April 8, 201115 yr Commercial Member The difference of course is the euphemistically titled "addon manager". This was covered already, the "Addon Manager" is the proper title, both because it's not something related to sceneries only, which means the generic name "Addon" is correct, but also because it does exactly what the name says, since it manage a lot of things which don't have anything to do with DRM.We would have such module even if we didn't use DRM at all, since we need it for lots of features our sceneries have, and sceneries that doesn't use it DO NOT have.See this post of mine, that explains some of the things the Addon Manager does, that doesn't have anything to do with DRM:http://forum.avsim.net/topic/331168-virtuali-a-rant/page__view__findpost__p__1952883In fact, by using a single module for protection AND utility function for the sceneries, it's way more efficient than having two separate modules. And of course, it's more efficient since other developers (like Flightbeam) can use it, so there's only *one* module loaded which is capable of providing both utility function and protection to several products at the same time, without unneeded duplication of functions.One of the reason why we were able to create very large sceneries in extremely unfavorable situations, like JFK, which still performs reasonably (many even thought JFK in FSX was "impossible"), or sceneries like KDFW, which allow something that FSX doesn't really support, like ground shaders over such a large area, it's ONLY because we use our support modules, otherwise we would have to stick to countryside airports in remote areas, which are very easy to do in great detail and with good fps, or large airports with too low fps. Note that all our airports comes with moving jetways, which have an impact on fps, but you don't really feel it, because of all the optimizations that are in place thanks to the Addon Manager allows for a better performance starting point, other developers simply make them static, which is a quick way to gain performances, since they can't fully control object visibility and loading (not when using native FSX code), like we do with the Addon Manager.The Addon Manager and the Couatl Python script engine are an integral part of what we do to design a scenery, and do things which are way more importan than DRM, and other developers, like PMDG, are also using the same approach of installing a .DLL module that does both protection and utility functions (pmdgoptions.dll in case of PMDG), because it's obviously the most sensible things to do, instead of having to manage and maintain different modules at the same time. Umberto Colapicchioni http://www.fsdreamteam.com FSDT on Facebook
April 8, 201115 yr Virtuali: pls dont spend too much time about this, better focus on los angeles X scenery. Use your energy for it. the addon manager works perfect and the sceneries are so great! i have all the sceneries (not dallas) and thx god to giving fsdreamteam to us. Virtuali focus and put more energy on los angeles project then keep writing here. God bless FsDreamTeam. FPS+ super quality = rocks!!! This was covered already, the "Addon Manager" is the proper title, both because it's not something related to sceneries only, which means the generic name "Addon" is correct, but also because it does exactly what the name says, since it manage a lot of things which don't have anything to do with DRM.We would have such module even if we didn't use DRM at all, since we need it for lots of features our sceneries have, and sceneries that doesn't use it DO NOT have.See this post of mine, that explains some of the things the Addon Manager does, that doesn't have anything to do with DRM:http://forum.avsim.n...ost__p__1952883In fact, by using a single module for protection AND utility function for the sceneries, it's way more efficient than having two separate modules. And of course, it's more efficient since other developers (like Flightbeam) can use it, so there's only *one* module loaded which is capable of providing both utility function and protection to several products at the same time, without unneeded duplication of functions.One of the reason why we were able to create very large sceneries in extremely unfavorable situations, like JFK, which still performs reasonably (many even thought JFK in FSX was "impossible"), or sceneries like KDFW, which allow something that FSX doesn't really support, like ground shaders over such a large area, it's ONLY because we use our support modules, otherwise we would have to stick to countryside airports in remote areas, which are very easy to do in great detail and with good fps, or large airports with too low fps. Note that all our airports comes with moving jetways, which have an impact on fps, but you don't really feel it, because of all the optimizations that are in place thanks to the Addon Manager allows for a better performance starting point, other developers simply make them static, which is a quick way to gain performances, since they can't fully control object visibility and loading (not when using native FSX code), like we do with the Addon Manager.The Addon Manager and the Couatl Python script engine are an integral part of what we do to design a scenery, and do things which are way more importan than DRM, and other developers, like PMDG, are also using the same approach of installing a .DLL module that does both protection and utility functions (pmdgoptions.dll in case of PMDG), because it's obviously the most sensible things to do, instead of having to manage and maintain different modules at the same time.
April 8, 201115 yr When we added the user-controlled deactivation, there was a limit of 6 deactivations allowed. Right now, we lifted that one as well, and deactivations are now unlimited.Hello,Thank you very very much for adding this new feature.best regards,Aftab AFTAB HINGORO
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