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Apron => Accessories => Topic started by: Gary Oliver on Sat, 22 Aug 2020 11:22

Title: FS2020: External Visuals for PSX - Current Known Info
Post by: Gary Oliver on Sat, 22 Aug 2020 11:22
All,

The good news first... FS2020 supports simconnect...

The bad news... It doesn't support the external sim method of moving the aircraft around and so external sim is a non starter, until MS update the WASM interface to allow the Mark and Gary method of scenery injection.

In the meantime its possible to use the VisualPSX and WidePSX method of scenery injection, however...... there is a bug in the release version of MSFS that causes horrific stutters when using Simconnect (we go from 60fps to 18 stuttering to the point its not usable).

Once this is fixed its possible this simconnect method will be suitable for visuals, however we dont know how smooth this will be until MS and Asobo fix that bug.

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


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


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


InitialXyz = 0.13, 0.94, 4.725
InitialPbh = 2, 0, 0


which may allow us to use the FSX method.

We also then have the question of whether the weather lines up between PC's

So in summary still a long way to go, I suggest we use this thread as we as a community learn things about MSFS2020 for PSX.

I think its safe to say that once we get this all working MSFS is the answer for a single install visual generator without 101 addons to make it look good.

In the meantime its great to fly the 744 somewhere seriously in PSX and then jump in a piper cub for some sightseeing.

Cheers
G
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: GodAtum on Sat, 22 Aug 2020 17:38
Thanks for the update Gary. For anyone, to get simconnect you need to enable Devmode. Accessing the SDK can be done from Developer Mode in the "General" settings tab.  Then clicking Help.

(https://i.imgur.com/M5hV3Tf.png)

however when I downlaod MSFS_SDK_Installer_0.5.1.0.msi it says Windows cannot install error.
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: JohnH on Sat, 22 Aug 2020 18:07
Even though that is bad news, thanks for the update. I'm sure if anyone can figure it out it will be Mark and Gary.

John

Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: cagarini on Sun, 23 Aug 2020 00:26
Quote from: GodAtum on Sat, 22 Aug 2020 17:38

however when I downlaod MSFS_SDK_Installer_0.5.1.0.msi it says Windows cannot install error.

You have to accept the exception, going to Advanced. They haven't digitally signed the executable :-/... Strange for MS themselves to release code in this state of affairs ...
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: GodAtum on Sun, 23 Aug 2020 12:24
Thanks!

Using 0.5.1.0, it seems to work OK, I'm getting 20 fps which is the best my PC can do. I cant tell if the stutters are the usual ones I get anyway.
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: JP59 on Mon, 24 Aug 2020 17:20
Hi Gary and All,

I am sure you will find a solution to make ExternalSim compatible with this new MSFS. I have also good and bad news regarding WidePSX.

First, the good new is : I tested WidePSX with the new MSFS and it "works". I ran some tests with the default MSFS 747-8, and... the aircraft is landing right in the middle of the runway, at the right position and elevation ! The bad news are :

- Due to the bug you mentioned in the current version of MSFS, every application using SimConnect, even the famous FSUIPC, is causing massive stuttering and FPS drop in MSFS. It makes this add-ons, including WidePSX, unusable for the moment, until MS fixes the bug.

- I can't figure out how to connect WidePSX with MSFS from a networked computer. Only local connection are working. So you need to run WidePSX from your MSFS computer (PSX can still be run on another computer).

- The offsets calculation system built in WidePSX is not working anymore, due to the new MSFS scenery system, WidePSX cannot compute offsets anymore. However, this system may become obsolete in the future due to the precision and runway slope rendering in MSFS.

So, some good news but a lot of work to come. I only ran some quick tests, but the feeling is good. I plan to have a deeper look ASAP. Maybe some features of WidePSX will become obselete and will be removed, or some will be added or modified. I can't give any schedule for the moment. We first have to wait for the MS bug fix.

