JoeFackel

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I only have that one for the A320n, but from the 12 different neo liveries i have all take a big fps hit except the DLH ones.

It may have to do with something inside the DDS but i'm don't have a clue about the different DDS texture settings like Alpha, DXT etc.

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Do you mind posting the aircraft.cfg of this specific AI model? The FLTSIM section is sufficient.

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48 minutes ago, AnkH said:

Do you mind posting the aircraft.cfg of this specific AI model? The FLTSIM section is sufficient.

Sure, here it is:

 

Quote

[fltsim.0]
title=Lufthansa NC A320-200neo CFML OEM
sim=FAIB_A320
model=CFML_S_NWF
texture=Lufthansa\DLH nc
atc_airline=Lufthansa
ui_manufacturer=AiLinus
ui_type=A320-200neo
ui_variation=Lufthansa NC A320-200neo CFML OEM
description=Lufthansa:: Repaint by Joel Branchu.
atc_parking_codes=DLH
atc_parking_types=GATE

[fltsim.1]
title=Lufthansa 'first to fly A320neo' A320-200neo PW
sim=FAIB_A320
model=PW_S_NWF
texture=Lufthansa\DLH 1st Neo
atc_airline=Lufthansa
ui_manufacturer=AiLinus
ui_type=A320-200neo
ui_variation=Lufthansa 'first to fly A320neo' A320-200neo CFM
description=Lufthansa 'first to fly A320neo':: Repaint by Joel Branchu.
atc_parking_codes=DLH
atc_parking_types=GATE

[fltsim.2]
title=Lufthansa A320-200neo PW OEM
sim=FAIB_A320
model=PW_S_NWF
texture=Lufthansa\DLH
atc_airline=Lufthansa
ui_manufacturer=AiLinus
ui_type=A320-200neo
ui_variation=Lufthansa A320-200neo PW OEM
description=Lufthansa:: Repaint by Joel Branchu.
atc_parking_codes=DLH
atc_parking_types=GATE

[fltsim.3]
title=SAS Airbus A320-200NEO
model=CFML_S_NWF
sim=FAIB_A320
texture=SAS NEO
atc_airline=Scandinavian
atc_parking_codes=SAS
atc_parking_types=GATE
description=For AI use only, SAS Scandinavian Airlines LN-RGO :: Repaint by Johan Clausen.
ui_manufacturer=AiLinus
ui_type=A320-200neo
ui_variation=SAS Airbus A320-200NEO

[fltsim.4]
title=Airbus A320-200N PW opf Vueling
sim=FAIB_A320
model=PW_S_NWF
texture=AIB Airbus Industries
atc_airline=Vueling
ui_manufacturer=AiLinus
ui_type=A320-200neo
ui_variation=Airbus A320-200N PW opf Vueling
description=Airbus A320-200N PW Airbus Industries "Roll Out" :: Repaint by Gregory Maxwell
atc_parking_types=GATE
atc_parking_codes=AIB

[fltsim.5]
title=Pegasus A320-200neo CFM
sim=FAIB_A320
model=CFML_S_NWF
texture=Pegasus
atc_airline=SUNTURK
ui_type=A320-200neo
ui_variation=Pegasus A320-200neo CFM
ui_manufacturer=AiLinus
description=Pegasus:: Repaint by Joel Branchu.
atc_parking_codes=PGT
atc_parking_types=GATE

[fltsim.6]
title=ANA All Nippon Airways A320NEO PW
sim=FAIB_A320
model=PW_S_NWF
texture=ANA All Nippon
atc_airline=All Nippon
ui_manufacturer=AiLinus
ui_type=A320-200neo
ui_variation=ANA All Nippon Airways A320NEO PW
ui_createdby=FAIB
description=FAIB Airbus A320NEO
atc_parking_codes=ANA
atc_parking_types=GATE

