OpusFSI Flight Simulator Interface for and





OpusFSI_v5_Overview  OpusFSI_v5_User_Guide  OpusFSI_v5_Getting_Started_Single_PC  OpusFSI_v5_Getting_Started_Networked_PCs  OpusFSI_v5_Live_Weather  OpusFSI_v5_Live_Camera  OpusFSI_v5_ButtKicker

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The OpusFSI Live Camera Interface (continued)

 

TrackIR Head Movement Limits

 

TrackIR limits can be set and named via the TrackIR Limits button in the Camera Editing dialog. A camera view can reference a named TIR Limit. The same named limit can be assigned to multiple camera views, and therefore multiple aircraft types.

The Live Camera option must be enabled (ticked) to assign these limits. You do not need to enable the TIR device to assign the head movement limits.

1.      First either select the Create New button or to edit an existing entry click on the Select TrackIR Limits to Edit button. You can also set the entry to None by selecting the None option from the displayed list of named limits.

The number of named limits will be displayed in the box labelled Total.

If you wish to change the limit name then modify the entry in the yellow name box.

2.      Use the green arrow keys to set the limits. Clicking on the same arrow again will speed up the camera movement.

The red (and Set) buttons will stop movement when in Continuous mode. In Stepped mode click on the green arrow to move in increments, the increment size is determined by the Speed slider bar.

3.      Click on each Set button to fix the limits. The appropriate limit settings will be displayed in the corresponding box. Limits can be entered or modified manually if desired by clicking on the boxes (the box will be highlighted in red) and typing in a value.

4.      Click on the Save button to save the limits for the selected aircraft types.

The Goto buttons can be used to move to the existing limit. The Centre button centres the cockpit image. You can use the Delete button to delete the currently selected named limit.

The OK button saves the limits and exits the dialog. To exit without saving your changes click on the red X at the top right of the dialog.  

All TrackIR Limit data is stored in the following LIM files,

FSXSERVER.LIM ... Microsoft FSX systems
FSESERVER.LIM ... Microsoft FSX-SE systems
P3DSERVER.LIM ... Lockheed Martin Prepar3D systems

 

SimObject Path Additions

The OpusFSI_SimObjects_Template.txt file can be used to define a list of SimObject paths not currently identified by OpusFSI, normally addon aircraft that have been installed elsewhere and not defined anywhere that OpusFSI checks.

Copy and rename the supplied OpusFSI_SimObjects_Template.txt file. Rename the file as indicated below. OpusFSI will check and process the following sim typed files for the additional path specifications,

OpusFSI_SimObjects_FSX.txt
OpusFSI_SimObjects_FSXSE.txt
OpusFSI_SimObjects_P3D.txt

For backwards compatibility, the file OpusFSI_SimObjects.txt is also checked for 'FSX Steam' sim types.

N.B.
Prepar3D systems should already include a 'simobjects.cfg' file within their common application data (c:\ProgramData) folder. These files are also checked and decoded by OpusFSI so try not to duplicate additional Simobject paths in the above text file if used. Your specified SimObjects folders should each contain the same Airplanes or Rotorcraft sub-folders as the standard SimObjects folder within the sim. The SERVER and CLIENT programs will accept SimObject Addon paths that end in specific sub-folder names '\Airplanes' or '\Rotorcraft' (with or without a trailing backslash). Previously the standard '\SimObjects' root folder was assumed and the sub-folder names '\Airplanes' or '\Rotorcraft' were appended prior to looking for the additional (addon) SimObjects.
 

Don't forget to check that any addon folders are shared with adequate sharing and security permissions.

Each path must be entered on a separate line in the form,
    Path = <full_path_specification>

For example,
    Path = E:\3rd Party\Company_XYZ\SimObjects

The SERVER and CLIENT create a log file named SimObjects_FSX.log, SimObjects_FSXSE.log, or SimObjects_P3D.log, depending on the sim type. This log file lists all SimObject Airplane and Rotorcraft paths that are checked along with any errors encountered during the process. The log file helps determine the reason why any aircraft/rotorcraft are not detected by the SERVER program.

   

Example 1 - Quick Guide to Setting up a Default View on the Server

First ensure you have selected and loaded an appropriate aircraft within the FSX or Prepar3D simulator on both the server and client PC.

To see the main form of the server program you must be running FSX or Prepar3D in windowed mode.

Click on the Configure button to display the Configuration dialog and tick the Enable Live Camera checkbox. Restart the server program if prompted to do so.

The Camera Control dialog is displayed by clicking on the Cameras button on the FSI SERVER's main form.

If you have created a similar view to the one you want to create now then select it from the Camera List and select the Clone button. Otherwise select the Create button and the camera type. The Camera Editing dialog will be displayed.

You may modify the view name by clicking in the Camera text edit box.

Select the associated aircraft using the Assign Aircraft Types to the Camera button. It will first ask if you wish to assign multiple camera views to aircraft types, you can say No. Select the All Aircraft Types entry to make the view global, alternatively highlight all the associated aircraft types and click OK.

To create your forward (or other) view change the eye point for the view using the X, Y, Z, Pitch, Bank, and Yaw camera control buttons or by entering values directly into the coordinate text boxes.

Tick the Default View checkbox. If required Disable TrackIR, set the Transition Time and enable DHM.

Use the Zoom and DHM Options buttons to adjust the camera view's zoom settings and specify any associated Dynamic Head Movement respectively.

Finally, click on the OK button to save your changes.

When you start up you should have your default view on the server.

 

Example 2 - Quick Guide to Setting up a Forward and Windowed Side Views on a Server PC with three monitors

Forward View

Set up a forward view on the server in accordance with the example above - Quick Guide to Setting up a Default View on the Server. Of course it's optional whether you make it the default view.

Left Windowed View

It is not possible to alter the camera's eye point in windowed views so they must be edited in the main window.

