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Pete Dowson

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Everything posted by Pete Dowson

  1. But MyTraffic doesn't run to optimise traffic. It just provides the BGL and aircraft files which are static. It's surely up to the Sim to obey the timetables allowed for in the BGL format from AI Traffic. Pete
  2. Oliver is in this thread occasionally. Maybe he will clarify here? Pete
  3. Right -- but I don't understand why P3D is loading them so early when it knows the departure time -- it's in the BGL files for the traffic. Not so odd if there's a bug in the DLL. It probably wouldn't be doing anything till the AI traffic is generated, which is right at the end of that loading progress. Haven't you tried the Lorby-Si "RemoveAISleepers" program? That's an external EXE, and there's one for each sim including P3D4. (Thanks Oliver!). It's a shame none of this really helps with UT2/UTL. I have STB, just don't use it -- can't really see its screen well enough from inside the cockpit. Perhaps when we fly you'd have to sit outside whilst i fly and vice versa! ;-) And I don't think it can give me any times for UTL traffic, at least not till they've filed their plans by which time they are closer to departure. Pete
  4. Hi Ray, Unfortunately, whilst it is easy to get the departure time for database traffic (like MT6/MTPro), there's no data for injected aircraft like that from UT2 and UTlive. And the latter, at least, is far worse than MT6 at having traffic sitting at gates early. In fact I've never really noticed it as a problem with MT6 -- I would have thought the AI creation code in the Sim would add the traffic according to its scheduled departure time, with perhaps only a hour to spare. I wonder why it is there so early? Pete
  5. I think it was it a detailed post from Jeroen deep in this thread, long scrolled off: I printed a copy at the time, for reference! Pete
  6. Thanks for the assist, Jeroen. I'll take another look! And doing all this to no avail, as your last comment implies, is rather annoying. If that's the case for others too, why the hullabaloo about how wonderful it is? Placebo? Best Pete
  7. Hi Jeroen, I printed out your guide to setting SF 3D up properly, the "Basic REX Sky Force 3D + Active Sky tutorial", and today I resolved to try sorting it all out 9with ASCA too, for sky textures). However, I'm sort of stuck right at the start. You say "Start REX and go to the Options Engine". Which is that. When I start SF3D I get "click here'"s for: Randomize, Customize, Flight Plane, and Settings Nothing actually called Options! Each of the about takes me to other things, none of which really correspond to anything in your instructions -- oh, except in "Customize" I do get the odd icons all down the left, one of which is the "cube" where I have checked pretty much everything, as per your advice. The other thing I need to find is where to disable sky textures so I can use ASCA for those instead. Thanks! Pete
  8. That's a shame! Thanks for the other answers. All understood! Pete
  9. Okay, as long as that doesn't provoke an error message from ASP4, as it might it it is checking the Registry to see if ASCA is installed. I'll try it. Ok. Thanks. I'll try that if the above isn't good. Won't only REX textures be chosen? Do you mean delete the Shaders folder in AppData? I think that just forces P3D to generate a new one, right? I have EnvShade too, not even installed yet. Is that now superfluous or does it deal with different things? Also I can't find a way of ensuring SF3D loads and minimises itself quietly, like ASCA and AS. It would be a little annoying to have to do this manually. Currently all I need to do to get everything running is start P3D! Sorry about all these quiestions. I feel a complete novice among all this graphics-related stuff, never been my area! Pete
  10. Looks like I'll have to uninstall it then, as I have AS being loaded by FSUIPC, so I can auto-close it down at end of session. I was going to start SF3D in the same way. I don't really want to have to intervene via keyboard during P3D initialisation. Pete
  11. I have just installed SF3D to try it with AS to compare the results with AS + ASCA. But how can I stop AS loading ASCA automatically without uninstalling ASCA, which I don't really want to do until I'm sure I prefer SF3D. Pete
  12. Hi Chock, I know you posted that a month ago, but I've just found time to install some more add-on sceneries to my P3D4.1 installation. The ZIP for the Arkhangelsk sceney contains an installer EXE and three JPEG images, plus a readme in Russian. So how did you install it "manually"? I only have P3D4.1 installed on my cockpit setup, and the installer gives me an error Internal error: Failed to get a non empty installation "AppId" gives gives me no clue. Do i have to make a dummy FSX installation, install it for FSX, then copy the files over? [LATER] Okay, I think I answered that myself. I'm installing it okay on my other PC running FSX-SE. Then I'll copy it over. Thanks, Pete
  13. FSUIPC offers Mouse Look (by mouse movement - middle button held to engage or optionally a keypress/fsuipc control instead), and Zoom (on the mouse scroll wheel), but not flaps, and apart from the Lua plug-in facilities for mice, offers no east assignments for mouse buttons. Pete
