Skip to content
View in the app

A better way to browse. Learn more.

The AVSIM Community

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

PA/Wilco A380 merge in p3d v4+, permission and source-codes

Featured Replies

Hello,

I've recently tried to make the PA/Wilco A380 merge (which has been available for FSX/FS9 for quite a while now) work in p3d v4+. The merge conversion pretty much over... there's only one and the most important of all thing left to make the aircraft "fully-functional" and that has to do with the gauges. The gauges that the original merge uses are 32-bit which is basically the only reason as to why this merge can't be used in a 64-bit sim like p3d v4+, all that needs to be done is convert the dll files into a 64-bit format and in order to do that... source-codes are required. I am fully aware that this isn't a open-source and I therefore have to seek permissions from the original creators of the merge and project airbus models, but I honestly don't know as to where I can find them. That's why I'm posting this on the AVSIM forums hoping that the creators of the model and merge could take a look and either approve or disprove what I'm working on,

Thanks'

5 hours ago, karm2275 said:

but I honestly don't know as to where I can find them.

Source codes are not publicly available, which is probably why you can't find it. Seeing as how the A380 is still payware, I doubt Wilco pub will be willing to change it to freeware despite it's age. 

There's also no guarantee that the source code even exists. For all we know, the original programmer could've deleted the source or lost it, much like how the Silent Hill games no longer have existing source code. 

"Converting" from 32-bit to 64-bit also requires considering many things, for one you have to actually change the data types (e.g. int => long) as well as change the code to even work with P3Dv4. You have to consider when to change an int to a long, as in LP64 long is 64-bit unlike in ILP32 int and long are interchangeable. Sometimes in 32 bit code, some use long and int interchangeably, but when using it in 64-bit, you will have to consider whether to change the datatype to int OR to long. If you don't consider when to change the sizes of datatypes, and just change them, you will loose data in terms of pointers. There's no guarantee that even after changing the data types and handling external data, that it will even work because the code itself just may not be "valid" for P3D. 

In my opinion, it's more worthwhile to learn how to code for P3D rather than reverse engineering a really old aircraft. Start with .xml, or if you want C++, use GDI+/Direct2D.

Edited by arwasairl

Archived

This topic is now archived and is closed to further replies.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.