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Found 60 results

  1. I have a "Desktop Aviator model 2450B" gps unit (with the vga screen) that I'm contemplating including in a new cockpit build. I haven't installed the unit before, and have a few questions, should anyone here be familiar with these units: (1) Sim compatibility: I understand they are compatible with FSX. I would like to know if they work with FSX Steam and/or Prepar3d? (2) Reliability: Before I make up a place for it in the cockpit, I'd like to know whether these units reliably install and operate? I ask because I see the manufacturer no longer offers these units. Any advice is appreciated, Many thanks, Brian Vancouver, BC
  2. I have relocated this post to the "HARDWARE CONTROLLERS, JOYSTICKS, ...." forum. (I don't know how to delete this original post) Sorry for the confusion. I have a "Desktop Aviator model 2450B" gps unit (with the vga screen) that I'm contemplating including in a new cockpit build. I haven't installed the unit before, and have a few questions, should anyone here be familiar with these units: (1) Sim compatibility: I understand they are compatible with FSX. I would like to know if they work with FSX Steam and/or Prepar3d? (2) Reliability: Before I make up a place for it in the cockpit, I'd like to know whether these units reliably install and operate? I ask because I see the manufacturer no longer offers these units. Any advice is appreciated, Many thanks, Brian Vancouver, BC
  3. A new beta version of AIController v1.14A is available at the following link: http://www.mediafire.com/download/eabrmvqdt9kc62x/AIController14A.zip Please do not mix with any version of 1.3 or earlier. Instead, install into a separate directory for testing. Ver 1.4 contains significant new features and as a result, the windows-based AIMonitor.exe program was revamped to become the central point for managing these new features. I no longer recommend manually editing the .ini files. New: Ver 1.4 now reads taxi and runway data from installed default and add-on scenery (i.e., the "Enhanced" approach mode). It uses this data to automatically generate final approaches and taxi service to the gate. Thus, the prior and troublesome requirement that FSX AI intercept a generically placed approach fix waypoint no longer applies. As a result, the AI can now fly tight generic approachs (configurable by the user in AIMonitor) or real-world final approaches either converted from navdata (SIDSTAR converter) or custom-written by the user. These predictable final approches also provide for better separation control. Several options have been added to AIMontior to adjust enhanced approach and taxi operations. New: The SIDSTAR converter has been updated to convert APPROACH (as well as SID and STAR) data into a format readable by AIController. As a result, the AI can now be easily configured to fly published SIDs, jet routes, STARs and approaches (including the final portion) at monitored airports. New: Taxi to gate after arrival include basic collision avoidance with other AI and with AI landing on crossing runways. New: Taxi to gate after arrival selects based on airline code (from AI .cfg file) if possible. If not, AIController will make intelligent decisions as to where to park the AI. New: Grab parking codes utility to automatically read and store airline parking codes from all install AI .cfg for use by AIController (for parking operations). New: Crosswind AI correction effects have been added for AI on final approach during strong cross-wind conditions. New: AIController now recognizes "heavy" AI and will lengthen their rollout accordingly (note: rollout lengths can also be controlled in the AIMonitor as before). New: AIController performs load-balancing on multiple landing runways at busy airports when applicable. New: The AIMonitor now includes pop-up help text explaining each parameter. New: Most options can now be changed via the AIMonitor while AIController is running. For example, think the AI is taxiing too slowly to the gate? You can go into AIMonitor and adjust the taxi speed upward. The changes will take effect in the current FSX session. Path options (e.g., which airport to monitor cannot be changed during the FSX session because these relate to waypoints that must be read from the scenery before the FSX session begins). New: ICAO display filter added to AIMonitor in case you want to concentrate on just one airport. Improved: AI landing animation now includes spoiler deployment and smoke if a hard touchdown. Light operation is also correct for final approach, landing, taxi and parking. Improved: Crosswind AI correction effects have been added for AI on final approach during strong cross-wind conditions. Improved: While flying, AI groundspeed affected by winds aloft (e.g., headwinds) (i.e., indicated airspeed differs from groundspeed). Improved: Many bug fixes and performance improvements. Important Revision: A registered version (4.9x or later) of Peter Dowson's FSUIPC utility is recommended to use the full functionality of AIController. For example, AIController will not be able to delete problematic AI are AI targeted for removal (e.g., parked at gate after arrival for the specificed parking time). For networked configuration users, Peter's WideFS (ver. 6.9) is also recommended. Various other fixes/revisions were also made. Important New NOTAMS! ENTERING