Everything posted by ChrisK
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2D panel size in fsx
If the panel is for you only, I would do it 1:1, so the bitmap size should be 1440 x 900.
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Silly wee altitude hold problem
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sd2gau29.zip just posted
Thanks for your work Dai!Regards,Chris
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Reading a P variable in C/C++ code
FLOAT64 time_zone_offset;execute_calculator_code("(P:TIME ZONE OFFSET, minute)",&time_zone_offset,NULL,NULL);This should work fine.Chris
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XML text string, How to display percent symbol?
Try %% - in C++ it works fine.Chris
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2d panel doesn
Take a look at your FS9.cfg, and check if SEE_SELF=1 is set.
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send_key_event
Hi,maybe as a workaround you could trigger the key_event via a timer, like:if(stall_protection == 1)wait_trigger ++;if(wait_trigger > 0 && wait_trigger < 2)trigger_key_event(KEY_THROTTLE_TO_GA, 0);if(wait_trigger > 18)//stop the timerwait_trigger = 18;on reset of the protection loop, reset also the timer:if(stall_protection == 0)wait_trigger = 0;Another way would be to trigger the key_event only once per second, or as often as you want, like this:MODULE_VAR tick18 = {TICK18};lookup_var(&tick18);if((int)tick18.var_value.n % 18 == 0)//once per secondtrigger_key_event(KEY_THROTTLE_TO_GA, 0);I hope this will help,Chris Koegler
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module for XML sounds
I have programmed a C++ SoundServer gauge for a project, that communicates with the XML gauges, and use the 5th parameter from the panel.cfg to define the project name, number of single sounds and number of looped sounds to load and play. In this version of the gauge 60 sounds are possible, and you can use as many single or looped sounds as you want. Example from the panel.cfg: gaugexx=SoundServer!PlaySound, 10,10,25,25,TEST 6 5 would mean: TEST ist the project name, 6 single sounds and 5 looped sounds will be initialized.In the XML gauge you have to use (L:TEST_plsnd01s,number) to play single sound 01, and (L:TEST_plsnd01l,number) for looped sound 01. So PROJECTNAME_plsndXXs is for the single sounds, and PROJECTNAME_plsndXXl for the looped sounds. The SoundServer gauge looks for the wav files in the Sound folder, and the wav files have to look like TEST_plsnd01l.wav for single sound 01 and TEST_plsnd01s.wav for looped sound 01. So PROJECTNAME_plsndXXs.wav is for the single sounds, and PROJECTNAME_plsndXXl.wav for the looped sounds. Chris Koegler