If you want to try WidePSX with MSFS :

- Add the following entry (copy/paste) at the end of the Simconnect.xml file (located at C:\Users\YOUR USER NAME\AppData\Local\Packages\Microsoft.FlightSimulator_8wekyb3d8bbwe\LocalCache), right above the very last line </SimBase.Document> :

    <SimConnect.Comm>
        <Descr>Static IP4 port</Descr>
        <Protocol>IPv4</Protocol>
        <Scope>local</Scope>
        <Port>29747</Port>
        <MaxClients>64</MaxClients>
        <MaxRecvSize>41088</MaxRecvSize>
    </SimConnect.Comm>

- Set Simconnect IP address to 127.0.0.1 and Port to 29747 in the WidePSX Network Tab. You must run WidePSX and MSFS on the same computer.
- Start MSFS, chose to 747-8, position the aircraft anywhere, and wait for the simulator to launch the flight
- Press "Ready to fly" button after the scenery has loaded
- Connect WidePSX
- Start the scenery generator bridge

Again, it "works" but we have to wait for MS to fix the Simconnect bug before to enjoy smooth flights. For any information or comments about WidePSX you can have a look at : http://aerowinx.com/board/index.php?topic=4558.0

Best regards,
Jean-philippe
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: GodAtum on Mon, 24 Aug 2020 18:17
Thanks for the info, what simconnect version did you have?

Unfortunately WidePSX is not is active development I think  :-[

Also, I don't believe WidePSX works with multiple sims. It never did for 3 instances of P3D.
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: JP59 on Mon, 24 Aug 2020 19:20
Hello,

No WidePSX is not designed to work with multiple sims. The active development of the software ended because it became smooth and reliable, but the project is not dead. This new MSFS is a good reason for me to come back to WidePSX development and release a new MSFS compatible build.

Cheers,
Jean-Philippe,
WidePSX developer
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: David Palmer on Tue, 25 Aug 2020 02:31
Quote from: JP744 on Mon, 24 Aug 2020 17:20
I ran some tests with the default MSFS 747-8, and... the aircraft is landing right in the middle of the runway, at the right position and elevation !
Quote from: JP744 on Mon, 24 Aug 2020 17:20
- The offsets calculation system built in WidePSX is not working anymore, due to the new MSFS scenery system, WidePSX cannot compute offsets anymore. However, this system may become obsolete in the future due to the precision and runway slope rendering in MSFS.

This is great news! Removing the calculation of visual offsets will reduce complexity in development for other applications.

Regards,
David
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: G-CIVA on Tue, 25 Aug 2020 08:30
Good & Bad news sadly, I hope for those hoping to change scenery generator platform our team of devs find a workaround. Keep supporting them & remember .... they give their time for free (mostly) although I would not criticise them for charging us a small fee for all their hard work.

My own 2 cents ... MSFS was never ... & I don't think it ever will be ... the platform of choice for the hard core like us.

My own reason for not opting to change from my preferred scenery generator (p3D) is now financial; with something like AUD$2.5K of scenery, terrain & other eye candy now installed & working seamlessly & silkily smooth I am not moving back across to another developer, no matter what (IMVVHO having watched some very mediocre power point slide show like demos online by end users) the hype is.

Opinions are as they say like **********

Good luck to those that take the plunge ... but beware of the eye candy & the MS hype.
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: Gary Oliver on Tue, 25 Aug 2020 11:50
Steve,

I think unfortunately for the first time ever on this Forum I am afraid you might be wrong. Having been running since the start of the Alpha test I have had plenty of time to have a play, and the hype hasn't really got to me.

MSFS is the future for our PSX scenery generators (once the two remaining SDK issues are solved)

Get rid of the planes, and the cockpits and its exactly what we have been looking for.

Cheers
G
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: Toga on Tue, 25 Aug 2020 12:46
You may have invested large bags of sand into P3D but from what I'm seeing MSFS looks pretty damn good straight out of the box without the need for any additional addons. For the cost of an ORBX product you could just buy the next gen sim and have the whole world to explore with a global weather system that looks fantastic. It looks so real its frightening.
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: Kurt on Tue, 25 Aug 2020 17:04
Quote from: Toga on Tue, 25 Aug 2020 12:46
You may have invested large bags of sand into P3D but from what I'm seeing MSFS looks pretty damn good straight out of the box without the need for any additional addons. For the cost of an ORBX product you could just buy the next gen sim and have the whole world to explore with a global weather system that looks fantastic. It looks so real its frightening.