If you have created a similar view to the one you want to create now then select it from the Camera List and select the Clone button. Otherwise select the Create button and the camera type. The Camera Editing dialog will be displayed.

You may modify the view name by clicking in the Camera text edit box. 

Select the associated aircraft using the Assign Aircraft Types to the Camera button. It will first ask if you wish to assign multiple camera views to aircraft types, you can say No. Select the All Aircraft Types entry to make the view global, alternatively highlight all the associated aircraft types and click OK.

Tick the Windowed View checkbox. Make sure Default View is unchecked.

To create your left side view change the Yaw to -90 by entering the value directly into the coordinate text box. Click in the Yaw field (it will turn red), type in -90 (note the minus sign; you want the camera to turn left), then hit the enter key. The camera view will rotate to 90 degrees left.

Set the zoom as you like; a zoom factor between 0.8 and 1.0 seems to work well for a right or left view.

Windowed views cannot be associated with joystick buttons or keyboard keys, they are automatically opened when the aircraft is loaded. DHM cannot be specified for windowed views.

Click the OK button and exit the dialog.

You must now force FSX or Prepar3D to reload the modified aircraft.cfg file. This can only be achieved by either restarting the simulator, or by first selecting a different aircraft type then reloading your original aircraft.

Undock the window manually by right clicking on it and selecting the undock option.

Move the window to the left monitor and resize the windowed view.

Use the Server dialog's Save Win button option to save the layout of your system. This option saves the position and sizes of all  your docked and undocked windowed views and gives you the option of restoring the screen layout in the future with the Restore Win button (or addon menu option).

Right Windowed View

Follow the above procedure to create the left windowed view but this time to create your right side view by changing the Yaw to 90 by entering the value directly into the coordinate text box. Click in the Yaw field (it will turn red), type in 90, then hit the enter key. The camera view will rotate to 90 degrees right.

Set the zoom to match the left camera view.

Click the OK button and exit the dialog.

You must now force FSX or Prepar3D to reload the modified aircraft.cfg file. This can only be achieved by either restarting the simulator, or by first selecting a different aircraft type then reloading your original aircraft.

Undock the right window manually by right clicking on it and selecting the undock option.

Move the window to the right monitor and resize the windowed view.

Undock the left  window manually by right clicking on it and selecting the undock option.

Move the window to the left  monitor and resize the windowed view.

Use the Server dialog's Save Win button option to save the layout of your system. This option saves the position and sizes of all  your docked and undocked windowed views and gives you the option of restoring the screen layout in the future with the Restore Win button (or addon menu option).

You've now got your server set up for your forward view (with a virtual cockpit if you like that), and your two side monitors set up for left and right. You must manually undock the right and left views by right clicking on them selecting the undock option. Finally use the Restore Win button (or addon menu option) which will position and resize the views.

Warning - the Restore process will not work if you have a TH2Go device, the device changes the window sizes and positions making them unknown to other software.

You can also control the windowed view display using either the Open Win (and Close Win) buttons on the server dialog, or via the Open Windowed Views and Close Windowed Views options within the simulator's OpusFSI add-on menu.

If you wish to amend your views then remember you must repeat the process of,

·         reloading the modified aircraft.cfg file by first selecting a different aircraft type then reloading your original aircraft

·         undocking and repositioning the windows

·         using Save Win to save the positions

·         to display the views manually undock the windowed views and then use Restore Win to restore the window positions

If you wish to create a separate panel view on your server then follow the above instructions to create a new Windowed View and associate it with your aircraft. Select the required Virtual or 2D camera type depending on the cockpit you are using, then adjust the camera's coordinates and zoom settings to create a close up view of the instrument panel or panels. You may find it helpful to undock the main simulator's view during this process, this will allow you to adjust the shape of the window to match the panel(s) and your intended screen layout. You may also find it helpful to use the Stepped camera control to make fine adjustments to the camera's eye position.

If you have more than three monitors then the Display Window View button enables you to display an existing windowed view in order to align the view you are currently creating. A list of windowed views will be displayed, select one from the list with your mouse.

 

Example 3 - Quick Guide to Setting up a Default View on a Client

First ensure you have selected and loaded an appropriate aircraft within the FSX or Prepar3D simulator on both the server and client PC.

To see the main form of the server program you must be running FSX or Prepar3D in windowed mode.


On your client PC

Configure the FSX Server Network ID to the server PC name or IP address.

In FSX set 2D panel transparency to 100%. Only do this on the client not the server.

Click on the Configure button to display the Configuration dialog and tick the Enable Live Camera checkbox. Restart the client program if prompted to do so.

On your server PC

Click on the Configure button to display the Configuration dialog and tick the Enable Live Camera checkbox.

Set the Number of Client Computers to one (or as appropriate).

The Camera Control dialog is displayed by clicking on the Cameras button on the FSI SERVER's main form.

Use the Select Computer System button or click in its associated text box to select the client PC. All client systems will be identified using their configured computer name. If no client computers are connected to the server when you open the dialog then this option will be disabled (grayed out).

If you have created a similar view to the one you want to create now then select it from the Camera List and select the Clone button. Otherwise select the Create button and the camera type. The Camera Editing dialog will be displayed.

Select the associated aircraft using the Assign Aircraft Types to the Camera button. It will first ask if you wish to assign multiple camera views to aircraft types, you can say No. Select the All Aircraft Types entry to make the view global, alternatively highlight all the associated aircraft types and click OK.

N.B If the client FSX is using a dummy or simple aircraft (recommended for performance reasons when you are viewing scenery only and not external views of the aircraft) then ensure your assigned aircraft types are set to All Aircraft Types.

Tick the Default View checkbox.

Tick the 2D Cockpit checkbox.

To create your side (or other) view change the eye point for the view using the X, Y, Z, Pitch, Bank, and Yaw camera control buttons, or by entering values directly into the coordinate text boxes, or by using the Live Camera Control. 

