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GSX vehicle logos not appearing

Featured Replies

14 minutes ago, BWBriscoe said:

in the FSX World

That's not P3D5. I don't know, what FSDT is waiting for, but I fear it is rather economical uninteresting at the moment to spent time an money for P3D5. 

OS=WIN11 Home, Sim=P3D5 5.3 (P3D4 and FSX for install reasons)
Addons=ORBX, ASCA, AS, TOGA and tons of sceneries, aircraft

MB=Gigabyte AORUS Z790 Elite AX, CPU=i13900K, Cooling=Be quiet! Pure Loop II FX
GPU=KFA2 RTX3090 24 GB, RAM=64 GB DDR5-5600, HOTAS=Logitech G Saitek X52 Pro

Visit my website for fixes and addons: https://sites.google.com/view/dans-p3d-mods

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28 minutes ago, BWBriscoe said:

It's just a shame no update is given,

"No update" ? We have been explained this on our forum multiple times, over and over. 

 

Quote

particularly as they still advertise GSX with "every vehicle is available in many different liveries, chosen automatically by your location in the FSX World.

Exactly, "in the FSX world". The many different liveries, as I've said in my last post, were are feature of FSX, they are just not there in P3D4, we never had ANY livery there, we replaced them all with DirectX 11 and the product description says that vehicle customization is made in DirectX 11 and works with P3D4 *only*. We assume users should know P3D V5 only works in DirectX 12.

But what the product description really says is not really the point, considering GSX comes with a TRIAL version.

 

Edited by virtuali

  • Commercial Member
7 minutes ago, blaunarwal said:

That's not P3D5. I don't know, what FSDT is waiting for, but I fear it is rather economical uninteresting at the moment to spent time an money for P3D5. 

I just made a page-long post clearly explaining WHAT we are waiting for: the ability to do in HTML5 the same things we did in DirectX 11, since even if we moved to DirectX 12, it still won't have all the feature we had, due to the DirectX 12 API missing a crucial feature ( DirectWrite ) we relied on to create text, and for this we also need higher resolution and support for non-square textures.

That's the 3-line version of my longer explanation of "what we are waiting for".

And while we are waiting, we are working to port GSX to MSFS and we made several sceneries for MSFS as well, otherwise we would have already bankrupted by now.

11 minutes ago, virtuali said:

I just made a page-long post clearly explaining WHAT we are waiting for: the ability to do in HTML5 the same things we did in DirectX 11, since even if we moved to DirectX 12, it still won't have all the feature we had, due to the DirectX 12 API missing a crucial feature ( DirectWrite ) we relied on to create text, and for this we also need higher resolution and support for non-square textures.

That's the 3-line version of my longer explanation of "what we are waiting for".

And while we are waiting, we are working to port GSX to MSFS and we made several sceneries for MSFS as well, otherwise we would have already bankrupted by now.

I just wanted to defend your work, explains and honor your time you spent for us....for our hobby. 

I feel sorry if my prior posts did not 100% matched the facts. But honestly I did not care because I trust you, as a supplier, to take the right steps for your business and our hobby.

So again..

Thanks Umberto for you long and honest replies and sorry for the inconveniences over here....

Let's not forget dear Simmers, ...this is ment for your customers Umberto and not for you, we are talking about a hobby......

Marcus

Regards,

Marcus P.

xaP1VAU.png

  • Commercial Member
8 minutes ago, mpo910 said:

But honestly I did not care because I trust you, as a supplier, to take the right steps for your business and our hobby.

My hope was users would understand we intentionally decided to "cripple" GSX, to be sure we won't do any damage to the simulator stability, particularly in the video department, which is the last thing we need right now.

At least I hope everyone's agree that a safer GSX that cannot possibly crash the sim, with no liveries, it's way better than having no GSX at all.

In any case, it's likely we'll have to switch to FSX-style liveries anyway at some time, because there's no Render to Texture in MSFS as well but, again, even *there* the SDK is a constantly moving target so, a rush decision made there might be the wrong one for both simulators after few months, because MSFS supports HTML5 too so, in a way, it's possible we might end up with a more or less "common" solution, but both are not exactly feasible right now.

24 minutes ago, virtuali said:

My hope was users would understand we intentionally decided to "cripple" GSX, to be sure we won't do any damage to the simulator stability, particularly in the video department, which is the last thing we need right now.

At least I hope everyone's agree that a safer GSX that cannot possibly crash the sim, with no liveries, it's way better than having no GSX at all.

In any case, it's likely we'll have to switch to FSX-style liveries anyway at some time, because there's no Render to Texture in MSFS as well but, again, even *there* the SDK is a constantly moving target so, a rush decision made there might be the wrong one for both simulators after few months, because MSFS supports HTML5 too so, in a way, it's possible we might end up with a more or less "common" solution, but both are not exactly feasible right now.

I do understand what You wrote and also can fully agree on your decision. I am very curious how this will proceed someday. 

Appreciated it a lot how many time you spent to explain here and over at FSDT. 

Time will tell...

