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SparkerInVR

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Posts posted by SparkerInVR


  1. 4 hours ago, Dave-Pilot2ATC said:

    Bill, thanks for sharing the Lua file you created.

    Check the "Force Dep Rwy" checkbox in the SID selection window and make sure it isn't checked.

    Also, in Taxi Mnt for the Departure airport, check the settings for Preferred Runways and the Preferrred Light Wind Parameters on the Runway tab.  The lower that number, the more sensitive the runway selection is to wind changes.  You could also uncheck all the runways "Ref Light Wind so that no runways are preferred.

    Dave

     

    I can't seem to find the SID section and I an using VFR and trying to do touch and goes here at KERI.

    In the Taxi Mnt for KERI none of the runways "Pref Light Wind" are checked and every Takeoff and Landing for all runways are checked.

    Preferred Runway Light Wind Parameters are Cross 5 and Tail 0


  2. Here is a link to my script that is on x-plane.org because i can't put it here.     create-metar-for-manual-weather.lua

    To use put script in Resources/plugins/FlyWithLua/Scripts

    Select manual weather and make any changes you want.

    From Plugins drop down FlyWithLua > Reload all Lua script files

    Click on the Create Metar button.

    This will create a new metar in the Output\real weather folder with the current zulu time stamp.from the nearest airport.

    After about 5 minutes if you use the info tab on Pilot2ATC you should see the Arrival and departure runways reflect the winds in the metar.

    Currently the arrival matches but the departure remains the same regardless of wind direction.

    Thanks Bill

    • Like 1

  3. When using manual weather in X-Plane 12 there is no metar created to I wrote a FlyWithLua script to create a metar with the same time stamp for the file name and correct info in the metar file. It is working quite well but did find a issue when asking for active runway where it was not following the wind direction.

    Doing further research looking at the info tab I see that the Arrival runway does change with a change in the wind direction.

    When I look at the Departure runway it stays the same no mater what the wind direction is.

    As I have used Pilot2ATC for a very long while I am sure this used to work correctly and would be great to get it to work again.

    Any info needed I will be glad to provide.

    Thanks Bill

    • Like 1

  4. After reading some of the posts here over the last few months I was very glad to see a new email from Chris.

    As one of the early pre orders with my my first yoke had a failed plastic gear and after Chris resolving what the issue was I had a replacement. About 4 months later I contacted Chris about my yoke coming lose because the yoke mounting part was spreading apart and I put a hose clamp around it and prevent that. Some time later Chris had a replacement yoke mount that was much stronger and he then sent me a replacement yoke which is the one I use today.

    With my history with Chris I will take him at his word and hope he can resolve any remaining issues over the coming months.

    • Like 2
    • Upvote 1

  5. When trying to get the active runway at KYNG it hangs.

     

    Quote

    Stopped Listening
    Recognized Speech: Say Active Runway Cessna Six Bravo Golf 17:12:11
    GetInformationResponse 17:12:11
    Object reference not set to an instance of an object.
       at P2A2021.modGlobalSpeech.GetSpokenActiveRunways(Airport Apt)
       at P2A2021.Controller.GetInformationResponse(String& Rtn, ATCController ATC, String RequestType, String Location)
       at P2A2021.Controller.cc1d5574fd4444e6cc0fcfbb97de73e41(String& c10d14a58376e8a5fedf6f0955109c8c6, SpeechInteraction c9408508583fe6860a9cb8bcb2e3c1245, String& c2d61cf92c662496fc273eb7fc03570f3)
       at P2A2021.Controller.RespondToPilot(SpeechInteraction SI)
       at P2A2021.ATCListener.HandleRecognizedSpeech(Boolean SpeechEmulated)
       at P2A2021.ATCListener.c7b7d03cbc0273bf9bce3de3da18fdbed(Object cb25b07786a6e786dea76cf87175f59f0, RecognizeCompletedEventArgs cb4d4bf05d278f00a41fc902f6c5d26a2)
       at System.Speech.Recognition.SpeechRecognitionEngine.RecognizeCompletedProxy(Object sender, RecognizeCompletedEventArgs e)

    Not sure how to attach a file here.

    It also looks like KLNN has the same issue.

    Thanks Bill


  6. @Dave-Pilot2ATC,

    I did a quick search for this subject but did not see anything if Pilot2ATC will be supporting X-Plane 12.