Use the Zoom button to adjust the camera view's zoom settings.

Finally, click on the OK button to save your changes.

The new camera configuration file will be transferred onto your client system prior to reconfiguring all of the client system's aircraft.cfg files. You must have the file permissions and sharing set correctly so that the file can be transferred.

When you start up you should have your default view on the client.  

 

Example 4 - Quick Guide to Setting up a Default Forward View on the Server and Side Views on separate Client PCs

First ensure you have selected and loaded an appropriate aircraft within the FSX or Prepar3D simulator on both the server and client PC.

To see the main form of the server program you must be running FSX or Prepar3D in windowed mode.

On your client PC

Configure the FSX Server Network ID to the server PC name or IP address.

In FSX set 2D panel transparency to 100%. Only do this on the client not the server.

Click on the Configure button to display the Configuration dialog and tick the Enable Live Camera checkbox. Restart the client program if prompted to do so.

On your server PC

Click on the Configure button to display the Configuration dialog and tick the Enable Live Camera checkbox.

Set the Number of Client Computers to two (or as appropriate).

The Camera Control dialog is displayed by clicking on the Cameras button on the FSI SERVER's main form.

Set up the Default Forward view on the server as per the instructions in Example 1...

If you have created a similar view to the one you want to create now then select it from the Camera List and select the Clone button. Otherwise select the Create button and the camera type. The Camera Editing dialog will be displayed.

You may modify the view name by clicking in the Camera text edit box.

Select the associated aircraft using the Assign Aircraft Types to the Camera button. It will first ask if you wish to assign multiple camera views to aircraft types, you can say No. Select the All Aircraft Types entry to make the view global, alternatively highlight all the associated aircraft types and click OK.

To create your forward (or other) view change the eye point for the view using the X, Y, Z, Pitch, Bank, and Yaw camera control buttons or by entering values directly into the coordinate text boxes.

Tick the Default View checkbox. If required Disable TrackIR, set the Transition Time and enable DHM.

Use the Zoom and DHM Options buttons to adjust the camera view's zoom settings and specify any associated Dynamic Head Movement respectively.

Finally, click on the OK button to save your changes.

Set up the left side view on the left client ...

Use the Select Computer System button or click in its associated text box to select the left client PC. All client systems will be identified using their configured computer name. If no client computers are connected to the server when you open the dialog then this option will be disabled (grayed out).

If you have created a similar view to the one you want to create now then select it from the Camera List and select the Clone button. Otherwise select the Create button and the camera type. The Camera Editing dialog will be displayed.

Select the associated aircraft using the Assign Aircraft Types to the Camera button. Select the All Aircraft Types entry to make the view global, alternatively highlight all the associated aircraft types and click OK. N.B If the client FSX is using a dummy or simple aircraft (recommended for performance reasons when you are viewing scenery only and not external views of the aircraft) then ensure your assigned aircraft types are set to All Aircraft Types.

Tick the Default View checkbox.

Tick the 2D Cockpit checkbox.

To create your left side view change the Yaw to -90 by entering the value directly into the coordinate text box. Click in the Yaw field (it will turn red), type in -90 (note the minus sign; you want the camera to turn left), then hit the enter key. The camera view will rotate to 90 degrees left.

Use the Zoom button to adjust the camera view's zoom settings.

Finally, click on the OK button to save your changes.

Set up the right side view on the right client ...

Use the Select Computer System button or click in its associated text box to select the right client PC. All client systems will be identified using their configured computer name. If no client computers are connected to the server when you open the dialog then this option will be disabled (grayed out).

If you have created a similar view to the one you want to create now then select it from the Camera List and select the Clone button. Otherwise select the Create button and the camera type. The Camera Editing dialog will be displayed.

Select the associated aircraft using the Assign Aircraft Types to the Camera button. Select the All Aircraft Types entry to make the view global, alternatively highlight all the associated aircraft types and click OK. N.B If the client FSX is using a dummy or simple aircraft (recommended for performance reasons when you are viewing scenery only and not external views of the aircraft) then ensure your assigned aircraft types are set to All Aircraft Types.

Tick the Default View checkbox.

Tick the 2D Cockpit checkbox.

To create your right side view change the Yaw to 90 by entering the value directly into the coordinate text box. Click in the Yaw field (it will turn red), type in 90, then hit the enter key. The camera view will rotate to 90 degrees right.

Use the Zoom button to adjust the camera view's zoom settings.

Finally, click on the OK button to save your changes.

The new camera configuration file will be transferred onto your client system prior to reconfiguring all of the client system's aircraft.cfg files. You must have the file permissions and sharing set correctly so that the file can be transferred.

When you start up you should have your default views on the server and clients.

N.B. If you have set up a scenic view intended to be displayed with the 2D panel disabled and display the view with the 2D panel enabled, the eye position will not be as expected. In such cases use the Shift-1 key sequence to toggle the 2D panel OFF.

 

Removing OpusFSI Custom Views and Restoring the aircraft.cfg Files

If you wish to disable Live Camera and remove the Opus custom views from your aircraft.cfg files then disable Live Camera in the Configuration dialog. A message box informs you that Live Camera is removing the Camera Definitions from all aircraft.cfg files for you. These changes will NOT be noticeable until you either restart FSX, or reload a completely different aircraft type forcing FSX to reload the modified cfg file.

Panning Sequences

In order to use Panning Sequences enable Live Camera and Live Camera Control in the Server Configuration dialog.

There is no limit to the number of sequences that can be created. Each panning sequence may consist of up to 99 eyepoint steps. The configured transition speeds and delays are used to play the sequence. The LCC can be used to define each eyepoint and options are provided to copy, flip and mirror steps which makes the creation of panning sequences quick and easy.

You may assign aircraft types to a sequence so that the sequence will only be played if the relevant aircraft is loaded.

