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Flightbeam KIADv2 <released>

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No, I don’t have either. There is a post in the FSDT forums where Umberto says this is a limitation of P3D and the way these airports are made now. Someone actually posted about this in the FSDT CYVR forum. I get exactly that at all three of my FSDT airports. In the  Charlotte Forum, there is a post about cliffs and gullies with a screenshot and that is what I get in replay mode.

 You can see Umberto’s response to the CYVR post.  In my sim, the airport looks great during normal flying until you replay a landing, even with default aircraft. Sit on the runway for a few minutes at KIAH, KCLT, or CYVR, which are the airports I have, in the Baron 58, then replay like the last 30 seconds and everything changes, cliffs and gullies, no runway textures, etc. Totally corrupted. Unuseable for me as I like to replay my landings without using the default recorder, too much hassle and it doesn't work all that well. I am talking about P3Dv4.1 by the way.

Does replay work for you normally?

i7 3770K HT, 8GB RAM, nVidia 980GTX, Win7, P3D 3.4, FSG mesh, UTX, GEX, ST, ASA16/ASCA, NickN optimized

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10 hours ago, beachdog2001 said:

Umberto says this is a limitation of P3D and the way these airports are made now

It only happens with airports that rely on the couatl engine so it is a limitation of P3D?  Has anyone established a problem with KIAD or are we going off the rails?

Dan Downs KCRP

Bought KIAD in the sale earlier, not had chance to try it out yet but look forward to it.  I really like the devs who ship with their own config managers as well, makes it easier to keep tabs on everything instead of trawling forums.

 

Thomas Derbyshire

  • Commercial Member
6 hours ago, downscc said:

It only happens with airports that rely on the couatl engine so it is a limitation of P3D?  Has anyone established a problem with KIAD or are we going off the rails?

It happens with EVERY airport that use Simconnect to create objects dynamically because the sim won't replay these. So, for example, anything that uses SODE to create objects, or any other similar object-creation module, would behave exactly the same. AI created programmatically, like in UT2, won't show up for the same reason.

So no, it doesn't happen only with airport that rely on the Couatl engine, and it IS a limitation of the sim.

Not that it would be something easy to add because, the whole point of wanting to create objects dynamically, is that you must to do something "dynamic" with them, like making object that can appear/disappear under certain conditions, simulation of functional objects like docking system and moving jetways, override or add optimizations to the sim, making multi-seasonal or weather controlled objects, and so on.

So, in order to be played back by the Instant replay *accurately*, the reply would ideally have to record not just the object being there, but ALL the complete interaction it had during the recording, such as all the commands it received from the Simconnect program that created it during the session.

Thanks for that explanation.  The only payware airports I have ever purchased were these three FSDT ones, so I don’t really have any idea how common this is.  With that effect, these kind of payware airports are not of much use for me. The default airports work perfectly for me in replay mode, so that may have to be what I stick with for now.

Getting back to this thread, my only question originally was does this airport do this in replay mode? Has anyone tried to replay a landing using the P3Dv4 replay and how does it look?

i7 3770K HT, 8GB RAM, nVidia 980GTX, Win7, P3D 3.4, FSG mesh, UTX, GEX, ST, ASA16/ASCA, NickN optimized

Made a quick (very quick) video of KIAD V2 using Live, Instant Replay, and ChasePlane Replay.

Notice Instant Replay has no AI traffic (from UTLive where AI traffic is added dynamically), ChasePlane will show the AI traffic.  It would be nice if all dynamic SimConnect added objects could be included in Instant Replay's recording system ... it's not a trivial task as the amount of SimConnect data that needs to be recorded and then reconstructed for a replay is considerable.

But to be noted the buildings don't disappear in either Instant Replay or ChasePlane replay, however there will be missing "dynamic" elements created by SODE or other add-ons when using Instant Replay.  I believe the disappearing buildings in FSDT products during Instant Replay are because they are ALL dynamic ... Umberto could probably clarify what is and isn't "dynamic" in the FSDT product line.

Cheers, Rob. 

That looks great. Thanks for the video. That works for me. I don’t care about objects or AI that much in replay mode. Maybe I will give this one a try.

Out of curiosity, what do you get in replay mode at say FSDT KIAH or KCLT, if you have them? 

i7 3770K HT, 8GB RAM, nVidia 980GTX, Win7, P3D 3.4, FSG mesh, UTX, GEX, ST, ASA16/ASCA, NickN optimized

  • Commercial Member
9 hours ago, Rob Ainscough said:

 I believe the disappearing buildings in FSDT products during Instant Replay are because they are ALL dynamic ... Umberto could probably clarify what is and isn't "dynamic" in the FSDT product line.

Well, it's very simple: if something disappears in the Instant Replay, it means it is dynamic. That doesn't necessarily mean they "do" visible fancy stuff, but they are created programmatically (maybe "dynamic" is not the right term), so they won't be replayed with the Instant Replay.

For example, we use programmatically created objects to be get more flexibility in the day/dusk/night transition because, instead of relying on the simulator default shaders, we set entirely different objects depending on the time of the day.

And we don't even rely in the simulator to switch between day/night/dusk, which is known to be bugged and sometimes having issues with timezones, but we use our own internal astronomical calculator, so every single object of the scenery with a day/night transition (every object, basically) is created programmatically, which includes lights, and their eventual optimization which enhance the very limited control given by the sim SDK, especially with DL, which we can keep under strict control to keep the fps up. Objects that are supposed to be visible at night only, are not even loaded, which is not the case with scenery that is made with simple .BGL, with both night and day versions loaded at the same time, that's another advantage of creating object programmatically.

And, by creating objects programmatically, we can display different objects depending on the version of the sim used, automatically, without users having to bother installing different version of the scenery. Sometimes we even patch the .MDL at runtime (before they are created) in different ways depending on the sim used, so we could fix some differences in rendering between FSX and P3D even to older sceneries, without having to redo all their installers.

And, we don't have to use external configurators to turn on/off features that might be heavy on fps, because we can switch them on the fly by using a menu that doesn't require to quit and restart the sim to apply the changes, so you CAN (something you cannot do with external configurators), use a different (faster) configuration during the approach, and a slower (eye-candy) configuration when you are parked

That's why we create almost every item in the scenery programmatically.

It think it *might* be possible, if we could explain the issue clearly to LM (Instant Reply surely has value in Training), they might allow to allow certain objects to the replay in a future version, maybe the ones clearly flagged by developers as not requiring any further interaction after they are created, but that's just in theory, I have no idea if this is feasible.

Thanks for the additional info Umberto.

I've pushed for Instant Replay improvements since early V2.0 days, sadly I didn't get much support (usually just the opposite with folks wanting other items as a higher priority).  But I haven't given up the fight, I do bring back the Replay topic every year and keep hoping.

Cheers, Rob.

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