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Prepar3d V3 Release date Wednesday 30th September

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@Brandon

 

How does the avatar mode work? Is it simply another viewpoint you select (and then first of third person) or is there more to it than that? I assume controls are via keyboard and mouse as with a standard FPS?

 

Also, do you happen to know whether if the a/c is developed with the avatar in mind you can use the same model as the pilot?

 

Thanks for the info.

This refers to an issue which required excessive thrust to start moving (especially with light props), and then caused the plane to surge forward when it finally started moving. It's particularly noticeable with some of the more carefully modeled add-ons (A2A actually raised the issue with LM).

 

Tym

 

Not just the A2A's relatively complex add-ons. The system-simple Virtavia B-29 requires full thrutch to get moving, but thereafter behaves as normal. It's a very strange problem, and it's not unique to P3D. I experienced exactly the same with Alphasim's Hampden when beta testing ACG's Duxford in FSX. Very odd indeed.

 

Surely not everybody was kung fu fighting.

https://rationalwiki.org

  • Commercial Member

Thats really cool Brandon.  Does make you think though, if there's an option to dress your Avatar how you see fit,  Hot day, shorts, shades,  Cold day woolly jumper and hat,  the possibilities of immersion are endless.   Love the ATC window  

 

Not by default, but there's an "Avatar SDK" or, more precisely, a section of the SDK that explains how to create custom Avatars. Which could translate into something like this:

 

http://marketplace.xbox.com/en-US/AvatarMarketplace

 

Now, I'll have to take my best fireproof vest, to defend against flames...

 

P.S.

Don't worry, FSDT is not planning anything like that..

Not sure I understand, is SpeedTree integration automatic or do the trees have to be placed by the user?

\Robert Hamlich/

 

One more quick Q for you beta guys:

 

Does the aircraft's shadow cast on the terrain now correctly reflect that of the exterior model or is it still the VC?

 

EDIT: Actually, make that two Qs ;)

 

Is there a new sun glare effect? I notice that 'removed old sun glare' was listed in the log, but in Rob's most recent video there doesn't seem to be any glare at all.

 

Cheers.

 

 

Not sure I understand, is SpeedTree integration automatic or do the trees have to be placed by the user?

 

Am pretty sure it's been confirmed (via Orbx) there are no new trees actually included in the sim as such, only the separate models and the tools with which they can now be added by third party devs.

 

Bit of a shame really; upon reading the change-log I'd hoped they'd updated the base autogen.

 

Still, it's a nice feature for further down the line.

Not by default, but there's an "Avatar SDK" or, more precisely, a section of the SDK that explains how to create custom Avatars. Which could translate into something like this:

 

http://marketplace.x...atarMarketplace

 

Thank you Umberto,  That's actually the coolest thing i've ever heard  :smile:

 

 

Not sure I understand, is SpeedTree integration automatic or do the trees have to be placed by the user?

 

From John V  Orbtx 

 

There is no new Speedtree autogen in V3, the release adds support for the Speedtree SDK to allow developers to introduce new trees and grasses into scenery. It's far too early days at this stage for us to comment on how this will be implemented until we spend more time with the SDK.

 

If you're expecting trees and grasses swaying in the breeze worldwide, that isn't going to be the case.

 

LM has finally implemented Speedtree at my recommendation to them about two and a half years ago, it's something we've been wanting in a sim platform for a long time so we're pleased the support for is there now.

 

As to how we tackle any eventual upgrade to all our products to add Speedtree, that is a whole other story. You will likely see it introduced in newer projects, much like we introduced NatureFlow moving trees and grass from 1WA6 Fall City onwards, and then only selectively.

 

Finally, expect a FPS hit with Speedtree - you don't get millions of animated polygons in your FOV for free, that's dreamin

 

the new tree models need to be included to allow placement by developers

 

 

 

  • Commercial Member

@Brandon

 

How does the avatar mode work? Is it simply another viewpoint you select (and then first of third person) or is there more to it than that? I assume controls are via keyboard and mouse as with a standard FPS?

 

Also, do you happen to know whether if the a/c is developed with the avatar in mind you can use the same model as the pilot?

 

Thanks for the info.

 

Ctrl+Shift+E switches you in to Avatar mode and places your human model directly next to your aircraft. From here, you use the standard WASD to walk, C to crouch, R to run, and F to jump. The mouse, unfortunately, does not aim you in the direction that you want to walk, but I suspect that this is to let the mouse be free for clicking of aircraft parts in the future when developers implement walk arounds, etc.

