance drop when running MSFS in windowed mode, this is good new. Also one last question how do you move the eyepoint in order to display only the windshield view in the default 747-8 ? Is it a camera.cfg tweak ? This information may be very useful for the WidePSX community in order to set a nice windshield view and it would be very kind of you to share this explanation. Yeah the rear of the airplane drops under the runway during rotation. I will try to fix it but I already had a look and it is not something easy. However you should not notice when in cockpit view, which is the most important, WidePSX wise.

Kind regards
Jean-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: funkyhut on Tue, 22 Sep 2020 14:41
Create an autohotkey file: AllWaysOntop.ahk

#NoEnv  ; Recommended for performance and compatibility with future AutoHotkey releases.
; #Warn  ; Enable warnings to assist with detecting common errors.
SendMode Input  ; Recommended for new scripts due to its superior speed and reliability.
SetWorkingDir %A_ScriptDir%  ; Ensures a consistent starting directory.

^SPACE::  Winset, Alwaysontop, , A

This creates a process where any window in focus can be rendered always on top by hitting ctrl - spacebar.
Once the MSFS window is in place making it "alwaysontop" lets you move PSX into place under it. It remains under MSFS when you manipulate items with your mouse.

Still a work in progress but this is what I mean.

https://drive.google.com/file/d/1ySM-54enQA9qXoepnhXzvFdZv5GNUVdt/view?usp=sharing (https://drive.google.com/file/d/1ySM-54enQA9qXoepnhXzvFdZv5GNUVdt/view?usp=sharing)

Hope this helps.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: 18hazelwood on Tue, 22 Sep 2020 15:53
Hi again,

No framerate drop as far as I can see, all very smooth indeed.
One new setting in MSFS under graphics is, low, medium high, refresh rate on glass cockpits ... I set this to low as I dont want to see the glass screens in cockpit.

Next to get the view, they are just general settings in the sim itself...arrows etc and one that moves up.. I am at work at this time but will look later and let you know the keystrokes etc.



Many thanks Steve for the explanation. When looking at the video you don’t seem to have performance drop when running MSFS in windowed mode, this is good new. Also one last question how do you move the eyepoint in order to display only the windshield view in the default 747-8 ? Is it a camera.cfg tweak ? This information may be very useful for the WidePSX community in order to set a nice windshield view and it would be very kind of you to share this explanation. Yeah the rear of the airplane drops under the runway during rotation. I will try to fix it but I already had a look and it is not something easy. However you should not notice when in cockpit view, which is the most important, WidePSX wise.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Britjet on Tue, 22 Sep 2020 17:59
Fudge,

I like your pic. I take it that is MSFS? It looks like it.
If so, how have you managed to get the wrap-round view?
It looks amazing. At the moment I have a 3-screen projector setup but I’m only using the Centre projector as MSFS doesn’t do different view windows?
Peter
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: 18hazelwood on Tue, 22 Sep 2020 18:34
Hi all,

Further testing to show the menu from PSX and how it affects MSFS.

https://www.youtube.com/watch?v=QsJZz21Emng

The next video being uploaded now is with me talking, showing what I have learnt so far...
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Tue, 22 Sep 2020 19:47
Hi Steve,

Love your videos, thanks for sharing. Unfortunately #3 with voice has a lot of background noise and your explanations are very difficult to understand.

I wonder how you figure out to avoid the MSFS window to go on top of PSX when clicking in the MSFS window ?

Edit : sorry, got it now. You stopped the MSFS window just above the PSX one. Well done ;-)

PSX and MSFS are just the perfect mix !

Kind regards,
Jean-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: 18hazelwood on Tue, 22 Sep 2020 20:08
Hi again,

Yes I will redo the voice video, removed for now.

But I have just recorded a 20 min demo video around EGCC displaying a fly around in different weather too etc.
Near the end, the icing on the windshield looks awesome
Really shows what can be achieved using MSFS as a scenery generator.

ps
I just need to learn how to fly this bird now ...lol
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Hopkinsstevea on Tue, 22 Sep 2020 20:29
Here is a link for an excellent free Borderless window application I use it for x-plane and it works really well,The download is at the top of the page.
http://westechsolutions.net/sites/WindowedBorderlessGaming/manual
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: 18hazelwood on Tue, 22 Sep 2020 20:33
Awesome....
Thanks for this info... :-)Hopkinsstevea
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: 18hazelwood on Tue, 22 Sep 2020 21:30
Aerowinx MSFS 2020 20min Demo around EGCC Area.

Different weather, MSFS 747 wipers in rain, Window Icing, up through cloud and down again etc...

Just testing... but so far so good ... thumbs up ;)

https://www.youtube.com/watch?v=tyk255a3l2w
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Will on Wed, 23 Sep 2020 02:42
The "world sim" views delivered by MSFS look pretty good. But the MSFS out-the-windshield view looks a little off, like it's a movie shot with a wide angle lens, instead of what one would see sitting in a cockpit. Maybe that's just my impression watching these videos and not running my own MSFS installation. Thoughts?
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: funkyhut on Wed, 23 Sep 2020 05:11
With thanks to Steve and J-P, here is what I've managed to do, bringing in Navigraph Charts and Pilot2ATC which work because they are linked to MSFS.
(This setup does work because I taxied from the runway threshold to this position but I've yet to discover how to make videos from the screen.)

https://youtu.be/tlgxuXEBJl8

Will, it should be possible to narrow the view by playing with the resolution in MSFS.
[EDIT] Resetting POV in MSFS General Settings corrects the view (I think).

Many Thanks.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: 18hazelwood on Wed, 23 Sep 2020 07:46
Nice setup indeed, good video too showing your setup
Well done to you and it looks great.

As for the view in the cockpit Will there are many different ways to have it looking, MSFS 2020 has many options to get the right look and feel, the default zoom and height for the cockpit etc are slider bars in the graphics settings and can be changed on the fly....up, down , Zoom etc.

18Hazelwood
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Wed, 23 Sep 2020 08:22
Hello,

You guys are amazing. Thank you for your constant research of realism and improvement, this is a gift for a developer to have such a great community pushing behind. Your integration with MSFS is just : WoW !

A new WidePSX 2.5 version which will be specific for MSFS "2020" usage is coming. As you know, even if the actual 2.0 version works fine with MSFS, many features are no longer necessary and an application (and code) cleanup is necessary. I am also looking for new features if technically possible.

Of course, this new version will be free for all the current registered users. I will never charge for any update, big or small. Here is the development roadmap :

- There will be two versions of WidePSX in the packages. I think it will be more comprehensive than a single version with many options for FSX/P3D/MSFS users. So the actual 2.0 version will remain as is for FSX/P3D usage, and a new 2.5 version will be released for MSFS specific usage.
- Application and code cleanup to remove features which are no longer necessary with MSFS (offsets,...)
- Some people from WidePSX community are currently working to provide a 747-400 model compatible with MSFS and WidePSX. If such a model were available, I will of course have a look at how to interface with WidePSX. However, the MSFS default 747-8 model does already a fantastic job for the windshield view, as the members video shows.
- Landing and taxi lights are very important for the windshield view realism. WidePSX 2.5 will switch the default 747-8 lights on and off according with PSX switches position.
- Windshield heaters : With MSFS icing simulation, it is important to have the MSFS 747-8 windshield heaters linked with PSX. If it is technically possible I will add this new feature in WidePSX 2.5. I will also have a look at the wing/engines anti-ice as a bonus (external view)
- Finally I will write a new user manual specific for WidePSX 2.5 and MSFS

Best regards,
J-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: 18hazelwood on Wed, 23 Sep 2020 10:01
Hi J-P,

This is great news! Version 2.5

A 747-400 model to use with WisePSX would be awesome for MSFS, as long as it does not take to many computer resources! i.e. cockpit screen refresh rates etc, as they will never be seen....
The less resources a new 747 model would use the better for all.

747-400 model for MSFS for the use in PSX
Now there's a challenge for community, I would not know where to start or I would give it a go myself ..lol

Maybe someone might have a perfectly working FMC for android tablets, that is what I crave for too...

Thanks again J-P. great news



Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: funkyhut on Wed, 23 Sep 2020 11:05
Hi J-P and Steve,
I have to admit that this little project has both resurrected the thought that maybe the money I spent on MSFS and the time spent since Alpha 1 reporting bugs only to be ignored, has not been wasted. And it's brought me back to PSX after a 2 year absence.
The marriage of the best ingredients with the best eye candy has to be a winner, especially now that other 3rd party addons can join in via the MSFS link.
I opted for the allwaysontop solution because I cannot get Windowed Borderless Gaming to work.
Now I need to get back to learning how to fly this thing again.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Wed, 23 Sep 2020 11:06
It may be « easy » to disable the screens of the MSFS 747-8. They are controlled by XML and JS files. Anyone with this knowledge in the community ?

Best regards
J-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Wed, 23 Sep 2020 13:15
Hello,

I investigated how to remove the virtual cockpit in the MSFS 747-8. I am away from my rig until Friday and can't test it, but I found an interesting information I would like to share. Please first backup your original model.cfg file.

Please have a look at the 7th post of this tread : https://www.avsim.com/forums/topic/580448-how-do-you-remove-vc-and-or-the-and-fly-with-just-the-hud/

Edit : Windows frame will remain visible when only disabling interior view. If you want to remove everything and get a clear view you have to comment both "normal" and "interior" views

If anyone test, may you report here with screenshot or video ? I also wonder if it disables all the background glass cockpit rendering which is very CPU consuming. Do you see a positive impact on performance ? The developer mode FPS counter may help to see the CPU load (Coherent GT draws).

Best regards,
J-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: smurf_aviation on Wed, 23 Sep 2020 17:43
https://i.imgur.com/jf3ZmMe.jpg

Works ok not had any difference in frames compared to removing all vc and externals but my PC is old, also changed glass cockpit to low in the settings.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Wed, 23 Sep 2020 17:57
Thanks for the feedback. It looks pretty ugly with the windows frame. We will have to disable external model also but I worry about the landing lights if the external model is disabled. Did you try ?

Best regards
J-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: smurf_aviation on Wed, 23 Sep 2020 18:12
no lights sadly, and had to use windows sound to silence MSFS got a speed alarm after 10k when increasing speed
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Wed, 23 Sep 2020 18:18
Sounds and crash detection must be disabled in MSFS because the aircraft is controlled by WidePSX makes MSFS « nervous ». Missing lights are an issue. No miracle solution unfortunately. I think keeping the cockpit « as is » and setting a view using zoom and camera position is the best solution now. Yesterday’s videos were fantastic. Keeping the stock VC with displays refresh rate set to « LOW » may only have a negligible impact on MSFS performance.

Anyway thanks for your feedback.

Best regards
J-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Wed, 23 Sep 2020 20:48
Hello,

In the past some people asked me if it was possible to run multiple instances of WidePSX in a multiple FSX/P3D or MSFS simulator. This is a very specific usage but I know there is a demand and I like technical challenges. Thinking of it during the actual WidePSX update process, and after asking Hardy for explanations, I think those people could give it a new try in the following conditions :

- You must have the same number of PSX boost servers as your WidePSX instances. For example if you run 3 WidePSX instances you must enable 3 PSX boost servers on your network. Note that PSX clients can also be Boost servers. These 3 boosts must be running on 3 different computers. Edit : see Hardy’s following post, the 3 boost servers can be run on the same computer following his described procedure.
- Duplicate the WidePSX or WidePSX_TRIAL folder as many times as you want to run instances (Example 3 WidePSX instances, 3 folders). Rename the folders WidePSX1, WidePSX2,... Edit : this 3 instances can be run on separate computers or on the same, indifferently.
- Now start the first WidePSX instance from the first WidePSX folder, and go to the network tab. Set PSX Boost IP to the first Boost server computer’s IP. Port must be 10749. Edit : see Hardy’s post below if you want to use the same computer for the 3 boost servers. Set the SimConnect IP to the first FSX/P3D/MSFS computer’s IP and Port to the number you set in its SimConnect.xml file.
- Do the same above step for the other WidePSX instances. Remember every WidePSX instance must be run from its own folder. This way every instance will record its own configuration file and the process will be very simple for the next uses. Every WidePSX instance must be connected to a unique Boost server. So for every WidePSX instance, in the Network Tab, set the Boost server IP of a unique Boost server. Set the SimConnect IP to the second/third,... FSX/P3D/MSFS computer and Port to the number you set in its SimConnect.xml file.
- Now connect the 3 WidePSX instances, start the Scenery Generator Bridge and it should work.

Remember, the key is to connect One WidePSX instance to One single Boost server and One single FSX/P3D/MSFS computer. Every Boost server must be running on its own computer, or with its own port number Edit : see Hardy’s post below. PSX main server can be the same for every instance.

Let me know your results and questions if any. Unfortunately I can’t test here because I only have a single MSFS computer. Even if WidePSX is not designed from the roots to work in such multiple instances, I don’t see anything which could make it impossible.

Best regards
J-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Hardy Heinlin on Wed, 23 Sep 2020 22:38
These 3 boosts must be running on 3 different computers.

It should be possible to run multiple boost servers on a single computer.

If you start multiple PSX instances by AerowinxNetStart.jar, you use multiple pref files; that is, one pref file for each instance. In each specific pref file set a specific port number for the respective client's boost server.

In the pref file there's a variable named Port10749, followed by the = sign. Never change this name "Port10749". But you can change the value after the "=".

This is the default setting:

Port10749=10749

You may change it to this, for example:

Port10749=10755

So when you have 3 PSX clients on the same computer, you certainly have 3 different pref files already. In each of the 3 pref files set a different value after Port10749= -- for example:

Port10749=10755 (in the pref file of client A)
Port10749=10756 (in the pref file of client B)
Port10749=10757 (in the pref file of client C)

When an add-on is supposed to connect to client B, that add-on needs to use port number 10756.
When an add-on is supposed to connect to client C, that add-on needs to use port number 10757.

Never change the variable name "Port10749". The name is just a reminder so that you won't forget what the default value is. You can only change the value after the "=".


Regards,

|-|ardy
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Thu, 24 Sep 2020 07:57
Thank you Hardy for this explanation. Your solution is OK at the WidePSX side.

One question though : why isn’t it possible to connect multiple clients to a single boost server ? Is it a volunteer or technical limitation ?

Cheers,
J-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Hardy Heinlin on Thu, 24 Sep 2020 09:17
Efficiency.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GodAtum on Thu, 24 Sep 2020 10:19
That's fantastic J-Philippe  ;D

But bad news. Simconnect is blocked from running over a network at the moment, so any WidePSX instances running on other PCs will not connect to the MSFS PC. Hopefully they will fix it in a patch.

Maybe using WideFS might be a workaround, but I don't have a license.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: cavaricooper on Thu, 24 Sep 2020 11:41
Yes, both Navigraph and Little NavMap need executed programs to function on a remote machine. For that matter even FSUIPC is now an EXTERNAL program. This Sim is different in many ways..l

C
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Fudge on Thu, 24 Sep 2020 12:11
Quote
Wow you only using 1 PC and 3 projectors?
Yes, but they are 'only' 1080P Projectors, so still less resolution than a single 4k monitor. Frame rate is around 40FPS in the sim with a few tweaks.

Quote
Fudge,

I like your pic. I take it that is MSFS? It looks like it.
If so, how have you managed to get the wrap-round view?
It looks amazing. At the moment I have a 3-screen projector setup but I’m only using the Centre projector as MSFS doesn’t do different view windows?
Peter

Yes it was the new msfs. Use Nvidia Surround view and Fly Elise Immersive display ultimate to wrap the projectors. Can't set different views currently so it is not an exact science. Screen is around 150 degrees, which is easier to fudge than 180! Do get that fisheye effect and odd bits on the edges. Msfs sees the projectors as one large screen nearly 6000 pixels wide. Zoom in and out to achieve something close.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Thu, 24 Sep 2020 12:45
Hello,

That's fantastic J-Philippe  ;D

But bad news. Simconnect is blocked from running over a network at the moment, so any WidePSX instances running on other PCs will not connect to the MSFS PC. Hopefully they will fix it in a patch.

Maybe using WideFS might be a workaround, but I don't have a license.