I completely agree - its not perfect close up with the AI/Bing generated features like roads etc but overall it keeps amazing me the more I fly. Its so incredibly lifelike scenery and weather that changes the game completely. Looking very much forward to use it as Scenery generator for PSX.

Thanks

C
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: GodAtum on Tue, 25 Aug 2020 17:25
Possible fix:

(https://forums.flightsimulator.com/uploads/default/original/3X/f/3/f3f02744f8613e01c2429ccba6a8d2af5bdccef5.jpeg)

And bug ack by devs https://forums.flightsimulator.com/t/simconnect-stutter/162526/170 (https://forums.flightsimulator.com/t/simconnect-stutter/162526/170)
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: G-CIVA on Wed, 26 Aug 2020 04:51
I'm not closed off to changing my mind, nor am I afraid of admitting that I might be wrong. I will reserve my personal judgement until things have had time to mature & "bed in" so too speak.

I'll sit things out but watch with keen interest upon my large 'sandbag' for a while yet. My scenery generator PC has the 'grunt' but at the moment I'm in a real sweet spot & I'm just enjoying my PSX experience too much to change things once again.

Best of luck to Gary, Mark & Jean Philippe in their work.
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: andrej on Wed, 26 Aug 2020 05:37
Gary and the team,
thank you kindly for your continuous efforts to make FS2020 go-to visual generator for PSX community. I am certain that with as time passes, all hurdles will be ironed out. Donations to charities is very nice way to support your cause.

What I have seen so far, the FS2020 has a huge potential. I never expected for default planes to be on high fidelity level, but what I am amazed is the scenery detail and weather effects. Since my FS98 days, this level of detail was never achieved and this alone, makes FS2020 great. We can, for now conduct VFR flights, straight from the box/download. This was never achievable before. Yes, VFR was possible, but one never 'felt' right there. For IFR we have PSX. :)

From what I gathered, I believe that the release was rushed a little. From non complete SDK, to modeling and scenery hick-ups (e.g. non working windshield wipers, weird structure placements, etc.). The product will get better and more optimized with subsequent updates, but it should not be the case. For product that can cost USD 100+. I wonder, how X-Plane will respond, but I do hope that it will maintain its relevance. After-all, a competition is good for us all.

Two years ago I shifted from P3D to X-Plane. I try to support the community by purchasing good add-ons, and I have invested in my new sim (as I have done previously in P3D). Since the announcement of FS2020 release date, I stopped expanding my payware library. I intend to purchase FS2020 (mainly for PSX scenery) and potentially A320 sim (such as FS Labs), once it is available.

There are few questions regarding the sim.
Are seasons rendered? I understand that there is a snow, but is there a difference between fall, spring, summer, and winter textures? Given the fact that the scenery is based of Bing Maps, I assume no (or not yet). This is not a major thing, just did not find proper answers.
Weather effects are amazing, but how is the weather system modeled? Will we need to purchase Active Sky (or any other weather add-on)?
Is flying different than in P3D versions (i.e. more like X-Plane)? Once I switched to X-Plane, I could not enjoy P3D as much.

Thanks again for teams efforts!
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: Gary Oliver on Wed, 26 Aug 2020 07:47
Quote from: G-CIVA on Wed, 26 Aug 2020 04:51
I'll sit things out but watch with keen interest upon my large 'sandbag' for a while yet. My scenery generator PC has the 'grunt' but at the moment I'm in a real sweet spot & I'm just enjoying my PSX experience too much to change things once again.

Dont get me wrong! Same with my sim... Its got P3DV4 working absolutely perfectly... Not touching a thing!

2020 will probably end up being a standalone install on a new drive with a new windows install so I have a rollback plan.

Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: cagarini on Wed, 26 Aug 2020 08:26
I think that, at least for now, MFS is above all an excellent scenery / visuals generator, unfortunately not so easy to couple with an external sim than P3D and XP are...

MFS (and XP too) is for flight simulation ( flight model pov ) like Urban Sketching is for Art...
I do like urban sketches  :-). A close friend started doing his sketches some 8-10 yrs ago, and he got into a level of quality that really makes his work very interesting.

