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Lockheed Releases P3D V2.1

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Ever considered It's beyond your control Rob?

 

Not ready to give up ... 

 

Have a few ideas

 

Do any Win8/8.1 users have these types of stutters ?

 

And, for anyone with these stutters on Win7 ... could you do me a favor and disconnect (physically unplug) all your Joystick/controller devices and fly Keyboard only and let me know if the stutters are still there?

 

I have a hunch ...

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Rob, didn't Wes suggest uncapped the internal limiter now?

 

Sent from my GT-N7100 using Tapatalk

The airports you're talking about are P3D v2.1 certified?

 

Spirit

 

This is at the default KLAX airport in a default aircraft. Only FTXG installed.

 

 

 

I've tried every possible combination and of settings and nVidia Settings and I'm not having any luck solving this. Unlimited, VSync, lower display settings, fresh full install ... so far nothing has worked. As you can see from my video, just ocean and clouds (not even that many) and I'm stuttering ... but the key is that my fps aren't fluctuating so definitely something odd going on. I even thought maybe it was some controller problem, so I flew keyboard ONLY and still same issue.

 

When I read this post, I think it's funny that you say that you spend more time on flying than on tweaking... Don't get me wrong. I HIGHLY appreciate all the testing you do and already learned a lot from your posts. And I also appreciate that other than all the fans of P3D out here, you really talk about facts and this actually adds to the discussion. Much more than all this "you just have to like what you see" crap. And it is important that people appreciate the progress of P3D but are still critical and inform LM about the errors the system still has. Only this way will P3D improve over time...

[email protected] ∣ Asus ROG Strix B650E-E ∣ 64Gb@6000MT ∣ NVidia 5090 FE

So did LM provide an option to have two different ways of presenting clouds? If so, I assume this is some Prepar3D.cfg setting as I don't see anything in the UI?

 

 

No, not as yet. Beau did state it would be an easy thing to add if people wanted it, and there are plenty that do, so I remain hopeful. It requires a change to the shader files.

 

And yes, I did miss read you post... you need to write more clearly for simpletons like me :lol:

Tweaking??? What exactly did you tweak (this is not FSX) and did you try using the sim without FSX type modifications?

 

Thanks Dillon, clearly that's where I was going wrong thought it was FSX! Cause we flight simmers really have no clue what we are doing after years and years of becoming experts in config and graphic settings. I was tweaking the sliders for best graphic performance which worked well. Don't get me wrong PD3 V2 looks amazing but the issue remains a right click ends all the fun quickly, even in a complete default state. Cheers.

And, for anyone with these stutters on Win7 ... could you do me a favor and disconnect (physically unplug) all your Joystick/controller devices and fly Keyboard only and let me know if the stutters are still there?

 

Rob, I tried to reproduce the stutters on my system but I don't see them. I flew out over the ocean at FL100 with the default A36 and some light clouds. I see some minor stutters in turns and when I get closer to the clouds there are some occasional microstutters. But when I fly straight over the clouds I have no stutters in a top down view. This is on a Win7 64-bit system with a patched P3D2 2.1 (so no full install yet). And I'm using REX Essential textures for water and clouds. Water setting is on "High" and I'm using VSync and Triple buffering. All other settings pretty much consistent with one of your previous posts. There is no difference between frames locked at 30 or unlimited frames (which gives me 60 fps in this situation). Nevertheless, I also see a lot of microstutters when flying over land. But this is also not consistent but rather happens occasionally. As if the graphics engine gets stuck when loading certain textures...

[email protected] ∣ Asus ROG Strix B650E-E ∣ 64Gb@6000MT ∣ NVidia 5090 FE

For solving the issue in the QW BAe-300 in P3D v2.1 with wheels submerged in the runway, change the following contact points in each  BAe aircraft.cfg:

 

Under [contact points]:

 

point.0: where is -8.45 change to -8.95 

 

point.1 and point.2: where is -8.65 change to -10.05

 

Please back up first the aircraft.cfg! This is  for the BAe-300 but it should also work for the other models and the Avro (didn't test)  because  they all have the same contact points.

 

Great tip :smile:

 

Any luck making the taxi and landing lights work?

 

 


first, turn off FTX Global vector lights.  Thanks to whoever posted that tip

 

You're very welcome.  ^_^ LM has fixed a few problems with the Orbx lights but it seems the solutions introduced another problem. I have never been a real fan of those Orbx lights because they have been causing trouble to a lot of people from day one. I will leave the Vector road lights disabled (when I get P3D running with TrackIR again) but I really wish there was a way to disable all Orbx lights during daytime somehow because I think performance would benefit from it.