In order to play the panning sequence during flight you may either,

·         assign a key/button to each sequence (in sequence editing), the sequence will be played whenever you select the key/button in flight.

·         assign up to nine sequences to each camera view (in camera editing), the sequence will be played when you select the Play Panning Sequence key/button (shortcut commands) in flight only if it has been assigned to the current camera on view. If there are multiple Panning Sequences assigned to a camera then the on-screen Menu box will be displayed in flight allowing you to select the required named Panning Sequence to be played. The Panning Sequence Menu is automatically removed after either a 15 second timeout period or when you make a selection.

Panning Sequences can be terminated during playback by pressing and holding down the Left Mouse Button for a few seconds. The playing sequence will be terminated at the start of the next configured eye point position, so make sure you are holding down the left mouse button when the next eye point position is reached.

Panning Sequences cannot be assigned or associated with client camera views, they can only be used on the main 'flying' server system.

Getting Started

Example pre-configured Panning Sequences are loaded ready for you to try, edit, or clone. These sequences can also be Imported from Opus_Panning_Sequences.PSF.

The following five example Panning Sequences have been prepared,

·         General - Look Left / Right

·         General - Small Aircraft Fly Around

·         General - Large Aircraft Fly Around

·         Lancair Legacy - Walk Around

·         Boeing 737 - Walk Around

The following procedure will allow you to make use of these sequences,

Step One

Open the Shortcuts dialog and assign a unique button or key to the new 'Play Panning Sequence' command option.

Step Two

Open the Cameras dialog and edit one of your Lancair or B737 Live Camera views.

Step Three

Click on the new Panning button, just above the TrackIR Limits options, and assign the required Panning Sequences to your current set of cameras for that aircraft type.

For Example, assuming you are editing your B737 Captains view, click on the Panning button, answer Yes to the Assign To Multiple Cameras prompt, select all your B737 cameras, click OK, now select all the relevant B737 Panning Sequences ...

General - Look Left / Right

General - Large Aircraft Fly Around

Boeing 737 - Walk Around

Click OK. You should now see that 3 Panning Sequences have been assigned or associated with each of your B737 Cameras.

Now click OK to save your editing and OK to save your Cameras file.

Step Four

With all relevant Panning Sequences assigned to relevant camera views you can now use the configured Play Panning Sequence button or button/key to play a sequence. If there is only a single sequence assigned to the camera view then it will play. If multiple sequences have been assigned as per the above example, then the on-screen Menu will be displayed allowing you to select the required sequence to play. The selection can be made with the mouse or by pressing the appropriate number key 1 to 9. The Menu will close after the selection or after 15 seconds if no selection is made.

Panning Management and Editing

You manage and edit panning sequences via the Panning button on the server form.

The Panning Management dialog will be displayed listing the configured sequences. If none exist  an example set of sequences for the Lancair Legacy and B737 are loaded.

 

The dialog will automatically hide the FSI SERVER program's main form before being displayed in its last known screen position. The dialog can also be minimised down to the taskbar to assist those with limited screen space.

Panning Management

The Panning Management dialog is used to perform all general panning management functions, that is,

To display the current Panning Sequence List.
To change the order of the sequences within the List using the green arrows.
To Create or add new sequences to the List.
To copy or Clone a sequence within the List.
To modify or Edit a sequence within the List.
To remove or Delete one or more sequences from the List.
To Import one or more sequences stored in a Panning Sequence File.
To Export one or more sequences into a named Panning Sequence File.

Reassign Joystick numbers.

Within the Sequence List Vc denotes Virtual Cockpit view, 2d for 2D cockpit and Ac for external aircraft view. The figure after the sequence name denotes how many steps are in each sequence.

Double clicking on any listed camera will Edit the camera.

The displayed Sequence List can be restricted to all sequences assigned to a specified aircraft type using the List Sequences for the Specified Aircraft  button option. When the Sequence List is restricted the Import options are greyed out and disabled.

If you only have "All aircraft types"  to choose from in the sequence list then set the \OpusFSI_v5\FSISERVER.EXE file properties (compatibility tab) to "Run as Administrator".  

Overview

The Overview button will display an overview of all cameras or sequences that match or are assigned to each known aircraft type. Each aircraft type is displayed in green followed by a list of all associated cameras or sequences assigned to that type.

Changing the Order of Sequences

To change the order of a
sequences within the Sequence List, first click on the sequence you wish to move, this will highlight the single item within the Sequence List, then use the Up Arrow or Down Arrow keys to move the highlighted item up and down the list.

Creating a New Sequence

To create a 'new' (blank) panning sequence
simply click on the Create button option along the bottom of the Panning Sequence Management dialog. The Create option first creates a new or blank sequence then opens the Panning Sequence Editing dialog ready for you to edit the newly created sequence.

Newly created sequences
are automatically named 'Sequence X', where 'X' is the next sequence number in the Sequence List. You should change the sequence name to something more meaningful (e.g. 'C172 - Walk Around) in the Panning Sequence Editing dialog. It is best to adopt a standard naming convention such as 'Global <description>' for global views, and '<aircraft> <description>' for aircraft specific sequences.

Cloning an Existing Sequence

To copy or 'clone' an existing
sequence, first click on the sequence you wish to clone, this will highlight the item within the Sequence List, then click on the Clone button option along the bottom of the Panning Sequence Management dialog. The Clone option first takes an exact copy of the sequence you have selected then opens the Panning Sequence Editing dialog ready for you to edit the newly cloned sequence.

Cloned
sequences will adopt the name of the original sequence with an added '(C)' suffix to indicate that it is 'cloned'. You should change the sequence name to something more meaningful in the Panning Sequence Editing dialog.

Editing an Existing Sequence

To alter or 'edit' an existing
sequence, first click on the sequence you wish to edit, this will highlight the item within the Sequence List, then click on the Edit button option along the bottom of the Panning Sequence Management dialog. The Edit option opens the Panning Sequence Editing dialog ready for you to edit the selected sequence.

