Beruflich Dokumente
Kultur Dokumente
Traffic
for Prepar3D
Manual
Version 5.5 beta
Nico Kaan
No part of this publication may be reproduced and/or published by print, photo print, mi-
crofilm or any other means without the previous written consent of Nico Kaan.
PSXseeconTraffic Manual
1 Introduction ........................................................................................................ 3
1.1 System Requirements ............................................................................................. 3
1.2 Forum ................................................................................................................... 4
1.3 Disclaimer ............................................................................................................. 4
4 Starting up ........................................................................................................ 10
4.1 Start and configure Flight Simulator ........................................................................ 10
4.2 Start and configure PSX (PSX only of course!). ......................................................... 10
4.3 Start and configure RealTraffic for PSX .................................................................... 10
4.4 Start and configure PSXseeconTraffic ...................................................................... 10
1 Introduction
PSXseeconTraffic has been developed as an add-on for the Aerowinx PSX. However, since
version 5.0 it also supports any user aircraft in P3D.
You can fly with your aircraft with live traffic. The live traffic information is provided by
RealTraffic for PSX, a PSX add-on.
PSXseeconTraffic injects the aircraft within range of your aircraft in P3D. For those aircraft
the liveries (type and airline) are created as real as possible, depending on how many
different AI aircraft you have installed in P3D. It is like what vPilot does with VATSIM
traffic. A list of the liveries that you have installed is input for PSXseeconTraffic and can
easily be created with my VMRGenerator application.
PSXseeconTraffic makes the AI traffic look very smooth. It calculates a position for each
live AI aircraft 40 times per second, by computing latitude, longitude, height, bank and
pitch. It also takes care of setting the throttles, strobes, landing lights, navigation lights
and beacon lights, flaps, and it handles the landing gear at take-off and landing.
PSXseeconTraffic also optionally- shows, in its main window, extra information about live
aircraft that are airborne and in the range of your aircraft. In the version for PSX,
PSXseeconTraffic sends information to PSX about these aircraft to be displayed in the
Navigational Displays (TCAS) at the FlightDeck.
About 98% of the functionality of the two versions, for PSX and for any user aircraft in
P3D, is the same. If in this Manual there is text specific for a version, it is indicated with
In order to run it, you need Microsoft Visual C++ Redistributable for Visual Studio 2015.
The standalone installers for x86 (vc_redist.x86.exe) and x64 (vc_redist.x64.exe) can be
downloaded here at Microsoft.
..\Prepar3D\redist\interface\FSX-SP2-XPACK\retail\lib\SimConnect.msi
1.2 Forum
For questions & answers and discussions, visit:
1.3 Disclaimer
The RealTraffic for PSX stream gives position updates of all aircraft around you every 9
seconds. In order to correct for internet transmission lags, and to be able to vectorise the
traffic, PSXseeconTraffic buffers the input for 30 seconds. The traffic you see is therefore
30 seconds behind real time.
If you would consult apps such as FlightRadar24, or would listen to a real ATC channel,
this has to be taken into account.
Note that you cannot have virtual on-line traffic from networks such as VATSIM and IVAO,
at the same time as traffic from PSXseeconTraffic. One should also not use the FSUIPC
traffic limiter!
The data of RealTraffic for PSX is not perfect ... Most of the times aircraft land at
runways, but sometimes they dont. Please take note of the known issues in Chapter 8.
You may install PSXseeconTraffic at any Windows PC in your local network. However you
have to install it at the computer running the add-on RealTraffic for PSX, so you also
have to use the Windows version of RealTraffic for PSX.
After unzipping, you will have a PSXseeconTraffic folder containing the sub folders
parked and ParkPosGenerator, and seven files:
For the use of the SimConnect_networked.cfg and SimConnect.xml files, see section 3.2.
For the use of the sub folder ParkPosGenerator, see section 3.3.
For the use of the sub folder parked, see section 6.2.
Good freeware packages are WoAI and IVAO_MTL, but there are also other freeware and
paid options.
IMPORTANT:
Always check that your installed freeware and pay ware aircraft have the correct
entries/lines in the Prepar3D.cfg/Simobjects.cfg and that the numbering is correct.