 

Current aircraft have a different 3D model than Avatar. I imagine that developers may start releasing Avatar packs or including their own that match their addons. I'm not sure if you can associate a specific one with a specific aircraft, though.

 

One more quick Q for you beta guys:

 

Does the aircraft's shadow cast on the terrain now correctly reflect that of the exterior model or is it still the VC?

 

Cheers.

 

This was one of my annoyances with v2. I just checked and it still remains in v3. I hadn't remembered that it was an issue until you mentioned it. I've made note of it on the beta forum.

Brandon Filer

Another common complaint that people have is micro stutters

 This is also a memory management issue.  But much more complicated to nail down.  Measure twice, compile ... 

So ... if you don't nail down your memory management issues in 64 bit you're still going to have issues.  It's not about how big your pool is.  It's about how big your pipes are.   When non-programmer types hear "memory" they think we're talking about places where you hold your data.  That's only part of the story. It's all of the pipes (the old term) your data goes through just as much.  In fact it is even more so about bandwidth/throughput/megahertz/gigahurts than it is about bytes.   Paying attention to each clock tick is how you get software to work smoothly, not just throwing it all in the biggest hopper you can find and sending it all through the gears to be shredded.

 

I'll say it once again.  An OOM is a WINDOWS ERROR message that is sent to you to tell you that a program has ran out of space to allocated.   The fix is to simply not try to use more than you have available.  Another way, which is the lazy way which is NOT what the prepar3d team chose to do, is to simply intercept the error message before it gets to you and do something sloppy to bandaid it and pretend nothing is wrong.

 

But you can still try to send too much at one time to the CPU, and too much at one time to the GPU.  A top shelf programmer, which make no mistake LM has throughout their organization, understands this very complicated issue and knows how to include the metrics in their code to adjust these like any good high performance transmission.

Disclaimer:  [email protected] on Asus Maximus X Formula, G.Skill TridentZ RGB 4x8GB 4266/17 XMP, EVGA 2080 ti Kingpin (8400/2160Mhz), Samsung 960 EVO 250GB PCIe M.2 NVMe SSD , 28TB HDD total - 4TB+ photoscenery, Romex Software PrimoCache RAM and SSD cache (must have!), 3x1080p 30" monitors, Samsung Odyssey VR HMD, Pimax 4k & BE HMDs, Samsung Gear VR '17, Homdio v1, Cardboard, custom loop 2x 360x64ML Rads, Thermaltake View 71, VRM watercool, Thermal Grizzly Conductonaut CPU (naked die), Fujipoly / ModRight Ultra Extreme System Builder Thermal Pad on MB VRM. 8x Corsair ML120 (slight positive pressure). 🙂

This was one of my annoyances with v2 and it still remains in v3. I hadn't remembered that it was an issue until you mentioned it. I'll make note of it on the beta forum and see what they have to say.

 

 

Speaking of annoyances, If you don't mind Brandon, could you check if the head movement bug in the virtual cockpit as you near the equator still exists??. I really disliked this and am hoping I won't have to anymore !!

Jimmy Nestor

@Brandon

 

Thanks a lot for the info, much appreciated.

 

So A and D are used for turn rather than strafe? That might feel a little on the odd-side... I'd have thought a middle mouse click or similar to toggle mouse look on/off would have done the trick, but I guess I haven't tried it yet so maybe best not to comment ;). Does it feel natural and smooth as a standard FPS would, or is it a little on the clunky side?

 

Also, I added a cheeky extra Q about the sun glare (or lack thereof) above if you have time to answer.

 

Thanks again.

 

(if there are any extra graphical tweaks they've made that have impressed you I'd love to hear them!)

And another question, Brandon.  I've tried to read everything here today in all the threads about V3.0 and haven't seen a response to several questions about EZDOC.  Any reports from the beta team on whether this update breaks EZDOC?

 

Thanks!


Doug Miannay

PC: i9-13900K (OC 6.1) | ASUS Maximus Z790 Hero | ASUS Strix RTX4080 (OC) | ASUS ROG Strix LC II 360 AIO | 32GB G.Skill DDR5 TridentZ RGB 6400Hz | Samsung 990 Pro 1TB M.2 (OS/Apps) | Samsung 990 Pro 2TB M.2 (Sim) | Samsung 990 Pro 2TB M.2 (Games) | Fractal Design Define R7 Blackout Case | Win11 Pro x64

What are the controls for shoot, punch and kick?

Greg Montey

 

"Because with great power, comes great responsitriligence..."

Does the avatar works in first person? That 'd be much interesting

Cheers :)

N.-

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