Why on earth could that be needed at all ? 


Assume, you have your enhanced flightsim computer that you want to run FSX on with several monitors. Full screen. Let's call this one the host.


Would it not be nice to have a different (maybe old) computer or laptop in the LAN (a client) which entirely handles FSXPilot ? 


From there, you could use all the advanced functions without disturbing your primary FSX host computer.


Fortunately Simconnect allows the installation of clients on several computers in the LAN: 


Howto install FSXPilot on a different computer in the LAN 


Thank you HifiTechnologies for posting similar information information on their website. This is an adaptation of the information for FSXPilot. 


FSXPilot can be used in a networked configuration where FSX runs on a different computer (FSX Deluxe version is required).  


Allowing this to work requires proper networking and security configuration on both computers.  SimConnect will be used in networked client/server mode to facilitate the weather communications functions.  Networked file access will be used to pass data between Active Sky, XGauge and FSX station databases.


Sharing Folders


Not necessary.

 

Important requirements for networked configuration:


FSX Deluxe version ONLY (standard does not include the SDK or required simconnect client installation files)

FSX Service Pack 1 (or later) update applied (http://www.fsinsider.com)

FSX SDK installed from FSX Deluxe Disk 1 (\SDK folder setup.exe)

FSX SDK SP1A (or later) update applied (http://www.fsinsider.com)

The computer to run FSX (hereby named SERVER) and the computer(s) to run SimConnect add-ons (hereby named CLIENT(s)) must be appropriately configured for normal IP networking

Firewall software must be configured to allow SimConnect communications on the port you set (we suggest port 500) – This includes windows firewall – and applies to all computers, both SERVER and CLIENT(s)

Shared Folders must be properly configured.


Step 1: Verify requirements


Look through the above requirements and ensure everything is setup properly and all FSX SDK & update installations have been run.


Step 2: Configure SERVER


There are two files which must be configured on the server.  They are:


for FSX: 


[ApplicationDataFolder]\Microsoft\FSX\SimConnect.xml

[MyDocumentsFolder]\Flight Simulator X Files\SimConnect.ini


For Prepar3D:


[ApplicationDataFolder]\Lockheed Martin\Prepar3D v2\Simconnect.xml

[MyDocumentsFolder]\Lockheed Martin\Prepar3D v2\SimConnect.ini


ApplicationDataFolder is:


For Windows XP: C:\Documents and Settings\[USERNAME]\Application Data\

For Vista/7: C:\Users\[USERNAME]\AppData\Roaming\


MyDocumentsFolder is:


For Windows XP: C:\Documents and Settings\[USERNAME]\My Documents\

For Vista/7: C:\Users\[USERNAME]\Documents\.


There are example files located in your FSX SDK installation folder (normally C:\Program Files\Microsoft\Games\Flight Simulator X SDK\SDK\Core Utilities\SimConnect SDK\config).  We suggest copying these files to the appropriate locations and then modifying as follows:


SimConnect.xml:


The values for Protocol, Address and Port must be modified.  The other values should be left default.


For Protocol,

IPv4 should be used.

Example: <Protocol>IPv4</Protocol>


For Address,

use either the computer name or the physical IP address of this SERVER.

Example: <Address>192.168.1.102</Address>


For Port,

use any port you wish to enable for SimConnect communications.  We suggest port 500.  This port will need to be enabled in any software firewall programs you are running (including windows firewall).

Example: <Port>500</Port>


SimConnect.ini:


The configuration values here are less important, however it is extremely helpful to have the debug console activated (console=1) to be able to see when SimConnect is appropriately making a connection and talking to the client applications.


We suggest the default values:

Change console to 0 (console=0) to disable to debug console.


Step 3: Installing SimConnect client on CLIENT(s)


FSX: There is a simconnect.msi installation file located in the SDK installation folder\SDK\Core Utilities Kit\SimConnect SDK\lib.  This file should be copied to each CLIENT machine and run in order to install the appropriate SimConnect client files.  Remember to update your SDK to SP1A (or latest) before doing this.


P3D: There is a simconnect.msi installation file located in the P3D home directory.  This file should be copied to each CLIENT machine and run in order to install the appropriate SimConnect client files. 


Step 4: Configure CLIENT(s)


There is a single configuration file needed on all clients:

[MyDocumentsFolder]\SimConnect.cfg


MyDocumentsFolder is:

For Windows XP: C:\Documents and Settings\[USERNAME]\My Documents\.

For Vista/7: C:\Users\[USERNAME]\Documents\.


There is an example file located in your FSX SDK installation folder (normally C:\Program Files\Microsoft\Games\Flight Simulator X SDK\SDK\Core Utilities\SimConnect SDK\config).  We suggest copying this file to the appropriate location and then modifying as follows:


The values for Protocol, Address and Port must be configured exactly the same as you have configured for the server’s SimConnect.xml file.  We recommend the other values be left default.


Here is an example SimConnect.cfg file:

[SimConnect]

Protocol=IPv4

Address=192.168.1.102

Port=500

MaxReceiveSize=4096

DisableNagle=0


The SimConnect.cfg file needs to be set for all client computers that will be running addons that need to connect to FSX on the server.


Step 5: Test the configuration


Using the samples provided in the SDK, you can easily test for proper networked simconnect configuration.  The AI Traffic.exe example program (located in the SDK Installation folder\SDK\Core Utilities Kit\SimConnect SDK\Samples\AI Traffic) should be run after the SERVER’s FSX has been started.  If successful, the AI Traffic program will bring up a console window indicating “Connected to Flight Simulator!”.  If unsuccessful, the program will run and end immediately without any “Connected” message shown.  If you have the debug console enabled on server (console=1 in the SimConnect.ini file) then you’ll see some messages indicating connection and communication with the client.



Step 6: Start FSX (or P3D) on Server, start FSXPilot on Client, and ... fly



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