There is maybe a workaround, unfortunately I am still away from home to test. If anybody wants to give a try and report, follow the instructions below :

Please close MSFS if already running, and open your SimConnect.xml file. This file is by default located at : C:\Users\YOUR USER NAME\AppData\Local\Packages\Microsoft.FlightSimulator_8wekyb3d8bbwe\LocalCache. If you added a previous block for WidePSX, remove it. After removing, please do the following :

Insert the following, substituting the server IP address and port number you want to use on your server, right after the <Filename>SimConnect.xml</Filename> statement:

<SimConnect.Comm>
<Descr>Global IP Port</Descr>
<Disabled>False</Disabled>
<Protocol>IPv4</Protocol>
<Scope>global</Scope>
<Address>192.168.1.10</Address>
<MaxClients>64</MaxClients>
<Port>29747</Port>
<MaxRecvSize>4096</MaxRecvSize>
<DisableNagle>True</DisableNagle>
</SimConnect.Comm>

Then save the file, run MSFS and WidePSX on a networked computer and see what happens ;-)

If it doesn’t work, just remove the block you added above.

Cheers,
J-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GodAtum on Thu, 24 Sep 2020 13:47
Thanks, when you say server IP, do you mean the MSFS PC?
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Thu, 24 Sep 2020 13:58
Yes. Set your MSFS PC’s IP between <Address> and Port between <Port> then set the same values in WidePSX Network Tab (SimConnect IP/Port). Please first try with a single instance. First things first ;-)
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GodAtum on Thu, 24 Sep 2020 16:23
Great that works. Running MSFS on 1 PC, and WidePSX on another.

Will now try with another MSFS PC.

BTW, with Steam, I used a Gmail alias to register a new account (email@googlemail.com instead of email@gmail.com).
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Thu, 24 Sep 2020 17:04
That’s a very good new ! Thanks for the testing and feedback.

Cheers,
Jean-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GodAtum on Thu, 24 Sep 2020 17:07
Unfortunately hardy's tip does not work. WidePSX connects to port 10755, I then load the next pref file for the boost server and try to re-connect to 10756, but it fails. Then load the 1st pref file with 10755, but WidePSX fails to connect.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Thu, 24 Sep 2020 17:12
Do you run 3 WidePSX instances from 3 separate folders ?
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GodAtum on Thu, 24 Sep 2020 17:39
No just testing with opening and closing a single WidePSX an changing the port.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Thu, 24 Sep 2020 18:55
Did you close WidePSX and restart before attempting to connect to a different Boost ? Edit : you seem to say this in your previous post. If yes, you need to wait for Hardy to have a look at this.

Regards,
Jean-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GodAtum on Thu, 24 Sep 2020 20:10
Yes, I'll wait for Hardy's help. BTW, does running separate boost servers count towards the 4 licenses?
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Hardy Heinlin on Thu, 24 Sep 2020 22:27
Sorry, I can't help. I have no MSFS and no add-ons whatsoever.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GodAtum on Thu, 24 Sep 2020 22:31
Sorry, I can't help. I have no MSFS and no add-ons whatsoever.

Please could you help with running multiple boost servers on the same PC? Does running separate boost servers count towards the 4 licenses?

1/ Start AerowinxNetStar.jar
2/ Load boost1.pref with port 10755
3/ Start AerowinxNetStar.jar again
4/ Load boost2.pref with port 10756

10755 connects, but 10756 does not.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Hardy Heinlin on Thu, 24 Sep 2020 22:46
The Aerowinx license allows you to run up to 4 PSX copies within a local flightdeck mockup at the same time, regardless of the number of computers or boost servers.

As for the usage of AerowinxNetStar.jar:

It makes no sense to start AerowinxNetStar.jar multiple times. It's designed to avoid exactly that.

You click AerowinxNetStar.jar, and that click will start multiple PSX instances.

What each PSX instance will do is defined by each instance's pref file.

A pref file stores the information displayed on the Preferences pages (Basics, Screen, Audio, USB). Plus some hidden variables that you can change with a text editor.

On the Basics page you can determine whether this instance will automatically start a boost server, for example.


|-|ardy


Sorry, I don't know why your add-on can connect to 10755 but not to 10756.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GodAtum on Thu, 24 Sep 2020 22:52
Thanks, looking at the manual i need to also configure AerowinxNetStart.ini with:

Quote
PSXBoost01.pref
PSXBoost02.pref
PSXBoost03.pref

So works well now.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Hardy Heinlin on Thu, 24 Sep 2020 22:54
Yes.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Fri, 25 Sep 2020 07:44
Hello,

Sorry, I don't know why your add-on can connect to 10755 but not to 10756.

I swear 10756 port is not blacklisted by WidePSX  :D

Cheers,
Jean-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Hardy Heinlin on Fri, 25 Sep 2020 08:16
GodAtum, you can test your pref file management like this:

On the Basics page, as we know, the boost server's port number is not displayed, but the port numbers of the main server and the main router are shown: Under "Main network" by the two checkboxes (•) 10747 and (•) 10748

When you create a pref file that has this setting ...

Port10747=10999

... and you load this pref file in PSX while PSX is running, the first checkbox will look like this:

(•) 10999

This is just a test so that you know whether you're using and editing the correct pref file. If this principle works for you, this principle will also work when you edit and load the port number for the booster, the only difference being the booster's port number is not displayed on the Basics page. But PSX loads the edited port number nevertheless.


|-|
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Sat, 26 Sep 2020 12:53
Hello,

I want to advise users that WidePSX can now be run from a networked computer with MSFS « 2020 ». You need to apply the following instructions :

Close MSFS if running, and open your SimConnect.xml file located by default at : C:\Users\YOUR USER NAME\AppData\Local\Packages\Microsoft.FlightSimulator_8wekyb3d8bbwe\LocalCache

If you previously added an entry for WidePSX in your SimConnect.xml file, please remove it to avoid any conflict.

Insert the following, right after the <Filename>SimConnect.xml</Filename> statement:

<SimConnect.Comm>
<Descr>Global IP Port</Descr>
<Disabled>False</Disabled>
<Protocol>IPv4</Protocol>
<Scope>global</Scope>
<Address>192.168.1.10</Address>
<MaxClients>64</MaxClients>
<Port>29747</Port>
<MaxRecvSize>4096</MaxRecvSize>
<DisableNagle>True</DisableNagle>
</SimConnect.Comm>

Edit the <Address> and <Port> fields and replace the values by your MSFS computer’s IP address and the Port number you want to use for WidePSX. Those values are those who will be set in the WidePSX Network Tab (SimConnect IP and Port). Save the file and you are good to go.

This has been tested and working. I noticed on (my) Windows 10 computer, the firewall is very sensitive and may block the connection. In this case you will have to manually add an exception in your firewall for the port(s) used by WidePSX.

Happy flyings !
Jean-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: inshibaya on Sat, 26 Sep 2020 16:57
Hi!

Nice news. For my part, I just tested WidePSX + FS2020 yesterday with a 2h flight with no problems.
Was very nice and simple to use. The placement of the plane on ramp is really nice and no loose of sync or CTD during all the flight. I will continue my tests.

Inshibaya

Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Sat, 26 Sep 2020 18:15
Jean-Philippe,

Do you still recommend runing WidePSX on the PC running MSFS 2020?

Thanks John
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GodAtum on Sat, 26 Sep 2020 18:30
I found using the landing view with upper option is best for me. However the icing is impossible to disable so my view out the window keeps getting blocked.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Sat, 26 Sep 2020 20:10
Hello,

@John : no you can now run WidePSX from any networked computer, please have a look at the first post of #18 page for details.

@GodAtum : you need to deactivate icing simulation in MSFS menu. Unfortunately I don’t find any SimConnect variable to activate windshield heaters in MSFS. For now we only have access to legacy FSX/P3D variables and windshield anti-ice is not listed. I can however access to wing and engines anti-ice, but not the windshield ! I continue investigating.

Best regards
Jean-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Sat, 26 Sep 2020 21:10
Hello,

@John : no you can now run WidePSX from any networked computer, please have a look at the first post of #18 page for details.

Best regards
Jean-Philippe

I switched WidePSX to the PC running PSX and made the modifications to 'simconnect' and it works very well.

Thanks John

Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Tue, 29 Sep 2020 21:02
I am just doing a flight testing WidePSX and the newly patched (Sept 29, 2020) MSFS 2020 (v1.9.3.0) and everything seems to be working very nicely!

John
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Ton van Bochove on Wed, 30 Sep 2020 20:33
Hi Jean-Philippe,

The manual says that I have to download the Java Runtime Environment. The Oracle website gives two versions for Windows: 86 and 64. Which one do I need?
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Wed, 30 Sep 2020 20:45
Hello Ton,

It depends of you O/S version.

X86 for Windows 32 Bits version.
X64 for Windows 64 Bits version.

Regards,
Jean-philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Ton van Bochove on Wed, 30 Sep 2020 22:58
I assume that W10 is a 64 bit iOS ;-), Thanks!
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Wed, 30 Sep 2020 23:26
go to settings, system, about,, under 'device specifications' System type it will say 64-bit or 32-bit

John
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Ton van Bochove on Thu, 1 Oct 2020 06:40
Thanks John!
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: 18hazelwood on Thu, 1 Oct 2020 11:05
Hi Jean-Philippe,

Regarding Widepsx and MSFS 2020, and using the default 747-8 for (now at least) we have prooved  Widepsx is very stable and gives the view out the cockpit with remarkable accuracy etc. This is all good and has worked with no problems from me.

Here`s the question.
I sometimes fly online for UK Virtual and they have a tracker, the tracker works with MSFS so all is good here.
The only discrepancy is the landing rates always differ somewhat from what the tracker records and what PSX records. i.e. UK Tracker is a ridiculous 1200fpm when using it with PSX or something like that and PSX -231fpm for example.

So the tracker records normally when in the MSFS sim as a standalone configuration i.e. flying default aircraft, but when coupled with PSX the landing rate gaps open up in a big way so to speak.
I was just wondering if the height of the dummy plane (the 747-8) when connected with Widepsx is the correct height from the ground so to speak? It sort of looks ok from the outside sat on the runway, but difficult to tell sometimes

 Or am I barking up the wrong tree here?

my reasons are, I keep failing my landing rate when flying with MSFS & PSX. if the rates were ok then I would not have anymore problems to solve for my simulation needs.

FYI
(UK Virtual Flying Regulations are Less than 750 f/m in jets.)

Thanks, 18Hazelwood.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Thu, 1 Oct 2020 11:42
Hello 18Hazelwood,

I understand your request but unfortunately it is not possible for me to bring a solution. The reason is that when under WidePSX control, the MSFS aircraft becomes, as you said, a « dummy » aircraft. All the MSFS flight dynamics are disabled by WidePSX. It is exactly the same process with FSX/P3D.

Then, after a lot of calculations which are not the subject here, WidePSX sends position and attitude updates to MSFS several times per second, and MSFS updates the aircraft accordingly. If you look at the MSFS aircraft instruments when under WidePSX control, you will see very odd things, and vertical speed is one of those. Because the flight dynamics are deactivated, MSFS can’t compute accurately the vertical speed and you get incorrect values.

You will tell me : « switch back those flight dynamics on ». Unfortunately I can’t because it will lead to a continuous « fight » between WidePSX and MSFS to control the aircraft, leading to an aircraft crazy behavior.

Best regards,
Jean-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Jeroen Hoppenbrouwers on Thu, 1 Oct 2020 12:22
... "the fight or flight response" ...
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: 18hazelwood on Thu, 1 Oct 2020 13:08
Hi Jean-Philippe,

I understand,

It was a long shot, but thanks for the explanation.

18Hazelwood
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JRBarrett on Fri, 2 Oct 2020 02:41
WidePSX is working very well on my installation. I have a single computer with two monitors, and run MSFS on the main 4K monitor with a PSX on the second 1080p monitor, similar to what have been doing with P3D.

I am looking forward to an updated version of WidePSX with the now-unneeded offset coding removed for increased efficiency, however I would strongly urge you to reconsider removing the AloftWeather part of WidePSX, as it is still useful. Even though ActiveSky cannot inject weather into MSFS, for those of us who do own AS for P3D, it can still be run in the background with a flight plan loaded, and can still be used to inject current AS winds and termperatures aloft into PSX from the dynamically updated activeflightplanwx.txt. It would be a step backwards if we were to lose that functionality IMO.

Regards,

Jim Barrett
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Fri, 2 Oct 2020 06:10
Hello Jim,

I never planned to remove the AloftWx feature. I will just remove the ActiveSky features when using MSFS as they is no longer AS for MSFS and by fact they become irrelevant.

All the features of the actual version 2.0 will remain in the new version for the FSX/P3D users. I plan to communicate in detail today or tomorrow about the update.

Best regards,
Jean-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: jlpilot on Fri, 2 Oct 2020 06:22

Hey 18Hazelwood,

I used to do quite a bit of flying on virtual airlines back in the day and from what I remember, they'd normally have their own client to report flight details back to their website. I'm not sure how or if it could work but maybe the solution would be to create a PSX client that can send the data to server instead of the virtual airline client. 

Just a thought ;)

Hi Jean-Philippe,

Regarding Widepsx and MSFS 2020, and using the default 747-8 for (now at least) we have prooved  Widepsx is very stable and gives the view out the cockpit with remarkable accuracy etc. This is all good and has worked with no problems from me.

Here`s the question.
I sometimes fly online for UK Virtual and they have a tracker, the tracker works with MSFS so all is good here.
The only discrepancy is the landing rates always differ somewhat from what the tracker records and what PSX records. i.e. UK Tracker is a ridiculous 1200fpm when using it with PSX or something like that and PSX -231fpm for example.

So the tracker records normally when in the MSFS sim as a standalone configuration i.e. flying default aircraft, but when coupled with PSX the landing rate gaps open up in a big way so to speak.
I was just wondering if the height of the dummy plane (the 747-8) when connected with Widepsx is the correct height from the ground so to speak? It sort of looks ok from the outside sat on the runway, but difficult to tell sometimes

 Or am I barking up the wrong tree here?

my reasons are, I keep failing my landing rate when flying with MSFS & PSX. if the rates were ok then I would not have anymore problems to solve for my simulation needs.

FYI
(UK Virtual Flying Regulations are Less than 750 f/m in jets.)

Thanks, 18Hazelwood.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JRBarrett on Fri, 2 Oct 2020 14:24
Hello Jim,

I never planned to remove the AloftWx feature. I will just remove the ActiveSky features when using MSFS as they is no longer AS for MSFS and by fact they become irrelevant.

All the features of the actual version 2.0 will remain in the new version for the FSX/P3D users. I plan to communicate in detail today or tomorrow about the update.

Best regards,
Jean-Philippe

Even though I will no longer be using P3D as a scenery generator (MSFS is far superior), I intend to run Active Sky in the background while using PSX/MSFS for the sole purpose of feeding upper wind and temperature data into PSX via AloftWeather. I just want to be sure that I will still have the ability to do that with the new version. I’m doing that now with the original version of WidePSX and it works well, since Active Sky can still update PSX wind data even if it has no active connection to P3D or FSX.
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Fri, 2 Oct 2020 22:27
Hello,

WidePSX version 2.5 is available ! Registered users received an email at the address they used for the PayPal, with a link to download the update. Purchase inquiries can be sent by email at ptorne78@gmail.com. The free and fully functional trial version (25 minutes limited) is also updated and is available here : https://www.dropbox.com/s/hvahw3pob42mo5u/WidePSX_TRIAL_2.5.1.zip?dl=1

With the release of the new Microsoft Flight Simulator "2020" (MSFS) some changes in WidePSX became necessary. I always thought the project was not dead and that I will take care to make WidePSX fully compatible with this new Scenery Generator. It is done now, and it is a great satisfaction for me as a developer. I finally managed to keep everything within a single application. It was harder for me to develop, but it will be far simpler for the end users who will be able to use either FSX, P3D and the new MSFS as Scenery Generator with a single application.

Here are the changes in version 2.5 :

- First of all, ALL the version 2.0 features remain available. Only the Offsets have been removed when using MSFS as they (at first sight) are no longer necessary due to the scenery accuracy of MSFS. I may consider making the offsets available with MSFS in case of misplacement issues (MSFS or Add-On Sceneries wrongly placed).

- Scenery Generator selection in the Network Tab (FSX/P3D or MSFS). The Scenery Generator Tab layout will change depending of the Scenery Generator in use. MSFS now has its own layout.

(http://www.hoppie.nl/forum/var/2020-10-02_20.37.35_Sans_titre.png)

- Scenery Generator Bridge logic completely reworked. The lift-off and flare smoothing algorithms have been rewritten from the roots. Now the airplane's tail doesn't strike the runway anymore during rotation, and the Ground <-> Air transitions are smoother.