[fltsim.7]
title=China Southern A320-200neo PW
sim=FAIB_A320
model=PW_S_NWF
texture=China Southern
atc_airline=CHINA SOUTHERN
ui_manufacturer=AiLinus
ui_type=A320-200neo
ui_variation=China Southern A320-200neo PW
description=FSX AI Bureau Airbus A321neo China Southern -- paint by marwol
atc_parking_codes=CSN
atc_parking_types=GATE

[fltsim.8]
title=Air China A320NEO PW
sim=FAIB_A320
model=PW_S_NWF
texture=Air China
atc_airline=AIR CHINA
ui_manufacturer=AiLinus
ui_type=A320neo
ui_variation=Air China A320NEO PW
ui_createdby=FAIB 
description=For AI use only, Air China NEO- Splendid Hubei:: Repaint by Juergen Baumbusch.
atc_parking_codes=CCA
atc_parking_types=GATE

[fltsim.9]
title=WOW Air Airbus A320neo
sim=FAIB_A320
model=CFML_S_NWF
texture=WOW Air neo
atc_airline=WOW AIR
ui_manufacturer=AiLinus
ui_type=A320neo
ui_variation=WOW Air Airbus A320neo
description=FSX AI Bureau Airbus A320neo WOW Air - TF-NEO
atc_parking_codes=WOW
atc_parking_types=GATE

[fltsim.10]
title=China Eastern A320-200neo CFM
sim=FAIB_A320
model=CFML_S_NWF
texture=China Eastern
atc_airline=CHINA EASTERN
ui_manufacturer=AiLinus
ui_type=A320-200neo
ui_variation=China Eastern A320-200neo CFM
ui_createdby=FAIB
description=FAIB A320SL China Eastern neo -- Repaint by marwol.
atc_parking_codes=CES
atc_parking_types=GATE

[fltsim.11]
title=Sichuan Airlines A320neo
sim=FAIB_A320
model=PW_s
texture=Sichuan
atc_id=
atc_airline=SICHUAN
ui_manufacturer=AiLinus
ui_type=A320neo
ui_variation=Sichuan Airlines A320neo
ui_createdby=FAIB
description=For AI use only, Sichuan A320PWs, Repaint by Jon Hanf
atc_parking_types=GATE
atc_parking_codes=CSC

[General]
atc_type=AIRBUS
atc_model=A320
editable=1
performance=
Category=airplane

// FDE Template TwinEngineCommercialJet
// FDE Design   Jan Martin
// FDE Version  v6acof

[Contact_Points]
point.0=1,  37.50,   0.00, -12.80, 1181.1, 0, 1.442, 55.92, 1.2, 2.5, 0.9, 4.0, 4.0, 0, 0.0, 0.0
point.1=1,  -6.25, -15.00, -12.90, 1574.8, 1, 1.442,  0.00, 1.0, 1.7, 0.9, 7.0, 7.0, 2, 0.0, 0.0
point.2=1,  -6.25,  15.00, -12.90, 1574.8, 2, 1.442,  0.00, 1.0, 1.7, 0.9, 7.0, 7.0, 3, 0.0, 0.0
point.3=2, -14.17, -47.33,   0.00,  787.4, 0, 0.000,  0.00, 0.0, 0.0, 0.0, 0.0, 0.0, 5, 0.0, 0.0
point.4=2, -14.17,  47.33,   0.00,  787.4, 0, 0.000,  0.00, 0.0, 0.0, 0.0, 0.0, 0.0, 6, 0.0, 0.0
point.5=2, -54.00,   0.00,   2.83,  787.4, 0, 0.000,  0.00, 0.0, 0.0, 0.0, 0.0, 0.0, 9, 0.0, 0.0
point.6=2,  42.67,   0.00,  -3.75,  787.4, 0, 0.000,  0.00, 0.0, 0.0, 0.0, 0.0, 0.0, 4, 0.0, 0.0
static_pitch     = -0.4987
static_cg_height = 11.8596
gear_system_type = 1

