October 14, 20223 yr 33 minutes ago, Ianrivaldosmith said: Just using the modded CJ4… I see ok.. out of curiosity I went and looked at their source code and flight_model.cfg (https://github.com/Working-Title-MSFS-Mods/fspackages/blob/main/src/workingtitle-aircraft-cj4/SimObjects/Airplanes/Asobo_CJ4/flight_model.cfg) and doesn't look like they're using the new SU10 ground handling parameters yet. Should be these, shown here with example values (needs to be specific and tuned for each particular aircraft):ground_crosswind_effect_max_speed = -1000 // feet per second, default is 80 ground_crosswind_effect_zero_speed = -1000 // feet per second, default is 5 ground_high_speed_steeringwheel_static_friction_scalar = 1.4ground_high_speed_otherwheel_static_friction_scalar = 1.4 So if you're seeing ground handling improvements in SU11 it's likely due to something else outside of the above FM tuning parameters and even the stated CFD related ground effect improvements, since those don't apply to the WT CJ4 either. More details from the SDK documentation (https://docs.flightsimulator.com/html/Content_Configuration/SimObjects/Aircraft_SimO/flight_model_cfg.htm?rhhlterm=ground_high_speed_steeringwheel_static_friction_scalar):ground_high_speed_steeringwheel_static_friction_scalar: At high speeds, tires are rolling and - depending on their shape and width and how much they are inflated - they will more or less resist rotation or sideways motion. This parameter allows you to define how much a moveable wheel resists static friction which goes sideways or resists rotation around the vertical axis. Essentially, it allows you to control how much the aircraft will move into the crosswind when rolling at higher speeds, and reducing the scalar will reduce the friction, so the aircraft is more likely to slide. Note that only the lateral forces are impacted by this value, so rolling friction and braking when your aircraft is rolling straight will not be influenced. Default value is 1.ground_high_speed_otherwheel_static_friction_scalar: At high speeds, tires are rolling and - depending on their shape and width and how much they are inflated - they will more or less resist rotation or sideways motion. This parameter allows you to define how much a non-moveable wheel resists static friction which goes sideways or resists rotation around the vertical axis. Essentially, it allows you to control how much the aircraft will move into the crosswind when rolling at higher speeds, and reducing the scalar will reduce the friction, so the aircraft is more likely to slide. Note that only the lateral forces are impacted by this value, so rolling friction and braking when your aircraft is rolling straight will not be influenced. Default value is 1.ground_crosswind_effect_zero_speed: This parameter represents the world speed (in ft per second) at which 0% of the crosswind effect is applied to the aircraft. This parameter will work in two different ways: With the ground rudder assistance enabled, at the given speed and below, the lateral (x) component of the wind is set to zero. With the ground rudder assistance disabled, crosswind is completely cancelled out below ground_crosswind_effect_zero_speed ft per seconds of IAS, and it is gradually blended in up to 100% at ground_crosswind_effect_max_speed ft per seconds of IAS. Note that this value can be set to -1000 to have a 100% realistic simulation where the crosswind is never cancelled out. Default value is 5.ground_crosswind_effect_max_speed: This parameter represents the world speed (in ft per second) at which 100% of the crosswind effect is applied to the aircraft. Note that this value can be set to -1000 to have a 100% realistic simulation where the crosswind is never cancelled out. Default value is 80. Edited October 14, 20223 yr by lwt1971 Len 1980s: Sublogic FS II on C64 ---> 1990s: Flight Unlimited I/II, MSFS 95/98 ---> 2000s/2010s: FS/X, P3D, XP ---> 2020+: MSFS Current system: i9 13900K, RTX 4090, 64GB DDR5 4800 RAM, 4TB NVMe SSD
