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This little free(donationware) script (now in Version 2) helps to transform most parts of DSF files of X-Plane 10 Global Scenery to the GML format. The GML file then can be opened with most modern GIS tools, like the open source tool QGIS, to visualize the internal data structure of the DSF. DISCLAIMER / IMPORTANT: this tool is only for technically versed / interested persons, who know: how to work with the command line have basic knowledge of scripting languages (especially AWK) do know what GIS means, and how to work with GIS tolls! I will NOT give support/help of any type to people who obviously lack any of these skills! This tool is only for visualization purposes and will in no way help you edit the basic DSF structure! Currently it recognizes these DSF features (and their properties – you can read a lot on them and their use and properties under this link): terrain triangles (physical and overlay) this also means water (.TER) TERRAIN name of terrain type assigned FLAG physical or overlay forests (.FOR) polygons and lines TYPE forest name (FOR) used 1. FLAG strings (.STR) TYPE string name (STR) used 1. FLAG beaches (.BCH) only generic, no type identification TYPE beach name (BCH) used 1. FLAG lines (.LIN) TYPE line name (STR) used 1. FLAG draped polygon (.POL) TYPE polygon name (POL) used 1. FLAG facades (.FAC) TYPE facade name (FAC) used 1. FLAG autogen blocks (.AGB) TYPE autogen block name (AGB) used 1. FLAG autogen strings (.AGS) TYPE autogen string name (AGS) used 1. FLAG autogen points (.AGP) TYPE autogen point (AGP) used 1. FLAG networks (road, railroad, powerlines) these are currently only identified by their roads.net subtype numbers!SUBTYPE number of network segment (road, railroad, powerline) objects (.OBJ) TYPE object name (OBJ) used ORIENTATION rotation of the object You can see a few screenshots showcasing the usage of the resulting GML files in QGIS here: DSF-to-GML v2 script and QGIS It works on Linux, Windows and I think on Mac too. Infos and download is in the Tools / Scripts section of my web site: http://www.alpilotx.net/tools-scripts/xp10_dsf-to-gml_v2_script/
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After a battle with initializing the Pokey Dll device on which i made a post, i found the solution now the lua script loading the dll card seems working the script stored in path .\\modules\linda\libs is called lib-Zpokey56U01 and is loaded with standard libs of Linda here the log 2055204 LUA.1: POKEY56U01 Able to create PoKeys Device object 2055220 LUA.1: POKEY56U01 Start connection in USB mode 2055251 LUA.1: POKEY56U01 Device number is 2055282 LUA.1: 1 2055314 LUA.1: POKEY56U01 mounted and ready to use 2055360 LUA.1: POKEY56U01 Panel_P5601U Lua Script Called 2055392 LUA.1: POKEY56U01 Panel_P5601U Script started 2055438 LUA.1: POKEY56U01 End of Panel_P5601U Main Program i associated Pin 10 of the card to the Battery Switch but nothing change to P3D plane battery Status moving my toggle switch OFF to ON or ON to OFF has no impact on the aircraft itself i made a check with the Pokey 56U Software to see if toggle switch react when i move it from OFF to ON and ON to OFF (to verify Cabling connection) and it is the case the software detect OFF/ON position of the switch the Fuction section Panel_P5601U_Script is executed , but the If Test_button did not detect anything did somebody used Pokey card with lua associated script as this and could help me to understand what are my errors or what i am missing ? below my simple script thanks for your help and/or ideas Thierry -- ================================================================================= -- Initial Setup -- ================================================================================= require "luacom" poKeys = luacom.CreateObject('PoKeysDevice_DLL.PoKeysDevice') if poKeys == nil then ipc.log("POKEY56U01 Unable to create PoKeys Device object") ipc.display("POKEY56U01 Unable to create PoKeys Device object") ipc.exit() else ipc.log("POKEY56U01 Able to create PoKeys Device object") ipc.display("POKEY56U01 Able to create PoKeys Device object") end -- ================================================================================= -- check current physical switch setting and update FSX software switch to match -- ================================================================================= function Panel_P5601U_Script() ipc.log("POKEY56U01 Panel_P5601U Script started") ipc.display("POKEY56U01 Panel_P5601U Script started") -- Check pin 10---------------------------------------------------------------------- if ipc.testbutton(1,10) == true then ipc.log("POKEY56U01 Button 10 Battery ON !!") ipc.display("POKEY56U01 Button 10 Battery ON !!") ipc.writeUD(0x281C, 1) -- toggle switch Battery is ON end if ipc.testbutton(1,10) == true then -- physical switch in ON if ipc.readUD(0x281C) == 1 then -- toggle switch Battery is ON ipc.control(66241) -- toggle switch Battery is ON ipc.log("POKEY56U01 Button 10 Switch Battery is ON") ipc.display("POKEY56U01 Button 10 Switch Battery is ON") end end chk_pin_10 = false chk_pin_10, onoff_pin_10 = poKeys:GetInput(10) if (chk_pin_10 == false) then -- GetInput Failed... Most likely not configured properly -- Put code here to perform for failure else -- We got results from the switch GetInput Function if (onoff_pin_10 == true) then -- Switch at Pin 10 is ON -- Put code here you wish FSX to perform ipc.writeUD(0x281C, 1) -- set Battery to ON ipc.log("POKEY56U01 Button 10 Battery ON !!") ipc.display("POKEY56U01 Button 10 Battery ON !!") else if (onoff_pin_10 == false) then -- Switch at Pin 10 is OFF -- Put code here you wish FSX to perform ipc.writeUD(0x281C, 0) -- set Battery OFF ipc.log("POKEY56U01 Button 10 Battery OFF !!") ipc.display("POKEY56U01 Button 10 Battery OFF !!") else -- Could not determine status of Switch at Pin 10 -- Put code here you wish FSX to perform end end end -- chk_pin_10 ipc.log("POKEY56U01 End of Panel_P5601U Main Program") ipc.display("POKEY56U01 End of Panel_P5601U Main Program") end -- check_switches -- ================================================================================= -- Initial Script Startup -- ================================================================================= connect_usb = true -- true = USB / false = ethernet if (connect_usb == true) then -- Get Number of poKeys Devices Found ipc.log("POKEY56U01 Start connection in USB mode") ipc.Display("POKEY56U01 Start connection in USB mode") no_devices = poKeys:EnumerateDevices() ipc.log("POKEY56U01 Device number is") ipc.Display("POKEY56U01 Device number is") ipc.log(no_devices) ipc.display(no_devices) -- Connect to Device if (no_devices ~= 0) then connect_flag = poKeys:ConnectToDevice(0) -- ipc.log(connect_flag) -- ipc.display(connect_flag) if (connect_flag == true) then ipc.log("POKEY56U01 mounted and ready to use") ipc.display("POKEY56U01 mounted and ready to use") else -- code to perform if ConnectToDevice fails ipc.log("POKEY56U01 Unable to connect poKeys USB Device 1") ipc.Display("POKEY56U01 Unable to connect poKeys USB Device 1") ipc.exit() end else ipc.log("POKEY56U01 Device not enumerated") ipc.Display("POKEY56U01 Device not enumerated") ipc.exit() end else connect_to_ethernet() ipc.log("POKEY56U01 Connected in ethernet") ipc.Display("POKEY56U01 Connected in ethernet") ipc.exit() end ipc.log("POKEY56U01 Panel_P5601U Lua Script Called") ipc.display("POKEY56U01 Panel_P5601U Lua Script Called") Panel_P5601U_Script() -- check physical switch and configure fsx software switch -- ================================================================================= -- Event Section -- =================================================================================
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Hi I'm working on an input/output scripting solution for simulators - myself using FSX and Falcon BMS. It's called Sim Script and is going to be a standalone windows application written in Python that offers input/output automation for simulators. Scripts are written in Python - it's very easy to prototype functionality that your favourite simulator might not offer out of the box. Phidget encoder for radio tuning, joystick for gear handle operation, joystick axis partitioned into segments for key presses, etc. , Gear Up! fsx.set("GEAR HANDLE POSITION", "Bool", 0) At the moment one needs to work from source - a distribution package for easy install is coming soon. If you're familiar with Python and want to give this a spin - information is available here https://code.google..../wiki/SimScript Cheers Nils
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Well, by principle, this batch script is nothing new as batch scripts calling Imagetool to convert texture files have been around since FS9. This one, is a bit more than "just" a conversion script though. Features: - A script-based user-interface - Converts .bmp to DXT5 .dds files (with or without mip-maps)* - Supports backup and backup restore operations - Works with *.bmp files only, i.e. other files are not backed up to save disk space - Can convert large (e.g. all AI aircraft) and small (e.g. a single aircraft) folders - As Imagetool tends to skip converting some files in large folders, the script also checks for unconverted files - Supports blacklisting, i.e. for panel bitmaps or similar *Well, a conversion to DXT5 .dds is nothing new, but it could help saving the odd GPU cycle as the GPU won't have to flip each texture around while rendering it. Texture rendering in DX10 mode might also benefit. Usage: 1. Unzip to a place with enough disk space available** 2. Run Converter.bat ** The backup folders will be created in the folder Convert.bat is located!! Notes: 1.) I do not intend to destroy your FSX installation. I've tested this tool in a contained environment as well as on my own FSX installation and it left everything intact! 2.) CREATE A BACKUP BEFORE DOING ANY(!) CONVERSION WORK 3.) Make sure to read any instructions and notes on-screen when using this tool! I didn't add them for nothing! 4.) I've added a safeguard when entering folder paths, i.e. if the specified folder does not exist, you will be thrown back to the main menu. So it's harder to mess up by entering the wrong path to a folder. 5.) Creating or restoring backups and converting textures can take a very long time. On a SSD, converting my 11 GB AI aircraft folder took over an hour 6.) Backups can be amended in case you're adding new files to your FSX installation at one point 7.) Conversion is an iterative process. You will need to do more than one pass in large folders. 8.) DO NOT rename or delete the "ZZZ_Helper" folder! You *will* break this script! 9.) The conversion process also fixes the "Missing Alpha" issue Download: http://www.mediafire.com/download/66vaa7226k76g6b/DDSConverter.zip Any fearless volunteers?
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I am seeking help to create a boot script to build a simulator for an aviation museum. I want to boot to windows, open P3D, display and instruction page, push a button to learn to fly take off or land then return to the instruction page when complete. Anyone out there who can help?