[LIGHTS]
//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing
// FAIB A320S Lights
light.0 = 1,  5.998,   0.00, -5.835, fx_FAIB_A320S_beacon
light.1 = 1,  3.718,   0.00, 8.5, fx_FAIB_A320S_beacon
light.2 = 2, -69.63,   0.00,  4.645, fx_FAIB_A320S_strobe
light.3 = 3, -69.63,   0.00,  4.645, fx_FAIB_A320S_navwhi
//light.4 = 2, -15.513, -57.521,  4.08, fx_FAIB_A320S_strobe
//light.5 = 2, -15.513,  57.521,  4.08, fx_FAIB_A320S_strobe
//light.6 = 3, -13.642, -55.906,  3.014, fx_FAIB_A320S_navred
//light.7 = 3, -13.642,  55.906,  3.014, fx_FAIB_A320S_navgre
//If you have Shockwave lights you can enable them by removing the "//" from the beginings of the next lines
//light.8 = 5, 0.09, -7.01, -3.778, fx_shockwave_landing_light_narrow // shockwave landing light
//light.9 = 5, 0.09, 7.01, -3.778, fx_shockwave_landing_light_narrow // shockwave landing light
//light.10 = 5, 37.319, -0.71, -5.463, fx_shockwave_landing_light_narrow // shockwave landing light
//light.11 = 6, 37.319, 0.706, -5.463, fx_shockwave_landing_light_narrow // shockwave taxi light

[Reference Speeds]
flaps_up_stall_speed    = 95.0
full_flaps_stall_speed  = 113.0
cruise_speed            = 520.0
max_mach                = 0.92
max_indicated_speed     = 305.0

[Weight_And_Balance]
max_gross_weight = 174150
empty_weight     =  96500

reference_datum_position =  0.0, 0, 0
empty_weight_CG_position =  2.7, 0, 0

max_number_of_stations = 50

;Moments of Inertia
empty_weight_pitch_MOI   = 1750000
empty_weight_roll_MOI    = 2262183
empty_weight_yaw_MOI     = 3337024
empty_weight_coupled_MOI = 0

[Flight_Tuning]
cruise_lift_scalar          = 2.1
parasite_drag_scalar        = 1.8
induced_drag_scalar         = 0.1
elevator_effectiveness      = 1.0
aileron_effectiveness       = 1.0
rudder_effectiveness        = 1.0
pitch_stability             = 1.0
roll_stability              = 1.0
yaw_stability               = 1.0
elevator_trim_effectiveness = 1.0
aileron_trim_effectiveness  = 1.0
rudder_trim_effectiveness   = 1.0

[GeneralEngineData]
engine_type = 1
Engine.0 = 4.75, -18.0, -2.5
Engine.1 = 4.75,  18.0, -2.5
fuel_flow_scalar   =  1.00
min_throttle_limit = -0.350

[TurbineEngineData]
fuel_flow_gain          = 0.002
inlet_area              = 19.6
rated_N2_rpm            = 29920
static_thrust           = 27500
afterburner_available   = 0
reverser_available      = 1

[Jet_Engine]
thrust_scalar           = 0.5

[Brakes]
parking_brake    = 1
toe_brakes_scale = 0.1
auto_brakes=4

[Flaps.0]
type             = 1
span-outboard    = 0.8
extending-time   = 8
lift_scalar      = 1.0
drag_scalar      = 1.0
pitch_scalar     = 1.0
flaps-position.0 = 0
flaps-position.1 = 8
flaps-position.2 = 8
flaps-position.3 = 11
flaps-position.4 = 21
flaps-position.5 = 21
damaging-speed   = 250
blowout-speed    = 300
system_type      = 1

[Flaps.1]
type             = 2
span-outboard    = 0.8
extending-time   = 2
lift_scalar      = 1.0
drag_scalar      = 1.0
pitch_scalar     = 1.0
flaps-position.0 = 0
flaps-position.1 = 3
flaps-position.2 = 3
flaps-position.3 = 23
flaps-position.4 = 23
flaps-position.5 = 23
damaging-speed   = 250
blowout-speed    = 300
system_type      = 1

