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Spit40

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Posts posted by Spit40


  1. 9 minutes ago, mspencer said:

    And does any of this work?

    Generative AI is a fundamentally derivative product. When GPT3 was released to the masses a bit over a year ago, people posted here having it explain all sorts of things to them. Unfortunately, in most cases, it was completely hallucinating and the results were meaningless.

    A lot of attempts to have it synthesize code are either... shockingly basic (comp sci 101) or completely incorrect.

    Don't know yet, but my experience of getting it to write Add In scripts for Fusion 360 CAD software was that it needed coaxing. As long as I was able to get errors of what wasn't working and feeding them back it kept "apologising" and giving me suggestions until it worked. At one point its training was too old for the latest API, so I found a sample of code from the new API and passed it into the chat. It said "Thanks very much that helps me ,,," and we got it working. All this is in a language I have no experience of. That was pretty complex stuff, I suspect the window tint or other simple config file things will work.

    I should add that I tried some MSFS stuff a month or two back in Chat GPT 3.5 and wasn't impressed. I'm not paying for Chat GPT 4 but I read that Mistral AI is almost as good as 4, so I was doing this in Mistral AI.


  2. OK, I'm getting ambitious now. This isn't concluded yet, but if it works my mind is well and truly blown!! I'm sharing WIP just to inspire others. It knows I'm talking about MSFS as I have a chat about that already underway.

    is it possible to make a simple mod that will give me just the extra option of storing more than 3 recently used airfields and can you give me some code to do it

    Yes, it is possible to create a simple mod that will allow you to store more than 3 recently used airfields in Microsoft Flight Simulator (MSFS). Here is some sample code that you can use as a starting point:

    1. First, you'll need to create a new XML file in the MSFS community folder for your mod. Let's call it `recent_airfields.xml`.
    2. In `recent_airfields.xml`, you'll need to define a new UI element that will display the list of recently used airfields. Here is some sample code that you can use:
    ```
    <UIElement type="ListBox" name="RecentAirfieldsListBox">
      <Property name="Visible" value="True" />
      <Property name="Width" value="200" />
      <Property name="Height" value="200" />
      <Property name="ItemsSource" value="RecentAirfields" />
      <Property name="SelectedItem" value="{Binding SelectedAirfield, Mode=TwoWay}" />
      <UIElement type="TextBlock" name="RecentAirfieldsLabel">
        <Property name="Text" value="Recent Airfields:" />
        <Property name="FontSize" value="18" />
        <Property name="Margin" value="0,0,0,10" />
      </UIElement>
    </UIElement>
    ```
    This code defines a new `ListBox` element that will display the list of recently used airfields. The `ItemsSource` property specifies that the list should be populated with the `RecentAirfields` data source, which we'll define next. The `SelectedItem` property binds the selected item in the list to a property called `SelectedAirfield`, which we'll also define later.

    3. Next, you'll need to define the `RecentAirfields` data source in your mod's code. Here is some sample code that you can use:
    ```
    private ObservableCollection<string> recentAirfields = new ObservableCollection<string>();

    public ObservableCollection<string> RecentAirfields
    {
      get { return recentAirfields; }
      set { recentAirfields = value; OnPropertyChanged(); }
    }
    ```
    This code defines a new `ObservableCollection` called `recentAirfields` that will store the list of recently used airfields. The `RecentAirfields` property exposes this collection to the UI.

    4. Finally, you'll need to add some code to your mod that will update the `recentAirfields` collection whenever the user selects a new airfield. Here is some sample code that you can use:
    ```
    private string selectedAirfield;

    public string SelectedAirfield
    {
      get { return selectedAirfield; }
      set
      {
        selectedAirfield = value;
        OnPropertyChanged();

        // Add the selected airfield to the list of recent airfields
        if (!recentAirfields.Contains(selectedAirfield))
        {
          recentAirfields.Insert(0, selectedAirfield);
        }

        // Remove the airfield from the list if it appears more than once
        while (recentAirfields.Count(a => a == selectedAirfield) > 1)
        {
          recentAirfields.Remove(selectedAirfield);
        }

        // Trim the list to the desired length (e.g., 10 items)
        while (recentAirfields.Count > 10)
        {
          recentAirfields.RemoveAt(recentAirfields.Count - 1);
        }
      }
    }
    ```
    This code defines a new `SelectedAirfield` property that will store the currently selected airfield. The `set` method for this property updates the `recentAirfields` collection whenever the selected airfield changes. It adds the selected airfield to the beginning of the list, removes any duplicates, and trims the list to the desired length (e.g., 10 items).