This new algorithms are used by default with MSFS. However, FSX/P3D users will have the possibility to use or not this feature which is at its Beta phase for this Scenery Generators. Not using this feature will enable legacy WidePSX 2.0 algorithms. This selection can be done with a checkbox located on the Scenery Generator Tab, only visible when FSX/P3D is selected as the Scenery Generator (see picture below) :

(http://www.hoppie.nl/forum/var/2020-10-02_20.53.33_Capture_d’écran_2020-10-01_à_14.16.37.png)

- Speedbrakes were partially deployed on the Scenery Generator's airplane when loading a PSX SITU with Speedbrakes armed. This bug is now fixed.

Now let's talk about the actual MSFS limitations. There are some functions of the MSFS default 747-8i which are not, or partially accessible via SimConnect commands. Some commands also have bugs. It makes impossible for WidePSX to synchronize some parts of the aircraft with PSX. The following have been tested, and are true MSFS limitations. So for the moment we can't do anything else than asking MS/Asobo to implement those missing commands.

- NAV lights switch only updates Left (red) light. The right (green) light always remains ON.
- Strobe lights not working
- Beacon upper always ON. Lower is Ok (OFF and BOTH positions are synchronized)
- Windshield wipers not accessible
- Window heaters not accessible
- Bug with engines anti-ice commands
- Wing anti-ice not accessible
- Taxi lights commands the Left Runway Turnoff Light

The actual workarounds to avoid ice buildup on the windshield is to disable icing simulation in MSFS, or manually turn ON windshield anti-ice in the MSFS 747-8i overhead. I also linked PSX Wing Anti-Ice switch to command the whole MSFS 747-8i Engines + Wing de-icing, as it is the only option available at this time.

The workaround regarding Taxi lights : I decided to link the PSX Taxi lights switch with the MSFS 747-8i Landing Lights. It is the "less bad" solution I found. I think it is better to have inaccurate Taxi Lights than no lights at all.

I sent a ticket with a list of those missing SimConnect commands and bugs to Microsoft support asking for a fix. When they will become available I will of course update WidePSX.

Happy flyings with WidePSX.

Cheers,
Jean-Philippe
Title: Re: WidePSX 2.5 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Fri, 2 Oct 2020 23:12
When I extract the new update and click 'WidePSX.jar nothing happens? If I try to re-download the previous version from your dropbox its says 'error 504'?

John
Title: Re: WidePSX 2.5 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: G-CIVA on Sat, 3 Oct 2020 02:06
JP,

Thanks for the continued work ... the update details look great!
Title: Re: WidePSX 2.5 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: funkyhut on Sat, 3 Oct 2020 02:23
Many thanks J-P. Works great.
Title: Re: WidePSX 2.5 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: 18hazelwood on Sat, 3 Oct 2020 05:55
Many thanks J-P
Title: Re: WidePSX 2.5 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Sat, 3 Oct 2020 06:42
John,

Please follow the instructions given in the email you received carefully. You must extract and copy the contents of the extracted folder to your previous version 2.0 folder and overwrite files when asked.

Trying to execute the .jar file provided directly from the update folder will not work, as the update folder only contains modified files. Some libraries will be missing and the jar will not launch.

It is normal you can’t download version 2.0 anymore the link is dead because there is a new version available.

Best regards
Jean-Philippe

When I extract the new update and click 'WidePSX.jar nothing happens? If I try to re-download the previous version from your dropbox its says 'error 504'?

John
Title: Re: WidePSX 2.5 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Sat, 3 Oct 2020 08:23
Hello,

Version 2.5.1 is available. Sorry for the update so early after the last build release but an idea came to me tonight :-)

The lift-off algorithm has been modified. Sometimes in case of very very deep takeoff climb gradient the smoothing algorithm was too loose to catch the target altitude in a realistic time. Now a fixed offset is applied until 1000ft AGL and a quick (almost) unnoticeable smoothing is applied passing 1000ft AGL.

Registered customers received an email with the link to download the update. The new trial can be downloaded here : https://www.dropbox.com/s/hvahw3pob42mo5u/WidePSX_TRIAL_2.5.1.zip?dl=1

Best regards,
Jean-Philippe
Title: Re: WidePSX 2.5 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Sat, 3 Oct 2020 11:04
Got it working, thanks for the update!

John



John,

Please follow the instructions given in the email you received carefully. You must extract and copy the contents of the extracted folder to your previous version 2.0 folder and overwrite files when asked.

Trying to execute the .jar file provided directly from the update folder will not work, as the update folder only contains modified files. Some libraries will be missing and the jar will not launch.

It is normal you can’t download version 2.0 anymore the link is dead because there is a new version available.

Best regards
Jean-Philippe

When I extract the new update and click 'WidePSX.jar nothing happens? If I try to re-download the previous version from your dropbox its says 'error 504'?

John
Title: Re: WidePSX 2.5 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GodAtum on Sat, 3 Oct 2020 11:08
Hello,

Version 2.5.1 is available. Sorry for the update so early after the last build release but an idea came to me tonight :-)

The lift-off algorithm has been modified. Sometimes in case of very very deep takeoff climb gradient the smoothing algorithm was too loose to catch the target altitude in a realistic time. Now a fixed offset is applied until 1000ft AGL and a quick (almost) unnoticeable smoothing is applied passing 1000ft AGL.

Registered customers received an email with the link to download the update. The new trial can be downloaded here : https://www.dropbox.com/s/hvahw3pob42mo5u/WidePSX_TRIAL_2.5.1.zip?dl=1

Best regards,
Jean-Philippe

Amazing, going to use it today! Did you get rid of the new "Use new lift/flare" option?
Title: Re: WidePSX 2.5 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Sat, 3 Oct 2020 11:18
No. Why would this option be a problem ? This option is only available for FSX/P3D users who want to try the new algorithms instead of using legacy ones. When using MSFS the new algorithms are used by default and the option is by fact not available.

Regards,
Jean-Philippe
Title: Re: WidePSX 2.5 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GodAtum on Sat, 3 Oct 2020 11:20
No. Why would this option be a problem ? This option is only available for FSX/P3D users who want to try the new algorithms instead of using legacy ones. When using MSFS the new algorithms are used by default and the option is by fact not available.

Regards,
Jean-Philippe

It's not a problem but FYI v2.5.1 is missing it if it's of anyone's interest.
Title: Re: WidePSX 2.5 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: brian747 on Sat, 3 Oct 2020 11:22
Hi Jean-Philippe!

And many thanks indeed for your new release, which works splendidly. (If you recall my comments during the beta testing some while ago, you can imagine how happy I was to find that the rotate is now fixed, also).   (https://s20.postimg.cc/n0t0q1qgt/tongue_grin.png)

More to the point, having installed MSFS only a couple of days ago I was delighted this morning to discover your 'mail regarding the release of v2.5. Naturally, I couldn't resist a short sightseeing trip (Heathrow 27R and back to Heathrow 27L) to test it out....

[Images reduced from 3440 px wide):

(https://i.postimg.cc/1zCyfhkJ/05-London-Eye-and-Palace-of-Westminster-800-px.jpg)

(https://i.postimg.cc/fLVDdqZZ/07-Departing-the-City-800-px.jpg)

(https://i.postimg.cc/TPYRdY4K/11-Touchdown-imminent-800-px.jpg)

The set of full-sized images will be available for the next seven days from this link (16.8 Mb download):
https://www.dropbox.com/s/wh44yrhl51lewxw/MSFS%202020%20-%20first%20flight%20round%20London.zip?dl=0 (https://www.dropbox.com/s/wh44yrhl51lewxw/MSFS%202020%20-%20first%20flight%20round%20London.zip?dl=0)

(I confess that I did have to fiddle the weather - the rain over the south of England is vile at present, so I forced sunny skies for better viewing).    (https://i.postimg.cc/hjDtKwFV/Whistle(anim).gif)

The aircraft moved as smoothly as ever, and my very healthy frame rate seemed entirely unaffected: many congratulations on a splendid implementation!    (https://s20.postimg.cc/6wmor6yvx/yahoo(anim).gif)

My PSX experience is, I feel, significantly enhanced.

Best wishes,

Brian
Title: Re: WidePSX 2.5 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: cavaricooper on Sat, 3 Oct 2020 12:19
JP-

I too am most appreciative of your time and talents... https://www.dropbox.com/s/x1xxk72a18vdq0o/IMG_6048.MOV?dl=0

Until there is a SIMPLE model that works with WidePSX/MSFS, I have no desire to have anything but the Cockpit view.  I agree that cockpit visuals are the MOST IMPORTANT THING.  When I want pretty, I will fly MSFS.  When I want a 747 I will fly this.

C
Title: Re: WidePSX 2.5 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Sat, 3 Oct 2020 12:26
Nothing is missing GodAtum. As I said before, this option is only available for the FSX/P3D users. The layout of the Scenery Generator Tab changes depending of the Scenery Generator in use (FSX/P3D or MSFS). Because the new algorithms are used by default with MSFS, this option and its associated checkbox are not displayed in the Scenery Generator Tab when using MSFS as Scenery Generator.

It's not a problem but FYI v2.5.1 is missing it if it's of anyone's interest.

Best regards,
Jean-Philippe
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Sat, 3 Oct 2020 13:24
Thank you Brian and Carl for the kind words. Brian, your pictures are so beautiful, as usual. I have to say I thought about you and our conversations when updating the lift-off process :-) Glad to see you happy with this new build.

Kind regards,
Jean-Philippe
Title: Re: WidePSX 2.5 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GodAtum on Sat, 3 Oct 2020 13:50
Nothing is missing GodAtum. As I said before, this option is only available for the FSX/P3D users. The layout of the Scenery Generator Tab changes depending of the Scenery Generator in use (FSX/P3D or MSFS). Because the new algorithms are used by default with MSFS, this option and its associated checkbox are not displayed in the Scenery Generator Tab when using MSFS as Scenery Generator.

It's not a problem but FYI v2.5.1 is missing it if it's of anyone's interest.

Best regards,
Jean-Philippe

In v2.5.0 the checkbox was displayed, now as you say it's hidden which is fine.

Amazing pics Brian, what settings and FPS you getting?
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GodAtum on Sat, 3 Oct 2020 13:52
Hello Jim,

I never planned to remove the AloftWx feature. I will just remove the ActiveSky features when using MSFS as they is no longer AS for MSFS and by fact they become irrelevant.

All the features of the actual version 2.0 will remain in the new version for the FSX/P3D users. I plan to communicate in detail today or tomorrow about the update.

Best regards,
Jean-Philippe

Even though I will no longer be using P3D as a scenery generator (MSFS is far superior), I intend to run Active Sky in the background while using PSX/MSFS for the sole purpose of feeding upper wind and temperature data into PSX via AloftWeather. I just want to be sure that I will still have the ability to do that with the new version. I’m doing that now with the original version of WidePSX and it works well, since Active Sky can still update PSX wind data even if it has no active connection to P3D or FSX.

I tried running ActiveSky, but it connected to MSFS and then crashed. How do I stop it from connecting?
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Sat, 3 Oct 2020 14:16
What are you trying to do ? ActiveSky is not compatible with MSFS. I can’t provide support for ActiveSky.

Regards
Jean-Philippe
Title: Re: WidePSX 2.0 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JRBarrett on Sat, 3 Oct 2020 15:17

I tried running ActiveSky, but it connected to MSFS and then crashed. How do I stop it from connecting?

Perhaps MSFS exposes just enough simconnect functionality to make AS “think” a compatible simulator is running? For whatever reason, this has not happened here. I will check my A.S. settings. I also own Active Sky for X-Plane, which should work equally well, without the danger that AS will mistakenly try to connect to MSFS.

Both the P3D and XP versions of Active Sky generate the same activeflightplanwx.txt file that WidePSX AloftWX can use to inject the current upper wind data into PSX. My only reason for leaving Active Sky running in the background is so that the activeflightplanwx.txt file will be dynamically updated if a new upper wind forecast is issued while in flight, but you don’t have to do that. You can run Active Sky, load the same flight plan you plan to use in PSX, let it create the activeflightplanwx.txt file, and then shut Active Sky down. The only difference is that the upper winds injected into PSX will be static, and will not be dynamically updated, but that probably isn’t all that important. Upper wind forecast data is normally only updated every six hours.
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JRBarrett on Sat, 3 Oct 2020 21:03
FEATURE REQUEST

I am doing my first long flight using WidePSX to control MSFS, and it is working beautifully. I do have one request however. On the AloftWeather module, would it be possible to add a check box to force AloftWx to operate in STATIC mode, even when the simconnect bridge is active? As it stands now, if the simconnect bridge is enabled, AloftWx automatically goes to DYNAMIC mode, causing it to inject upper level weather into PSX from the MSFS weather system, instead of from the ActiveSky activeflightplanwx.txt file.

Asobo has made definite strides with the live weather in MSFS. Upper winds speeds and direction are now often quite close to the NOAA forecast upper winds that I use in my flight planner (PFPX), but temperatures are another matter. I have found that MSFS upper altitude temperatures are often 15 to 20 C too warm at any given altitude. Needless to say, this has a negative impact on aircraft performance and fuel burn.

If I turn the simconnect bridge off, to force AloftWx to STATIC mode, then the scenery generator bridge won’t work.

Jim Barrett
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Sun, 4 Oct 2020 07:59
Hello Jim,

I will consider this modification but, to be honest, I am surprised to see some people still using the AloftWx module. I see this module as a legacy of WidePSX 2.0. With PSX NG FMC and its Corridor feature you can have everything you need without ActiveSky.

Added on my « think about » list  ;)

Best regards
Jean-Philippe

Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: brian747 on Sun, 4 Oct 2020 11:30
@GodAtum

My apologies for the delay in replying: I had overlooked your question, initially.   (https://s20.postimg.cc/lw5unkvvh/sad.jpg)

> "...what settings and FPS you getting?"

Having owned MSFS for only a few days I couldn't claim to be any sort of expert on the settings, and anyway the settings that work with my hardware obviously wouldn't work with yours; so a long list of settings is, I feel, unlikely to be helpful. There are several documents floating around the 'net covering MSFS settings, and they discuss the main concepts.

All I can say, as a simmer who has just entered his fifth decade of simming - I began with BAO on an Apple ][ in 1980 - is that I have probably installed more sims than most people, hence I now have the configuration process fairly well optimised. Happily, though, I no longer have to go through it in tedious detail, since it's very similar to the process described by "Squirrel" in this video: https://www.youtube.com/watch?v=QL4q_Tbv0jM&t=36s (https://www.youtube.com/watch?v=QL4q_Tbv0jM&t=36s)  (#2 and #3 in his series, on setting up controls and cameras, are also interesting for MSFS newbies).

In summary, my concern about simply using a large and busy airport as Squirrel does is that in more demanding moments my frame rate might dip below the 30 fps which I regard as my personal lower limit (YMMV). I therefore adjust my settings for acceptable results at the more critical moments as well (and then also make sure to quickly check the easy cases, just in case...). So these are the events that I check (in decreasing order of stress on the system, and hence increasing fps):-

1. The moment of touchdown

2. The moment of lift-off

3. In the midst of a large bespoke airport (e.g. Heathrow, as also used for 1 and 2, above)

4. Overhead a large and complex city (e.g. London)

5. Climbing, cruising, descending

As you see, my method is similar to Squirrel's system except that I add take-off and touchdown to the cases considered. I'm running a comparatively elderly i7 6700K (which I've overclocked) so I take care to keep all my simming files on SSDs (exempt from being scanned by anti-virus apps), and provide appropriate mounts of RAM and VRAM. For MSFS I found it beneficial to re-enable hyperthreading (I had had it switched off for P3Dv4) and also to make use of Microsoft's caches. (And full disclosure: it may also help that I'm a  DBA whose speciality is performance tuning....  (https://s20.postimg.cc/8f8w4rizx/wink.jpg) ).