Deleting a Single Sequence

To remove or 'delete' a single
sequence, first click on the sequence you wish to delete, this will highlight the item within the Sequence List, then click on the Delete button option along the bottom of the Panning Sequence Management dialog. The Delete option will prompt you to confirm the operation, click 'Yes' to confirm and delete the selected sequence, press 'No' to abort the operation.

All the sequences are stored in the OpusFSI_v5\FSXSERVER.PAN file for FSX, or FSESERVER.PAN for FSX-Steam Edition systems, or P3DSERVER.PAN for P3D. You can delete all sequences and start afresh simply by renaming or deleting this file prior to running the FSI SERVER program.

You will have a backup if you mistakenly delete a sequence and wish to restore it, see the Panning Sequence Backup section below.

Deleting a Group of Sequences

To remove or 'delete' a group of
sequences, first select the group of sequences you wish to delete, this will highlight them within the Sequence List, then click on the Delete button option along the bottom of the Panning Sequence Management dialog. The Delete option will prompt you to confirm the operation, click 'Yes' to confirm and delete the selected sequences, press 'No' to abort the operation.

Importing Sequences

The Import option is greyed out and disabled when the current
Sequence List has been restricted to a specific aircraft type. Any sequences which match existing names are not imported.

You can 'import' one or more
sequences stored in a Panning Sequence File (PSF) by clicking on the Import button option along the bottom of the Panning Sequence Management dialog. This option will first display the Open File dialog ready for you to select the required PSF, Panning Sequence File. You can click on the 'X' in the top right-hand corner of the Open File dialog to abort the operation. Otherwise, navigate to the required folder and select the required named PSF file, then click on the Open button option.

You will then be asked if you want to change the assigned aircraft types for all the
sequences to be imported. This is so that you can import sequences for use on a range of a similar aircraft type(s). For example you could import the Lancair Legacy sequences for use on the Maul etc.

Click 'No' to accept the previously assigned aircraft types. Click 'Yes' if you want to re-assign or change the assigned aircraft types. If you select Yes then a list of aircraft types is displayed for your selection. Click with the mouse to select an aircraft from the list, use <CTRL><left_mouse_click> to select multiple items from the list, use the standard windows method to select a consecutive group (click on the first item then <SHIFT>< left_mouse_click> on the last item). Each entry you select will turn the selected line blue. If you opt to re-assign the aircraft types then an '(R)' suffix will be appended to each sequence name to indicate the sequences have been re-assigned.

If you make a mistake and wish to remove the imported
sequences simply select them in the Sequence List and click on the Delete option.

An Opus PSF Panning Sequence file is supplied in the OpusFSI_v5 folder (Opus_Panning_Sequences.PSF) containing sequence definitions for the Boeing 737 and RealAir Lancair Legacy aircraft.  A selection of PSFs will also be available on our Downloads page for import.

After importing edit the sequence to change the key/button assignments if required.

All your sequences are stored in the FSXSERVER.PAN file for FSX, FSESERVER.PAN file for FSX-SE, or P3DSERVER.PAN for P3D. Importing from a Panning Sequence File (PSF) will automatically save your current sequences and backup your current PAN file into FSXSERVER_UNDO.PAN for FSX, FSESERVER_UNDO.PAN for FSX-SE, or P3DSERVER_UNDO.PAN for P3D. To undo the import for FSX just delete your FSXSERVER.PAN file and rename FSXSERVER_UNDO.PAN to FSXSERVER.PAN. Similarly for FSX-SE delete your FSESERVER.PAN file and rename FSESERVER_UNDO.PAN to FSESERVER.PAN or for P3D delete your P3DSERVER.PAN file and rename P3DSERVER_UNDO.PAN to P3DSERVER.PAN

Exporting Sequences

You can 'export' one or more
sequences and store them in a Panning Sequence Definition File (PSF) by first selecting the group of sequences you wish to export, this will highlight them within the Sequence List. Use the mouse to click on the first item and shift click (or ctrl click) to select a group of views. Then click on the Export button option along the bottom of the Panning Sequence Management dialog.

This option will first display the Save File dialog ready for you to select the required PSF, Panning Sequence Definition File, or type in the required file name for the new PSF file to be created. You can click on the 'X' in the top right-hand corner of the Save File dialog to abort the operation. Otherwise, navigate to the required folder and select the required named PSF file or type in your file name, then click on the Save button option.

If the file already exists you will be asked if you want to replace it and overwrite the file storing the current selected
sequences. Click 'No' to abort. Click 'Yes' if you want overwrite the file.  

The Panning Sequence Joystick Option - Reassign Joystick Numbers for Panning

First select (highlight) the group of panning sequences you wish to reassign within the management dialog, then click on the 'Joysticks' button. In the ‘Renumber Joystick Assignments’ dialog numeric boxes are primed and displayed allowing you to specify the 'From' and 'To' joystick numbers. The 'From' number is always primed with the first selected item's joystick number.

  

This option will change the assigned joystick numbering without changing the current device/joystick mapping.

Selecting Sequences within the List

The standard Windows 'Left Click', 'Ctrl + Left Click' and 'Shift + Left Click' actions can be used to select
sequences from within the Sequence List. All selected sequences are highlighted with a blue background within the Sequence List.

Left Click

Move the mouse over the required
sequence and left click on the mouse to select a single item within the Sequence List.

Ctrl + Left Click

Move the mouse over the required
sequence then hold down the Ctrl key and left click on the mouse to select an additional sequence.

Shift + Left Click

Move the mouse over a
sequence then hold down the Shift key and left click on the mouse to select all the sequences inclusively, between the previous selected sequence and the current sequence.

Where are my Sequences Stored

All
sequences are stored in an appropriately named PAN file within your x:\OpusFSI_v5 folder, where 'x' identifies your installation drive letter.