FINAL APPROACH COORDINATES. Do not use FSX when entering final approach coordinates for runway positions (e.g., touchdown, rollout) as the FSX in-game coordinate display (shift-Z) lacks the necessary precision (significant digits). Use the freeware Airport Design Editor X (or similar) instead. ENTERING RUNWAY DATA. Ensure the runway number corresponds to the FSX runway description (for whatever airport scenery you are using). Often, the latest FMS data will reference changed runway numbers that do not correspond to stock FSX runway descriptions. For STAR files, if the runways do not match (STAR versus FSX), AIController will choose the STAR based on the waypoint having the closest entry point to the AI’s current position (i.e., not based on runway data), which often is satisfactory, but not always. For Final Approach files, if the runways do not match, AIController might choose the final approach file having the incorrect runway data. Installation and Basic Usage Video for Version 1.4: Demo (older AIController Version, but still useful): Link to old thread (ver 1.3B): http://forum.avsim.net/topic/447974-ai-controller-sid-jet-route-star-and-final-approach-beta/ Thanks! -Roland
  4. Hi, I'm releasing a cross-platform multiplayer client for joining FSX (boxed), FSX:SE and Prepar3D (possibly X-Plane at some point). Available here, http://pmem.uk/joinfs. Here's a list of current features: Pilots can join with different simulator versions FSX (Boxed), FSX:Steam, Prepar3D. (Possibly X-Plane in future). Record aircraft and play back recordings live to other pilots in a network. Overdub new aircraft onto a recording. Animations are transmitted over the network; landing gear, elevator, ailerons, rudder, propeller, canopy, lights and smoke. Pilots can be present on virtual ATC networks at the same time as JoinFS. This means that all aircraft in the JoinFS network will be shown using smooth low-latency movement. It's free to use (donation-ware). Thanks, Peter
  5. I'm looking to buy the beautiful Reality XP GNS 530W XP/GNS WAAS for FSX, however I'm flying FSX Steam Edition. Will this product work in FSX Steam Edition (FSX-SE)? I searched through the knowledge base but no joy. Thanks!
  6. I currently have FSX on my old computer. During the last 3 years, I have tweaked the fsx.cfg file such that it runs really good on my system. On my new computer which I plan on installing FSX steam (no boxed version). Other than load radius, are there any other parameters I should also change, or has steam already done so in an optimized fashion? Also, other changes I have made in the panel and other cfg files, does this same option exist in steam? Thank You in advance. PDX
  7. I have FS2Crew installed on FSX-SE with the NGX and it works with the following exceptions. 1) Startup message that it has not initialized properly is played. 2) Everything else seems work well except on some checklist items the FO says "Are you sure about that" or "Better check that" even though the item is set correctly. He also says we are not configured properly for engine start. Anyone else having these issues? have you been able to fix? Now I know the reboot is in the works but I am trying to get it working now. thanks,
  8. the only thing that is preventing me on getting FSX SE is the thought of losing all my add-ons or having to reinstall them all again is there anyway around this guys?
  9. Does FSX Steam version work better with Windows 8.1 than the original FSX? With the original version I crash to the desktop a lot. So I was hoping the Steam version would work without crashes. Appreciate any thoughts on this. Thanks, Gerry
  10. Has nayone tried out to install FlyTheMaddog in FSX Steam Edition? I'll tried but in VC all screen and gauges are black and many of clickspots are unclickable. I think there is a problem during installation process, bacause installer look at specific FSX path to write down some files. In P3D v 2.4 some gauges work but on CDU there is a red string indicating the incompatibility, here in FSX-SE all screen are black like there are not correctly inizialized, the situation is a bit different. There is no so many changes in FSX-SE code vs FSX or not? 2D seems to works properly. Thanks for your report.
  11. Hello! I want to know if the Steave DX work for my spec? AMD Radeon R270 2GB GDDR5 , AMD FX-6300 4,2GHZ Turbo 6 core. Kingston HyperX Fury 8GB 1600MHz. Seagate 1000GB 7200RPM 64MB and im using FSX Steam??
  12. I recently acquired the latest mission pack from STEAM, "Arctic Rescue" (20 missions). When looking at them I found that the flight (.FLT) files were "compiled/coded" and totally unreadable. This is something I've never seen before. However, if you run a mission and save it, the resulting flight file is normal! Has anyone seen this kind of flight file before? Cheers, eskil
  13. I will be building a new computer later this week. Am planning on installing FSX:Steam. It is my understanding that FTX Global and Vector, plus the areas will correctly install on Steam. My question is how about the individual FTX Airports. I think I read somewhere they may not install correctly on Steam; are there any problems with FTX Airports on Steam.
  14. Hi, I'm struggling to transfer my PMDG 777 to the new Steam Edition of FSX. I could really use advice or a link to a step by step instruction to the process. Thanks in Advance Oggy
  15. k1fox