Here are the results I'm getting, as seen on the in-built fps counter - which unfortunately is hardly readable in these much-reduced-resolution images (MSFS is running at 3440x1440 px), so I have included the fps in the description:

1. Touchdown rwy 27L (33.2 fps)
(https://i.postimg.cc/HxnVwSxz/1-Touchdown-rwy-27-L-750-px.jpg)

2. Lift-off from rwy 27R (33.7 fps)
(https://i.postimg.cc/xdtXbr0q/2-Lift-off-from-rwy-27-R-750-px.jpg)

3. Ready for (Heathrow) take-off (34.1 fps)
(https://i.postimg.cc/9fW4MXHv/3-Ready-for-take-off-750-px.jpg)

4. London Eye and Palace of Westminster (45.4 fps)
(https://i.postimg.cc/fy0yFJY0/4-London-Eye-and-Palace-of-Westminster-750-px.jpg)

5. Localizer capture (54.7 fps)
(https://i.postimg.cc/V6h5Dj08/5-Localizer-capture-750-px.jpg)

I hope that helps a little,

Cheers,

Brian
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JRBarrett on Sun, 4 Oct 2020 14:39
Hello Jim,

I will consider this modification but, to be honest, I am surprised to see some people still using the AloftWx module. I see this module as a legacy of WidePSX 2.0. With PSX NG FMC and its Corridor feature you can have everything you need without ActiveSky.

Added on my « think about » list  ;)

Best regards
Jean-Philippe


While I do understand that the corridor feature will work in a similar fashion, it requires the NG FMS, which not all PSX users might own, and most importantly, it does not automatically update the winds aloft data while enroute as Active Sky can do if left running in the background. This can be especially important on a long transcontinental flight. On a flight of 12+ hours duration, NOAA might well issue new upper wind data at least three times, and this will immediately and automatically update the activesflightplanwx.txt file as soon as ActiveSky downloads it.

In essence, ActiveSky acts like an ACARS station that can provide updated wind data on demand, when actuating a wind request from the FMS. To do something similar with the corridor function of the NG FMS, would require preparing a new wind download in a flight planner running on an external computer, and then upload it to the running PSX computer, and then go to the instructor station in PSX to paste the updated wind file into the corridor menu, etc. These are a lot of manual processing steps that are unnecessary when using AloftWx and ActiveSky in conjunction.

Even though ActiveSky is no longer relevant as a weather injector for MSFS itself, it is still very relevant as a source of current and immediately updatable upper wind data for PSX via AloftWX.

In fact, even if I did not own P3D or X-Plane at all, I would still purchase and use ActiveSky specifically for its ability to automatically create dynamically-updated upper wind data for PSX.

When I discovered yesterday that the PSX upper weather was coming from MSFS, and realized that the cause of this was the DYNAMIC mode of aloftwx, I was actually able to “trick” aloftwx into switching to STATIC mode while running. I did this by going to the network tab of WidePSX and unchecking the simconnect bridge option. WidePSX displayed a message that it would have to be re-started to make the change effective, (which I did not do), however, this did
cause AloftWx to switch to STATIC mode, and PSX upper winds and temperatures immediately switched to the ActiveSky, but the ability of the scenery generator bridge to control the MSFS aircraft continued unabated.
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Sun, 4 Oct 2020 16:37
Hello Jim,

I understand and think your request is legitimate. I moved your request from my « think about list » to my « to-do list ». Good to see you found a workaround.

Cheers,
Jean-Philippe
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JRBarrett on Sun, 4 Oct 2020 17:02
Thank you!

Jim Barrett
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: G-CIVA on Sun, 4 Oct 2020 22:53
The advantage of using a flight planner like PFPX to build your PSX wind corridor is that it already contains a weather data set forecast of what your upper winds will be doing in the future. This is not an “instantaneous” snapshot of the upper winds as created by a weather engine. In the case of PFPX it is a dataset of present & forecast upper winds for the duration of your flight.

You could, as you describe re-run your PFPX flight planning process mid flight to extrapolate a new updated wind table to enter into the wind corridor at 6 hourly intervals. This would simulate a wind data request update.

I have made comparisons between PFPX upper wind data sets from PFPX flight plans & identical real world examples run in real time. There is less than 5% difference between the respective wind data. That’s good enough for real world use.

Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JRBarrett on Mon, 5 Oct 2020 00:01
The NG FMS corridor winds do work well, but  I prefer the convenience of having the winds automatically injected by ActiveSky. The GFS upper winds and temperatures provided by A.S. are updated on the HiFiSim server every three hours, and the entire NOAA GFS model is re-run every 6 hours.
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: G-CIVA on Mon, 5 Oct 2020 01:02
The GFS upper winds and temperatures provided by A.S. are updated on the HiFiSim server every three hours, and the entire NOAA GFS model is re-run every 6 hours.

Yep, I Hear you.

The PFPX download source is also NOAA GFS ... updated at six hourly increments with the WX subscription ... the beauty of PFPX is that the flight plan upper wind data output is also forecasted ... taking into account the entire upper wind plot encountered in the vicinity of your flight plan track ... just like the real world flight planning tools.

So you just need to inject your WX engine into your scenery generator now for visual effect. Using the PFPX Wind Corridor in PSX gives the best of both worlds.

Besides, there is much much more to the PSX NG FMC upgrade than just thw Wind Corridor function.
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: pacwest18 on Sat, 10 Oct 2020 09:44
Hi J-P.

I'm a big fan of WidePSX; thank you for developing this software. I'm currently using it to link PSX with MSFS 2020. I was wondering if WidePSX is designed to permit the use of either the accelerated time or the "time-jump to" feature in PSX while still keeping MSFS synchronized.

Kind regards,
Stacius
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Sat, 10 Oct 2020 12:54
Hello Stacius,

To be honest I never use this feature but I think I tested them during the initial process (not 100% sure of my memory). Position synchronization is not an issue. It will work even accelerated or jumped. I am not so sure about the time synchronization aspect.

I thing the « jump to » PSX function should work (WidePSX will force MSFS to reload time updated scenery after some seconds). I am not sure about the accelerated time feature. It may work but I think there is a chance to see several MSFS time synchronizations while using accelerated time, when WidePSX will detect a difference between PSX and MSFS times (I have to check the code to see at which value I put the threshold).

I can check the code but I think the fastest way to get an answer is to run a quick test. Maybe could you share your results with the community here ?

Best regards
Jean-Philippe
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: airlinejets on Sat, 10 Oct 2020 18:29
Hello,

Edit : The software is only available for purchase via email contact. You can contact me at ptorne78@gmail.com

Free an fully functional trial version can be downloaded here : https://www.dropbox.com/s/f3r7itloqbgwcdb/WidePSX_TRIAL.zip?dl=1

That link no longer works. Where can we purchase WidePSX and what's the price? For use with MSFS.

Thank you
Michel
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Sat, 10 Oct 2020 19:50
Hello Michel,

I apologize for you and people who tried to download the trial version without success. I forgot to update the link after the update from version 2.5 to 2.5.1. The link is now updated : https://www.dropbox.com/s/hvahw3pob42mo5u/WidePSX_TRIAL_2.5.1.zip?dl=1

You can contact me by email at : ptorne78@gmail.com for purchase inquiries.

Best regards
Jean-Philippe
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Sat, 10 Oct 2020 20:23
Hi J-P.

I'm a big fan of WidePSX; thank you for developing this software. I'm currently using it to link PSX with MSFS 2020. I was wondering if WidePSX is designed to permit the use of either the accelerated time or the "time-jump to" feature in PSX while still keeping MSFS synchronized.

Kind regards,
Stacius

I am just doing a flight from EGLL to CYYZ using PSX with WidePSX. On the PSX instructor page I just tried both 'Time acceleration' and 'Time-jump to' and din't encounter any problems with either function!

John
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: airlinejets on Sat, 10 Oct 2020 20:38
Hello Michel,

I apologize for you and people who tried to download the trial version without success. I forgot to update the link after the update from version 2.5 to 2.5.1. The link is now updated : https://www.dropbox.com/s/hvahw3pob42mo5u/WidePSX_TRIAL_2.5.1.zip?dl=1

You can contact me by email at : ptorne78@gmail.com for purchase inquiries.

Best regards
Jean-Philippe

Thank you for the quick reply Jean-Philippe. I have sent you an email.

regards
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: pacwest18 on Sun, 11 Oct 2020 08:53
Hi J-P.

I'm a big fan of WidePSX; thank you for developing this software. I'm currently using it to link PSX with MSFS 2020. I was wondering if WidePSX is designed to permit the use of either the accelerated time or the "time-jump to" feature in PSX while still keeping MSFS synchronized.

Kind regards,
Stacius

I am just doing a flight from EGLL to CYYZ using PSX with WidePSX. On the PSX instructor page I just tried both 'Time acceleration' and 'Time-jump to' and din't encounter any problems with either function!

John

Thank you J-P and John for the replies! I will give it a try as well and report back.
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: airlinejets on Sun, 11 Oct 2020 14:26
I'm not having any luck with WidePSX. Everything is connected, bridge is on, PSX main and boost are connected. I get no visuals from MSFS. What am I doing wrong?

Michel
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Sun, 11 Oct 2020 16:39
I'm not having any luck with WidePSX. Everything is connected, bridge is on, PSX main and boost are connected. I get no visuals from MSFS. What am I doing wrong?

Michel

Hi Michel, what is your setup? everythong on 1 PC or are you using 2 PC's?

John
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: airlinejets on Sun, 11 Oct 2020 16:58
Hi John, thank you for checking this with me. I'm using 1 PC for everything, on a 43" 4k screen. I'm wondering if it's not a path issue, since I have MSFS on my D drive.
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Sun, 11 Oct 2020 18:45
Hi John, thank you for checking this with me. I'm using 1 PC for everything, on a 43" 4k screen. I'm wondering if it's not a path issue, since I have MSFS on my D drive.

give this a try,
Install WidePSX to a location of your choice, I moved mine to C:\

Edit your Simconnect.xml by adding this section, see manual for more info,

 <SimConnect.Comm>
        <Descr>Static IP4 port</Descr>
        <Protocol>IPv4</Protocol>
        <Scope>local</Scope>
        <Port>29747</Port>
        <MaxClients>64</MaxClients>
        <MaxRecvSize>41088</MaxRecvSize>
    </SimConnect.Comm>

Run the WidePsx.jar file, you will then see the Network connection screen

Enter the following,

PSX host IP - 127.0.0.1
PSX boost - 127.0.0.1

PSX host port - 10747
PSX boost port - 10749

SimConnect host IP - 127.0.0.1
SimConnect host port - 29747

click - enable SimConnect bridge

click - connect

If all goes well you should get 3 green lights beside PSX main, PSX boost, SimConnect.

At the top tabs select - SceneryGen bridge

click - Enable scenery generated bridge

click - Start scenery genetator bridge,

John
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: airlinejets on Sun, 11 Oct 2020 19:10
John, it did not work. I get all the green connections, simconnect, PSX main and boost are working but I get no visuals.
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Sun, 11 Oct 2020 19:39
If you are running both PSX and FS2020 on the same PC with 1 screen, you need to create a PSX 1/2 screen layout, on the lower 1/2 of the screen. Then run FS2020 in windows mode on the upper 1/2 of the screen. Is this what you are doing?

John
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Sun, 11 Oct 2020 19:52
Hello,

Did you start the Scenery Generator Bridge ? Connecting the 3 servers from the Network Tab is not enough, you also need to start the Sceenry Generator Bridge. There is a Start button in the Scenery Generator Tab.

John, it did not work. I get all the green connections, simconnect, PSX main and boost are working but I get no visuals.

Best regards
Jean-Philippe
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Hardy Heinlin on Sun, 11 Oct 2020 20:33
... I get no visuals.

Just in case you expect any MSFS visuals to appear inside PSX: This won't happen. The idea is to use the MSFS frame as a windshield, and you just place that MSFS windshield wherever you want within your monitor arrangement.


Regards,

|-|ardy
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: airlinejets on Sun, 11 Oct 2020 22:16
Thank you John, Jean-Philippe and Hardy. I got it working. I guess I was expecting the visuals to appear in PSX and that's not the way it works. I'm anxious to get a flight going now.

Another small ting, is there any way to keep the MSFS window from closing when I click in the PSX screen?

Again thank you,

Michel
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Sun, 11 Oct 2020 23:39
If you send me an email I can send you a PSX layout that occupied the lower half of the screen. Then you run FS2020 in windows mode and resize it for the top half.

John
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: airlinejets on Mon, 12 Oct 2020 00:05
If you send me an email I can send you a PSX layout that occupied the lower half of the screen. Then you run FS2020 in windows mode and resize it for the top half.

John

I've sent you an email John.

thank you,

Michel
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Mon, 12 Oct 2020 00:32
If you send me an email I can send you a PSX layout that occupied the lower half of the screen. Then you run FS2020 in windows mode and resize it for the top half.

John

I've sent you an email John.

thank you,

Michel

I have sent you my modified 1/2 screen layout file, John
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: pacwest18 on Mon, 12 Oct 2020 20:56
Verified that the PSX “time jump to” feature is supported by WidePSX. Skipping ahead to various waypoints both repositions the MSFS aircraft and updates the MSFS world time as well.
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Wed, 14 Oct 2020 17:55
Hello,

WidePSX version 2.5.2 is available. Registered users received an email with a link to download the update. The new free trial version can be downloaded here : https://www.dropbox.com/s/a501gfh75cjatk7/WidePSX_TRIAL_2.5.2.zip?dl=1

What's new in version 2.5.2 :

- Graphical user interface reworked. Some buttons and checkboxes have been removed due to redundancy. The Graphical User interface is now refreshed automatically with the corresponding layout according with the settings, without application restart necessary.
- AloftWx module : Static or Dynamic mode are now selected by the user with two radio-buttons, no more automatically
- TrafficRadioXPNDR module is now automatically started with the Scenery Generator module
- To avoid confusions Boost server port is now automatically set to 10749 and displayed in light grey in the Network Tab
- Some minor bugs fixed
- As many radio-buttons or checkboxes as possible can now be modified even during the application work, without restart necessary. Only critical items requires a restart due to technical reasons
- A new user manual is available and included with all the packages

Best regards,
Jean-philippe
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Wed, 14 Oct 2020 20:07
I just updated to v2.5.2 and have it working now but did have a problem.

I am running a 2 PC networked setup, PC1 is PSX, PC2 is MSFS v1.9.5.0
I had previously modified the simconnect.xml so didn't make any changes to that file.

When I started v2.5.2 PSX Boost Port defaulted to 10747 which was greyed out and didn't connect.
When I changed it to 10749 everything works as expected.

Thanks very much for the new update!

John
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Thu, 15 Oct 2020 08:18
Hello John,

I checked the code. Value is well set to 10749 by default, displayed in light grey. The only reason why you can get 10747 is if you have this wrong value previously saved (when exit the application). For all new users starting with a "fresh" configuration file, the value will also be set to 10749 automatically.

Code: [Select]
textPsxBoostPort.setText("10749"); // 2.5.2/003 (Added)
textPsxBoostPort.setText(FileSettingConfig.getPsxBoostPort());
if(textPsxBoostPort.getText().equals("")) // 2.5.2/003 (Block added)
textPsxBoostPort.setText("10749");

Best regards,
Jean-philippe
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: airlinejets on Thu, 15 Oct 2020 18:52
Hello,

WidePSX version 2.5.2 is available. Registered users received an email with a link to download the update.

I have not received this email.

Michel
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Thu, 15 Oct 2020 19:18
I send emails to the address you used for the PayPal payment as it is the only address I can get a record. Please contact me by email and tell me which address you used for the PayPal. I will update your email in my list and send you the update.

Regards,
Jean-Philippe
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: airlinejets on Thu, 15 Oct 2020 19:42
I send emails to the address you used for the PayPal payment as it is the only address I can get a record. Please contact me by email and tell me which address you used for the PayPal. I will update your email in my list and send you the update.

Regards,
Jean-Philippe

Email sent, thank you.

Michel
Title: Re: WidePSX 2.5.1 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: dvflight1974 on Thu, 15 Oct 2020 20:33
Hello guys!

I'm very new to Aerowinx PSX and done a few flights successfully! Loving it! Now I'm really battling to get PSX connected to MSFS - Ive downloaded WidePSX 2.5.2 trial and got all the "connected" greens showing up in Widepsx but nothing happens! Ive got MSFS loaded up with the 747 at eg EHAM on the runway. Ive got PSX loaded up and paused in a situ. Gone to the network settings to check that boost network is running which it is, and network set to main server and started (Client accepted) When I change the scenario in PSX absolutely nothing happens in MSFS. At this point I'll be willing to give someone a few dollars to connect up on skype and help me out with what I might be doing wrong!
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Thu, 15 Oct 2020 20:50
On the 'Network' tab did you select the MSFS radial button?

