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Tabs last won the day on February 13

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About Tabs

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    PMDG Support
  • Birthday 10/06/1981

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  1. Updated: Virgin Atlantic G-VROM (400) - fixed wrong engine type (PW instead of GE) on thumbnail image Centurion Cargo N901AR (400ERF) - was incorrectly painted as an ERF, aircraft is now a standard 400F Please note that you'll have to remove the ERF version from the Livery Manager module, then download the 400F version to correct this, it won't update automatically because the aircraft variant changed. Also: All paintkits have been updated at our website to include templates for the thumbnails and for the spines of the manuals that appear in the cabinet behind the FO's seat.
  2. I just love that we have a fellow Lions fan here! I'm from Michigan originally and have remained a die-hard fan through all the years. Please sign your real name to your posts though, forum rule, thanks.
  3. FSX:SE

    Far more likely that this is an error in the coding for the approach in the navdata than it is a rendering problem - there's only so much the code can do when it's asked to draw impossible or nonsensical things.
  4. Those two dlls are core Windows system files and crashes in them usually indicate deeper system-level instability. I believe what Robert is talking about here is the MSVCR120.dll crash associated with using the 2D popups.
  5. 7700K - FSX/P3D benefit more from single-threaded performance/core speed than they do more cores. I'm very happy with my new 7700K.
  6. No, it was not removed. It was modified to stop performance loss that some users saw, but the effect should still be visible.
  7. Long standing bug - will not be fixed unfortunately, the MD-11 is a legacy product that is no longer in development or for sale. There are workarounds using secondary flight plan etc as noted above.
  8. To add to what's already been said - if you do not see precipitation on AS16's map view, then there will be nothing on the airplane's ND either. ASN/16 outputs a 3D precipitation model that our radar uses - not a map of clouds. Real weather radars will show absolutely nothing unless there's actual precipitation within the clouds or falling from them. In addition, the tilt of the radar and the gain also play into what is shown - if you point the radar vertically in a place where there's no precip, you won't see anything, even if there's precip above or below that slice of space. Turn the gain down and the radar will start to filter out weak returns too, think of it like a squelch control on a radio.
  9. Gah! Kevin, sorry - not used to this new forum yet, I accidentally overwrote your initial post with my reply and I don't see a way to revert it back now. I meant to quote and reply.
  10. For what it's worth, issue #1 is already in our bug tracker, I noticed it during testing when comparing that situation to an actual level D sim. It'll get fixed but likely not until we do the long-awaited navdata format rebuild. Issue #2 is going to be similar because as it stands right now, the navdata does not define what the FAF is like the actual ARINC 424 spec does. Same reason we don't have automatic transition altitudes/levels, glidepath angles for RNAV approaches, etc like the real FMCs do.
  11. We'd love to do some classic jets (727, DC-10 and the classic 747 would be my picks) - maybe it'll happen some day, but the issue is just that the automated modern ones are all that sell in the numbers we need for it to be worth the development cost/effort. Even doing a less-popular automated jet like the MD-11 resulted in sales far below where they need to be for it to be a viable product for us. Like it or not, the market wants highly automated and popular-in-the-real-world medium to long range jets over and over - we wish it wasn't that way, but it is!
  12. Updated: Added: Centurion Cargo - N901AR (400ERF)
  13. This is a bug that will be fixed in the first update.
  14. VAS isn't directly related to system RAM - it's cumulative across all forms of memory the application is allocating for. Video, system, etc. all play into it. It's whatever the application is using, so yeah, just having a larger amount of VRAM won't hurt anything, it's actual allocation by the sim that will.
  15. The issue happens due to the flawed way the FSX/ESP/P3D engine calculates where the Windows 2D mouse cursor is pointing within the 3D world of the sim. In most modern game engines that use a cursor, the cursor is rendered as a 3D accelerated object that's part of the game world. The sim's engine doesn't do this unfortunately, it relies on a bunch of heavy CPU math to figure out what the cursor is pointing at. This is why you get a bigger slow down when using a complicated VC with a lot of clickspots as soon as the cursor comes into the game window - it's sitting there enumerating all of the clickspots for mouse interaction over and over. Obviously the more powerful your CPU is, the less of an effect it has on you - I did a pretty huge CPU upgrade last month (going from a nearly 7 year-old i7 860 to an i7 7700K) and I barely see the issue now. I seriously doubt any of the Windows cursor settings play a role in this - I remember testing them back when we tried to figure out how to mitigate this issue when making the NGX. "Enhance pointer precision" is just the Windows mouse acceleration feature (not to be confused with hardware graphics acceleration above) - instead of 1:1 movement, the motion of the cursor accelerates as you move it faster and decelerates as you move it slower - variable sensitivity. Generally this is frowned upon in gaming, especially in first-person-shooters where you want a consistent relationship between the distance the mouse moves and the rate of rotation of your aiming crosshair in the game world. The standard recommendation is to run it on the 6th notch of the speed slider with Enhance Pointer Precision off - this gives you 1:1 motion with most mice. The only time I turn Enhance Pointer Precision on is with laptop trackpads where your physical motion is so constrained that it's necessary.