    FSX Steam

    Hey FS junkies, I recently got back into FSX but I was using the older box edition and so this weekend I decided to get FSX steam during the sale. So far so good - been doing GA flying with a2a planes mostly and plan to fly slighly faster planes like the caravan and piston twins. Just wanted to know how your experiences has been with it so far and what kind of aircrafts/flights have you been flying and going on.
  16. Hi, I have re-downloaded the file from the customer portal and installed it but it never showed a registration popup and still shows black gauges. Please help. Thanks.
  17. Littleferrhis

    FSX-SE Fsrecorder?

    Ok, so this is not a please help nor a problem...this is just something I am tinkering with a bit to see if I can get it to work. I am wanting to try and find a pirep system so I can make a va, and I came across this little tool...and now with steam edition coming out I thought I might as well try and get a little ahead of the curve and create a Steam Edition VA using this tool so I won't have to host a server for Pireps. Now I am trying to get this to work on my version...again this isn't exactly a problem...I have modified the DLL.XML to accept the dll that used fsrecorder, but sadley came across a little runtime error following it. I am pretty sure it is not a Dll.xml because I compared the FSrecorder function to my newly installed fsuipc, and then compared that to my boxed version Dll.xml , and everything seemed to be correct, although I did come across something that caught my eye. FSUIPC for fsx se and the regular fsuipc seem to be going to the exact same .DLL, so now I am not sure... Below I have left the contents of my DLL.XML for fsx-se(modified) as well as the boxed version where fsrecorder works fine. If this is a FSRecorder dll problem I might stop, because I am not even sure exactly how dlls work. I think they are a compilation of different files, but I have heard tinkering with Dlls can cause a lot of problems. Again this is not a problem with my fsx I can just wipe the code and get fsx-se to work fine, but I would like to see whether or not I can get this to work... -Modifed FSX-SE DLL.XML <?xml version="1.0" encoding="Windows-1252"?> <SimBase.Document Type="Launch" version="1,0"> <Descr>Launch</Descr> <Filename>dll.xml</Filename> <Disabled>False</Disabled> <Launch.ManualLoad>False</Launch.ManualLoad> <Launch.Addon> <Name>FSUIPC 4</Name> <Disabled>False</Disabled> <Path>Modules\FSUIPC4.dll</Path> </Launch.Addon> <Launch.Addon> <Name>FS Recorder</Name> <Disabled>False</Disabled> <ManualLoad>False</ManualLoad> <Path>C:\Program Files\FS Recorder for FSX\FSRecorder_FSX.dll</Path> </Launch.Addon> </SimBase.Document> -FSX boxed xml <?xml version="1.0" encoding="Windows-1252"?> <SimBase.Document Type="Launch" version="1,0"> <Descr>Launch</Descr> <Filename>dll.xml</Filename> <Disabled>False</Disabled> <Launch.ManualLoad>False</Launch.ManualLoad> <Launch.Addon> <Name>FSUIPC 4</Name> <Disabled>False</Disabled> <Path>Modules\FSUIPC4.dll</Path> </Launch.Addon> <Launch.Addon><Name>FS Recorder</Name><Disabled>False</Disabled><ManualLoad>False</ManualLoad><Path>C:\Program Files\FS Recorder for FSX\FSRecorder_FSX.dll</Path></Launch.Addon></SimBase.Document>
  18. Good news. The following quote is from the ASN website: "ASN SP2 Development Update: February 1, 2015: Over the past months we have been working on a complete re-design of the ASConnect code for better performance and compatibility with FSX:Steam Edition. We've also been preparing several other improvements and fixes to all be included in Service Pack 2. We have completed the ASConnect re-design, and we are currently ironing out the last remaining issues. This has been a difficult update, as we've been up against stability and freeze problems in FSX:SE even plain/default without any add-on including ASN. Fortunately we have been improving stability more each day, Dovetail has been active with updates, and we should be ready to begin official internal beta in the next few days. We are planning to expedite the public availability of the update, by releasing it in "Open Beta" form before the official release. This open beta period is likely to start within 1-2 weeks after initial beta starts (so that's around Feb 10-15). Unfortunately, as much as we'd like to guarantee this timeline, we cannot. Rest assured we're working very hard on getting this update to you as soon as we can achieve a proper level of stability."