Regards,

Marcus P.

xaP1VAU.png

Thanks so much for the thorough replies umberto. I get it. While I’m frustrated so many devs are focusing on making addons for a sim I don’t currently want to use, I get it 

5800X3D, 4090FE, 64GB DDR4 3600C16, Gigabyte X570S MB, EVO 970 M.2's, Alienware 3821DW  and 2  22" monitors, Corsair RM1000x PSU,  360MM MSI MEG, MFG Crosswind, T16000M Stick, Boeing TCA Yoke/Throttle, Skalarki MCDU and FCU, Logitech Radio Panel/Switch Panel, Spad.Next

  • 4 months later...

Okey,

We're at 5.2HF1 and still no updates on logos, right?

9950X3D, X870E ROG CROSSHAIR HERO, Corsair Dominator Titanium 64GB DDR5-6000 PC5-48000, ASUS RTX 5070Ti 16GB, 9100 PRO 4TB Samsung ,990 PRO 4TB Samsung,  AX1600i 1600 Watt 80 Plus Titanium ATX, ASUS 360 ARGB EXTREME 360mm Liquid CPU Cooling Kit.

2 hours ago, G-YMML1 said:

Okey,

We're at 5.2HF1 and still no updates on logos, right?

Probably not ever coming back at this point

  • Commercial Member

No updates that I’ve seen.

 

I pretty much resigned myself to writing them off long ago.

Kyle Weber (Private Pilot, ASEL; Flight Test Engineer)
Check out my repaints and downloads, all right here on AVSIM

What appalling customer service. Purchased in good faith that they were working on this and over a year later, nothing. 

AMD Ryzen™ 9 9900X3D, AM5, Zen 5, 12 Core, 24 Threads, 4.4GHz, 5.5GHz Turbo
64GB (2x32GB) DDR5 6000MHz Corsair Vengeance
32GB GeForce® RTX 5090 Graphics Card

TBH part of me doesn't miss the logos. The way it chooses the operator/logo if you haven't customized every gate is downright clownish and every suggestion I've made to improve the user experience has been roundly ignored. 

Virtuali recently posted on FSDT that the package to show only the default logos at a given location is coming soon. But they've said that before.  Also, they acknowledge that 5.2 has made it possible for them to provide all the of the logos again, but then they indicate it's still on the back burner.  MSFS is the priority at the moment.

Here is the text of the June 16 post:  

Quote

Yes, support for non-square textures has been added, but it will be a while before we could convert our DirectX-based method to HTML, assuming everything works according to specs, which we'll have to test it first.

HTML rendering still has some issues, like freezes and performances problems in the ATC and Simconnect menus, which are still being worked on so, it's might be possible we might encounter problems when trying to do that same things we did in DX11 with HTML. Assuming everything will work as expected and there are no performance problems ( which is not a given ), we might *start* working on it, but this won't happen before the release of GSX for MSFS.

However, in a very short while, we'll release an update to support multiple liveries with P3D 5. It won't have the flexibility of Render to Texture so, no dynamic text like jetway numbers or other counters, and it won't support picking a custom texture, but at least it will restore all stock GSX liveries for handling and catering operators, and jetways.

Needless to say, it doesn't bode well.

I'll not that Parallel 42 has yet to implement static cameras for v5 in Chaseplane -- and I've not seen any updates from them.  So FSDT isn't the only one.

FSDT...

MSFS: Hot new young girlfriend at the apartment in the city.

P3D: Wife with 3 kids back home in the suburbs.

 

 

Edited by B777ER

Eric 

 

 

  • Commercial Member
21 hours ago, G-YMML1 said:

We're at 5.2HF1 and still no updates on logos, right?

Which dropped support for HTML in menus, because they were found to be unreliable ( frozen menus, stuttering, etc ), so they went back to the old Scaleform.

This means we'll probably abandon the idea to move the Render to Texture over HTML as planned as a possible replacement for DirectX 11, since it would be very risky to spend lots of development time to support a feature that not even LM is completely sure about

So, as already discussed, we'll have to revert back to an FSX-style of multi-liveries, which they surely work, although with several limitations like not being easy to customize and no support for dynamic text either, but at least you'll have the logos.

We obviously already worked to prepare for that, and I have logos working already in P3D 5.2 but, since during these months, we were working on brand new MSFS models, which have several new features, like never seen before new animations, which have an effect on the GSX code and logic, we wanted to PORT THESE NEW OBJECTS TO P3D as well, since they ARE PBR and they can be ported over, with some work.

So, as usual, all the comments I'm reading here have no relationship with the reality ( FSDT abandoned P3D for MSFS ), the reality is exactly the opposite:

- We ARE working on MSFS and we are rebuilding all the models from scratch, with a marked increase in visual quality and animation features

- We WANT to keep the code as common as possible between P3D and MSFS

- We CAN port the objects to P3D so, why we shouldn't, but It takes time to remodel the object AND it takes extra time to port them back to P3D.

So, the reality is that we are trying to let the P3D version benefit from the work being done on MSFS, because it's better for everybody, P3D users will get new better objects and animations ( FOR FREE ) and we'll have an unified codebase which will be easier to maintain because, as I've said, the new animations have an effect on the GSX logic itself.

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