The FSXSERVER.PAN file stores all
sequences for use with the Microsoft FSX Flight Simulator.
The FSESERVER.PAN file stores all sequences for use with the FSX-SE Flight Simulator.
The P3DSERVER.PAN file stores all
sequences for use with the Lockheed Martin Prepar3D Flight Simulator.

Any time the
sequences are stored to disk a backup file is created with the same filename as above with the date stamp _DDMMYYY appended. Where 'DD' is the current day, 'MM' the current month, and 'YYYY' the current year. Hence, previously backed up PAN files can easily be copied and renamed to restore the cameras from a previous date.

Sequence Editing

The basic steps involved in creating a sequence are,

·         Add or Clone a sequence

·         Assign Aircraft Types to the sequences

·         Make adjustments

·         Save sequences

The Panning Sequence Editing dialog is used to perform all general editing of a sequence view, that is,

To change the sequence name.

To change the assigned aircraft types.

To change the camera view mode.

To change the assigned joystick button or key sequence.

To modify the eye point steps for the sequence.

A sequence is selected for editing in the Panning Sequence Management dialog using one of the Edit, Clone, or Create options, or alternatively by double-clicking on a sequence using the left mouse button (which is the same as highlighting and using the Edit option).

Normally a sequence is created or edited with the view on the simulator's main display window. However, sequence management and editing can also be done without running the actual simulator.

1. Changing the sequence name

The sequence name is displayed and can be edited in the text box in the top left hand corner of the Panning Sequence Editing dialog. Sequence names should be chosen to indicate both the assigned aircraft type and view. For example, 'B737 - Walk Around'.

2. Assign Aircraft Types

Sequences can be associated with all aircraft, a group of aircraft or a single aircraft. The sequence can be assigned or associated with specific aircraft types using the Assign Aircraft Types to the Sequence option. The first assigned aircraft type name is displayed below the option along with the total number of aircraft types that have been assigned.

You will be prompted as to whether you wish to reassign multiple sequence views. If you select Yes then a list is displayed for you to select multiple sequences from. Next a list of aircraft types is displayed for you to assign the sequence(s) to.

Select the 'All Aircraft Types' entry to make the view global, alternatively highlight all the associated aircraft types. Use <CTRL>< left_mouse_click> to select multiple items from the list, use the standard windows method to select a consecutive group (click on the first item then <SHIFT> <left_mouse_click> on the last item). Click OK.

3. Select the Sequence View Mode

It can be either,

·         Virtual cockpit

·         2D Cockpit (scenic)

·         External Aircraft

There are no facilities within FSX that gives us the 6DOF control over other view types.

Adjust an eye point using the LCC or the Sequence Editing dialog

First select the required step by clicking on a step number button on the left. The currently selected step number will be highlighted in green. You can display the next and previous pages of steps by clicking on the right and left chevron buttons at the top and bottom of the column. The total number of configured steps (eyepoints) is displayed in the dialog.

4. Adjusting the eye point using the LCC

You can use Live Camera Control to adjust the eye point position by clicking on the required step number, then clicking on the Edit with LCC button. All changes and movements within the LCC are with reference to the 'current' eye point, hence they are labelled Left/Right, Fwd/Bwd, Up/Down, Pitch, Bank, and Yaw. Click on Set, Adjust or Create to save the position.

Adjusting the eye point using the Sequence Editing dialog

As an alternative to the LCC you can adjust the eye point for each step by setting the numeric values directly in the XYZ PBY text boxes (5). To enter a value into a XYZPBY text box, click on the step number to select the required step, click on the box, enter the new value, then either press the <return> key or click outside the box. All distances are in meters and all angles in degrees. XYZ values are displayed to 3 decimal places and PBY to 2 decimal places.

All these commands are with reference to the aircraft axes which normally runs through the centre of the aircraft. The X axis moves the eye point left and right, the Y axis up and down, the Z axis forward and back, and the Pitch, Bank, and Yaw movements are as expected.

Speed, Delay and Defaults

The transition Speed value allows smooth transitions between each step of the panning sequence. A value of 0 is used for instant transitions, otherwise the speed can be set between 1 (fastest) to 255 (slowest). All Speed settings greater than 100 are scaled to provide a wide range of transition times. A 'slowest speed' limit is imposed on the actual transition speeds to provide more consistency in the transitions. Note that different aircraft can have different VC panning rates.

Stuttering camera transitions

If you have set large transition times (for a slower transition) then your sim will have to process many more eye point adjustments. If your sim does not have enough time to handle these it will ignore many of them and you could end up with less than smooth motion. If so then you must set much lower transition times.

The Delay in milliseconds is used at the end of each step during playback if you wish to pause at a step.

The configured Defaults (6) are used for the transition speed and delay between each step when playing the sequence. In addition for each step in the sequence you may configure a transition speed and delay to override these defaults.

7. Delete

Click on the required step number and then select Delete.

Copy and Paste

Click on the required step number to copy from and select Copy (8). Next click on the required step number to copy to and select Paste (9). Note that when you click on an empty step at the end of the sequence it will be initialised with a copy of the previous step's data, you can just Paste over this.

10. Duplicate

Click on Duplicate to copy multiple steps with the option of flipping these steps about the horizontal, vertical or longitudinal axis. Enter the required from and to step numbers to be copied and select the appropriate radio button for any transformation. The new duplicated steps are appended to the end of the sequence.

This is a useful tool for quickly creating the second half of a sequence which circles the aircraft. For example for a walk around sequence create the steps for the first side of the aircraft walk around and then just duplicate these steps and choose the flip horizontal radio button, this will create the steps for the other side of the aircraft to complete the sequence. The duplicated steps are automatically reversed so that they continue from the end point of the original sequence i.e. if the original sequence starts at the front and stops at the tail then the duplicated sequence would start at the tail and stop at the front of the aircraft.

