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  1. A very nice creative example of WebSimGauges used in the PRO aircraft model. Here in the upcoming TORNADO PANAVIA by SSW for FSX/P3D 3 WebSimGauges used in the DEMO (HUD, RPMD moving map, ESRRD - terrain following radar). There is one more gauge not shown in the DEMO - TV-Tab Head-Down Display. The same gauges could be potentially ported to X-Plane for Win and Mac without any effort ! Enjoy https://youtu.be/rApEj2X3diM Marcin
  2. P3D running 32-bit on a 64-bit PC

    here's nice explanation of the subject: https://#####.wordpress.com/fsx-oom-and-addon-vas-usage/ of course smart memory management in P3D could partially solve the issue, however the ultimate solution is going x64 which would leave a lot of space for memory leaks and bugs Please note, the memoy leaks & bugs could be not only due to FSX/P3D but also bugs from add-ons loaded as DLL (e.g. complex gauges of custom aircrafts)
  3. P3D running 32-bit on a 64-bit PC

    No, I did say that. I just said, that making it x64 would solve OOM issue without any particular effort on optimisation, fixing leaks, etc. That does not mean it should not be addressed in 3.X version, in fact such issues should be fixed anyway no matter if 3.0 is going to be x64 or still 32 bit app.
  4. P3D running 32-bit on a 64-bit PC

    You got it wrong Tolip2. 32bits apps often (including FSX) run out of memory beacuse of the simple physial address limit (https://en.wikipedia.org/wiki/3_GB_barrier) and FSX/P3D allows custom 4K textures, custom dll addons etc, etc you can easily run into OOM issue (not error) and YES, 64bits apps solve the problem automatically - I mean you still need to adapt your app to 64 bit but you do not necesssarily neeed to fix all memory leak issues. As explaind, OOM in FSX/P3D happens just because it allows custom textures and addons and each of them consumes RAM in the FSX/P3D address space unless they are separate EXE files and communicate with FSX/P3D using IPC or other technique - in that case your RAM and Virtual Memory (if needed) is the limit.
  5. After some heavy development effort I have completed version 2.0 of WebSimConnect Framework. It has two major changes, I replaced the rendering engine (it is not backward compatible with 1.x components of WSC) and developed X-Plane version for Mac OSX 32 and Mac OSX 64. The biggest challenge for me was X-Plane Mac support. I am a "Windows guy" for many years so I had to learn a lot in a short time. I have dusted off my old MacBook (which I have never liked much), upgraded to OSX Yosemite, installed all the tools, synchronised with my on-line code repository and started coding. First of all, I replaced some core functions with cross-platform code and that was the easy part, Then I had to dig into OSX Cocoa world and investigate a bit how X-Plane for Mac is built. It was quite a challenge, however I am glad that after weeks of ups and downs (oh yes there was a time I was frustrated as hell) I managed to integrate WebSimConnect with X-Plane OSX version. I hope you will like the results. Mac version comes also with simple HTTP server called WebSimConnectX. Few remarks on the future. The rendering engine version is fixed for all future 2.X versions.I will not replace is for at least 2 years. Every new minor version of the tool for the same major 2.X release (i.e. 2.1, 2.2. etc) will use the same engine and will be always backward compatible with the previous 2.X versions. As usual, the deployment package contains all binaries, SDK and samples. Please consult the "Installation Guide" on how to install and configure the tool. For Mac, apart from copy-paste method you need to run one script to let X-Plane know about the new framework. http://websimconnect.webs.com/download Cheers, Marcin HTML5 add-on framework for FSX/P3D/X-Plane www.websimconnect.webs.com