On the WidePSX screen are you also selecting the 'SceneryGen Bridge' tab are you also selecting 'Start Scenery Generator Bridge' ?

John
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: dvflight1974 on Thu, 15 Oct 2020 21:01
Yes done all of that and shows green. Before going to WideFSX 2.5.2 is was on v2.5.1 same thing happened except that in that version when I changed situ's I saw the times change in the sim but the aircraft would not change location! It's an odd one and a little frustrating lol - Like I said I'm willing to connect up with someone who can help me over e.g Skype and I can share my desktop
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Thu, 15 Oct 2020 21:35
what is your setup? all on one PC, or using two PC's

John
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: dvflight1974 on Thu, 15 Oct 2020 21:59
Got it all on one PC I use the 127.0.0.1 ip as I dont have a network card - just a wifi card that connects to my router - The wireless card had and ip but inputting that into the fields of WidePSX doesnt connect
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Thu, 15 Oct 2020 22:35
check this for one PC setup

Edit your Simconnect.xml by adding this section, see manual for more info,

 <SimConnect.Comm>
        <Descr>Static IP4 port</Descr>
        <Protocol>IPv4</Protocol>
        <Scope>127.0.0.1</Scope>
        <Port>29747</Port>
        <MaxClients>64</MaxClients>
        <MaxRecvSize>41088</MaxRecvSize>
    </SimConnect.Comm>

Run the WidePsx.jar file, you will then see the Network connection screen

Enter the following,

PSX host IP - 127.0.0.1
PSX boost - 127.0.0.1

PSX host port - 10747
PSX boost port - 10749

SimConnect host IP - 127.0.0.1
SimConnect host port - 29747

click - enable SimConnect bridge

click - connect

If all goes well you should get 3 green lights beside PSX main, PSX boost, SimConnect.

At the top tabs select - SceneryGen bridge

click - Enable scenery generated bridge

click - Start scenery genetator bridge,

John
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: dvflight1974 on Thu, 15 Oct 2020 22:38
Yes Done all of that all green :-) Still wont do anything inside MSFS
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Thu, 15 Oct 2020 22:40
what is it you are expecting to see?

with one PC you need to spilit the screen with MSFS2020 on the top half and PSX on the lower half?

John
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: dvflight1974 on Thu, 15 Oct 2020 22:49
It's exactly what I am doing. If I'm in PSX and standing at a gate at eg. EHAM I'm expecting to see my aircraft Mstanding at the gate in MSFS but it's not doing that I have my screen split into the appropriate halves. My aircraft in MSFS does not move to the location designated by PSX, it remains on a runway which I loaded up at
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Thu, 15 Oct 2020 23:01
In PSX instructor page, network, do you have bothe Main and Boost set to Start?

John
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: dvflight1974 on Thu, 15 Oct 2020 23:08
yes I do although main is running all it says at the moment is "started listening for clients"

Boost shows: "Client Accepted"
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Thu, 15 Oct 2020 23:24
With PSX if open 'instructor' preferences, what does 'this client connects to' say either 127.0.0.1 or localhost. Whatever it says it what you should enter in simconnect.xml for IP address?

John
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: dvflight1974 on Thu, 15 Oct 2020 23:49
Configured to exactly what it's telling me. It certainly changes out the time in MSFS but it's simply not putting the aircraft and the location (Situ) as per PSX's location
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: funkyhut on Thu, 15 Oct 2020 23:55
https://drive.google.com/drive/folders/1ROqQh2m41rASSTtzxPmsAcyUPChKYxq3?usp=sharing

4 images of the PSX and WidePSX boxes before and after successful connection. Maybe they can help?
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Fri, 16 Oct 2020 05:08
Please send me by private email :

- Screenshot of WidePSX Network Tab
- Screenshot of the PSX Preferences / Basic Tab
- SimConnect.xml file

Regards
Jean-Philippe
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: lentik on Fri, 16 Oct 2020 08:04
I tried WidePSX and after it is connected it is very smooth ... thank you for that plugin and your work, please keep it up :).
But, what i see at the moment is, i can fly and all is working fine, but after ca. 20 minutes MSFS 2020 crashed (Steam version) without any error window or something like that.
You guys experienced the same issue?
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Fri, 16 Oct 2020 08:13
Hello,

This is one of the million known bugs of MSFS. This game is an open payware Beta who don’t say its name  :(

Nothing related with WidePSX. My last flight I had a freezing crash with the TBM on final after 2 hours of flight. So frustrating >:(

Best regards
Jean-Philippe
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: lentik on Fri, 16 Oct 2020 09:06
Ok thank you for sharing your experience ... so we will wait for a final release of MSFS 2020, which will be hopefully more usable.

Sebastian
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Britjet on Fri, 16 Oct 2020 10:18
Just FYI..
I have done many flights with MSFS and wide PSX, using the default 747 and repaints, as well as many hours with other default types just moving about getting screen shots etc.
I haven’t had a single CTD. Strange that others are having these problems.
Peter
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: lentik on Fri, 16 Oct 2020 10:47
So maybe its just a matter of configuration ... or, also possible, just different hardware which has different stability atm.
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Fri, 16 Oct 2020 12:04
I can’t complain also. Some people have CTDs every 10 minutes or less. Some can’t even play the game. The FS forum is full of very angry posts. This early release is a big mess. I can sometimes play for many hours and days without any crash, and get one without knowing why. This is what is the most frustrating.

Regards,
Jean-Philippe

Just FYI..
I have done many flights with MSFS and wide PSX, using the default 747 and repaints, as well as many hours with other default types just moving about getting screen shots etc.
I haven’t had a single CTD. Strange that others are having these problems.
Peter
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: pacwest18 on Sun, 18 Oct 2020 10:32
Hello. I'm experiencing what seems like a cap on the vertical speed that is sent from PSX to MSFS 2020 when running WidePSX. For example, when taking off in PSX under a light load, my PSX climb rate can be around 4000 feet per minute, however MSFS shows the aircraft climbing at something closer to 1000-2000 fpm (even though the vertical speed gauge shows a higher value).

I realize that the gauges in MSFS probably can't be trusted given how data is fed to MSFS from PSX, but even visually, it appears that the aircraft is climbing at a much slower rate than indicated within PSX. This means that PSX reaches a stable cruising altitude many minutes before MSFS shows the aircraft leveling off at the same altitude.

On the other hand, descending from cruise seems to work fine, although the vertical speeds involved are much smaller in magnitude so maybe this issue only arises under more extreme situations? Curious if anyone else has experienced the same issue.

Kind regards all.
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Sun, 18 Oct 2020 17:49
Hello,

First you can’t trust the MSFS gauges. As you said they are showing wrong values because the aircraft is totally controlled by WidePSX. The MSFS aircraft is a dummy aircraft.

Which version of WidePSX are you using ? You are describing exactly the issue I identified and fixed with version 2.5.1 release. Since this version there is no vertical speed damping during takeoff, except when using the legacy WidePSX 2.0 Scenery Generator Bridge.

Best regards
Jean-Philippe
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: funkyhut on Mon, 19 Oct 2020 01:13
Lens Correction
Not sure if this is helpful but I saw on the MSFS forum that turning on Lens Correction addresses the zoom fish eye effect. I've tried it and I think it does make a difference.
Thanks.
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: pacwest18 on Mon, 19 Oct 2020 01:51
Hello,

First you can’t trust the MSFS gauges. As you said they are showing wrong values because the aircraft is totally controlled by WidePSX. The MSFS aircraft is a dummy aircraft.

Which version of WidePSX are you using ? You are describing exactly the issue I identified and fixed with version 2.5.1 release. Since this version there is no vertical speed damping during takeoff, except when using the legacy WidePSX 2.0 Scenery Generator Bridge.

Best regards
Jean-Philippe

Hello J-P.  I am using version 2.5.2.

Best,
Stacius
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Mon, 19 Oct 2020 13:16
I will try to reproduce what you described, but...

This means that PSX reaches a stable cruising altitude many minutes before MSFS shows the aircraft leveling off at the same altitude.

...how can you see that the MSFS aircraft has reached its cruise altitude without looking its instruments ? The attitude is synchronized with PSX so when PSX is leveling off, the MSFS aircraft's attitude is the same. There is something I don’t understand with your conclusion. Is it just a "feeling" ? If not, what are the reliable values you are using to conclude that PSX has leveled-off before MSFS ? MSFS instruments are not reliable while using WidePSX.

- At which level-off altitude did you notice what you described ?
- Can you confirm you have "MSFS" selected as Scenery Generator in the Network Tab ?

Regards,
Jean-Philippe
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: pacwest18 on Mon, 19 Oct 2020 17:04
Hi.

Confirmed that MSFS is selected as the scenery generator in the network tab.

I've noticed this effect occurring for flights where my target cruise altitude was FL330 and FL350, just to give a couple of examples.

The observations I've made are:

1. Partly by "feel". The view outside the aircraft shows details that I do not expect to be able to make out at the altitude shown in PSX, so the aircraft just feels very low for a given altitude. This is based on flying out of airports near my home region where I generally know what to expect in terms of visual landmarks. This is what caused me to initially think I might have an issue.

2. Even though the MSFS gauges can't be trusted, the MSFS altimeter eventually matches up to the PSX altitude. As I watch the MSFS readout, the gauge behaves as I would expect for an aircraft that is steadily climbing to its target altitude. So I assumed (perhaps incorrectly) that there is an issue given that the altimeter eventually reaches the same level as PSX with a lag. On a separate note, the MSFS vertical speed indicator appears to be completely erratic so I just ignore that completely (in one flight, the altimeter was climbing at a steady 1000-2000 fpm while the V/S indicator was reporting values between 2500 and 5000 fpm and it never stabilized around 0 after reaching cruise).

3. AI traffic in MSFS provide an indication of my own altitude. Other aircraft flying near my PSX altitude appear to be rendered quite far above my MSFS altitude. This discrepancy eventually goes away once the MSFS altimeter stabilizes at the PSX value.

I'll run another series of tests and see if I can consistently reproduce the effect. I also need to pay closer attention to the aircraft pitch. I thought I noticed the pitch drop in sync with the MSFS altitude, but I'm not 100% sure.

Lastly, I had another thought...what happens to WidePSX if my PSX framerate is low (e.g., < 30 fps)? I have PSX set to 73fps per the WidePSX instructions regarding sending data with every frame; however, my PSX framerate is usually around 20 with occasional dips into the 10-15 range. Would this cause MSFS to appear lagged relative to PSX? I'm running PSX and MSFS on the same machine. I think my CPU/GPU should be powerful enough to run both with decent framerates (Ryzen 9 3900X and Geforce RTX 2070 Super). I get a reliable 20-30 fps from MSFS.

Kind regards,
Stacius
Title: Re: WidePSX 2.5.2 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: kg on Mon, 19 Oct 2020 17:35
Just a thought (I don't have this set up yet so I can't test it) .. I've seen some external views in MSFS 2020 display the aircraft altitude, speed, etc.
Immediately after you level off for cruise (in PSX) .. it would be good to get a screenshot of the MSFS readouts (speed, altitude) and compare it with those being reported in the PSX PFD.  Ultimately, while MSFS doesn't have to have all its readouts correct in its gauges, it must ensure the altitude, speed and position of the aircraft matches what WidePSX is sending it at all times (else the two simulators become out of sync). 
If there is a so called "out-of-sync" scenario .. could this be an MSFS bug?
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Tue, 20 Oct 2020 11:23
Hello,

Version 2.5.3 is up. Registered users received an email with a link to download the update. Below is a link to download the new trial version : https://www.dropbox.com/s/xoee7j67x3ftr67/WidePSX_TRIAL_2.5.3.zip?dl=1

@Stacius,

Thank you for your feedback. I have to admit I was quite dubitative about your report. During all of the pre-release process I always run a lot of tests for every modification I make, and I try to cover a very wide spectrum of use cases. It was the case for the new lift-off algorithm where I remember running a test with a very light aircraft... but not light enough apparently.

The lift-off algorithm in WidePSX works this way : When taking off, there is always a small altitude offset between PSX and the Scenery Generator. This is due to many reasons (calculations precision, network lag, MSFS runway slope not exactly the same as PSX at the lift-off point,...) Without a smoothing algorithm you will see a visual "jump" of the aircraft during the lift-off. To avoid this, WidePSX records the offset in place at lift-off, and applies this offset during the initial climb-out until 1000ft AGL. This offset is always very small so it is visually unnoticeable. At 1000ft AGL, the smoothing algorithm takes place and the MSFS aircraft catches progressively the "real" PSX altitude, without visual artifact.

The issue was at this last stage. I ran a test with a very extreme scenario (Empty cargo aircraft, 8 tons of fuel, OAT -20°C, full thrust) and you were right, the smoothing algorithm never catches the target altitude because of the too steep climb gradient, and the offset rises during climb up to 8000ft when reaching FL400.

However, the actual smoothing ratio is fine for 90% of the use cases, so instead of increasing the smoothing ratio (and make the smoothing too visible) I decided to add a "safety" condition. Now, the smoothing algorithm will take place between 1000ft AGL and 1500ft AGL. If the smoothing is not completed passing 1500ft AGL (very uncommon extremely deep climb gradients), the raw PSX altitude will be injected directly to MSFS and a visible artifact will be noticed at 1500ft AGL.

Best regards,
Jean-philippe
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: pacwest18 on Tue, 20 Oct 2020 16:06
Thank you Jean-Philippe for the detailed explanation! I will give the new version a try. Some of my flight plans are definitely not intended for the B744; a small commuter plane would be more than enough for some of the routes I fly. Hence the rocket ship behavior of the aircraft on takeoff.

As always, thank you for this excellent software and support.

-Stacius
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: pacwest18 on Tue, 20 Oct 2020 19:29
Version 2.5.3 is working. Altitudes are in sync. Any discrepancies appear to be accounted for by differences in the barometric pressure instrument settings (all minor). Thank you!
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: hunijjang on Wed, 21 Oct 2020 04:02
Hello

I converted WidePSX's B747 package file(Project Posky B747-400 V4) to MSFS.

All basic external motion and textures seems to work.

I uploaded testing video to my youtube channel - https://youtu.be/JYUtEwOevcI

Thanks

Best Regards,

Younghoon
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: asboyd on Wed, 21 Oct 2020 04:55
Looking really good... do the lights work as one would expect?

Cheers,

AlexB
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: funkyhut on Wed, 21 Oct 2020 12:10
Hello

I converted WidePSX's B747 package file(Project Posky B747-400 V4) to MSFS.


The video looks really good. Is there somewhere to download this model?
Thank You.
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: garys on Wed, 21 Oct 2020 19:40
Hi Younghoon,

If you // the interior model in the posky aircraft cfg file, do you get a full non obstructed outside view from the cockpit at the same time keeping the external aircraft animations?
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: hunijjang on Thu, 22 Oct 2020 02:41
Looking really good... do the lights work as one would expect?

Cheers,

AlexB

Hello Alex

Thanks!  :D

I converted the FSX aircraft using a tool(MSFS Legacy Importer)to convert it to MSFS, which unfortunately does not work any lights as shown in the picture below.

https://hanuljikimi.blog.me/222122963347 - I uploaded for this picture to my blog.

So I've been trying to make it work right since yesterday and now I succeeded in some parts as the picture below.  ;D

https://hanuljikimi.blog.me/222122963966

Also, The best finding I've ever tried is the fact that both Beacon Lights turns off when all of its Upper Lower lights are off, You know, with MSFS's B747-8i Upper Beacon never goes off with Wide PSX.

I can make them work by today And if that happens, I will upload a video of the lights working.

Thanks again.

Best Regards,

Younghoon
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: hunijjang on Thu, 22 Oct 2020 02:47
Hello

I converted WidePSX's B747 package file(Project Posky B747-400 V4) to MSFS.


The video looks really good. Is there somewhere to download this model?
Thank You.

Hello Chris

As I said, this is the use of Wide PSX B747 model and it was approved for the Wide PSX(I saw this in the Wide PSX manual)but Project Posky did not approve the complete file converted to MSFS(I haven't asked them yet), so I don't know if I can upload it somewhere.

If I work today and this works correctly, I'll tell in detail what tools and how to convert it to everyone and how to operate the lights In the MSFS.