October 14, 20223 yr 1 hour ago, Cpt_Piett said: but we're not there yet. Are we, @DAD? well, didn't read the whole thread but all I can say is that the PMDG 737 flies nicely in DX11 and TAA, did a long flight LGKR to ENVA and will land in about 30 mins. Fenix has some issues though as reported by other, glass panels doing OK but the AP panel is borked, I see some sort of map instead of altitude and heading numbers... so no, we are not there yet Phil Leaven i5 10600KF, 32 GB 3200 RAM, ASUS 4070 12GB EVO, Asus ROG Z490-H, 2 WD Black NVME for each Win11 (500GB) and MSFS (1TB), Rolling Cache 16GB, Photogrammetry always OFF, Live Weather and Live Traffic always ON, Res 2560x1440 on 27"
October 14, 20223 yr Author 1 hour ago, DAD said: so no, we are not there yet I guess not. The changes included in this beta is very extensive though. Will be interesting to see if they're able to pull it off and deliver a shiny 40th Anniversary edition on Nov 11. I'm inclined to think they will. On another note, does anyone have any experience with DLAA? Just trying to understand what it is, and how it's different to TAA. And DLSS. So many changes, hard to keep up. Release notes: Quote Title now supports new NVIDIA technologies such as DLSS3 (including Frame Generator) and Reflex on supported NVIDIA graphic cards on PC. We also added support for 2 DLSS modes Super Resolution: Auto and DLAA What is Nvidia DLAA? An Anti-Aliasing Explainer | Digital Trends Quote Nvidia Deep Learning Anti-Aliasing (DLAA) is an anti-aliasing feature that uses the same pipeline as Nvidia’s Deep Learning Super Sampling (DLSS). In short, it’s DLSS with the upscaling portion removed. Instead of upscaling the image, Nvidia is putting its A.I.-assisted tech to work for better anti-aliasing at native resolution. Under the hood, DLAA works by utilizing an A.I. model and dedicated Tensor cores on RTX 2000 and RTX 3000 graphics cards. Nvidia trains an A.I. model by feeding it low resolution, aliased images rendered by the game engine, as well as motion vectors from the same low-resolution scene. During this process, the A.I. model compares the low-resolution image to a 16K reference image. DLSS and DLAA work in the same way. The only difference between them is that DLSS is using anti-aliasing to produce acceptable image quality with a big performance gain while DLAA is using anti-aliasing to provide the best image quality at a performance loss. Took some screenshots, not sure if the differences are easy to spot. But IMO DLSS is the most blurry, DLAA gives jagged edges, and TAA provides the best antialiasing. TAA: DLAA: DLSS: Edited October 14, 20223 yr by Cpt_Piett 7950X3D | RTX 4090 | 64GB DDR5
October 14, 20223 yr 3 hours ago, JRBarrett said: This sort of thing is to be expected. No existing add-ons are yet ready for SU11 - it just came out - and is beta software. Developers are unlikely to issue hot fixes until SU11 is officially released. If you don’t want to deal with crashes or misbehaving add-ons, why join the beta? When joining a MSFS beta, I first create a folder called “backup” and transfer the entire contents of the Community folder to it with the “move” command, then add them back one-by-one as I test for any problems. Why not use Addonslinker for this ? MSI Tomahawk Z790, I7-13700K, DDR5 6000mhz, MSI 4090, 3x SSD 980 PRO, Corsair 360 Liguid CPU cooler, Corsair H1200V2 power.
October 14, 20223 yr 1 hour ago, altenae said: Why not use Addonslinker for this ? I don’t really have enough add-ons to bother, but I might try it at some point. Jim BarrettLicensed Airframe & Powerplant Mechanic, Avionics, Electrical & Air Data Systems Specialist. Qualified on: Falcon 900, CRJ-200, Dornier 328-100, Hawker 850XP and 1000, Lear 35, 45, 55 and 60, Gulfstream IV and 550, Embraer 135, Beech Premiere and 400A, MD-80.