When youre satisfied about the number and diversity of the AI aircraft in your Flight
Simulator, you have to create a file with all the AI liveries that you have installed. You
have to do that with my tool VMRGenerator.
Download and install the tool according to the instructions at my website. Run it, it will
create the file AI_liveries.txt.
Open the file SimConnect.cfg with Notepad and change the IP address in the line
Address=192.168.1.105 to show the IP address of the computer running your Flight
Simulator.
open the file SimConnect.xml, that comes with PSXseeconTraffic, with NotePad
and change the IP address in the line <Address>192.168.1.105</Address> to show the IP
address of the computer running your Flight Simulator.
If you have no other applications using SimConnect with P3D you will need to install
SimConnect.xml as follows:
P3D: Copy or move SimConnect.xml to the computer running P3D and place it in the
folder C:\Users\<user name<\AppData\Roaming\Lockheed Martin\Prepar3D v3
Otherwise, if you do have other applications using Simconnect with P3D, such as
AS16/ASNext, you will need to append the lines starting with <SimConnect.Comm> and
ending with </SimConnect.Comm>, to your existing Simconnect.xml above the line
</SimBase.Document>. The location of your SimConnect.xml file is given above.
So add this block of code, with of course the IP address of your FlightSim PC, see above:
ParkPosGenerator has found the path to Prepar3D v3. If you now would push the Go!
Button, it will search recursively through all folders starting from Prepar3D v3 for .bgl files
with Airport definitions.
If an airport has more than the specified minimum of parking positions (default 10, but
you can change that) an airport file will be generated in subfolder parked of
ParkPosGenerator.
This airport file contains a line for each parking position, according to the syntax specified
in section 6.2.
The airlines for each position are taken from the .bgl, or if not available ___ is
generated (as a wild card).
The aircraft types it generates for each position depends on the type of the position.
There are 10 possible types, for each type an example number of aircraft types are
already specified, but you can change that of course.
Push the change button, specify a full path to a folder with add-on airport(-s) and
push the change button again. If the folder exists the path turns to grey and the Go!
button may be pushed.
You may specify up to 7 folders. You can copy and paste text in the different folders.
There is no need to work top down, you may leave holes.
Save path names with the save button for later use, restore older path names with
the restore button.
How to make changes to the minimum number of parking positions and to aircraft types?
Put the cursor in the textbox, make your changes and press Enter.
Put the cursor in the textbox, make your changes and press Enter.
4 Starting up
You can change that to User Aircraft Mode by pushing the C button
in front of the word PSX (top left).
If you do that, the program will exit after 3 seconds and if you restart
it will be in UAC mode.
Important! The window will look the same except for a few differences in the top
left half of the window.
Below this box the name of your User Aircraft in P3D will be
displayed as soon as P3Dis connected.
If all goes well you will a get screen like this (after a while):
[Shown is the UAC version, but the PSX version is very similar]
If connections to Flight Simulator and/or RealTraffic for PSX cannot be made, you will see
red bars and yellow messages.
You can reposition PSX or your user aircraft without having to re-start PSXseeconTrafic.
At each start-up PSXseeconTraffic will check if there is a new version available. If so the
normally- green version message in the main window will turn yellow, and the new
version number will be indicated. This is just a reminder, you have to download and
install the new version yourself.
From top down and from left to right the different items in the main window will be
detailed here.
If not connected the left vertical window bar in the middle turns red. If connected it turns
yellow or blue depending on whether the foreflight data stream is connected or not (see
section 5.4).
Note that RealTraffic for PSX connects to PSXseeconTraffic; RealTraffic for PSX is initiator.
If not connected the left vertical window bar in the middle turns red. If connected it turns
yellow or blue depending on whether the foreflight data stream is connected or not (see
section 5.4).
If the status is not connected the left vertical window bar in the middle turns yellow.
5.5 QNH
The QNH in PSX; note that you have to select real time weather in PSX.
The QNH in real live. This information is obtained every ten minutes via the
internet from http://tgftp.nws.noaa.gov/data/observations/metar/cycles/
This block of info can be switched on/off dynamically with the checkbox.