Flip Horizontal, Vertical and Longitudinal

Click on the required step number and then select Flip Horizontal (8) to flip about the X axis, Flip Vertical (13) to flip about the Y axis, or Flip  Longitudinal (15) to flip about the Z axis.

Insert Above and Below

Click on the required step number and then select Insert Above (12) to insert a new step above the currently selected step, or Insert Below (14) to insert a new step below the currently selected step.

Play from Start

Preview the whole panning sequence from the start. Panning Sequences can be terminated during playback by pressing and holding down the Left Mouse Button for a few seconds.

Play from Pos

Preview the panning sequence from the currently selected step position to the end. Panning Sequences can be terminated during playback by pressing and holding down the Left Mouse Button for a few seconds.

Change Order

To change the order of the steps within the sequence use the green arrows.

19. Joystick Button and Key Sequence

If you wish to associate the sequence with a joystick button or keyboard key then click within the button or key command text boxes to specify the required assignment. When you click within the text box, the box will empty and turn red indicating it is waiting for your entry. You can now either click a second time to clear the entry, or press your desired joystick button or keyboard assignment.

OpusFSI will accept buttons 1 through to 32 of Joysticks 1 through to 16. All button and registered key events are displayed within the Spy window when the button or key is pressed. If they are not displayed then the joystick or button is invalid, either not registered within FSX, already assigned elsewhere (i.e. FSX, 3rd party add-on etc), or just an illegal entry.

Refer to the Assigning Joystick Buttons and Keyboard Keystrokes section of this document for further details.

20. Return to Start

Select this checkbox to return to the start of the sequence after playing the sequence during flight.

21. Return to Camera

Select this checkbox to return to the camera view after playing the sequence during flight.

22. Acceleration

Select this checkbox to accelerate and decelerate each step of the sequence during playback. If this is disabled the sequence will just accelerate to the first step and decelerate on the final step.

23. Disabled

The Disabled option can be used to disable or enable a sequence for selection and play.

Finally, when you have finished editing a sequence you should click on the OK button to end the edit session. You can cancel or abort the edit operation at any stage using either the Cancel option or by clicking on the 'X' in the top right of the dialog.

 

FAQ

How do I pan around?

At present you can use either Live Camera Control (using a game controller, or the arrow keys on the LCC dialog, or assigned shortcut keys), the standard hat switch, FSX Mouse Look or TrackIR. 

FSX uses the hat switch as standard for panning views around, this panning is fully compatible with our camera control and effects. If you have disabled your controllers in FSX and are using FSUIPC then you can enable mouse wheel button panning and that also re-enables the hat switch on the joystick.

FSX Mouse Look conflicts with TrackIR so you need to disable TrackIR (F9) prior to using Mouse Look. To use Mouse Look try the following methods;

·         press the space bar whilst holding down the left mouse button

·         hold down the middle wheel button whilst moving the mouse around

·         press shift-O then move whilst holding down the left mouse button, press shift-O again to exit mouse look

·         program the wheel button to shift-O in your mouse driver.

I don't have any turbulence

When using Live Camera our DHM effects are associated with camera views so you must configure a camera view with DHM effects and set it as either the default view, assign it with a keyboard key or joystick button, or configure it as a windowed view. When you then subsequently display the camera view in flight (by default or by pressing the assigned key/button) you will see the DHM effects.

For turbulence on the aircraft itself select both the Bump Aircraft and Turbulence Effects options (Turbulent Motion and/or Turbulent Bump) within DHM. Enable FSX turbulence (which is set via the FSX menu option - Options, Settings, Display. Select the Weather tab, there is an option for turbulence and thermal effects on the aircraft). 

If you can't see the DHM effect on your aircraft then set the "\OpusFSI_v5\FSISERVER.EXE" file properties (compatibility tab) to "Run as Administrator". This can be done by right clicking on the program in Windows Explorer or right clicking on the desktop shortcut.

TrackIR doesn't work or DHM is jerky

You must follow the TrackIR setup instructions in the Getting Started guide. Try enabling the Run TrackIR High Priority option in the Server Configuration dialog.

TrackIR can become very jerky if 'precision' is disabled, its default key assignment is F7 so it's possible to inadvertently change its setting if you use F7 to increase flaps.

I don't have any wing flex

To see wing flex you must select advanced animations which is set via the FSX menu option - Options, Settings, Display. Select the Graphics tab. To see changes to the VSI enable the options for turbulence and thermal effects on the aircraft in FSX which is set via the FSX menu option - Options, Settings, Display. Select the Weather tab.

The camera dialog only lists "All aircraft types" or DHM doesn't work

Either right click on the your OpusFSI SERVER desktop shortcut icon, or the file C:\OpusFSI_v5\FSISERVER.EXE in Windows Explorer, and select Properties, select the Compatibility tab, tick the checkbox to "Run as Administrator". Also set this option for FSICLIENT.EXE on your optional client PCs.

The camera dialog doesn't list all my aircraft

Ensure your aircraft.cfg file is not corrupted and the file attribute is not 'read only'. 

My aircraft disappeared from the FSX list

When you open/edit an aircraft.cfg file in Notepad, select File - Save As ...

You will see the Encoding type in the bottom right-hand corner of the dialog. This should be set to ANSI.

Missing aircraft textures - skeleton view

Basically the skeleton aircraft results from positioning the eye point for an external view but with a cockpit (VC) view selected on the display. We cannot actually determine what view is displayed, the software is forced to just select 2D then count in steps from there. For OpusFSI versions prior to v4.00.18 for correct operation your views should cycle (S key) between,
  VC - Spot - Tower - Aircraft - External

In OpusFSI v4 (and OpusFSX v3.49.3 onwards) you can specify the number of Simulator View Modes (Configuration dialog) on your system which should overcome this problem (but also refer to the information below regarding SP2 and 3rd party camera packages). For example if you have the Tower view disabled, the Simulator View Modes setting can be used to reduce the available view modes and allow the correct selection of the your external aircraft cameras.