October 15, 20223 yr 20 hours ago, lwt1971 said: I see ok.. out of curiosity I went and looked at their source code and flight_model.cfg (https://github.com/Working-Title-MSFS-Mods/fspackages/blob/main/src/workingtitle-aircraft-cj4/SimObjects/Airplanes/Asobo_CJ4/flight_model.cfg) and doesn't look like they're using the new SU10 ground handling parameters yet. Should be these, shown here with example values (needs to be specific and tuned for each particular aircraft):ground_crosswind_effect_max_speed = -1000 // feet per second, default is 80 ground_crosswind_effect_zero_speed = -1000 // feet per second, default is 5 ground_high_speed_steeringwheel_static_friction_scalar = 1.4ground_high_speed_otherwheel_static_friction_scalar = 1.4 So if you're seeing ground handling improvements in SU11 it's likely due to something else outside of the above FM tuning parameters and even the stated CFD related ground effect improvements, since those don't apply to the WT CJ4 either. More details from the SDK documentation (https://docs.flightsimulator.com/html/Content_Configuration/SimObjects/Aircraft_SimO/flight_model_cfg.htm?rhhlterm=ground_high_speed_steeringwheel_static_friction_scalar):ground_high_speed_steeringwheel_static_friction_scalar: At high speeds, tires are rolling and - depending on their shape and width and how much they are inflated - they will more or less resist rotation or sideways motion. This parameter allows you to define how much a moveable wheel resists static friction which goes sideways or resists rotation around the vertical axis. Essentially, it allows you to control how much the aircraft will move into the crosswind when rolling at higher speeds, and reducing the scalar will reduce the friction, so the aircraft is more likely to slide. Note that only the lateral forces are impacted by this value, so rolling friction and braking when your aircraft is rolling straight will not be influenced. Default value is 1.ground_high_speed_otherwheel_static_friction_scalar: At high speeds, tires are rolling and - depending on their shape and width and how much they are inflated - they will more or less resist rotation or sideways motion. This parameter allows you to define how much a non-moveable wheel resists static friction which goes sideways or resists rotation around the vertical axis. Essentially, it allows you to control how much the aircraft will move into the crosswind when rolling at higher speeds, and reducing the scalar will reduce the friction, so the aircraft is more likely to slide. Note that only the lateral forces are impacted by this value, so rolling friction and braking when your aircraft is rolling straight will not be influenced. Default value is 1.ground_crosswind_effect_zero_speed: This parameter represents the world speed (in ft per second) at which 0% of the crosswind effect is applied to the aircraft. This parameter will work in two different ways: With the ground rudder assistance enabled, at the given speed and below, the lateral (x) component of the wind is set to zero. With the ground rudder assistance disabled, crosswind is completely cancelled out below ground_crosswind_effect_zero_speed ft per seconds of IAS, and it is gradually blended in up to 100% at ground_crosswind_effect_max_speed ft per seconds of IAS. Note that this value can be set to -1000 to have a 100% realistic simulation where the crosswind is never cancelled out. Default value is 5.ground_crosswind_effect_max_speed: This parameter represents the world speed (in ft per second) at which 100% of the crosswind effect is applied to the aircraft. Note that this value can be set to -1000 to have a 100% realistic simulation where the crosswind is never cancelled out. Default value is 80. DA-40NGX Mod definitely handles better on the ground. In the air at altitude in the Himalayas it is much more challenging...not sure if thats the new CFD, atmospheric modeling or just me... Edited October 15, 20223 yr by badgenes
October 15, 20223 yr Well, I can see that the 1st thing I am going to do when I get back home is opt out of this round BEFORE starting up MSFS. Ryzen 7 5800 x3D, Asus Tuf Gaming X570 Plus, Geforce GTX 4080 F.E., 32GB Corsair PC-3600, 1TB Samsung Evo 970 nVME SSD, 1TB Samsung Evo 870 SSD, 500GB Samsung Evo 870 SSD