[Airplane_Geometry]
wing_area               = 900.0
wing_span               = 117.45
wing_root_chord         = 18.0
wing_dihedral           = 6.2
wing_incidence          = 1.0
wing_twist              = -0.5
oswald_efficiency_factor= 0.75
wing_winglets_flag      = 0
wing_sweep              = 25.0
wing_pos_apex_lon       = 8.0
wing_pos_apex_vert      = 0.0
htail_area              = 338.0
htail_span              = 41.7
htail_pos_lon           = -35.0
htail_pos_vert          = 0.0
htail_incidence         = 0.0
htail_sweep             = 30.0
vtail_area              = 224.0
vtail_span              = 20.0
vtail_sweep             = 35.0
vtail_pos_lon           = -35.8
vtail_pos_vert          = 5.8
elevator_area           = 70.5
aileron_area            = 26.9
rudder_area             = 56.2
elevator_up_limit       = 27.0
elevator_down_limit     = 19.5
aileron_up_limit        = 20.0
aileron_down_limit      = 20.0
rudder_limit            = 26.0
elevator_trim_limit     = 20.0
spoiler_limit           = 350.0
spoilerons_available    = 1
aileron_to_spoileron_gain = 3
min_ailerons_for_spoilerons = 10
min_flaps_for_spoilerons = 0
auto_spoiler_available=1
spoiler_extension_time=2.000000
positive_g_limit_flaps_up=4.000000
positive_g_limit_flaps_down=3.000000
negative_g_limit_flaps_up=-3.000000
negative_g_limit_flaps_down=-2.000000

[fuel]
// Remove Center1 fuel tank to disable dynamic lights and enable custom light splashes
Center1   =  -41.4,   0.0, -1.5, 1.0, 0.0     
// Uncomment Center2 to enable always on logo lights
//Center2   =  -41.4,   0.0, -1.5, 1.0, 0.0 
// Uncomment Center3 to enable always on cabin lights    
//Center3   =  -41.4,   0.0, -1.5, 1.0, 0.0    
// Uncomment External1 to enable always on navigation lights  
//External1   =  -41.4,   0.0, -1.5, 1.0, 0.0     
LeftMain  = -9.7, -17.2, -3.2, 50, 0          //Longitudinal (feet), Lateral (feet), Vertical (feet), Usable(gallons), Unusable (gallons)
RightMain = -9.7,  17.2, -3.2, 50, 0          //Longitudinal (feet), Lateral (feet), Vertical (feet), Usable(gallons), Unusable (gallons)
fuel_type = 2                                   //Fuel type: 1 = Avgas, 2 = JetA
number_of_tank_selectors = 1                    
electric_pump=1
fuel_dump_rate = 0.0167                        //Percent of max quantity per second, i.e. about 1 minute for full fuel

[Effects]
wake=fx_wake
water=fx_spray
dirt=fx_tchdrt
concrete=fx_sparks
touchdown=fx_tchdwn_s, 1

[Pitot_Static]
vertical_speed_time_constant=1
pitot_heat=1.000000

[electrical]
                ;BusType, MaxAmpLoad, MinVoltage       BusTypes:0=MainBus,1=AvionicsBus,2=BatteryBus,3=HotBatteryBus,4-7=Generator/AlternatorBus(1-4)
flap_motor         = 0, 5 , 17.0
gear_motor         = 0, 5 , 17.0
autopilot          = 0, 5 , 17.0
avionics_bus       = 0, 5 , 17.0
avionics           = 1, 5 , 17.0
pitot_heat         = 0, 2 , 17.0
additional_system  = 0, 2 , 17.0
marker_beacon      = 1, 2 , 17.0
gear_warning       = 0, 2 , 17.0
fuel_pump          = 0, 5 , 17.0
starter1           = 0, 20, 17.0
light_nav          = 0, 5 , 17.0
light_beacon       = 0, 5 , 17.0
light_landing      = 0, 5 , 17.0
light_taxi         = 0, 5 , 17.0
light_strobe       = 0, 5 , 17.0
light_panel        = 0, 5 , 17.0

