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Found 6 results

  1. The first payware add-on for FSW is available now: FS-Flightcontrol gives you control over every aspect of your flight and includes a moving map too, visit the homepage here: https://www.fs-flightcontrol.com/en/ FS-Flightcontrol also works with FSX, FSX:SE, X-Plane and that submarine simulator I mean P3D, so it's got to be great value... You can select which sim you want to use it with on launch, it then loads the scenery.cfg for that sim on first run: Then specify your start location and any other factors you require: There's a free 14-day trial, it's a 58mb download which took about 20 seconds on my PC, give it a try!
  2. Microsoft's FLIGHT team has announced that the P-40 Warhawk will be available Wednesday. There is not a lot of detail available as to whether it will include a cockpit or not. You can read all about it on the MS FLIGHT FaceBook page here.
  3. Hello all, I've been working on this project for quite a while now, and as of a few months ago, I've overcame a major go-nogo hurdle, so I am extremely excited to announce this: I've coupled FSX with a SimConnect DLL that utilizes a third-party fully-featured physics library to create an add on that will allow FSX to simulate spaceflight through a high-fidelity ballistic astrodynamic flight model. The physics model has highly capable set of features which will allow FSX users to define launch "stack" architecture in minute details, utilizing existing FSX SDK tools to create content and expand on the FSX functionality to push FSX into Earth orbit and outer space. This is NOT slew-driven engine; this is a completely new flight model that overrides FSX's existing flight model and re-defines the object using astrodynamic properties. Major features of the spaceflight dynamics module: deterministic, non-iterative dynamics solver fully-featured, high-fidelity collision engine precise point-force modelling (not just torques applied over major axis) ability to assemble a launch "stack" and simulate launch, staging and orbit insertion ability to build (assemble) and maintain persistent orbital structures ability to dock with other objects in orbit, and to swap user control User will be able to design content with all the usual FSX SDK tools, and expand it with a set of spaceflight-specific features to define it as a spaceflight object, be it payload, manned capsule, cargo, booster, main lifter, mating adapter, or whatever. While the current FSX limitations prohibit venturing too far from Earth (but far enough to have fun :wink: ), I've been exploring ways on how to simulate trip form Earth to other solar system bodies and I've had a few promising results. That, however, is a long term plan. For now, I'll include a few screenshots of the test scenarios I've been running while developing this engine. Enjoy!
  4. After migrating to P3D v4.1, I started to add all my freeware sceneries via add-on.xml method. It's very nice, because you don't need to copy Effects files to the sim folder. The problem is that if I have more than 38 entries in my add-ons folder, I start to have some texture issues, like you can see in the picture bellow: It only happens if I have more than 38 entries, no matter what add-on is. Do you know if there is any limit of add-ons that can be added to the sim?
  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
  6. EasyFMC, the successful universal FMC, is now available for Prepar3D v2. This add-on lets you plan your flight in a simple and easy way, using the simulator internal database (no need of a specific navigation database). It is fully compliant with the integrated GPS for route display and supports all the VOR, NDB, airports, intersections for route creation. Tested with Prepar3D v2.4 and 2.5. For more information: http://emarciano.free.fr/EZFMC
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