Thanks again

Best Regards,

Younghoon
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: hunijjang on Thu, 22 Oct 2020 03:04
Hi Younghoon,

If you // the interior model in the posky aircraft cfg file, do you get a full non obstructed outside view from the cockpit at the same time keeping the external aircraft animations?

Hello Gary

I am Sorry, I don't understand the meaning of the question you asked.

Do you mean the second part(with into the Cockpit by myself - 3:30 Scene)of the yesterday video?

You mean is does everything outside animations work?

Thanks

Best Regards,

Younghoon
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: funkyhut on Thu, 22 Oct 2020 03:20
Many thanks Younghoon for your quick response.

EDIT
https://drive.google.com/file/d/1enyO35jxxMsN4KAd__Fpop2cSqBPakyj/view?usp=sharing
I've managed to get the model into MSFS but can't get the texture to show. This is the WidePSX model with the BAW textures, all taken from the WidePSX Posky file set.
Any help gratefully received.
Thanks.

https://www.youtube.com/watch?v=eADv-pgc7P8
In case anyone is trying to do this, this is a short video which details how to convert from FSX to MSFS
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: asboyd on Thu, 22 Oct 2020 04:29
Thank you YoungHoon, Look forward to your further mods... :)
Cheers,
AlexB
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Thu, 22 Oct 2020 09:40
Hello Younghoon,

Looks very very promising. A lot of people her are looking for a -400 model usable with MSFS with gorgeous textures, a clear forward view, all the moving parts and lights working. You seem to be very close to give this huge gift to the WidePSX community.

The lights issues are unfortunately an aircraft model or SimConnect issue. I can confirm that, at the WidePSX side, every single PSX exterior light command is handled and transmitted to the Scenery Generator using the adequate SimConnect command. Maybe your talents can do something to fix this ?

I am available if I can help at the WidePSX side.

Thanks again Younghoon !

Best regards
Jean-Philippe
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: hunijjang on Thu, 22 Oct 2020 09:59
Hello JP

It's not really a big deal, but I really appreciate it once again to those who say it's good.  ;D
Someone made a converter tool(name is MSFS Legacy Importer), and I just used it to convert it very easily. However, light work was not easy.

I've been working on this all day just now and This task of getting the lights working wasn't easy for me.

And finally, I got a good result.

Based on the BAW texture of Project Posky B747-400 V4(WidePSX B747 Package file), most of the lights have been adjusted to the position of the much as possible and are currently capable of operation as follows.

1. Nav Lights normal operation
2. Beacon Lights normal operation.
3. The Taxi lights works with the Landing Lights (at present, there seems to be no way to operate it separately from the Landing Light).
4. Logo lights normal operation.

Strobe lights don't use WidePSX and work normally when you press the o button on the MSFS keyboard, but when you use WidePSX, it doesn't work anymore.

https://youtu.be/MpKjSyQM6Jw - here're Lights testing video.

Thanks!

Best Regards,

Younghoon
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Thu, 22 Oct 2020 10:28
Hello Younghoon,

Great news. About the landing and taxi lights : I had to find a workaround because since today we were using the default MSFS 747-8 and when switching the taxi lights, only the left runway turnoff light was working. So the workaround I found was to link taxi and landing lights.

I will release a WidePSX update ASAP with the landing and taxi lights individual controls and it should work as expected now with your model.

Again, thank you for this great gift to the community.

Best regards
Jean-Philippe
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: hunijjang on Thu, 22 Oct 2020 10:40
Hello Younghoon,

Great news. About the landing and taxi lights : I had to find a workaround because since today we were using the default MSFS 747-8 and when switching the taxi lights, only the left runway turnoff light was working. So the workaround I found was to link taxi and landing lights.

I will release a WidePSX update ASAP with the landing and taxi lights individual controls and it should work as expected now with your model.

Again, thank you for this great gift to the community.

Best regards
Jean-Philippe

Hello JP

Thanks again!

Today, I will explain how to convert files for MSFS based on Wide PSX B747 Package file and upload the lights setting file that I modified.

It would be nice to see the lights perfectly according to the direction, but so far this is the best I can do.(You can see them well in front of most aircraft, including Nav light, but you can't see them in the back.)

Thanks

Best Regards,

Younghoon
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: garys on Thu, 22 Oct 2020 14:52
Hello Younghoon,

Thanks for the great work your doing with the posky conversion in MSFS.

Yes I was referring to the virtual cockpit still being visible when you moved back inside the aircraft at 3.30.

I was curious with the tool that you are using,  if you were to go into the posky model folder and edited the model config file to read interior=     instead of interior=B747_400_interior if it would create and unobstructed cockpit view while keeping the external model similar to what we did in FSX and P3D.
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: asboyd on Thu, 22 Oct 2020 21:03
Amazing work YoungHoon, I am sure the landing lights had limitations before but cannot remember what :)

Ah well.... at least you have made a great advance with the PSX model :)

Cheers,
AlexB
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: jlpilot on Thu, 22 Oct 2020 23:56
Hello

I converted WidePSX's B747 package file(Project Posky B747-400 V4) to MSFS.


The video looks really good. Is there somewhere to download this model?
Thank You.

Hello Chris

As I said, this is the use of Wide PSX B747 model and it was approved for the Wide PSX(I saw this in the Wide PSX manual)but Project Posky did not approve the complete file converted to MSFS(I haven't asked them yet), so I don't know if I can upload it somewhere.

If I work today and this works correctly, I'll tell in detail what tools and how to convert it to everyone and how to operate the lights In the MSFS.

Thanks again

Best Regards,

Younghoon

Awesome job Younghoon! I did manage to convert the model and textures over to MSFS2020 but was unable to get the lights to work. Glad you have a solution now so I'll be looking out for your methods.

I did contact Hiroshi Igami a few weeks ago, he's the creator of the Posky flight model. I asked for permission to convert his model and he wasn't too keen on the idea and suggested that I create my own. Maybe you'll have better luck if you reach out to him  ;D

Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: funkyhut on Fri, 23 Oct 2020 01:06
Hi Younghoon,

Just to add my ongoing thanks for your efforts. As with all things PSX, digging into the "guts" becomes a huge challenge of discovery!
I've now got the WidePSX approved model into MSFS using the tool you suggested, MSFS Legacy Importer, and it is almost correct but.......

https://drive.google.com/file/d/1xL9V8KqKUb6ef240g_pkcuBnfONnkOxT/view?usp=sharing

..... the paint shop went a little crazy.

Looking forward to your guidance.

Thanks again.
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Will on Fri, 23 Oct 2020 01:44
Actually, I would leave the paint just as it is. It's not a bad look. ;-)
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: hunijjang on Fri, 23 Oct 2020 02:09
Hello

I converted WidePSX's B747 package file(Project Posky B747-400 V4) to MSFS.


The video looks really good. Is there somewhere to download this model?
Thank You.

Hello Chris

As I said, this is the use of Wide PSX B747 model and it was approved for the Wide PSX(I saw this in the Wide PSX manual)but Project Posky did not approve the complete file converted to MSFS(I haven't asked them yet), so I don't know if I can upload it somewhere.

If I work today and this works correctly, I'll tell in detail what tools and how to convert it to everyone and how to operate the lights In the MSFS.

Thanks again

Best Regards,

Younghoon

Awesome job Younghoon! I did manage to convert the model and textures over to MSFS2020 but was unable to get the lights to work. Glad you have a solution now so I'll be looking out for your methods.

I did contact Hiroshi Igami a few weeks ago, he's the creator of the Posky flight model. I asked for permission to convert his model and he wasn't too keen on the idea and suggested that I create my own. Maybe you'll have better luck if you reach out to him  ;D

Hello Jermaine

Thanks! I saw in your post that his suggested to you for making a model instead of converter permission.

so, If he doesn't allow it, do you mean it's illegal to convert Project Posky B747-400 V4 files for MSFS in this way?

I don't know him, but If he gave you that answer, it wouldn't be much different if I asked.  :(

To some people waiting for this :

Thanks again and I already made a manual yesterday about how to convert the file and how to apply the lights effect to the file I modified on my blog for JP and I sent email to JP with systems.cfg(for the lights effect) file yesterday but I haven't post of it to the forum yet.

The guide post has been turned to Nondisclosure on my blog. because I am a little confused at moment.

If Project Posky Developer approved to convertion for the MSFS, then I will upload the manual.
I think JP is better ask him about it.

Best Regards,

Younghoon
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: hunijjang on Fri, 23 Oct 2020 02:22
Hello Younghoon,

Thanks for the great work your doing with the posky conversion in MSFS.

Yes I was referring to the virtual cockpit still being visible when you moved back inside the aircraft at 3.30.

I was curious with the tool that you are using,  if you were to go into the posky model folder and edited the model config file to read interior=     instead of interior=B747_400_interior if it would create and unobstructed cockpit view while keeping the external model similar to what we did in FSX and P3D.

Hello Gary

Thanks!

The first time when load a aircraft, you can see it without any interference as my testing video.

However, I just wanted to show into the looking at cockpit of the aircraft.

Best Regards,

Younghoon


Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: funkyhut on Fri, 23 Oct 2020 15:47
Hi Younghoon and J-P,
I've now managed to complete the conversion of the WidePSX and the Posky One World models with the textures all in place but no lights. The eye candy looks really great.
I gather from what Younghoon is writing to you J-P, that there may be copyright issues with the conversions if they are used or exhibited online.
I was planning to make a couple of videos with PSX and MSFS with WidePSX and attributing sources correctly. In your opinion, will that work or are the conversions strictly to be used in-house?
Many Thanks.
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GodAtum on Fri, 23 Oct 2020 17:18
Hello Younghoon,

Thanks for the great work your doing with the posky conversion in MSFS.

Yes I was referring to the virtual cockpit still being visible when you moved back inside the aircraft at 3.30.

I was curious with the tool that you are using,  if you were to go into the posky model folder and edited the model config file to read interior=     instead of interior=B747_400_interior if it would create and unobstructed cockpit view while keeping the external model similar to what we did in FSX and P3D.

Hello Gary

Thanks!

The first time when load a aircraft, you can see it without any interference as my testing video.

However, I just wanted to show into the looking at cockpit of the aircraft.

Best Regards,

Younghoon

Which camera setting did you use to get the no cockpit view?
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: jlpilot on Fri, 23 Oct 2020 19:30
Hi Younghoon and J-P,
I've now managed to complete the conversion of the WidePSX and the Posky One World models with the textures all in place but no lights. The eye candy looks really great.
I gather from what Younghoon is writing to you J-P, that there may be copyright issues with the conversions if they are used or exhibited online.
I was planning to make a couple of videos with PSX and MSFS with WidePSX and attributing sources correctly. In your opinion, will that work or are the conversions strictly to be used in-house?
Many Thanks.

Hey guys,

I'm no expert on this but I don't suppose there'd be any copyright issues as long as it's not distributed online. I see no issues with a "how to" guide showing the conversion process or distributing amongst friends but, that's just my opinion  ;)
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Fri, 23 Oct 2020 20:42
Hello,

I am helping Younghoon with the WidePSX compatibility aspect of his POSKY model conversion since yesterday. He is very close to release something really impressive thanks to his hard work and research. I have the privilege to have this good old POSKY 747-400 in MSFS for my testing, with a clear forward view, its gorgeous textures, moving parts and almost all its lights working thanks to Younghoon and it is just awesome.

First, I am doing some testing and maybe update WidePSX to work with Younghoon’s lights modifications for the future MSFS model.

Second, about copyright issues, the plan could be to release a « megapack » of all the POSKY 747-400 liveries available. This pack will be the original POSKY files, without modification except the liveries declarations in the aircraft.cfg, so I think no rights issue here. This pack will be uploaded and made available for download. This pack will not be usable with MSFS « as is »  but it will be ready for the conversion process.

Third, after this release, I think Younghoon will publish a tutorial to explain the conversion process to convert the megapack detailed above to be usable within MSFS.

We don’t think this process will raise a copyright issue by only telling you how to modify yourself at home. If some people have legal knowledge, advises are very welcome.

Best regards,
Jean-Philippe
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: garys on Fri, 23 Oct 2020 23:34
A tutorial does not break any copyright rules.  ;)

Just to add also, every readme txt that I have for a posky 747 aircraft, the aircraft copyright belongs to project opensky and not too an individual of that group. Project opensky dissolved quite a few years ago as far as I'am aware effectively making all their software abandonware, so although contacting Hiroshi Igami was respectful, I don't think it was necessary for our intended purposes and bought forward a topic that should have been a non issue.
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: funkyhut on Sat, 24 Oct 2020 01:02
Hi J-P and Younghoon,
Great news and many thanks. Noted your comment regarding WidePSX Posky model.
I'm not sure where I picked it up, but I did succeed in converting a One World model. No lights but flaps, spoilers and gear work beautifully. It took a while to find out that you need to flip vertical the BMP to DDS texture files.
https://youtu.be/UsAKPJYvnzg
Awaiting with eager anticipation for your package and I know from bitter experience just how much work that is!
Best Wishes.
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: 18hazelwood on Sat, 24 Oct 2020 08:11
Morning all,

Following the chat, I too am trying to find a 747-400 (dummy) model for MSFS.
Any help or tutorial on how to convert an old model from FSX or P3D would be welcomed and appreciated by me.

I am looking for the outside model and the inside windshield view, similar to what we can do with the default 747-8 in MSFS2020 now.
Example below
https://www.youtube.com/watch?v=eDk4zSBmTjM



thanks all.

 

Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: funkyhut on Sat, 24 Oct 2020 09:09

I too am looking for the outside model and the inside windshield view, similar to what we can do with the default 747-8 in MSFS2020 now.
Example below
https://www.youtube.com/watch?v=eDk4zSBmTjM


I sent you a PM.
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: 18hazelwood on Sat, 24 Oct 2020 09:19
Many thanks.
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: funkyhut on Sat, 24 Oct 2020 10:01
If this post is out of order please let me know.

While J-P and Younghoon are working their magic, I thought I'd share the two conversions I have done. Credit and thanks to Younghoon for his blog post with the instructions on how to do this.

https://drive.google.com/file/d/1XQJ-yVEILZThyfRsyB-kzK5OC0kwvl9B/view?usp=sharing

Here are two Posky 747-400 models. One is One World which has a cockpit view and the other is the WidePSX British Airways model without the cockpit and with unobstructed forward and side views. A Landor model is a WIP.

Drop the files into the MSFS community folder.

One World will appear as an airliner in the MSFS plane selection process and has an image in the selector. WidePSX will appear as Other and the selector is blank except for the name.

When the system.cfg (?) becomes available for operating the lights, you should be able to simply drop that over the existing file in both models.

Enjoy.
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GodAtum on Sat, 24 Oct 2020 10:25
If this post is out of order please let me know.

While J-P and Younghoon are working their magic, I thought I'd share the two conversions I have done. Credit and thanks to Younghoon for his blog post with the instructions on how to do this.

https://drive.google.com/file/d/1XQJ-yVEILZThyfRsyB-kzK5OC0kwvl9B/view?usp=sharing

Here are two Posky 747-400 models. One is One World which has a cockpit view and the other is the WidePSX British Airways model without the cockpit and with unobstructed forward and side views. A Landor model is a WIP.

Drop the files into the MSFS community folder.

One World will appear as an airliner in the MSFS plane selection process and has an image in the selector. WidePSX will appear as Other and the selector is blank except for the name.

When the system.cfg (?) becomes available for operating the lights, you should be able to simply drop that over the existing file in both models.

Enjoy.

Amazing!!! Can you confirm if the lights work on both models?
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Sat, 24 Oct 2020 10:58
Hello,

I understand your impatience, but please don't make this tread going everywhere. Younghoon is working very very hard to release his package and conversion tutorial as soon as possible. The idea is to use the good old Project Opensky 747-400 converted to MSFS, with a custom systems.cfg file to make the lights working.

I also have very good news at the WidePSX side. I am working with Younghoon and a WidePSX update which will take his new model into account will be released ASAP. The converted model's lights (strobes included) are working and synchronized with PSX. No more landing/taxi light issue, the lights are now working separately. We will get rid of all the MSFS -8's limitations ! The very last light Younghoon is working at are the wing lights. If he can add them we will have 100% lights synchronized !

This major improvement is 99% the result of Younghoon's work, so he will be the only person to decide how and when he will release. We just want to test before release. I think he will come back to us very very soon. May I ask for a little bit of patience ?