  3. I’ve been doing a lot of experimenting with ChatGPT recently and getting amazing results. Here’s something i tried just now by way of an example. It was inspired by an issue I had a while back that I thought the tint on the Beaver windscreen was a bit strong. After a number of weeks I eventually found a mod on flightsim.to. It looks like I can get chat GPT to write mods for me now. I’ve actually tried a few AI chat programs, and this particular conversation was with mistral AI. 
     

    i said “i find the tint on the Cessna 152 windscreen in Microsoft Flight Simulator a bit too strong. Can you tell me how to put a file in the community folder to override it with something less strong”

    Answer

    To reduce the windscreen tint for your Cessna 152 in Microsoft Flight Simulator, you can modify the aircraft's material file. Here's how to do it:

    1. First, locate the aircraft's material file. The Cessna 152's material file is usually found in the simulator's base package, but we want to override it by creating a copy in the Community folder. Navigate to the Community folder:
    `C:\Users\YourUsername\AppData\Local\Packages\Microsoft.FlightSimulator_8wekyb3d8bbwe\LocalCache\Packages\Community`
    2. Create a new folder in the Community folder with a unique name for your modification, e.g., "Cessna152\_WindscreenTintAdjustment".
    3. Inside the new folder, create another folder named "simobjects" and then create a folder named "Airplanes" and finally a folder named "Asobo\_Cessna\_152" (or the appropriate folder name for your Cessna 152, if it's a third-party aircraft).
    4. Locate the original material file for the Cessna 152. It's usually found in the simulator's base package at:
    `C:\Program Files\WindowsApps\Microsoft.FlightSimulator_<version>\simobjects\Airplanes\Asobo_Cessna_152\materials`

    The material file is named "Asobo\_Cessna\_152.xml" or something similar.

    5. Copy the original material file and paste it into the "Asobo\_Cessna\_152" folder you created in the Community folder.
    6. Open the copied material file using a text editor like Notepad or Notepad++.
    7. Look for the section related to the windscreen tint. It might look something like this:
    ```xml
    <Material>
        <Name>glass_tint</Name>
        <Diffuse>0.2, 0.2, 0.2</Diffuse>
        <Specular>0.5, 0.5, 0.5</Specular>
        <Roughness>0.5</Roughness>
        <Metallic>0.0</Metallic>
        <Emissive>0.0, 0.0, 0.0</Emissive>
        <AlphaTest>0.5</AlphaTest>
        <DoubleSided>true</DoubleSided>
        <Transparent>true</Transparent>
        <BlendMode>ALPHA</BlendMode>
    </Material>
    ```
    8. To reduce the windscreen tint, adjust the values in the `<Diffuse>` line. The three values represent the red, green, and blue color channels, respectively. Lowering these values will reduce the tint. For example, you can try changing `<Diffuse>0.2, 0.2, 0.2</Diffuse>` to `<Diffuse>0.1, 0.1, 0.1</Diffuse>`.
    9. Save the changes to the material file and close the text editor.
    10. Launch Microsoft Flight Simulator and load your Cessna 152 to see if the windscreen tint has been adjusted to your liking.

    By placing your custom modification in the Community folder, you can easily share it with others without modifying the default aircraft files. Simply compress your "Cessna152\_WindscreenTintAdjustment" folder into a .zip file and share it on platforms like Flightsim.to or the MSFS forums. Make sure to provide clear instructions on how to install and use your modification.

    • Like 7
    • Upvote 1

  4. Thoughts from those in the beta? I’ve read about FPS increase but haven’t noticed it myself (3090/Aero) but others say its more about consistent timing. It maaaay be smoother. Not sure yet. What do others think?

    it seems to me that with more DX12 optimisation and MSFS 2024 CPU optimisation (and foveated rendering hopefully) i ought to be hopeful of getting a lot more out of this 3090,


  5. 39 minutes ago, Donka said:

    Apart from performance improvements, what else would people like to see included for VR in MSFS? Serious question as I'm fairly new to VR and really enjoying what we have just now.

    I'd like to see the fuzz (OK it's subjective but I know my Varjo Aero can do much better) replaced by the sharp clarity I used to get in Aerofly FS2. I'm told they don't use the best rendering pipeline for VR. And the rest really is about performance - like generating quad views so that foveated rendering can deliver what it is capable of.

    • Like 1

  6. Well Burt, waddya know, but G-HAZL on page 4 of that PDF is what I'm learning in. 

    Thanks again for pointing me to this. I've just been having a fly. It's 80BHP rather than 100BHP so that's a little different but in terms of cockpit style it's a close match to the Nynja.