    I only fly in VR currently in X-Plane 11.55r2 and use Pilot2ATC on every flight so very interested in the answer.

    If you need a tester I am very willing to help with also.

    Thanks Bill


  7. The angled USB come in right and left handed so makes it much more fun to make sure you get the correct one.

    I did try one on my yoke but found that the one I got seemed loose and did lose the connection sometimes so when back to a straight connector. It seemed like the part that plugs in is not as long on the angled ones as the straight ones so think that was my issue.


  8. 20 hours ago, tyke1 said:

    I've seen it, i made a reservation for the tethered version for $1. If you back the kickstarter that starts this month or next, you get the tethered version for $399 or the all in one (like a quest 2) for $599. The small form factor is nice but its the micro oled display that impresses me - its PPD is on par with a varjo.

     

    I have done the same and currently have a Vive Pro 2. I wear glasses so liked the adjustments so it can match my vision. I also want the Lighthouse tracking addon version so I can use it with my current setup.


  9. I use my Fulcrum One yoke in VR and use the Valve Index controllers so I only a couple of fingers to fly and land.

    The key is to keep the aircraft in trim and you will use finger tips not your whole hand as I was taught in flight training.

    I also stream this on Twitch so you can see how I do this in my web cam.


  10. I can only hope that I can have the choice to use VR controllers like I have had with X-Plane for the last 3.5 years.

    On X-Plane I use a physical yoke and pedals. All other interaction in the VR cockpit is done with my Valve Index controllers. As a VR flight sim streamer I get to show how I interact with the VR cockpit and my physical controlles.

    Time will tell how good the integration is as I know what I think is the best so far in the flight sims I have used.


  11. I have also been testing using SteamVR with my G2 and have joined many group flights where having Discord in the VR cockpit is very helpful. I also have Little Nav Map in the VR cockpit. In SteamVR I have my "Current OpenXR Runtime:" set to "SteamVR". Another thing I have is fpsVR so I can tell how my system is performing.

    I am running a i7 9700K @ 4.6 and a RTX 2080 Ti.

    My resolution per eye is 3352 x 3276 112% the default.

    My "PER-APPLICATIONS VIDEO SETTING" for MSFS is 2372 x 2316 50%

    In MSFS I am using the 200% "RENDER SCALING" for PC hack. I have found for this to see any improvement I need to see the 200% on startup. If I do not I will set it to 200% and restart and every time I have done this it will be at 200% on the restart. That might be a pain but it is something I have found over the past few weeks.

    I have my VR "RENDER SCALING" set between 60% and 90% depending on how well my system is performing that day which I have found out is quite a bit.

    On my system I have found if I want the fonts for the windows from the VR Toolbar to look correct I need to run the desktop MSFS at full screen. If I do not do this the fonts are distorted and very hard to read. I have also found out that the airport and plane name tags font size depend on the "FULL SCREEN RESOLUTION" in the PC section. I have yet to understand why there is so much interaction with the VR and PC settings other than it is just one more bug.

    Hope this is useful and just what I have found over the time I have spent in MSFS VR.  

     


  12. 32 minutes ago, RXP said:

    Why wouldn't it? It is the same as the Index as far as FS2020 is concerned (or I got it all wrong which I may).

    I might pre-order it too. I know the Vive classic shell is comfortable but I regret they didn't update the audio solution ala Index and kept the older earphones design (but with a better HIFI driver now).

    The techradar review says that they hover over your ears so that sounds like the Index and the G2 but time will tell.

    Higher res and SteamVR support was a selling point for me as I already have lighthouses and Valve Index controllers so I only need the HMD.

    • Like 1

  13. 1 hour ago, EdwardSm said:

    I've tried OVR Toolkit and it does seem great. My issue is that the loss of frames when it is running makes the sim unusable. 

    I will agree with that sol hopping for a performance improvement of MSFS of find a RTX 3090 to replace my RTX 2080 Ti😀

    It is not just my hardware as in X-Plane it is night and day. I have bought X-Plane Orbx for the UK and plan on doing streams using it to try and match the amount of detail my system has to render for a comparison.


  14. 15 minutes ago, jon b said:

    Hi Hamilton,

    I just used P3D, I played around by increasing the null zone to allow for lots of small corrective inputs on the yoke while flying without causing a big movement of the in sim control surfaces,...I think.. it was a while ago.

    I think I need to do the same in MSFS but have not done it yet.

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