Kind regards,
Jean-philippe
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: funkyhut on Sat, 24 Oct 2020 11:09
Sorry J-P.
Of course it's best to have it done right. Really great news that you're getting there.
Await eagerly for your package with everything working and coordinated.
My lights don't work.
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Sat, 24 Oct 2020 11:25
Hi Chris,

No sorry necessary, I understand the impatience and am also very excited.

Kind regards,
Jean-philippe
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: dvflight1974 on Sat, 24 Oct 2020 11:54
Hello,

I understand your impatience, but please don't make this tread going everywhere. Younghoon is working very very hard to release his package and conversion tutorial as soon as possible. The idea is to use the good old Project Opensky 747-400 converted to MSFS, with a custom systems.cfg file to make the lights working. I can't of course impeach anybody to try to convert and share his own model but you have to know that Younghoon's model only will be approved by WidePSX.

I also have very good news at the WidePSX side. I am working with Younghoon and a WidePSX update which will take his new model into account will be released ASAP. We now have the converted model's lights (strobes included) working and synchronized with PSX. No more landing/taxi light issue, the lights are now working separately. We are getting rid of all the MSFS -8's limitations ! The very last light Younghoon is working at are the wing lights. If he can add them we will have 100% lights synchronized !

This major improvement is 99% the result of Younghoon's work, so he will be the only person to decide how and when he will release. We just want to test before release. I think he will come back to us very very soon. May I ask for a little bit of patience ?

Kind regards,
Jean-philippe


Do you think it will be possible to see a partly modelled cockpit - Strangely enough, I like the cockpit viewing of MSFS even if it's the wrong model of boeing - If we could get a "dumb" virtual cockpit that would be awesome
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: dvflight1974 on Sat, 24 Oct 2020 12:13
And perhaps there is a way to make the textures on these conversions PBR so we can enjoy reflections :-)
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: hunijjang on Mon, 26 Oct 2020 05:41
If this post is out of order please let me know.

While J-P and Younghoon are working their magic, I thought I'd share the two conversions I have done. Credit and thanks to Younghoon for his blog post with the instructions on how to do this.

https://drive.google.com/file/d/1XQJ-yVEILZThyfRsyB-kzK5OC0kwvl9B/view?usp=sharing

Here are two Posky 747-400 models. One is One World which has a cockpit view and the other is the WidePSX British Airways model without the cockpit and with unobstructed forward and side views. A Landor model is a WIP.

Drop the files into the MSFS community folder.

One World will appear as an airliner in the MSFS plane selection process and has an image in the selector. WidePSX will appear as Other and the selector is blank except for the name.

When the system.cfg (?) becomes available for operating the lights, you should be able to simply drop that over the existing file in both models.

Enjoy.

Hello

I feel very bad and embarrassed that you have done something about my blog post that I didn't tell you.

Whatever you see is your freedom, but I don't know how you found the article.
That is only for JP to check it out because he wanted it and I didn't ask others to see it.
Anyway, The article about the blog is only private.

Also, when you run MSFS Legacy Importer, there are at the bottom In the MSFS Legacy Importer said 'Do not publish imported aircraft without author permission(really, don't)' Alex Marko of Noticed!

Therefore, I think it is wrong to share the converted file.
Also, I am not an employee of WidePSX. So, I'm just one of his a customer.

There's something to be sure about.

At, first I tested it just for use only me and I didn't want to share anything about it with anyone.

I just wanted to tested it only personally but JP wanted to use it on WidePSX, how I converted and made the lights work.

I saw POSKY README.txt file in one of POSKY's B747-400 livery and Some of the contents there are as follows.

  **********   COPYRIGHT AND DISTRIBUTION **********
 
This aircraft is released as FREEWARE.
 
Copyright (C) Project OpenSky . All rights reserved.
 
 
**** MODELS or FDE's CANNOT BE MODIFIED, RECOMPILED or REDISTRIBUTED **** 
 
 
-For painters please see our webpage we are open for paintings once a paintkit is released. You are not authorized to paint over an existing Project Opensky repaint unless granted permission by the respective texture artist. Our official reapaints are not copyright free you need to ask permission of the repainter if any of our repaint work is used.
-For any other changes you must ask permission to the Author.
-No charge may be made for this package
-This Aircraft may not be bundled with any other package ( freeware or payware )
-The use of this aircraft is at your own risk, the author cannot be held responsible.

According to this, it is all illegal to convert for MSFS or to change the cfg file for MSFS.
Also, MSFS legacy Importer application is can be used for personal purpose only.
So, At least, if anyone use it for WidePSX, I don't think it's only for personal use.

So I decided not to share what I changed for lights operation for the MSFS.

This means that I won't even release my guide.

As JP said, I worked very hard for this, but I stopped everything now.
However, this is not just a simply problem, so I can't do anything anymore.

Also, For personal reasons, I can no longer use of my time for this.

Best Regards,

Younghoon
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Mon, 26 Oct 2020 06:39
Hello,

I discover this last post Younghoon published without advising me first. I never shared Younghoon’s blog post with anybody, I don’t know how some persons get its link.

There are indeed copyright issues with the Posky models. But, even if WidePSX is a commercial application, it is not forbidden to use the Posky aircrafts with it. I precise as you know that Posky models were never sold with the WidePSX package, and that WidePSX can work with any aircraft in the Scenery Generator (even a Cessna). So I feel very relax about their copyright.

Testings work and the POSKY 747 in MSFS has all its moving parts and lights working. Now the issue is : how to share that ? I think Younghoon’s system.cfg file is HIS OWN creation, because this file doesn’t exists in the POSKY original package, so I don’t think there is any issue to broadcast this only single file to the community. But it will be his own decision. About the conversion process, it is not forbidden to share a « how to » guide.

Best regards
Jean-Philippe
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: funkyhut on Mon, 26 Oct 2020 08:12
Greetings Youghoon and J-P,
I'd be grateful if you would contact me by PM so that we can clear up what seems to be a small misunderstanding. It would be a pity if the community could not benefit from the great work you are doing.
Kindest,

Chris.
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: dvflight1974 on Mon, 26 Oct 2020 12:17
Cant we just find someone that can make the "shell" of the 747-400 that can be installed into MSFS with nice textures, working lights, and animations? I'm more than willing to pay for the aircraft addon!
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Mon, 26 Oct 2020 12:36
I am confident we will find a way to share our work with the community for free, and respect the POSKY copyright at the same time. Actually it seems to still have a problem with the lights. We tested with the aircraft stopped and it worked fine. But when the aircraft is moving we discovered that the NAV and STROBE lights are moving below the wing for an unknown reason. The other lights are remaining at the right position.

So still a long way to go but I am confident. I am trying to coordinate all our efforts to achieve something in a reasonable time. We are so close to get something really fantastic, I am convinced this is the way to go. We need to be a little bit more patient.

Best regards,
Jean-Philippe
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: dvflight1974 on Mon, 26 Oct 2020 13:47
I am confident we will find a way to share our work with the community for free, and respect the POSKY copyright at the same time. Actually it seems to still have a problem with the lights. We tested with the aircraft stopped and it worked fine. But when the aircraft is moving we discovered that the NAV and STROBE lights are moving below the wing for an unknown reason. The other lights are remaining at the right position.

So still a long way to go but I am confident. I am trying to coordinate all our efforts to achieve something in a reasonable time. We are so close to get something really fantastic, I am convinced this is the way to go. We need to be a little bit more patient.

Best regards,
Jean-Philippe

Look forward to it. If we also add in reflective textures etc that would be a nice touch
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: brian747 on Mon, 26 Oct 2020 15:57
Quote
I am confident we will find a way to share our work with the community for free, and respect the POSKY copyright at the same time.

I would like to warmly thank J-p and his collaborators for their excellent work on our behalf towards producing a fully-realised (and, hopefully, repaintable?) 744 puppet aircraft for MSFS. If only I had the relevant software skills I would gladly do what I could to assist, but sadly I cannot. So meanwhile I will be patient, as J-p suggests, and await the outcome.

But I have to admit that I was saddened by Younghoon's sudden decision not to share his guide (which surely cannot be covered by any copyright but his own?), and beyond that decline now to share the results of his work so far, citing the POSKY readme which (many years ago) forbade the models from being "modified, recompiled, or redistributed". Now that decision is obviously Younghoon's alone to make - however....

I am no lawyer, so what follows is simply my own opinion, but it appears to me that perhaps this may be an over-literal interpretation of the intent of that copyright notice? To explain why, allow me to briefly define my understanding of POSKY (Project OpenSky) and also of copyright - as applied to freeware, orphanware, or abandonware.

I will attempt to summarise POSKY, for the benefit of those whose memories of the simming scene don't extend back as far as my own, as follows. Project OpenSky aircraft was at its peak in the days of FS9 (FS2004). Some of the aircraft were ported, not always with complete success, into FSX, and indeed a successful port to P3D proved to be even more uncertain. This was a pity, since so many good-looking aircraft models were produced. But by 2010, Project OpenSky was in the process of dying (reputedly because the person who hosted the web site and provided other resources wished to pull out), and indeed by December 1st of that year the website was offline. All that remains of the POSKY models can nowadays be found on the "Project Opensky Archive" site at http://web.archive.org/web/20140625120530/http://poskyarchive.com/
 (http://web.archive.org/web/20140625120530/http://poskyarchive.com/)
The POSKY freeware, therefore, can presumably nowadays be categorised as orphanware or abandonware. So how might the relevant copyright rules apply now? In cases where a commercial software product is still being actively developed and sold - such as PSX, for example - it is very clear that copyright rules do apply and will be enforced, with the aim of ensuring that the software authors receive their legitimate rewards. So far, I'm fairly certain we all agree.

However, surely software which is or was freeware will only deploy copyright notices not with the intention of preventing financial loss (fairly obviously), but only in an attempt to prevent unauthorised or illicit distribution, in other words to guard against the heinous practice of other people re-publishing the work as their own, perhaps with minor modifications of dubious quality, and in the worst cases even trying to make money out of it. It seems pretty obvious to me that in the case of freeware any question of financial gain for the original authors cannot arise, which is why I feel that the standard rules applicable to commercial laws of copyright seem heavy-handed, and possibly even inapplicable in 2020 to freeware (and now, abandonware) aircraft models designed for use with FS2004.

But the real question in this case, it seems to me, is not so much one of legalities but moralities, and comes down to this: if we could ask the original authors of the POSKY model whether they would object to their model being modified for use with PSX (whilst still retaining all the original documentation and attributions of authorship) would they object? Well, who knows - but, considerably more than ten years on, if I were in their place and were asked that question my feeling would be that I would be happy to see my work given an extended lease of life rather than being forgotten (I provided it free in the first place, after all), and I would therefore give my permission gladly. Although others, I fear, may occasionally be less generous of spirit. And, sadly, after all this time the original author(s) can probably no longer be identified, let alone found (and indeed may no longer be active in the simming community).     (https://s20.postimg.cc/muveh98il/SearchMe(anim).gif)

It seems to be de facto the case that the freeware POSKY models are no longer being supported or developed. So in such a case, are we talking strict legalities, or what most people would regard as being morally acceptable?

All of which is a long-winded way of saying that I feel that the original intention of the POSKY copyright notice was in fact to prevent misuse or misappropriation - which in the present instance surely would not be the case.

YMMY, naturally.     (https://s20.postimg.cc/tlbvqkdn1/hatlift.gif)

Cheers,

Brian
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Tércio Sampaio on Mon, 26 Oct 2020 18:33
First a big Thank You to J-p and all that could collaborate in the success of this software

Brian, I also think in the same way. Many times even with commercial old games is a mess of situation that you can't even contact devs anymore and when you have the luck of found one the classic replies are: they can't do nothing because the copyrights was in the hands of companies that no more exist.

Many times it enter into the limbo and in a black hole on the copyrights. Also to add more things, even DMCA allows reengineer and changes of the software to allow it working in modern systems when the devs are already abandoned it (like crackers and nocd versions to allow it working).

Also another situation is: copyright only rules when the company actively act defending it, if they goes to passively do nothing (and as you can see tons of posky 747 downloads and versions spread on the internet in different websites) the copyright start to fade because enter into what its like a abandoned copyright and the use, if not for bad situations or commercial advantage of it, it starts to enter into the "fair use" situation were copyrights can't do much/nothing.
I know that copyrights sometimes are acted and followed with paranoia but in some cases exist some exceptions were the copyright rules can't be so religiously followed…

I also agree, were is the posky developers? they still exist or be alive? Maybe yes, maybe no…

Another thing and for sure is not a copyright issue, if someone post that in the file X you need to change the line Y from 234.6 to 6754.8.

So i not see any the end of the world if someone explain what changes need to be made on the cfg file to put the lights working.

Regards ;)

P.S.: I'm not a lawyer, all this is from my big experience reading many copyrights rules and contacting many old developers and companies of very old pc games. Its so shady that even exist old companies that avoid to talk about it, they can't do nothing now, its a full abandoned software and thats all.
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: garys on Mon, 26 Oct 2020 19:27
Yep, too much drama over this. Mountain out of a mole hill. thanks for the your effort JP and Younghoon but this is stupid. I'm out. Have fun!
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Tércio Sampaio on Mon, 26 Oct 2020 21:00
If you go to x-plane.org the biggest x-plane community forum on web, you see explanations on how to improve multiple addons in terms of instructions to change the files to get the things better on 100s of paywares and no one are making a copyright war.
Posky 747 are available on multiple websites to get, i don’t see any copyright issue a tutorial explaining of how to get it working on msfs. It was already converted from community to fsx and also improved it.
See this example:
https://flyawaysimulation.com/downloads/files/6391/fsx-posky-boeing-747-400-virtual-cockpit/
and that is only the tip of the iceberg, avsim and flyawaysimulation, have 1000s of mods and changes to posky addons and for sure almost all have and contain parts of posky original addon.

Aside, manytimes its stupidly annoying to see how softwares devs and users behave so weird in terms or copyrights, rights, laws, etc....
If I buy a Ford Mustang (or whatever other brand/model), and its a paid product! I will not be processed/attacked by the brand because I use the car in my living room as a furniture, because it was not the original vision of the brand when build that car. I’m not doing nothing criminal neither commercial advantage of it and no one will go to prison because publish an article on how to insert the car inside the house and use the car to store my books.
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Tue, 27 Oct 2020 08:30
Hello,

It is time for me to thank publicly Younghoon for his short collaboration. He came to me with the idea to help the community but suddenly faced a kind of scare regarding the Project Opensky copyright. Despite my explanations regarding how copyright works and the actual abandoned status of Project Opensky he decided to give up and to not share his discoveries with us. This choice is difficult to understand and came suddenly but we all have to respect it.

I have a deep respect for all the members of our PSX family, not only for the WidePSX customers. I realize how ridiculous this story became this last two days and I want to apologize for sharing my (too) great enthusiasm regarding the recent discoveries. I am not only the seller of WidePSX. I am an aviation enthusiast first, and a daily user of PSX, MSFS and WidePSX. I am also (I hope) a member of this family and wanted to share my enthusiasm with you, nothing more.

Regards,
Jean-Philippe
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Tércio Sampaio on Tue, 27 Oct 2020 10:03
And this one that is already for msfs2020?

https://m.youtube.com/watch?v=QAJvujmP9mU

It works nice with WidePSX (lights)?
We need only to disable the 3d cockpit thats easy
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GodAtum on Tue, 27 Oct 2020 10:48
And this one that is already for msfs2020?

https://m.youtube.com/watch?v=QAJvujmP9mU

It works nice with WidePSX (lights)?
We need only to disable the 3d cockpit thats easy

Interesting, how would I get the 2D no panel view like normal?
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Tércio Sampaio on Tue, 27 Oct 2020 10:57
Tonight i will do many tests with this addon and recently bought WidePSX, then i will share here my findings...
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Tue, 27 Oct 2020 11:20
Hi,

Of course it does the job and can be a workaround for some days if you can’t wait more. But what some people are trying to achieve is far beyond this default FSX aircraft. Guys, we are PSX. We deserve gorgeous dizains of liveries of worldwide companies. We deserve a cristal clear forward empty view to shoot the runway « fingers in the nose ». Do you want to fly economy with World Travel Airlines ? Or do you want to fly first class, drinking Champagne, eating Caviar with gorgeous busty flight attendants ?

I’m out now. Going back to the background work, printing your first class tickets. Boarding will open sooner than you expect.

PS : I hope everybody will understand the humorous tone of this post. After all this drama I think we all need some fun !