So, from an Art pov one can't say Urban Sketches aren't great and they actually bring emotions up when you look at one of those and "feel like there"...

MFS's approach to flight modeling looks a bit like that in that on their commitment ( MS commitment ) to make the core flight simulation totally backward compatible, they asked ASOBO to find a solution, at the same time allowing for competition with their main competitor - X-Plane, and they went the "sketching" way too...

ASOBO created the "MODERN" fdm concept.  It's really an ingenious idea although imo it makes a rather crude sketch of your fixed wing aircraft ( XP allows for additional granularity, even if not so many points at which the various aerodynamics forces are actually calculated in the simulation cycle as in MFS ), modeling the fuselage as a toroid ( just as in XP ) and having a single wing, and a tail composed of a pair ( horizontal stab + elevator ; vertical stab + rudder ), while XP allows for more variants to be represented, as well as additional structural elements like gears and engines ( with their associated pods ) and object contact points and load stations and then they pick the augmented aircraft.cfg, now called fligth_model.cfg, and I mean "augmented" because it actually brought back variables that had been eclipsed in the transition from fs9 to fsxand start that "normalization" process...

Basically they - at session start - run a series of "virtual wind tunnel" tests over the aircraft sketch to determine their own stability derivates ( based on the virtual 3d sketch ) and then they compare the derivates with those that are defined ( or not ) in the original / legacy / augmented CFG and iterate this for a discrete set of AoA values, then a discrete set of alfa, beta and gama values until the "Guessed from the aircraft sketch" stability derivates converge towards the preconized ( .CFG ) values. They then have a new representation of the model on which they can now calculate stuff that was not possible to calculate in FSX like rolling, yawing and pitching moments due to asymmetry of lift, drag, thrust, prop / jet wash effects, surface aerodynamic shadowing effects, etc...

That's why it can now potentially show the effects of getting pushed by a gust that hits only a section of the aircraft. They calculate this for the mentioned 600+ points including the interference and shadowing effects of structures like the wing, gears, engines, etc...

Just like X-Plane, DCS, Flight Gear, FSX, P3D, AEFS2 and most probably also IL2 they don't apply any fancy fluid dynamics calculations / simulation over the wing but instead they take that info out of the CFG where the tables of Cl vs AoA and others can be defined.

An interesting and unique feature MFS Developer Tools that come with the 3 versions released on August 18 brings is the access on-the-fly to the virtual wind tunnel that allows users to fine tune the aircraft models by changing some of the reference CFG values and watch the repercussions on the various lift / drag / thrust / moments and other variables and systems.

X-Plane uses a different, but similar approach and allows for higher granularity in the definition of an aircraft
with multiple panels composing the wing(s) as well as other bodies, visible or invisible, that talented devs can use to fine tune what the flight model doesn't properly calculate.

Yet! in X-Plane we still don't have a way to fine tune the calculated stability derivates
The core engine calculates it all, dumps it into a text file, or to the screen output, and we can look at it, but can't touch it - only way is to manipulate, through some of the parameters of Plane Maker or by editing airfoils, some of the components of the aircraft.
Systems modeling wise MFS is almost 100% FSX, with some tiny details having been recoded or fine tuned. Reciprocating engine model still very buggy, turboprop and turbofan / jet engine models still very limited...

IMO MFS was developed this way to:
1) Be able to "compete" with the way X-Plane is usually announced as being unique in it's flight modeling approach;

2) Guarantee backward compatibility and "rapid prototyping" for developers that want to bring their legacy models into the new platform;

Imo none of the approaches is better or worst than the other. Even aircraft like a glider for instance which is "rather simple" because there are no prop effects, in X-Plane, designed using the exact data from the aircraft specifications - the AS K21 is a good example - can perform miserably in some aspects in that sim, as I had the chance to test again the default AS K21 in 11.50 RC1, and some aircraft can actually perform closer to rw numbers under most flight configurations in MFS provided the data in their CFGs is detailed enough.

