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PSX + MSFS 2020

Started by rptech, Sat, 1 Apr 2023 09:49

rptech

So I've been using PSX and P3D since forever.

Recently began using PSX with MSFS 2020 widepsx. I log my flights with volanta, and I've noticed that the landing rate in MSFS compared to P3D are excessively high.

A buttery smooth landing in MSFS with PSX will result in a + or - 1900 ft/min.

I don't know if it's an issue with the simconnect values of pulling the landing rate or something.

But the exact same landing in P3D with volanta would be like between -90 and -200 ft/min.

There is probably no solutions. But looking for insights into this.

Thanks
Ross

cavaricooper

Hi Ross- my experience is the exact opposite... how are you connecting both? PSX.NET has eliminated all the traditional shortcomings of scenery generators for me.

HTH- C
Carl Avari-Cooper, KTPA

rptech

Quote from: cavaricooper on Sat,  1 Apr 2023 10:06Hi Ross- my experience is the exact opposite... how are you connecting both? PSX.NET has eliminated all the traditional shortcomings of scenery generators for me.

HTH- C

Hey Carl, currently using widepsx for PSX and MSFS. but have excessive landing rates on programs like simtoolkitpro and volanta (even though P3D would report normal smooth landing rates). I did try the PSX WASM stuff but it kept freezing MSFS for me (literally have to restart the sim). I'll check it out again. perhaps I was doing something wrong

Hardy Heinlin

I don't know any of these programs. But, in general, such fluctuations in speed measurements are usually caused by frame rate fluctuations, especially when speed measurements refer to very short time durations. When you measure "distance per duration" you always need two points in time. The greater these two time-points are apart, the higher the precision of the speed measurement. If they are just one time frame apart (in the sim's animation frame sequence), a little CPU performance fluctuation may multiply this duration by a factor ranging from 0.5 to 2 or whatever, and so an average speed of 400 fpm may be measured as 200 or 800 fpm in that very short period of time. If the software uses a duration of, say, 1000 ms instead of 5 ms, then any fluctuation peaks will be averaged, i.e. the result will be more stable. On the other hand, for touchdown measurements, the software wants to measure the speed as late as possible, e.g. 5 ms before touchdown and not 1000 ms before touchdown. It's up to the software developer as to what is more informative: The reliable speed measurement in the past 1000 ms before contact, or the unreliable speed measurement in the past 5 ms before contact. As for the 747 with its high inertia, there won't be any great changes in the last milliseconds anyway. A longer measurement duration is the better choice in that case.

Gary Oliver

Quote from: rptech on Sat,  1 Apr 2023 10:43Hey Carl, currently using widepsx for PSX and MSFS. but have excessive landing rates on programs like simtoolkitpro and volanta (even though P3D would report normal smooth landing rates). I did try the PSX WASM stuff but it kept freezing MSFS for me (literally have to restart the sim). I'll check it out again. perhaps I was doing something wrong

The freezing is fixed by setting your PSX frame rate to 60/3


cavaricooper

Ross- I have been using 60/2 with ultra smooth visuals- NO stutters whatsoever. Here's my last landing- not stellar but certainly not hard...

Have you checked your ANALYSIS screen to verify- perhaps Volanta is the issue... never touched it.

Gary, have you found 60/3 significantly better, if so I will try...

Ta-C

Carl Avari-Cooper, KTPA

Gary Oliver

C,

It just reduces the number of injections into MSFS, everything is smoothed by the WASM module so shouldn't make a difference.  If 60/2 works stick with that.

Cheers
G

rptech

Hey Chaps,

Managed to get the PSX.NET WASM stuff setup, and it's working like a dream, super smooth. The touchdown analysis in PSX is spot on. So it's just the way the flight loggers are pulling the info from simconnect.

Thanks Carl, Gary and Hardy.

Takayoshi Sasano

Quote from: rptech on Sat,  1 Apr 2023 16:48Hey Chaps,

Managed to get the PSX.NET WASM stuff setup, and it's working like a dream, super smooth. The touchdown analysis in PSX is spot on. So it's just the way the flight loggers are pulling the info from simconnect.

Thanks Carl, Gary and Hardy.
Hi!
I started talking to people about native support for PSX. This is what I got so far:
STKP: no interest
Volanta: interest, have to get the connection between them and Hardy alive again
SmartCARS: big interest, at least with a module PSX should be fully supported
Navigraph Simlink: they showed some interest but seem to be busy, time to nag them again I guess

The big problem (at least to my understanding) is all those tools read live flight data from the scenery renderer. But there is no flight, just a bunch of pixels pushed through the scenery. This results in a couple of funny things like excessive g force during pushback, landings not being recognised properly, vertical/lateral speeds way off etc.
The solution in my opinion is *not* to get the connection between the rendering engine and PSX adjusted bit true native support.

I'll start bugging some people again during the next weeks.

Cheers

Yoshi

cavaricooper

Yoshi-
I've been after Navigraph for years now, but truthfully with the implementation of PSX.NET.WASM it obviates my need for secondary positioning information. To plagiarize Sir Winston- Never in the field of Flight Simulation, have so many owes so much to so few. Our little PSX community is privileged to have several enlightened souls in our midst.

Ross-
Glad you're sorted mate!

Gary-
I'm a happy man with my CLX selection- ta!

C
Carl Avari-Cooper, KTPA

Iadbound

SmartCARS 3 (now in beta) has no PSX support and it isn't in the road map according to TFDi. Maybe there is a way to develop a plug-in for it, but as I've learned recently —- it's outside my wheelhouse.