Cheers !!!
Jean-Philippe
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: funkyhut on Tue, 27 Oct 2020 12:37
Hi Tércio,

You probably saw this:
https://flyawaysimulation.com/downloads/files/3365/fsx-boeing-747-400-multi-textures-package/

They work but my feeling is the modeling is not as sharp as Posky. They are also already dds.

Look forward to your test report.
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: airlinejets on Tue, 27 Oct 2020 14:40

Going back to the background work, printing your first class tickets. Boarding will open sooner than you expect.

Thanks Jean-Philippe. I'm looking forward to what you are preparing for us.

Michel
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Tércio Sampaio on Tue, 27 Oct 2020 18:05
Look forward to your test report.

Because I saw that caviar will arrives soon, soooooo i will wait then…
Thanks Jean-Philippe!
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GodAtum on Wed, 28 Oct 2020 22:30
For those using the current 747-8 model, you can adjust the camera.cfg file, instructions are here: https://forums.flightsimulator.com/t/forward-view-no-instrument-solution-plus-walkaround-for-every-plane/197291/28

This moves the internal camera further forward then the in-built options. My values are:
Code: [Select]
InitialXyz= 0.130001, 1.099998, 5.849985
Title: Re: WidePSX 2.5.3 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Sun, 1 Nov 2020 09:04
Hello,

WidePSX update 2.5.5 is now available. Registered users received an email with a download link. Below is the link to download the new free trial version (25 minutes limited). See the RevisionHistory.txt file included to see the update release notes.

https://www.dropbox.com/s/t0t37cuq2o5ma6p/WidePSX_TRIAL_2.5.5.zip?dl=1

Cheers,
Jean-philippe
Title: Re: WidePSX 2.5.5 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Tércio Sampaio on Sun, 1 Nov 2020 13:17
Thank You so much!!!
Title: Re: WidePSX 2.5.5 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Fri, 6 Nov 2020 12:40
Hello,

WidePSX version 2.5.6 update is available. Registered users received an email with the download link. The new trial version is available here : https://www.dropbox.com/s/1spsvif71jz5wfx/WidePSX_TRIAL_2.5.6.zip?dl=1

Release notes :

v.2.5.6/001 When using MSFS, the engine 1 starter is forced indefinitely ON by MSFS after loading the aircraft on a runway, leading to engine 1 synchronization issues when connecting the Scenery Generator Bridge. To prevent issues, the 4 starters status are now only updated prior the Scenery Generator Bridge connection, for the algorithm to know the INITIAL status of the starters only.

v.2.5.6/002 Default aircraft height when using MSFS changed to 13.0

v.2.5.6/003 Update 2.5.5/004 Modified : New checkbox "Send True TAS to VATSIM" added in the TrafficRadioXPNDR Tab. When using MSFS and this checkbox is selected, WidePSX will send the true TAS to the Scenery Generator, and by consequence to VATSIM instead of a fixed zero TAS. It will enable the wing flex on equipped flight models which can lead to wing tips lights wrong positioning during flight when using some flight models

Best regards,
Jean-philippe
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: pacwest18 on Fri, 6 Nov 2020 21:25
Thank you!
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: SIMU-3G7 on Fri, 6 Nov 2020 22:40
Hi

Thanks,
Jean-philippe version WidePsx2.5.6 is sending the correct speed on Vatsim :-)

Best Regards
Enjoy your Week-End

Gilles
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: andrej on Sat, 7 Nov 2020 08:21
Dear Jean-philippe,
I send you an email via Aerowinx forum this morning. Looking forward to your reply. :)

Best!
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: andrej on Sat, 7 Nov 2020 17:40
Please delete. Thanks!
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Jeroen Hoppenbrouwers on Sat, 7 Nov 2020 18:25
Andrej,

I added a code to your posting to limit the visible display of the image to 500 pixels, so you can now upgrade your image to (much) bigger than that. Re-upload the image, and use the <Modify> button to update the link if you need to. The letters are not readable at this moment.

Hoppie


PS. Don't fly to Miami now. We have Eta (https://www.nhc.noaa.gov/refresh/graphics_at4+shtml/180402.shtml?cone#contents) coming in and there's still a lot of covid around.
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: andrej on Sat, 7 Nov 2020 18:31
Dear Jeroen,
thanks for your message. I am happy to say, that after re-starting vPilot and WidePSX, I am able to get the voice again. Frankly, I have no idea what caused the error, and how it was fixed.

I am bringing you some fresh beer, wine, and Schweinshaxe in the cargo hold. :)

Cheers,
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Jeroen Hoppenbrouwers on Sat, 7 Nov 2020 21:23
Let's meet at the Miami Air hangar on the North side. I know people there.    :-D


Hoppie
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: asboyd on Sun, 8 Nov 2020 23:30
Can we use the new widePSX 747 models with P3DV5?
I no longer have the original files that JP posted some time ago...

Cheers,
AlexB
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Mon, 9 Nov 2020 08:05
Hello Alex,

The recently converted models for MSFS are not « WidePSX » models. This conversion project is totally independent of WidePSX. WidePSX can be used with any flight model, not only the POSKY, even if it is the most popular. For this purpose there is a Height Reference setting box in the Scenery Generator Tab you can adjust to fit the model you are using.

The original POSKY model is available in several liveries at this archive website : http://web.archive.org/web/20140625120530/http://poskyarchive.com/

Best regards
Jean-Philippe
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JohnH on Tue, 10 Nov 2020 21:42
I am just trying WidePSX v2.5.6 with FS2020 v1.10.11.0 (released today Nov 10, 2020) and everything seems to be working ok. I am using the 'cargolux' livery.

John
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Dennis B on Thu, 3 Dec 2020 10:29
I can also confirm that WidePSX 2.5.6 is working great with the latest MSFS2020 and latest PSX (10.129).


Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: dvflight1974 on Thu, 3 Dec 2020 17:39
Finally found out how to modify our 747 Textures and make them nice and shiny :-)
(https://i.imgur.com/CY2lQLq.jpg?1)
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Thu, 3 Dec 2020 17:52
Hello,

Just one word : Woww ! Congratulations for this discovery. Are you planing to share it with the community ? I really hope ! I want the same in my Hangar  ;D

Best regards
Jean-Philippe
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: dvflight1974 on Thu, 3 Dec 2020 18:38
Hello JP!

Absolutely will I'll make a Youtube video showing folks! Is there a link in the forum to where I can find all those liveries that have been make so far by the community? If so share them here and I'll convert them all and reupload together with a video of how it's done
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: funkyhut on Thu, 3 Dec 2020 21:00
@dvflight1974
Well done. That really looks incredible and thanks for offering to share the process.
You can download from here.
http://aerowinx.com/board/index.php?topic=6128.0
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GustavoLaPasta on Mon, 7 Dec 2020 20:50
Hi everyone, i’ve got an issue with widePSX.
I read the WidePSX manual but i can’t come up with a solution.

As the manual says, WidePSX synchronization can make PSX simulator nervous and indeed in my PSX it causes several aircraft bouncing, the FO saying “60kts” frequently and aircraft sinking below the ground.

Today i was on stand at HECA in FS2020, i did connect connect WidePSX with PSX as slave and my parked PSX aircraft kept bouncing above and below the ground for 10sec and eventually settled stationary 400 ft lower than airport elevation.
If i reposition PSX using the instruction station on RWY23L i can clearly see the runway lights above me in PSX while my FS2020 posky747 is standing normally on the runway.
I tried to load a different .situ file, i tried to disconnect and reconnect the main and boost server but no matter what i do, i keep having my PSX aircraft below the ground in Cairo (HECA).
(WidePSX startup synchronization with PSX in other airports is successful).

if i reposition PSX with WidePSX disconnected everything is normal in PSX.
I don’t know if i am doing something wrong.
Thanks for your help

Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Tue, 8 Dec 2020 07:47
Hello Gustavo,

This behavior is normal in some situations. The first thing to do is to wait. In some cases, the Scenery Generator can take up to one+ minute to settle, and load the full scenery. During this time you will see very odd things, like the aircraft below the ground, bouncing, etc... this is normal.

In some (rare) ground loading situations, the PSX aircraft keeps bouncing, and even (in very rare cases) crashes. The ONLY thing you have to do is to reload the PSX SITU. This will force WidePSX to reset the synchronization process and everything will come back to normal. For this purpose, the good habit is to always save the SITU (or load from a saved SITU) in PSX before to connect WidePSX.

Best regards,
Jean-Philippe
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GustavoLaPasta on Tue, 8 Dec 2020 21:57
Hello Gustavo,

This behavior is normal in some situations. The first thing to do is to wait. In some cases, the Scenery Generator can take up to one+ minute to settle, and load the full scenery. During this time you will see very odd things, like the aircraft below the ground, bouncing, etc... this is normal.

In some (rare) ground loading situations, the PSX aircraft keeps bouncing, and even (in very rare cases) crashes. The ONLY thing you have to do is to reload the PSX SITU. This will force WidePSX to reset the synchronization process and everything will come back to normal. For this purpose, the good habit is to always save the SITU (or load from a saved SITU) in PSX before to connect WidePSX.

Best regards,
Jean-Philippe

Thank you Jean,

i have done as you said but still i can’t get the aircraft on the runway or apron at HECA unfortunately.
I have loaded the default cold and dark.situ > changed the aircraft location to HECA RW23L Takeoff tab (aircraft was perfectly aligned and standing on the runway) > saved again the situation by creating a new .situ file.

I then connected WidePSX and as expected the aircraft sinked below the ground and remained there.
After every parameter was stable i loaded my new. situ file and unfortunately again the aircraft started jumping and remained below the runway. :/

All other airports are perfectly ok, i can get WidePSX to work everywhere except at HECA for some reasons. Don’t know what to do.
Thanks for your help
Rgds

Gustavo
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Tue, 8 Dec 2020 22:03
Hello Gustavo,

Please send me the SITU file by email. Which Scenery Generator are you using ? Is HECA default or add-on scenery ?

Regards
Jean-Philippe
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GustavoLaPasta on Wed, 9 Dec 2020 13:32
Thanks,

just sent it now, should be in your inbox.
I'm using FS2020 default scenery for HECA with POSKY747 model.
Thanks

Regards
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GodAtum on Wed, 9 Dec 2020 16:35
I had an issue with HECA in MSFS2020 when landing. Looked like there was an elevation mismatch.
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Wed, 9 Dec 2020 19:56
Hello GodAtum,

May you precise if it was with MSFS « alone » or using WidePSX ? I also suspect an elevation mismatch in MSFS for this particular airport. Anyway, WidePSX injects the Scenery Generator’s elevation to PSX. So if the elevation is wrong in MSFS, it will cause this kind of behavior. I will run a test at HECA ASAP, with some debug outputs to monitor the local elevation given by MSFS and see if it’s coherent. I will post my results here.

Regards,
Jean-Philippe
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GustavoLaPasta on Wed, 9 Dec 2020 22:09
I had an issue with HECA in MSFS2020 when landing. Looked like there was an elevation mismatch.

ahhhh, now i understand. It would make perfectly sense because WidePSX works fine at all other airports, except Heca.

Thanks a lot
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: asboyd on Wed, 9 Dec 2020 23:42
I have an 80mm thermal printer (ex POS) attached to my PC. It is configured as Generic Text and set as default printer.
When I enable the printer in Wide PSX and try to print and ATIS message from the ACARS CDU. I get a lot of line feeds but no text. Is it possible to change the format of the print output?

Cheers,
AlexB
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Thu, 10 Dec 2020 07:31
Hello Alex,

I don’t know what you mean by format ? Did you try to manually set the line feeds in the boxes of the Printer Tab ? Did you try to tweak the options in your printer’s driver settings ? I also suggest you to try with a « standard » printer just to confirm if the issue comes from the printer. Let me know your results.

Best regards
Jean-Philippe
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: bakki on Fri, 25 Dec 2020 12:12
Merry Christmas all,   

Hi JP,

Off topic. - Is the WidePSX Program still able to be purchased??
Tried to use the internal mail system, but no responds.. know all are busy at this strange time:) 

Hope all er well, be safe!

Regards Kim / Denmark 
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: πέτρι on Fri, 25 Dec 2020 14:29
Merry Christmas to you all,

I too would like to know if WidePSX is still available for purchase. I have tried to contact JP twice with no response.

Best regards,

Petri

Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: cavaricooper on Fri, 25 Dec 2020 14:50
Are you using the forum contact form?

C

PS- JP please modify your quote to remove the unintended address.

Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Fri, 25 Dec 2020 15:06
Hello,

Sorry but for an unknown reason all the PSX forum emails are falling in my spam. I answered to all the requests and will check my spams regularly.

Best regards,
Jean-Philippe
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: πέτρι on Fri, 25 Dec 2020 15:24
Thank you Jean-Philippe! Payment sent already.

Best regards,
Petri
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GodAtum on Wed, 30 Dec 2020 12:05
Hi JP,

When MSFS crashes, WidePSX forces me to close and reopen itself. Then that resets the ground services, meaning when I land, I don't get any. Maybe add a ground service state as landed/parking?
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Thu, 31 Dec 2020 07:08
Hello GodAtum,

I think when you start the ground services module while in flight, it automatically switches to the arrival mode. Did you gave it a try ? You can set any value in the boxes (ZFW,...) as they are irrelevant for the arrival process. Just fill the required boxes to make WidePSX happy and allowing you to press the « Start Module » button in flight.

Best regards
Jean-Philippe
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GodAtum on Thu, 31 Dec 2020 10:00
Hello GodAtum,

I think when you start the ground services module while in flight, it automatically switches to the arrival mode. Did you gave it a try ? You can set any value in the boxes (ZFW,...) as they are irrelevant for the arrival process. Just fill the required boxes to make WidePSX happy and allowing you to press the « Start Module » button in flight.

Best regards
Jean-Philippe

Ah OK, I'll try that thanks.
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Ivo de Colfmaker on Thu, 31 Dec 2020 15:58
Hi,
I have set IP and port numbers in the sim connect xml and in WidePsx the same, connected to  main and boost server, but can not connect to simconnect.xml, on port 29747.
Do I need to change this port number?
Or is there something else I need to look at?
Ivo
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: Ivo de Colfmaker on Thu, 31 Dec 2020 16:36
Solved. It was a firewall issue
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: dabok on Sat, 2 Jan 2021 15:46
Hi all,

Is the any setting to make in MSFS2020 or WidePSX for wx injection into MSFS2020 from WidePSX? Most of the time I fly with real weather so I set this in both programs. And this works fine. But when I change wx in PSX to something else nothing happens in MSFS. Am I doing something wrong here? Not using the aloftWX tab, btw. I just connect both sims, and start the scenery generator. Also using the transponder tab.
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Sat, 2 Jan 2021 16:31
Hello Edwin,

There is actually no way to send the PSX weather to MSFS. About the reverse, you can only inject "invisible" weather from MSFS, or an external winds aloft generator like Active Sky to PSX using the AloftWx module. See the WidePSX user manual for details. By using the real live weather in both MSFS, Flight Planning tool and PSX, you can get an accurate result, sufficient for a realistic flight.

Best regards,
Jean-philippe
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: dabok on Sat, 2 Jan 2021 16:44
Hi Jean-Philipe,

Thanks. All clear now.
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GustavoLaPasta on Mon, 15 Feb 2021 13:48
Hello everyone, i have a question regarding online flying using VATSIM while flying with PSX747 connected to Fs2020 as scenery generator through WidePSX.

Which altimeter readout source would an online Air traffic Controller read by looking at our track on the radar? would that be the altimeter from Fs2020 or the altimeter from PSX?

because i have noticed that the two altimeters settings, the Fs2020 and PSX are not synchronized automatically.

Thanks for your help.

Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: JP59 on Mon, 15 Feb 2021 16:29
Hello,

VATSIM reads the Scenery Generator’s altimeter value. The upcoming version 2.5.7 of WidePSX will come with an altimeter setting synchronization between PSX -> Scenery Generator (one way synchronization).

Best regards,
Jean-Philippe
Title: Re: WidePSX 2.5.6 : FSX, P3D and MSFS "2020" Compatible Scenery Generator
Post by: GustavoLaPasta on Mon, 15 Feb 2021 16:43
Hello,

VATSIM reads the Scenery Generator’s altimeter value. The upcoming version 2.5.7 of WidePSX will come with an altimeter setting synchronization between PSX -> Scenery Generator (one way synchronization).

Best regards,
Jean-Philippe

That’s awesome thanks!