For OpusFSX versions prior to  v3.49.3 for correct operation your views should cycle (S key) between,
  VC - Spot - Tower - Aircraft - External
Opus sets each of these view types as CycleHidden=No. You should ensure you have not hidden any of these views by setting their CycleHidden field to Yes in the aircraft.cfg or cameras.cfg files. Also ensure these files are not write protected.

Missing aircraft textures can also be caused by a corrupt FSX Service Pack 2 or Acceleration Expansion Pack.

Before disabling 3rd party camera packages their configuration utility must be run and the "Restore" function selected to restore all camera views to FSX default, otherwise 3rd party camera definitions are not removed from the aircraft config files and can cause problems.

I've lost the F12 top down view

This problem is corrected in OpusFSI Beta Version 3.18.1 onwards.

N.B If you are using TrackIR then by default it re-assigns the F12 key to its center view function, other 3rd party packages may reassign keys too.  

My key/button assignments to change views don't work

All button and registered key events are displayed within the Spy window when the button or key is pressed. Keyboard events do not appear in Spy whilst editing cameras, only after they have been saved and edit mode is exited. If they are not displayed then the joystick or button is invalid, either not registered within FSX, already assigned elsewhere (i.e. FSX, 3rd party add-on etc), or just an illegal entry.

A joystick must be enabled in FSX for it to be recognised and its button press events to be forwarded on to OpusFSI.

The numeric pad keys 0 to 9 can be used but they must be assigned with the Num Lock ON (for recognition), and used with the Num Lock OFF within FSX/P3D. This is a quirk of the simulator and not the OpusFSI software. 

Make sure you are assigning the key/button assignments in the correct camera dialog box. Button assignments go in the top box and key assignments in the bottom box in the camera dialog.

When you create camera views you can assign them either to a particular aircraft, or group of aircraft, or "all aircraft", if the views are assigned to specific aircraft then one of those aircraft must be loaded in FSX/P3D.

Your FSX main window must have focus before using the key.

Camera transitions are not smooth and stutter

If you have set large transition times (for a slower transition) then your sim will have to process many more eye point adjustments. If your sim does not have enough time to handle these it will ignore many of them and you could end up with less than smooth motion. If so then you must set much lower transition times. Also check TrackIR and other eye point adjusting software, none of which will be compatible unless it is interfaced to OpusFSI. Switching Vertical Sync (Nvidia Inspector) to 1/2 refresh may fix the problem, if V.Sync is off or on it can cause stutter.

"Unable to transfer camera configuration data across to system <client_name>" message

You must set up your drive sharing, security, permissions etc. as described in the Getting Started guide so that the server and client systems can access each other BOTH ways. You will find your configured camera definition files for your client systems stored in the c:\OpusFSI_v5 installation folder on your server system, they are named < CLIENTNAME>.CAM

What views can I see on the server and client computers ?

You can display any interior (cockpit), exterior (scenic), or external (aircraft) views on the
main 'flying' server system. You can only display exterior (scenic), or external (aircraft) views on the secondary client systems. You cannot control the aircraft by displaying panels such as CDUs or GPS on the client systems - these are non flying slaves.
On networked systems, the main 'flying' server PC operates the same as it would on a standalone (single PC) system providing the same assortment of interior (cockpit), exterior (scenic), and external (aircraft) views; and hence it provides the means to monitor and control the aircraft and its systems. In addition, the Live View and Live Camera networked links with the secondary client systems (PCs or Laptops) allows a variety of exterior (scenic) and external (aircraft) client system views to be created and controlled. If desired, a number of exterior views can be used on your networked multi-screened system to create a panoramic vista. All views are created and controlled centrally from the server system.

On networked systems, the Live View connections automatically synchronize the aircraft's current position, attitude, flaps, rudder, ailerons, gear and lighting configuration, and simulator's date/time, along with either your chosen weather theme or the full METAR weather for the surrounding area.

OpusFSI supports Windowed Views on the server and all client systems. These additional views are ideal for multi-screened PCs as well as single large screen displays. All windowed views can be positioned and sized automatically.

Can I create an Instrument Panel view ?

Yes, but the controls only work on the main 'flying' server machine.

 

First create a windowed view associated with the aircraft type on your main 'flying' server. 

Select virtual or 2d cockpit view.

Tick the Windowed View checkbox.

Adjust the viewpoint (x, y, z, pitch and yaw) to centre the view on the required instrument panel. You can adjust the z axis to move the eye point in as close as you want. 

Save the camera views and reload the aircraft type to force FSX to reload the aircraft.cfg file.

 

Your new windowed view should be on display, you can now position your window. Click on the Save Win button to save the position and size of your window.

Can I use 3rd party packages with OpusFSI?

All Opus DHM effects are camera shake effects with the exception of the Bump Aircraft option in the DHM dialog. Setting this option results in bumping the aircraft's motion synchronously with the DHM low frequency turbulence effect. If you are using Accu-Feel then turn off their global turbulence, chop, gusts, and clear air turbulence in order to prevent conflict with OpusFSI.

Can I use Live Camera with another weather engine?

You can but of course the DHM and Bump Aircraft turbulence effects are not going to be as good as when you use the Opus LWE, which we believe is by far the best, since it is the LWE that supervises all intelligent and RW turbulence effects, both the DHM and the Bump Aircraft turbulence. Its only the LWE that can possibly provide such real time supervision because its the LWE that knows the exact meteorological conditions surrounding your aircraft. Hence, for maximum realism in the simulator, which is what OpusFSI is all about, it's is by far best to couple both the OpusFSI Live Weather Engine with the Live Camera views and their associated real world DHM and Bump Aircraft.

 


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