No winner here again, IMO and still, the combat flight simulation games, such as IL2 and DCS, which follow similar approaches, do a better job in many aspects...
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: philmw on Wed, 26 Aug 2020 10:43
Thank you for this.  Can I ask what I hope is not taken as heretical question.  Has PSX the best flight model for the 744?

Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: Gary Oliver on Wed, 26 Aug 2020 11:55
Quote from: philmw on Wed, 26 Aug 2020 10:43
Thank you for this.  Can I ask what I hope is not taken as heretical question.  Has PSX the best flight model for the 744?

100000% - Every single person that comes and fly's my simulator, whether they are a real pilot or enthusiastic amateur are blown away with how 'different' (and in the case of the real world guys 'just like the aircraft') it feels compared to the other offerings.

The good thing is Hardy can concentrate on the 744 variants only in his model, he doesn't need a flight model that can work with a C152 or a C5 Galaxy.  It's all custom for the 744.  Brilliantly pleasing.

Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: Hammerstan on Wed, 26 Aug 2020 13:18
What is the suggested solution for multi-PC scenery generator setups?  My testing indicates most likely a separate MSFS licence will be required for each PC. (While "just" a monetary issue, with DLC scenery, I suspect a reasonable additional investment over time).

I have suggested in MSFS forums a server/client license model could be a good compromise in time.
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: Gary Oliver on Wed, 26 Aug 2020 15:00
At the moment its going to be 3 x windows store accounts one for each PC, if you share accounts between PC's all the settings copy over and it becomes a right mess!
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: GodAtum on Wed, 26 Aug 2020 19:02
Quote from: Gary Oliver on Wed, 26 Aug 2020 15:00
At the moment its going to be 3 x windows store accounts one for each PC, if you share accounts between PC's all the settings copy over and it becomes a right mess!

Unfortunately WidePSX doesn't support multi-pc configs. And I would watch out just in case you get flagged up for using multiple accounts with the same credit card. That happened to me with Steam!!
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: Hammerstan on Thu, 27 Aug 2020 13:12
Quote from: GodAtum on Wed, 26 Aug 2020 19:02
And I would watch out just in case you get flagged up for using multiple accounts with the same credit card.

I'm sure the good folk at MS will find a way to take our cash.  I have 5x 55"4K monitors, so I'll be customer #1
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: philmw on Thu, 27 Aug 2020 16:39
Quote from: Hammerstan on Thu, 27 Aug 2020 13:12
Quote from: GodAtum on Wed, 26 Aug 2020 19:02
And I would watch out just in case you get flagged up for using multiple accounts with the same credit card.

I'm sure the good folk at MS will find a way to take our cash.  I have 5x 55"4K monitors, so I'll be customer #1


and probably #2, #3, #4 and #5.
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: jalexb88 on Fri, 28 Aug 2020 21:15
Looks like the simconnect bug may be fixed in the latest MSFS patch. I havent tested yet but thought I would mention this if anyone wants to try it :)

EDIT: Sorry, I misread the part "patch update coming within 7 days"  ::)
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: cavaricooper on Sun, 30 Aug 2020 13:35
I am looking forward to the Simconnect issue patch more than most other items, as it will hopefully allow MSFS to be used as a visual platform for PSX.  It is many months away from being a true Flight Simulator, but for PSX all we need is an accurate visual platform- the 744 does the rest.

THAT is exciting as I am hoping that the performance issues seen with P3D will not re-surface in MSFS... fingers x'ed.  It would be splendid if someone could "write" a simple 747 perspective camera (correct cockpit height, angle etc.) with 744 EXTERNAL MODEL ONLY for MSFS - so that there would be even less dependency on the MSFS platform.  It could then be used strictly as a realistic whole Earth simulator for our purposes.  I am hoping that further Bing updates will bring even better data to the sim.

As ever- I remain obliged to those altruistic souls who strive for our collective benefit.

Ta- C
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: JohnH on Wed, 2 Sep 2020 19:57
With the new patch to Fs2020 (v1.7.14.0) released today, which apparently fixes the Simconnect bug? Could someone please provide instructions on installing VisualPSX within FS2020. I downloaded VisualPSX and had a look at the install instructions, but really have no idea where the different files go with the different folder structure of FS2020.

Hopefully this is now possible?