October 15, 20223 yr 39 minutes ago, Mikeingreen said: Well, I can see that the 1st thing I am going to do when I get back home is opt out of this round BEFORE starting up MSFS. Why? Aren't you in the beta to help testing it? And by the way, be prepared for a full reinstall if you opt out. Alvega CPU: AMD 7800X3D | COOLER: Cooler Master MasterLiquid 240L Core ARGB | GPU: RTX 4070 TI Super 16GB OC | Mobo: ASUS TUF GAMING X670E-PLUS WIFI |RAM: 32 GB Corsair Vengeance RGB DDR5 6000MHz PC5-48000 2x16GB CL36 | SSDs: WD Black SN770 2TB NVMe SSD (WIN11), WD Black SN850X SSD 2 TB M.2 2280 PCIe Gen4 NVMe (MSFS), Crucial MX500 2TB (Other stuff) | CASE: Forgeon Arcanite ARGB Mesh Tower ATX White | Power Supply: Forgeon Bolt PSU 850W 80+ Gold Full Modular White
October 15, 20223 yr 20 hours ago, DAD said: Fenix has some issues though as reported by other, glass panels doing OK but the AP panel is borked, I see some sort of map instead of altitude and heading numbers.. interestingly I just did another quick hop EDDM-LOWI and the Fenix panels were alright including AP dials... well,... Phil Leaven i5 10600KF, 32 GB 3200 RAM, ASUS 4070 12GB EVO, Asus ROG Z490-H, 2 WD Black NVME for each Win11 (500GB) and MSFS (1TB), Rolling Cache 16GB, Photogrammetry always OFF, Live Weather and Live Traffic always ON, Res 2560x1440 on 27"
October 15, 20223 yr If I join this beta program what challenges does this present? I get it that some of the time the beta may be unstable, but what else will i face? 7950X3D | RTX 4090 | 96GB DDR5 | 4K G-Sync | Win11 Pro
October 15, 20223 yr Author 7 minutes ago, RobJC said: If I join this beta program what challenges does this present? I get it that some of the time the beta may be unstable, but what else will i face? That question is almost impossible to answer. The user experiences over at the official forums is all over the place. For me it's working really well - improved performance with DX12 (vs SU10) and the stability is good - for others it's a disaster. I'm sorry I can't give a more uplifting answer. It's a beta, intended for beta testing. Enter at your own risk 🙂 7950X3D | RTX 4090 | 64GB DDR5
October 15, 20223 yr 3 minutes ago, RobJC said: If I join this beta program what challenges does this present? I get it that some of the time the beta may be unstable, but what else will i face? Worse case scenario - you'll need to do a fresh install. Click a few buttons, leave for a couple of hours. Done. I just had to leave the beta and re-install SU10 because I couldn't get through a flight without the sim locking up. I rolled back and it was still locking up even with a fresh SU10 install. I forced a memory dump when it froze and used WinDbg to examine the dump. I determined that it was stuck in an Nvidia driver call updating the captain's ND. I remembered that I had installed SU11 beta and the new 522.25 driver at the same time, so I rolled the Nvidia driver back to 517.48. I was able to complete a flight in SU10 after that, so I just re-joined the SU11 beta and started the first test flight. It seems fine so far. I'll know when I land. It was getting hung during climb or early cruise, so I should be fine as I'm more than half way to Vegas. Again. Then, I'll need to decide is I give 522.25 another shot. Maybe I had a corrupted install? Fun stuff. i9-10850K, ASUS TUF GAMING Z490-PLUS (WI-FI), 32GB G.SKILL DDR4-3603 / PC4-28800, GIGABYTE RTX5080 16GB WF OC 3 FAN running 3440x1440
October 15, 20223 yr From what I can gather on the official forums the issues of display screens becoming corrupt in the Fenix Airbus and PMDG 737’s seems to be only in DX12? Can anyone confirm or refute? That’s the main thing keeping me from joining the beta, though if simply running in DX11 keeps the issue from happening I’ll jump in. Thanks Dave Current System (Running at 4k): ASUS ROG STRIX X670E-F, Ryzen 7800X3D, RTX 5090, 55" Samsung Q80T, 64GB DDR5 6000 RAM, EVGA CLC 280mm AIO Cooler, Brunner CLS-E NG Yoke, Thrustmaster Warthog HOTAS & Stick, Thrustmaster TCA Quadrant & Add-on, VirtualFly Ruddo+, TQ6+ and Yoko+, GoFlight MCP-PRO and EFIS, Skalarki FCU and MCDU
October 15, 20223 yr I have never seen the Fenix screen corruption in DX11. i9-10850K, ASUS TUF GAMING Z490-PLUS (WI-FI), 32GB G.SKILL DDR4-3603 / PC4-28800, GIGABYTE RTX5080 16GB WF OC 3 FAN running 3440x1440
October 16, 20223 yr 15 hours ago, regis9 said: From what I can gather on the official forums the issues of display screens becoming corrupt in the Fenix Airbus and PMDG 737’s seems to be only in DX12 I got the display corruption in the 737 within minutes after staring a flight. First it was only the ISFD then other displays started becoming corrupt. I aborted the flight and went back to DX11 and haven't seen the problem since. I haven't tried the Fenix yet. Intel Core i5-12600k, Nvidia RTX 4070 Super, 128 Gigs.
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