  14. How? Is that the number to spawn figure? Perhaps I should try that. I was hoping the frame rate target one would do its job. With the FSUIPC frame rate limit, if the achieved frame rate is higher than the limit set then the AI number limit is ignored. That's what I would like to happen with UTL. Pete
  15. I'm not sure that the frame rate target limiter works, though. It didn't seem to do anything for me. With a fairly high slider setting for traffic (same as I used to have in P3D for MT6), a target rate of 20 fps did not seem to help reduce traffic enough at EGLL to get my frame rate above 15! There were 300-400 AI aircraft! With MT6 I normally have to use the FSUIPC limiter to get that down to less than 100 (80 is what I set) to maintain around 20 fps at EGLL. (I use the Aerosoft one, which is a bit better performaing for me than the UK2000 one, which otherwise I'd prefer). Pete
  16. Why a quarter of the screen? You should be in full screen mode! (Alt+Enter). I can't be sharper! It isn't a genuine 3840*2160 as the video card is then downgrading it back to match your screen. Also the other DSR option is a smoothing setting, which i think defaults to 30. That's far too high and will make it even less sharp! Pete
  17. You can a 4K test by simply using the nVidia facility to multiple the resolution. This will make P3D send than many more pixels. The work to bring in back down to your screen resolution is done by the video card, but ther'e certainly enough ooomf in your 1080 to handle that! nVidia Control Panel - Manage 3D Settings - DSR Factors You'll then find the higher resolution(s) selectable in the P3D menu. When I was testing here with a view to having 2x 65" 4K TV screens to replace the projection screen, I measured something like a 20% drop in fps for 1 x 4K, which I thought was pretty good for 4x more pixels being pushed out by P3D. Pete
  18. It might be more to do with the configuration on your flight sim PCs. I have all external EXE programs, like Active Sky, UT2, UTLive, and my own hardware drivers, running on different processor cores to those in heavy use by P3D. Using P3D4.1 I am seeing very heavy use of cores 0 and 1, but less so on the other 8. (I don't use HT to avoid clashes). None of the external EXEs appear to have any noticeable affect on performance or smoothness. I don't use EZDOK , nor trackIR on that PC, especially now that I'm using a curved screen with 210 degree FOV! ;-) SLI also helps with smoothness on P3D4.1. Pete
  19. Strange. I've never noticed a "jolt" from either the creation or deletion. Are you still using ESP? I thought that was sort of frozen, incomplete. Pete
  20. No way does FSUIPC have anything to do with Traffic BGLs. It deletes AI traffic AFTER they've been injected. It works fine with UTLive, as it did with UT2. It uses the same mechanism as the "Traffic Zapper" control FSUIPC offers. It doesn't necessarily delete traffic newly added, either. It uses the parameters you set plus a randomizer to select which ones need to be deleted. They may have been injected some time beforehand, and only just recently become eligible according to the parameters. I see no performace issue with this which I would not already have got with MT6. Yes, a balance is needed. You don't really want excessive processor time spent generating hundreds more aircraft than you want just for more time to be spent hunting them down and shooting them! ;-). However, UTLive's schedules seem to stop lots being generated at once. I get better performance with UTLive than with MT6, but then there are less aircraft in any case. No military for example, and very few chartered types (if indeed there are any). I shall probably experiment with mixing them as I did with UT2 (though for that Burkhard provided a built-in configuration option). Pete
  21. You should be asking this in the FSUIPC Support Forum. That's what it is for. But, yes. Just create a profile and after loading each new aircraft and assign the required profile to it. You can also carry over generic sets of settings to a new profile, or base a new profile on an existing one. The user manual for FSUIPC gives details, and even pictures too in most cases! Pete
  22. Simply because first we tried one card per projector, and we saw more stutters and overall poorer performance. We are just guessing that this is because the data needed for the displays has to be fed separately to each one through a possibly limited channel, so afftecting CPU performance. By having them all on the one card and using SLI to allow that card to use also whatever resources it could to help, and such data transfer is taken off the processor. It definitely appears that no matter what clever visual technology you throw at P3D, at present it still ends up being processor limited. Maybe that will change eventually, but I expect it would mean a move to DX12. Pete
  23. No Add-Ons ever need to use "Required=TRUE". That just means the sim cannot even run without it. It stops you deactivating it in the Sim's library editor. It only applies to a few base layers. Pete
  24. I'm using 3 x 1080Tis in a 3-way SLI configuration. Originally I'd planned one projector to each card (rather that 3 PCs each with a card), but tried SLI with 4.0 and whilst it is no faster, it is certainly smoother, and smoothness is important. 4.1 performs about the same for me as 4.0. Pete
  25. Nor I, but I fixed that with StarDock's excellent "Start10" which makes it look much more like Win7. Check https://www.stardock.com/products/start10/ Pete
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