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Well then, prepare for a deep bow 
I HAVE overcame all these limitations by implementing what SimConnect was intended for. Forget about speed limitations, time compression... I've removed FSX's flight model completely (possible in SimConnect) and I'm using it only as a visual environment - that's it. Every object that is designated as "spacecraft" becomes completely devoid of any FSX influence. I can do with it whatever I want... and, yes, I've implemented a third party game physics model that governs these bodies implementing a deterministic solver and a high fidelity collision engine. So, the physics part of it is not a hurdle any longer. BTW, I could have just as well implemented a proper driving or boating model, using FSX as a display engine only. As a matter of fact, ballistic model is the simplest of them all!
I DID have a major hurdle to solve, which I did back in April, and it had to deal with coordinate conversion, from FSX's local topocentric to more general geocentric cartesian. But that's all behind now
What I still do have a problem with is, as Rob mentioned above, volume shadow and fx shifting issues, which get really exaggerated with the higher altitudes. Today, I somewhat diminished the fx shifting issue by using Arno's RADItor utility (Thanks Arno!). Other limitations are strictly FSX engine limitations, as for example, the altitude limit, greatly expanded in FSX as compared to FS9, which reaches to almost (but not quite) geostationary orbit. I hope this module takes off (pun intended
) so that Dovetail might consider addressing the issues and hopefully fixing them, giving this great hobby of ours yet another dimension!
I do have a day job, so working on this is taking time... but I will persist on it, as it brings me a great deal of joy! Plus, I'm not that great of a programmer so sometimes I take a detour when I need to learn new coding skills. Anything else you'd like to know, feel free to ask!
I HAVE overcame all these limitations by implementing what SimConnect was intended for. Forget about speed limitations, time compression... I've removed FSX's flight model completely (possible in SimConnect) and I'm using it only as a visual environment - that's it. Every object that is designated as "spacecraft" becomes completely devoid of any FSX influence. I can do with it whatever I want... and, yes, I've implemented a third party game physics model that governs these bodies implementing a deterministic solver and a high fidelity collision engine. So, the physics part of it is not a hurdle any longer. BTW, I could have just as well implemented a proper driving or boating model, using FSX as a display engine only. As a matter of fact, ballistic model is the simplest of them all!
I DID have a major hurdle to solve, which I did back in April, and it had to deal with coordinate conversion, from FSX's local topocentric to more general geocentric cartesian. But that's all behind now
What I still do have a problem with is, as Rob mentioned above, volume shadow and fx shifting issues, which get really exaggerated with the higher altitudes. Today, I somewhat diminished the fx shifting issue by using Arno's RADItor utility (Thanks Arno!). Other limitations are strictly FSX engine limitations, as for example, the altitude limit, greatly expanded in FSX as compared to FS9, which reaches to almost (but not quite) geostationary orbit. I hope this module takes off (pun intended
I do have a day job, so working on this is taking time... but I will persist on it, as it brings me a great deal of joy! Plus, I'm not that great of a programmer so sometimes I take a detour when I need to learn new coding skills. Anything else you'd like to know, feel free to ask!
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