Thanks John
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: GodAtum on Wed, 2 Sep 2020 20:11
Downloaded the patch and using WidePSX it's so amazing, I had a nerdgasm! Super smooth and can't wait to get a Nvidia 3090 and an 8K TV  ;D

Only issue is that WidePSX doesn't support multiple visual PCs.
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: JohnH on Wed, 2 Sep 2020 20:43
Would it be possible to detail how you did this please.

I am using 2 computers

PC1 is PSX
PC2 is either P3Dv5 or FS2020

Thanks John
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: GodAtum on Wed, 2 Sep 2020 22:12
Followed Gary's and Jean-philippe instructions.
Started MSFS and loaded the 747 into an airport.
Started WidePSX. Set settings for PSX server and PSX boost IPs. Set the SimConnect IP to MSFS PC. Then started the SceneryGen bridge.
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: JohnH on Wed, 2 Sep 2020 22:19
Thanks, are you running WidePSX on the PSX computer or the FS2020 computer? What is the Wide PSX port number?

edit: managed to get the 25 min trial version working with 2 PC setup,

John
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: thecrazedlog on Wed, 2 Sep 2020 22:21
Quote from: GodAtum on Wed,  2 Sep 2020 20:11
Downloaded the patch and using WidePSX it's so amazing, I had a nerdgasm! Super smooth and can't wait to get a Nvidia 3090 and an 8K TV  ;D

Only issue is that WidePSX doesn't support multiple visual PCs.

Ooo ooo oo I'd been holding off until FS2020 would work with PSX. We working now? To whom do I throw money at!
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: Kabbers on Thu, 3 Sep 2020 02:14
Hi, yep I can also report PSX working very smooth no stutters here with FS2020 via WidePSX now - wow looks good indeed! I could only check the basics so far, because I was using the WidePSX 25 minute trial for the first time. Set up took less than 5 minutes following instrux in this thread - single computer setup, multiple screens. Loading FS2020 itself each time takes considerably longer, of course, so I appreciate Whereamium as a contrasting option - Martin's lightweight and fast moving map solution which can be with you in seconds during a flight. The combo of PSX integrity and FS2020 visuals were instantly jaw-dropping today though, thank you, Kabbers.
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: kwieser76 on Thu, 3 Sep 2020 10:31
Yelp it work great with WidePSX..

What i found it
- the MSFS AC must be powered up that gear, flaps and lights are working.

regards

kurt
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: pilotngb on Thu, 3 Sep 2020 13:16
Hello,

After a few months away from PSX I'm back using it again. This will be my first time using WidePSX. Got it working first time. Very smooth performance so far on initial testing.

Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: GodAtum on Sun, 6 Sep 2020 12:23
Great performance but unfortunately no taxi or landing lights show up in MSFS.
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: Britjet on Sun, 6 Sep 2020 21:00
I think the taxi and landing lights require you to have an external model present, which makes having a clean cockpit view difficult. Using the drone camera seems to be one way round this.
I have found that most lights work fine - no flashing strobes though, wing lights and logo OK,  and the beacon lights don't turn off until you select 'lower" in PSX.
Peter
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: JP59 on Sun, 6 Sep 2020 21:14
Hi Peter,

You should be able to remove the panels while keeping the external model ? Isn't it possible with MSFS ? Didn't test ATM.

Best regards
Jean-philippe
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: Britjet on Mon, 7 Sep 2020 11:45
Hi Jean-philippe,
I've tried various things with the Interior so far but it seems to remove the exterior as well. I'm sure there is a way..
Hopefully someone will have better luck..
On another tack - I've got the freeway liveries now - but for some strange reason one side of the aircraft is a mirror image ie backwards logos etc. There is obviously a reason for this as all the liveries do it - but it's an odd one.
Peter
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: JP59 on Mon, 7 Sep 2020 14:48
Hi Peter,

Quote from: Britjet on Mon,  7 Sep 2020 11:45
Hi Jean-philippe,
I've tried various things with the Interior so far but it seems to remove the exterior as well. I'm sure there is a way..
Hopefully someone will have better luck..