You're very welcome.  ^_^ LM has fixed a few problems with the Orbx lights but it seems the solutions introduced another problem. I have never been a real fan of those Orbx lights because they have been causing trouble to a lot of people from day one. I will leave the Vector road lights disabled (when I get P3D running with TrackIR again) but I really wish there was a way to disable all Orbx lights during daytime somehow because I think performance would benefit from it.

 

Isn't it possible to disable them in the terrain.cfg? Strange if you couldn't.

Simmerhead - Making the virtual skies unsafe since 1987! 

Question re Vector road lights. How does one turn them off? FTX Central has an option for Global road lights, which has always been off, but I see no option for Vector road lights. Is this the same thing?

 

Frans Kes

.....

Do any Win8/8.1 users have these types of stutters ?.....

 

Hi Rob,

what resolution do you have for your clouds?

 

I run with Windows 8 pro and don't have such stutters.

Spirit

I'm very sad reading this thread, I uninstalled v1 after little success and decided to wait for v2. Having read about further issues, it looks like I'll be sticking with FSX for the foreseeable future.

Howard
MSI Mag B650 Tomahawk MB, Ryzen7-7800X3D CPU@5ghz, Arctic AIO II 360 cooler, Nvidia RTX4090 GPU, 32gb DDR5@6000Mhz, SSD/2Tb+SSD/500Gb+OS, Corsair 1000W PSU, LG Ultragear 48"4K, MFG Crosswinds, TQ6 Throttle, Fulcrum One Yoke
My FlightSim YouTube Channel: https://www.youtube.com/@skyhigh776

To hell with this. OOM's in the morning, before coffee! I'm at the point where sliders are turned down to the level where FSX looks way better (ENB). 

 

Think it's time to give X-plane a proper chance.

There is a small issue I found. The P3D installer sometimes fails to install legacy Simconnect drivers. I was getting very frustrated with my FSDreamteam stuff, none of it worked. I manually selected them and bingo, all good.

Will Reynolds

 

Flight Sim Addict

 

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I get what you're saying, Rob, about the size of the world simulated.  And the whole world is mighty big.  But does FSX or P3D really load the whole world?  I don't think so.  That's why when you move from one spot to another far away by means of the map, or by "transporting" to someone else in Multiplayer (using the Ctl F, Ctl O option), there's nothing there, and the sim has to take time to draw it all in.  The part that is drawn for us as we fly is pretty big, sure, but it is also landclass and texture draped over a not terribly complex mesh for the most part, with autogen plopped down on it.  

 

I'm no programmer of any kind whatsoever, so I don't know, but I believe you when you say that it boils down to polygon counts and shaders and, I would add, physics calculations and then rendering a screen that portrays those physics.  But I also wonder if the poly count in FSX/P3D is really higher than it is for everything that has to get rendered and re-rendered while zipping around a track, or shooting down an enemy plane with pixel bullets.  

 

Maybe.  I'm suspicious, though, of the claim that is always trotted out in defense: it's a big world.  

 

I think you are missing the point a bit. It isn't that all of the details, textures, buildings, coastlines etc for the whole world have to be loaded or even pre-rendered, but that the program has to be ready to load and render any part, to any level of detail determined by the designer, at any time and for any one.  There's no way for the original FS programmers to predict what the engine will need to do excepting by the fairly open rules for the scenery design language (the stuff going into the BGLs and AGNs etc).

 

Racing games, shoot-em-ups, and so on not only have a limited world but also limited pre-determined graphics which can therefore be carefully designed and optimised both in their data definitions and in the processing of them for that specific area and usage. There's no such luxury for a whole-world open-ended Flight Sim. 

 

The only other type of sim I can think of that is remotely similar is the Train Sim, but that is mostly a one-dimensional world, only 3 dimensional along fairly narrow paths. Yes, it needs to be open-ended so 3rd party developers can add more lines, but it is very limited compared to flight, and even then Train Sims can suffer from the same things FS does in terms of frame rates, memory constraints, and so on.

 

Regards

Pete

Win10: 22H2 19045.2728
CPU: 9900KS at 5.5GHz
Memory: 32Gb at 3800 MHz.
GPU:  RTX 24Gb Titan
2 x 2160p projectors at 25Hz onto 200 FOV curved screen

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