[gear_warning_system]
gear_warning_available = 1    //Normal
pct_throttle_limit =  0.1     //Percent throttle that activates warning
flap_limit_idle    =  0.0     //Flap angle that activates warning at idle
flap_limit_power   = 16.0     //Flap angle that activates warning at above idle

[hydraulic_system]
normal_pressure = 3000.0    //PSI
electric_pumps  = 0         //no electric pumps
engine_map      = 1,1,0,0   //pumps on Eng1,2

[Views]
eyepoint=43.7, -1.31, 3.55   //(feet) longitudinal, lateral, vertical distance from reference datum

[Radios]
// Radio Type = availiable, standby frequency, has glide slope
Audio.1       = 1
Com.1         = 1, 1
Com.2         = 1, 1
Nav.1         = 1, 1, 1
Nav.2         = 1, 1, 0
Adf.1         = 1
Transponder.1 = 1
Marker.1      = 1

[keyboard_response]      
//Breakpoint speeds (knots) on the keyboard increments of control surfaces.
//Speed at which the incremenet is reduced to  1/2 and 1/8 respectively.
elevator = 150, 250   
aileron  = 150, 250
rudder   = 150, 250

[direction_indicators]
//1 Type: 0=None, 1=Vacuum Gyro, 2=Electric Gyro, 3=Electro-Mag Slaved Compass, 4=Slaved to another
//2 Indicator number of slaving indicator if Type = 4
direction_indicator.0=3,0

[attitude_indicators]
//Type: 0=None, 1=Vacuum Gyro, 2=Electric Gyro
attitude_indicator.0 = 1 

[turn_indicators]
//Type: 0=None, 1=Electric Gyro, 2= Vacuum Gyro
turn_indicator.0=1,0

[exits]
number_of_exits = 2
exit_rate.0 = 0.4                               ;Percent per second
exit_rate.1 = 0.4                               ;Percent per second

[autopilot]
autopilot_available=1
flight_director_available=1
default_vertical_speed=1800
autothrottle_available=1
autothrottle_arming_required=1
autothrottle_max_rpm = 90
autothrottle_takeoff_ga=1
pitch_takeoff_ga = 8
max_pitch=10.0
max_pitch_acceleration=1.0
max_pitch_velocity_lo_alt=2.0
max_pitch_velocity_hi_alt=1.5
max_pitch_velocity_lo_alt_breakpoint=20000.0
max_pitch_velocity_hi_alt_breakpoint=28000.0
max_bank=25.0
max_bank_acceleration=1.8
max_bank_velocity=3.00
max_throttle_rate=0.10
nav_proportional_control=9.00
nav_integrator_control=0.25
nav_derivative_control=0.00
nav_integrator_boundary=2.50
nav_derivative_boundary=0.00
gs_proportional_control=9.52
gs_integrator_control=0.26
gs_derivative_control=0.00
gs_integrator_boundary=0.70
gs_derivative_boundary=0.00
yaw_damper_gain = 1.0