    One thing I find in common with the Tecnam though is I don't notice much adverse yaw. In a lesson recently we were doing some left/right exaggerated rolls to demonstrate how much adverse yaw was induced. I really don't see much in MSFS though. Would you agree or is my lack of real world experience causing my confusion?

    update - found some interesting stuff on adverse yaw https://forums.flightsimulator.com/t/adverse-yaw-slip-aircraft-list/572506/7


  7. 3 hours ago, Lonesome Cowboy Burt said:

    Have you tried https://flightsim.to/file/24138/fk9-mark-4

    I Havnt tried it myself but it might come close, I have about 600 hours on the Skyranger swift version and love em but I switched to taildraggers in the last few years...good luck with the training the Ranger will teach you to use your feet and not flatter your landings as much as the near ubiquitous C42s

    You’re absolutely right - it all seems to be about feet at the moment. Thanks for the link. This looks like a close match to the Nynja. I’ll download asap.


  8. I'm 90% sure it won't work. I watched a lot of the presentations and have read around it. I was very excited about this. I like the lens inserts approach, the form factor and I believe they will do a very nice job of the optics, screen and smoothness of experience. However I'm pretty sure it won't talk to Steam, play games or interface with a PC based graphics card. They're going for a different approach - this is essentially an entire PC with a powerful M2 chip and a HMD as screen not an HMD interface that talks to displayport or some other video connector. 

    Having said that I'm hopeful that other use cases emerge or the technology trickles down to other vendors at more affordable prices.

    • Upvote 1

  9. 23 hours ago, theskyisthelimit said:

    Im wondering what hardware everyone is using to make this possible with a motion rig.  I guess there is an openxr beta with motion compensation.  Witmotion isnt fully 6 axes (yet).

    I was thinking of going with the htc vive tracker, mounted to my seat top somehow (i also use haptic butt kicker so antivibration needed).

    There is a mount they sell out there for about $170 shipped, but i found one on amazon that may work for $22

    https://fasetech.com/shop/catalog/accessories-c2/htc-vive-tracker-mount-p92

    https://www.amazon.com/gp/product/B00DJ5XH4O/ref=ppx_yo_dt_b_asin_title_o03_s00?ie=UTF8&psc=1
    What does everyone use and im still unclear if openxr how the vive tracker will be "seen" by the stations without steam.  (prefer xr due to better frames)

     

     

    You sure witmotion can't handle it? That's what I was going to use with openxr beta.


  10. Huge kudos to Flying Iron Sims (especially GotGravel) for this one. Some highlights for those who don't want to watch the video.

    • A forthcoming version of the FIS MkIX has been tuned to exactly mirror the performance of the RAF's Battle of Britain Memorial Flight MkIX tail no. MK356 . The RAF are using that version now
    • G meter to be added (used by RAF for display co-ordination)
    • The description includes a link so you can download an MSFS Replay recording of Sqn Ldr Mark "Disco" Discombe's display manouevre and emergency landing. Then you can play it from your choice of camera angle in MSFS 

     

     

    • Like 5

  11. 45 minutes ago, pmb said:

    It is. This is probably related to this issue

    https://forums.flightsimulator.com/t/3rd-party-applications-toolbars-scaling-broken-for-vr-in-su12/582576/2

    It was reported by me and others early in the beta, and acknowledged but not taken care of so far.

    FSKneeboard and Sky4Sim already released workarounds to keep their apps working.

    Kind regards, Michael

    Thanks Michael, yes I saw sky4sim mention it. I downloaded the fix but he encrypts/encodes his javascript so I couldn't see what he did.

    I found something that is promising but I don't have time to see this through just now or for a few days so I'll leave it here if anyone wants to experiment.

     

        var realPixelsPerCSSPixel = /*devicePixelRatio ||*/ 1;
         realPixelsPerCSSPixel = 0.2; // Added by me

     

    The first line is in the file scripts.js in the 2021-a subfolder of LNM. The line after is added by me with my guess at 0.2 which seems to make a difference but not sure if 0.2 is the best value to get things right again


  12. I'm pretty sure this is an SU12 bug but in VR the LNM web served panel now shows all lines and markers in the tiniest scale. I think it's a web viewport issue which is telling LNM that the windows is far bigger than it really is, so LNM is generating an image for an enormous window which is getting shrunk to fit the actual space.

    Hopefully MSOBO will fix this soon but does anyone know a webby workaround? Something to do with viewports would be cleaner otherwise hack around with these function in scripts.js

     

    function mapWidth() {
      return Math.max(document.getElementById('mapcontainer').offsetWidth, 128);
    }

    function mapHeight() {
      return Math.max(window.innerHeight - document.getElementById('header').offsetHeight - 50, 128);
    }

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