This is bad news indeed. Meanwhile, I sugest to displace the pilot eyepoint (zoom, or camera.cfg ?) in order to be close to the windshield and hide a large part of the 3D cockpit. I saw this in Jermaine's video. Looks pretty good :

Quote from: jlpilot on Sun,  6 Sep 2020 10:18
Hey Will,

I'm using the trial version of WidePsx and the early impressions are pretty good ;). I'm also getting micro stutters but I think that's just the sim. Gary's method of deleting the cockpit view didn't work for me yet so still waiting for a fix. I'd love to see a custom exterior 747 model specifically made for PSX & MSFS but that's another topic ;D

https://youtu.be/Pb1rrfenOdc (https://youtu.be/Pb1rrfenOdc)

The aircraft in this video landed ok, but then drifted slightly to the left and corrected itself during the rollout. For some reason my PSX always veers to the left on landing regardless of manual or autolands. I haven't done any investigating as it could be I'm always using the same situ file for testing. Not too worried about it at this stage though.

Best regards
Jean-philippe
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: pilotngb on Wed, 9 Sep 2020 14:44
What are people using to connect to VATSIM with MSFS 2020? Is there a plugin for Vpilot to enable PSX connection to Vpilot?
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: VolleyballCALVA on Fri, 18 Sep 2020 19:02
I'm currently using vPilot as I did with P3Dv4
And I adjusted the viewpoint and saved it at the new position and load it to use with PSX, with this method you can have the exterior and interior models so landing lights and taxi lights can work.
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: DaveM. on Sat, 31 Oct 2020 21:26
Hi All,

I'm considering purchasing PSX to use with MSFS and have a couple of questions I haven't been able to determine from the threads and videos posted here

- how does weather affect the aircraft? does PSX generate weather and apply affects to the aircraft? i.e. if PSX has a crosswind for landing, would the aircraft represent this crabbing in MSFS? is turbulence generated by the PSX software and does this affect the model in MSFS?
- is it possible to taxi around the aircraft apron before/after landing to the terminal?
- think I probably know the answer to this but...does the MSFS 747 fly using the flight model of the PSX?

Thanks!
Dave
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: PSX747baw91g on Sat, 31 Oct 2020 22:00
MSFS uses its own live weather not injected by PSX but they pretty well match, the PSX model will crab and visible in MSFS only the 747-800 default is avail to use at the moment work in progress for proper 744 model to use.

Hope that helps, I only recently started flying MSFS with PSX, mostly use x-plane and occasionally p3d

smurf.
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: DaveM. on Sat, 31 Oct 2020 22:12
yeah that helps a lot thanks!

time to dig deep and invest I think  :D

the prospect of a platform as advanced as PSX with the FS2020 visuals is too tempting.....
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: PSX747baw91g on Sat, 31 Oct 2020 22:18
you wont regret buying PSX!!! and MSFS can only get better, I am sticking with XP11 till more bugs are fixed and get a better pc lol
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: Hardy Heinlin on Sun, 1 Nov 2020 01:05
Hi Dave,

all external scenery views -- be it Microsoft, P3D, X-Plane, etc. -- are just that: Views. Views from the pilot's seat. The flight deck location and angle data come from PSX. It's a continuous data stream. When PSX turns left, the scenery view turns left. When PSX banks 60°, the scenery view banks 60°, and so on. PSX runs the aerodynamics model, its own avionics, its own weather, its own malfunction simulations etc.


Regards,

|-|ardy
Title: Re: FS2020: External Visuals for PSX - Current Known Info
Post by: jb747 on Tue, 24 Nov 2020 20:17
Has anyone tried to use FS2020 with WidevieW?  I used both WidevieW and WideTraffic for several years before PSX.  Since you can use P3D as the scenery "server" , PSX.Net.P3D.ExternalSim should interface PSX to P3D as it always has.  Then let WidevieW/WT connect to the left/Center/Right scenery generators for the wrap around scenery views.  With the Simconnect issues you have to manually set the camera angles but we had to do that in the old days with the program anyway.  As noted in the notes, the weather is not synch'd across the three views but with WT the AI is.  I haven't purchased MS2020 to try it yet, just wondering if anyone else has.

https://www.wideview.it/faq.htm#wideview2020