[forcefeedback]
gear_bump_nose_magnitude=3000           ; 0 - 10000
gear_bump_nose_direction=18000          ; 0 - 35999 degrees
gear_bump_nose_duration=250000          ; in microseconds
gear_bump_left_magnitude=2700           ; 0 - 10000
gear_bump_left_direction=35500          ; 0 - 35999 degrees
gear_bump_left_duration=250000          ; in microseconds
gear_bump_right_magnitude=2700          ; 0 - 10000
gear_bump_right_direction=00500         ; 0 - 35999 degrees
gear_bump_right_duration=250000         ; in microseconds
ground_bumps_magnitude1=1300            ; 0 - 10000
ground_bumps_angle1=08900               ; 0 - 35999 degrees
ground_bumps_intercept1=3.0
ground_bumps_slope1=0.20
ground_bumps_magnitude2=200             ; 0 - 10000
ground_bumps_angle2=09100               ; 0 - 35999 degrees
ground_bumps_intercept2=1.075
ground_bumps_slope2=0.035
crash_magnitude1=10000                  ; 0 - 10000
crash_direction1=01000                  ; 0 - 35999 degrees
crash_magnitude2=10000                  ; 0 - 10000
crash_direction2=9000                   ; 0 - 35999 degrees
crash_period2=75000                     ; in microseconds
crash_duration2=2500000                 ; in microseconds

[stall_warning]
type=1
stick_shaker=1
[vacuum_system]
max_pressure=5.150000
vacuum_type=2
electric_backup_pressure=0.000000
engine_map=0,0,0,0
[pneumatic_system]
max_pressure=18.000000
bleed_air_scalar=1.000000
[deice_system]
structural_deice_type=0

 

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Ok, bummer again. I hoped that all other liveries used another model. Not the case. Then I am basically as lost as you, sorry. Only thing: I would avoid those ' symbols in the title of any aircraft. Not the reason here, but still.

Then: I see that you have three LH paints. You are telling me that all three LH paints do not lead to a FPS loss, while all others do? Strange.

Last: I am not going to ask what "AiLinus" is, better not knowing it...

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5 minutes ago, AnkH said:

Only thing: I would avoid those ' symbols in the title of any aircraft. Not the reason here, but still.

I took the titles from the aircraft.cfg's that came with the liveries.

9 minutes ago, AnkH said:

Then: I see that you have three LH paints. You are telling me that all three LH paints do not lead to a FPS loss, while all others do? Strange.

Exactly! Thats what also puzzles me and lead me to my conclusion that it must be something with the textures because they share the same models and .air files.

7 minutes ago, AnkH said:

Last: I am not going to ask what "AiLinus" is, better not knowing it...

No panic, the AI models and liveries are not pirated, all collected from freely available sources like AIG, FAIB, JB, JCAI etc. I changed the ui_manufacturer to an custom only for myself, just to easier find them when adding the liveries in UT Live 😉 

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I would still try to change the title to a variant without the ' symbol. Is your AI .bgl based? Then you would need to recompile the flightplans as well.

As a first test to really pinpoint it to the textures, Rearrange the sequence in the flightsim section as such that it starts with the SAS paint, LH paint last. This does not need to recompile the flightplans. If then, the SAS paint still gives worse numbers, you can be absolutely sure that it is the textures. Or: copy paste the LH textures into the SAS texture folder.

It really sounds like there is something wrong with the textures, but as you have an LH texture from Joel Branchu not resulting in problems and a Pegasus paint from Joel Branchu that gives you problems, it seems strange. Usually the texture artists use the same approach for all of their textures.

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39 minutes ago, AnkH said:

Or: copy paste the LH textures into the SAS texture folder.

Thats a good idea, will try that later 👍

I would love to get that stutters away .... may seem as a small problem (and overall it actually IS just a small glitch when flying) but just the fact its there drives me crazy 😎

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I sometimes get a really bad series of stutters when flying low and slow around the UK, and I am pretty sure that it has something to do with AI planes loading (the stutters vanish if I completely disable the AI planes).

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Some kind of stutter is normal, yes. But while I also experience a 1-2 second monsterstutter when the AI traffic is initially loaded, I never see FPS drops down to below 10FPS when AI is injected later on. The situation reported here is abnormal, and as it can be somehow narrowed down to some textures, there might be a solution for it.