  19. I just got FSX steam edition, can anyone advise which photorealistic scenery scenery packs are compatible with FSX Steam edition. Is there a world scenery pack available from somewhere rather than having to download various regions IF not which European scenery is the most realistic Thanks in advance
  20. Hi folks, I am using the PMDG 737NGX with SP1C and the FS2Crew 2.3 (not the reboot one) special Bundle. I have several 3rd party liveries installed. Now when I am flying offline with the Free Flight mode, I have no issues at all...I chose the 737 with a custom livery and everything is okay. I also checked all the FS2Crew tweaks, 2D Cockpit, the command line inside of that .INI file which I don't remember anymore now and the Default NGX Startup state as default. Like I said, when flying offline, everything works fine but as I log in inside the Steam multiplayer and connect to a session, chose the airplane (with our without a custom livery, it doesn't matter), I will get a SDK-Error when opening the FS2Crew interface... I really don't have a clue how that could even happen because everything works offline... could it have something to do with "live weather" which is default-active by almost every online-game host? So desperate Thanks for any advice!
  21. Since trying and ultimately failing to run side-by-side installs of MS FSX and FSX-SE, I have tried to uninstall both as completely as I know how. After doing so, I downloaded FSX-SE, installed it, and attempted to install the add-ons I had previously installed. The first I tried was EZdok camera addon. The first time I attempted this, I was able to install it, update it, and run the configure tool with no issues, and it would start alongside fsx, but it would not appear in the add-ons menu, making it impossible to set up cameras. I tried several tips on the forums, and failing in this uninstalled the addon and tried again. The second time, I got as far as the configure tool. When I pressed the configure button, a window popped up saying: "So far as your version of Flight simulator X is other tha English + Acceleration Pack. We recommend to go through the simple procedure of searching for address of the world camera coordinates in the RAM of your PC. This task will be performed automatically and will not need any special skills from you. If you skip this procedure the functionality of world cameras will be very limited. Do you wish to start the wizard?" If I say No, nothing happens and I am back where I started, and if I say Yes, it tells me to close flight simulator if it's running, so that it can delete the world cameras. I click delete and I get an error saying: "Unable to write to C:\Users\Tristan\AppData\Roaming\Microsoft\FSX\cameras.cfg." But upon investigating, I can find no FSX folder in C:\Users\Tristan\AppData\Roaming\Microsoft\. Does this mean that my computer thinks that MS FSX is still installed? If so, how do I correct that? Sorry for the long-windedness, but I figured it's best to make these things detailed. Thank you very much in advance. ~Tristan
  22. Hello all, Sorry in advance if this is the wrong way to post on avsim because this is my first time posting on here. So I am a full on x-plane user for years and after watching so many videos of people fly the pmdg 777 I had to buy it myself. Once a load up the 777 in fsx:se none of the buttons work and the landing gear is missing and the engines are missing the blades. I know I am doing something wrong I just can't find it!. Please help because I just spend 90 bucks on the plane and really want it to work. Thank you, -Leo Brougher
  23. sidhantsv

    ASN v. Opus

    Well title says it .! Especially with the WXR feature ASN is on my buying list.But Opus looks really nice as well!
  24. Hi guys, I searched in the forum but didn't found recent posts on this argument; so I decided to open a new thread about the very essential changes you should make, in your opinion, in FSX.CFG I run FSX:SE DX10 (Steave FX) on a not up-to-date machine so, out of the box, with MD11, NGX and DASH8 and ASN (on client pc) I got about 18-21 fps on ground with 70% of AI traffic But I'm curios about: 1) do you use HT? 2) AffinityMask 3) FFTF 4) other? Thanks a lot, Ric
  25. Hey Guys Just bought me the LG 34UC87 Curved Ultra Wide Monitor. I googled for the best settings for the environment like cfg, inspector, monitorsetting, etc but couldnt find anything concrete... Does anyone have expirience and suggestions for those settings? iam suffering a bit from fps drop down and think it is mostly because of wrong settings... Thanks for any help and happy landings to yall