Version 5.5 page 12 of 20
PSXseeconTraffic Manual
Each line gives distance to the 744/user aircraft (nm), angle with the 744/user aircraft,
callsign, altitude above MSL (ft) and ICAO code of aircraft type. If an aircraft is less than
8 nm away from you, the line turns yellow (instead of black).
The angle with the 744 or the user aircraft is indicated as follows:
F = within plus or minus 5 degrees in front of you,
B = within plus or minus 5 degrees behind you,
6 .. 174 > degrees to the right of you, or
6 .. 174 < degrees to the left of you.
The aircraft described are also injected into PSX to be displayed in the NDs.
The selection of the max seven aircraft is according to the same principles
as for PSX, but with a fixed vertical range of -2700 ft .. + 2700 ft.
If not connected the right vertical window bar in the middle turns red. If connected it
turns yellow or green depending on whether the sim is running or not (see next section).
If the sim is connected but not running, for instance because you are browsing the Menu
or loading a flight, it shows no and the right vertical window bar in the middle turns
yellow.
AI_liveries.txt and/or SimilarTypes.txt change. Normally they are stable and therefore
this info in the log is not needed every session.
If fixes checked, the log will show the result of finding an alternative livery for a missing
livery.
PSXseeconTraffic also checks, each second, for the collision of the PSX/user aircraft or a
live aircraft with a parked aircraft. If so, the parked aircraft will be removed. It will not
return during the session at this airport.
if the limited vertical range checkbox is selected only aircraft within 10.000 feet
difference in altitude with PSX/the user aircraft are taken into account;
if the limited horizontal range checkbox is selected and PSX/the user aircraft is on
the ground, then only aircraft within 10 nm horizontally are taken into account.
If the light aircraft box is not selected, light aircraft in the live aircraft stream will be
neglected.
Only destinations that are present in your parked folder (section 6.2) are allowed.
If your destination is within 40 NM, parked aircraft will be placed on your destination
airport (if percentage parked > 0 of course).
If you fill in a new destination, and there are no parked aircraft at your origin,
PSXseeconTraffic will show the # parking positions and percentage parked values of your
destination airport file immediately.
If you fill in a new destination while you are still at your origin, the # parking positions
and percentage parked values of your destination will be shown as soon as your origin
airport is out of sight and parked aircraft have been removed.
So you have enough time to manually overrule the percentage (if needed), before parking
of aircraft at your destination takes place.
This value will be set to the airport specific value automatically, if an airport file contains
a setting for parameter PERCENTAGE_PARKED, see section 6.2
Only for destination airports you may change this value manually, in the time frame
between PSXseeconTraffic showing the percentage in the destination airport file, and
when parking starts!
To change this percentage, put the cursor in the textbox, type a percentage and press
Enter.
5.17 # aircraft
The number of live aircraft generated by PSXseeconTraffic in your Flight Simulator. Note
that this number includes the (up-coming) ones that are in the 30 seconds buffer, so it is
not always the number of aircraft that you see in your flight simulator.
The livery generated for the aircraft is chosen in a best effort matching process. First a
match is tried based upon airline and type, than airline and similar type, than type only,
then similar type only, and at last a default aircraft is randomly chosen out of the
available default livery candidates.
The number of parked aircraft at your origin or for your destination, in your Flight
Simulator (see section 6.2).
This value may drop while PSXseeconTraffic removes a parked aircraft when a collision
with the user aircraft or a live aircraft is about to happen.
This line is grayed-out if there is no airport file with parking position definitions.
This value may rise when a live aircraft disappears from the RealTraffic stream while it is
at a parking position (probably arriving at this position). PSXseeconTraffic will position it
correctly at the parking position and itll stay there as a parked aircraft, until another live
aircraft claims this position.
In the dark blue are at the bottom of the window, warning messages, in red font, may
show up, while PSXseeconTraffic continues to operate. For example:
In the blue area at the bottom of the PSXseeconTraffic window error messages
in yellow appear with a red background. For example:
.
The possible error messages (and what to do) are:
6 Support Files
6.1 SimilarTypes.txt
The PSXseeconTraffic software package contains a file SimilarTypes.txt. Each line in this
file sums up similar aircraft types separated by commas.