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Look at your aircraft.cfg

[fltsim.3]
title=SAS Airbus A320-200NEO
model=CFML_S_NWF
sim=FAIB_A320
texture=SAS NEO
atc_airline=Scandinavian
atc_parking_codes=SAS
atc_parking_types=GATE
description=For AI use only, SAS Scandinavian Airlines LN-RGO :: Repaint by Johan Clausen.
ui_manufacturer=AiLinus
ui_type=A320-200neo
ui_variation=SAS Airbus A320-200NEO

try to change this to

[fltsim.3]
title=SAS Airbus A320-200NEO
sim=FAIB_A320
model=CFML_S_NWF
texture=SAS NEO
atc_airline=Scandinavian
atc_parking_codes=SAS
atc_parking_types=GATE
description=For AI use only, SAS Scandinavian Airlines LN-RGO :: Repaint by Johan Clausen.
ui_manufacturer=AiLinus
ui_type=A320-200neo
ui_variation=SAS Airbus A320-200NEO

 

Hopes this helps

Regards

Berend

 

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2 hours ago, Berend said:

Look at your aircraft.cfg

You mean the sequenz of title / model / sim / texture?

You can see the sequence is the "right one" also on Pegasus, Vueling etc. and still inducing framerate drop so that isn't the problem.

8 hours ago, AnkH said:

As a first test to really pinpoint it to the textures, Rearrange the sequence in the flightsim section as such that it starts with the SAS paint, LH paint last. This does not need to recompile the flightplans. If then, the SAS paint still gives worse numbers, you can be absolutely sure that it is the textures. Or: copy paste the LH textures into the SAS texture folder.

Okay, i have rearranged the sequence in the flightsim section .... doesn't change, also fps hit when the livery is at first place.

Then i have insert a fps unfriendly texture in the folder of one fps friendly livery ..... also still a huge fps hit.

That means that it MUST be the texture itself! Looks like we need an P3D livery texture PRO.

  • Upvote 1

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I get along with ThumbnailExporterX.

Generates a list of all installed planes and even shows model type.

Daniel

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2 hours ago, JoeFackel said:

That means that it MUST be the texture itself! Looks like we need an P3D livery texture PRO.

Or you simply contact one of those repainters. As you have a working LH texture from Joel Branchu and a non-working, lag-inducing Pegasus texture also from him, I would contact him directly. You will find his email in the readme coming with the textures.

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11 hours ago, JoeFackel said:

That means that it MUST be the texture itself! Looks like we need an P3D livery texture PRO.

Texture or Material. Could be a reflectivity (do you have "Dynamic Reflections" turned on?), shadow or transparency issue.

Best regards

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On 10/13/2018 at 9:06 AM, Lorby_SI said:

Texture or Material. Could be a reflectivity (do you have "Dynamic Reflections" turned on?), shadow or transparency issue.

Best regards

I don't have dynamic reflections activated.

Can someone recommend a tool to look for the difference of this dds files?

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8 hours ago, JoeFackel said:

I don't have dynamic reflections activated.

Can someone recommend a tool to look for the difference of this dds files?

You can use DXTBmp to decompile them. It will tell you the internal DTX format, show the alpha channel and more. You can convert them to another format if you want to try that.

I'm just saying that the rendering is not as simple as "a 3D framework with texture pictures drawn over it". The 3D model's surface is made up of "materials" that can have reflective, transmissive and emissive properties. The textures are applied according to the properties of the material. You may not be looking at a broken texture, but at a texture that is applied incorrectly to a material, resulting in massive overhead processing (like reflections bouncing back and forth, recurring transparency or lighting issues). That can be as simple as a wrong color in the wrong place, so you won't be able to _see_ what is wrong with the texture - and no tool can't tell you either. The texture picture in itself may be correct.

I think that you should repeat the same test on a different computer, to rule out a local setting (in the sim config, in the shaders, in your graphics driver). And if the behavior can indeed be recreated, contact the author of the texture - he is the first one who should have noticed.

Best regards

Edited by Lorby_SI

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