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Thread: SA_WXR Version 1.6
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10-03-2007, 10:15 AM #51
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ok thanks John, so i will try to shorten the scan rate. Is it usefull to install the version 1.7 ?
Phil.
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10-03-2007, 11:17 AM #52
Bear in mind also that in fs 2004 you don't get a reflection of what you actually see on the screen. That's a function that will work in FSX as P Dowson told us some reply's back in this thread. I'm not sure to why it doesn't show the "true" image. Maybee Pete can fill us in if he reads this?
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10-03-2007, 02:58 PM #53
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Well, you are misinterpreting what I said a little.
In all versions of FS (those which have cloud graphics), the clouds are placed randomly in the region corresponding to the Weather Station position reporting those clouds. Of course they then move in the wind, so that eventually the weather reported at each station changes too, with possibly different cloud layers etc.
All FSUIPC could do was extract the reports from the WX stations - basically, not a lot more than you get from downloading the METARs from the web. METARs do not say "here's a cloud, there's a cloud", they say "there are these sorts of clouds covering n/8ths of the sky at this (base) altitude".
So, a weather radar screen can only show a representation of that. For distant stations that's no problem, a simple representation is good enough. It only gets awkward close up, because the radar cannot show the exact position of each cloud, or bunch of clouds.
Since the clouds do actually have to have a position, there is, obviously, somewhere in FS a record of where they are. This has to be retained to get them moving in the wind.
In FS9 the maker of Reality XP gauges did actually crack the internal coding for clouds, and his weather gauges are therefore more detailed and very sophisticated compared to the AOG gauges, which use the basic WX station data FSUIPC provides. Naturally, RXP kept their knowledge of how to extract the data a trade secret, and I've never had the time (or inclination, really) to do the same investigation myself.
This changes in FSX simply because, as a result of my early requests about this, Microsoft have provided a way to read the actual cloud data via SimConnect. This is a new facility in FSX, and it isn't used by FSUIPC simply because it would need a complete new way of handling the WX information in any case by any program using it. That being the case (i.e. the application, SA_WXR for instance, needing re-writing), the programs requiring this new data might as well interface direct to SimConnect. Going through FSUIPC for FSX-only data makes little sense -- FSUIPC is for compatibility.
So, yes, it *can* be better / different in FSX, but it would need a new re-written version of SA_WXR.
Hope this is now clear!?
Regards
Pete
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10-03-2007, 05:17 PM #54
Tnx alot. That was an excellent explanation.
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10-03-2007, 10:13 PM #55
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10-04-2007, 08:42 AM #56
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does someone know how that the tilt angle can be changed on the ND while i'm inside my cockpit, as the sa wxr screen stands outside on my pc screen ? Are there hardware solutions for this, or programming needed ?
Phil.
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10-04-2007, 04:07 PM #57
This is copied from another thread on the subject.
Quote:
I have tested it and it works flawless when assigned to a joybutton. Just change the first digits to suit the order in wich the button presses are sorted in fsuipc.ini. The digit 8 in the two first lines and 9 in the third/fourth line is the button numbers. They obviusly have to be changed to your button number.
There are some hints in the "Fsuipc for advanced users" section that covers additonal fs controls added by Fsuipc.
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10-04-2007, 04:30 PM #58
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Where should i put these lines in the fsuipc.ini?
15=P1,8,Cx31006D01,x003C0001
16=P1,8,Cx01006D00,x11
17=P1,9,Cx41006D01,xFFC40001
18=P1,9,Cx01006D00,x11
Phil.
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10-04-2007, 07:28 PM #59
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They are Button definitions, so in the [Buttons] section. Add it if you've not already assigned any buttons.
Bear in mind that the 1,8 and 1,9 parts may not apply to your buttons. Best go into the Buttons tab in FSUIPC options and press them, see what Joystick/Button numbers come up. You can still then edit the INI, without closing FS, and tell FSUIPC to reload all button definitions (there's a screen button for that, you'll see it).
Pete
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10-05-2007, 09:37 AM #60
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i got here the explenation how to use it with Fsuipcb, but i don't understand a thing of it. what to do here ?
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