PSXseecon parses this file at start up as follows. It scans a complete line, and the first
type that is available in your AI_liveries.txt file, is defined as a similar type for all other
types in the line that are not available in your AI_liveries.txt file. The outcome of this
parsing process (for your situation) is listed in the file PSXseeconTraffic.log (see section
6.3) if the checkbox list similars is checked (see section 5.8).
This makes matching much better. It is especially handy for the numerous types of light
aircraft, private jets and helicopters.
You may make changes and additions to the file SimilarTypes.txt if you like.
Default PSXseeconTraffic comes with a number of airports. However, you can generate all
files for your airports with my ParkPosGenerator tool (see section 3.3). These files can
be used directly or you can first manually make them even better fit to your liking.
Each line in a file consists of a parking position name, a semicolon, the decimal latitude,
a semicolon, the decimal longitude, a semicolon, the heading of the aircraft at the
position (in degrees, with one possible decimal), a semicolon, the 3-letter ICAO code(-s)
of the preferred airline(-s) at this gate separated by commas, a semicolon and the 3-
character ICAO code(-s) of the preferred aircraft type(-s) separated by commas.
With ___ (three underscores) you can specify a wild card for the airline, so
PSXseeconTraffic may take any airline available.
When you start a session at the ground at an (origin) airport for which there are parking
positions defined, PSXseeconTraffic will generate parked aircraft. Live traffic will appear
after the parked aircraft have been generated.
When you fly away from the origin airport, the parked aircraft will be removed.
When a destination airport comes into sight, PSXseeconTraffic will place aircraft at the
specified parking positions of the new airport. During the allocation of parked airport,
live traffic is holded in order to prevent SimConnect errors. This is a temporary
solution until we have found the cause of these SimConnect errrors.
How many parking positions will get a parked aircraft depends on the percentage parked
value. If you do not want parked aircraft, just specify 0% percentage parked.
The matching goes as follows: It first tries to match as well airline and type, if that does
not fit it will match airline and a similar type (from the file of section 6.1), if that does not
match, it will try another airline (if specified). If there are more airlines or types specified,
it will randomly choose one.
In an airport file you may also specify a value for the following parameter:
PERCENTAGE_PARKED=nn
You may put this line anywhere in the file; at the beginning is recommended. Airport files
generated by the ParkPosGenerator (see section 3.3) already contain such a line.
If you start PSXseeconTraffic at an airport for which an airport file exists in folder parked
with this parameter, this value will be taken into account immediately, instead of the
current generic one (see sections 5.16).
Other advantages of having parking positions defined for an airport is that it makes it
possible:
to place departing live traffic at parking positions at the right position with the
right heading.
to promote a live aircraft ending its session at a parking position to a parked
aircraft instead of having it disappear.
6.3 PSXseeconTraffic.log
During each session, a file PSXseeconTraffic.log will be written in the same folder as
PSXseeconTraffic.exe. The previous version will be renamed to PSXseeconTraffic0.log.
Of particular interest are the warning messages about liveries that could not be created in
your Flight Simulator. You could remove these from your AI_liveries.txt file, or better
remove the respective AI aircraft in your Flight Simulator, by changing the aircraft.cfg
file.
7 AI aircraft animations
7.1.5 Strobes
The strobes are set to on if an AI aircraft is taking-off; the strobes are set to off
immediately after landing.
7.1.6 Throttles
The throttles are set to idle at the ground and to full when taking off and in the air, and to
half when landing. Hopefully, this has effect on the sound coming from the AI Aircraft?
7.1.7 Flaps
The flaps are set to twenty at the ground and to up when in the air.
8 Known issues
The data in RealTraffic for PSX is not always correct, this may lead to the following
issues:
If an aircrafts gear is not extended when landing or when it dives into the ground, or if
an aircraft fails to climb after take-off, there is probably a temporary SimConnect problem
in your Flight Simulator (PSXseeconTraffic is not/no longer getting altitudes above ground
from AI aircraft from SimConnect).
If so, stop PSXseeconTraffic, restart your Flight Simulator and then restart
PSXseeconTraffic, to get everything back to normal again.
Some sceneries have runways that are not at the exact spot. For example EHAM of
Aerosoft. Aircraft land and take-off way off the centre line.
PSXseeconTraffic contains a database with about 2700 major airports world wide. Some
areas may not be covered completely
Work continues