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WidePSX 2.5.9 : FSX, P3D and MSFS Compatible Scenery Generator Bridge

Started by JP59, Fri, 8 Dec 2017 16:17

GodAtum

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.

JP59

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/

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/

Updated panel (not tested) : 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/

Best regards and merry christmas to all.
Jean-philippe

GodAtum

Thank you and a merry Christmas to you too.

Can you confirm if the parking brake is showing up in P3D v4?

JP59

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

GodAtum

Quote from: JP744 on Mon, 25 Dec 2017 20:41
The parking brake is not implemented in WidePSX. It is irrelevant as WidePSX is just a position and attitude bridge between PSX and P3D. If PSX aircraft is not moving (for example if parking brake is set in PSX, P3D aircraft will not move also, disregarding its own parking brake is set or not). WidePSX takes control of P3D aircraft over everything else. It means even if P3D parking brake is set, if PSX aircraft is moving, P3D aircraft will move also.

Regards,
Jean-philippe

Ah  :-[ that means that none of the VA trackers work as they require parking brake to be set. Same with GSX.

asboyd

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
Alex Boyd... Sydney, Australia

JP59

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

GodAtum


Jeroen Hoppenbrouwers

Quote from: GodAtum on Mon, 25 Dec 2017 21:00
That means that none of the VA trackers work as they require parking brake to be set.

I love hidden requirements.


Hoppie

18hazelwood

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



JP59

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


brian747

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
(Author of "The Big Tutorial" for PS1, and "Getting started with PSX" Parts 1, 2, and 3).

GodAtum

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?

brian747

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
(Author of "The Big Tutorial" for PS1, and "Getting started with PSX" Parts 1, 2, and 3).

JP59

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/

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

junkun459

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

JP59

Hi Jun,

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

Best regards,
Jean-philippe

funkyhut

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,
Greetings from the mountains of Northern Thailand (VTCC),
Chris Stanley.

JP59

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/

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

funkyhut

Greetings from the mountains of Northern Thailand (VTCC),
Chris Stanley.