Everything posted by wulfbindewald
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Troubleshooting
BTW there is missing an entry in the dll.xml file according to the shown file above. The last line on the bottom from the dll.xml file should be </SimBase.Document> . To be added, if missing.
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Strange flickering when using FSX in DX10 full screen mode
The menu bar on the top of the screen does not work, as due to the "wild" flickering the whole screen is impacted.
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Strange flickering when using FSX in DX10 full screen mode
There are 2 with steadily moving ground vehicles and high frequented highways in Santa Barbara next to the airport. The card is a factory overclocked gaming GPU from Gigabyte. Maybe a down clocking would be here a solution, but I´ve no experinece with this.
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Strange flickering when using FSX in DX10 full screen mode
sgssaa off (Nvidiainpector set to Nvidia default) and AA 4X would solve this appearance issue. Thanks for Your help! But due to unacceptable shimmering on I will continue to use as a compromise 8XCSAA again plus proven Nvidiainspector settings, but to reduce the ground vehicle settings from 10 to 5%. One thing I´ll check is to reduce from 4 to 2 SGSS.....as a further compromise. Topic closed so far.
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Strange flickering when using FSX in DX10 full screen mode
yes, depending on the location the whole sky turns to black in short time steps
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Strange flickering when using FSX in DX10 full screen mode
Hi there, recently I loaded the new Orbx FTX Southern California scenery. In few places e.g. in Santa Barbara area and airport I recognized strange and strong flickering over the whole monitor screen in "full screen mode" at dawn and (less) during night, not at the day. Unfortunately it is impossible to make a self explaing pic of this flickering. Even in much more dense area e.g. Los Angeles no prob. DX9 overall and DX10 window mode(!) work fine. Before I ask Orbx I would appreciate your help and advise as it seems superficially to be a DX10 issue. What I have checked so far: Ground scenery shadows are unswitched. Reduced autogen density. Gone back to an earlier Nvidia driver. View from VC or only from outside. Different aircraft (B737 FSX default) No recognizible GPU (GTX980 OC) overload. Real weather and clean weather. Legacy slider to the left. Which further switch in the DX10 controller menu is worth to be checked/unchecked? EDIT: After further investigation I could significantly reduce the flickering risk reducing the car traffic density from 10 to 5%. But this soln is not my favourite one. Wulf
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DX10 Rain
Please have a look to various threads in the AVSIM forum´s to rain and raindrop simulation on windshields. One massage is that the raindrop effect can be generally converted to FSX for the 2D Cockpit screen (exchange of windshield textures, adress to be find in the forum), but not for VC as this effect is embedded in the aircraft and cockpit VC model. There is no specific DX9 or DX10 relevance known. So in your case PMDG has to be asked to modify their VC .... BTW Aerosoft has been asked too to modify their Airbus´ accordingly. They have given up because of the unacceptable huge performance impact in FSX. Wulf
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DX10 Fixer for WOAI
I´m not Steve, but yes WOAI works fine, please see two different pics at day in Seattle and at night in Victoria BC exclusevly with WOAI stuff. This might not be 100% representative, but I think many WOAI airlines and aircraft types are shown here ;-) Wulf
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Twinkling lights since V2.9
rain effect: IMHO yes, but I can´t quantify how much. I guess the point of "begin twinkling" and intensity during rain should be possible during a flight w/o FSX and DX10fixer reload: When flying from A to B under different weather conditions, e.g. from A no-rain to B with rain. So the twinkling tool modifcation should autom. follow different weather conditions. But I think this is difficult to realize.... 2 const. parameters will remain for the user if varying weather conditions during a flight are impossible: - begin twinkling 4-5-6000m or so and - intensity variation.
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Twinkling lights since V2.9
It might be useful to let vary the "5000m" by the customer too in a corresponding checkbox e.g. 4000, 5000, 6000m, although the default value is well chosen . Just an idea for enhancement.....
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Twinkling lights since V2.9
Is the distance where fluctuation starts adjustable e.g. to start twinkling earlier, or is this starting point a FSX-fixed distance and can´t be influenced?
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Twinkling lights since V2.9
Hi Steve, this new option is working well :smile: and is a further step to realism. Is the distance related % wise to a e.g. a given LOD distance? A further possibility would be nice to adjust in % or real distance value to start twinkling. Wulf
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DX10 Rwy and taxiway lights prob at Orbx PAKT
UPDATE: The prob has been solved. I disabled and enabled again the Convert Effects in the DX10 Controller Lights/Effects box. No further adjustments e.g. LightField option necessary. The reason for partly not displayed lights came from still unconverted files (reproducible). I wonder why the fixer tool has not alerted this although I have often used the DX10 controller. Nevertheless I´m happy and learned a bit more about the DX10 fixer complexity and the mighty FSX SDK tool. Wulf
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DX10 Rwy and taxiway lights prob at Orbx PAKT
The change from LightField_test to LightField_proper does not visually change anything (The red test colour will disappear of course). As a result there is no need to apply any additional LightField to this airport as it would not really help. Only the A/C landing lights lit display all airport lights properly. Thanks again for Your advise.
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DX10 Rwy and taxiway lights prob at Orbx PAKT
Here we go with the PAKT_LightFieldtest option.... - 4 pics which show the baseline lightfield and the modified in altitude +140ft MSL. - all LightField_test.bgl located in the scenery lib with priority 1 - all pics with landing lights off. EDIT: the 2. pic should be titled "PAKT View to the East", sorry. Wulf
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DX10 Rwy and taxiway lights prob at Orbx PAKT
Thanks for Your advise, Steve. Unfortunately Altitude modifications to e.g. "140.0F" (=140feet) in the XML file and compiled bgl file did not work, means no visible light improvement. Enclosed 3 pics with the original PAKT_lightfield.bgl for better explanation: 1. External view 1, landing lights off --> no airport lights visible: 2. External view 2 a bit rotated, landing lights off --> partially airport lights visible: 3. External view 3, landing lights on --> all airport lights including apron/rwy/taxiwy light visible Any further suggestions? Wulf
- Nvidia Inspector with V2.9
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DX10 Rwy and taxiway lights prob at Orbx PAKT
I guess you are referring to to the PAKT_lightfield.bgl option, which does not help here. The PAKT airport altitudes are by - FSX default constant +88 ft above sea level - Orbx PAKT airport scenery varying between Apron +60 ft to runway +140 ft above sea level
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DX10 Rwy and taxiway lights prob at Orbx PAKT
....any suggestions?
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DX10 Rwy and taxiway lights prob at Orbx PAKT
Hi Steve, at first thanks for the DX10 fixer update V2.9 which I use for my FSX DVD version. The lights at PAKT are only visible if the A/C landing ligths are switched on. The trick with the PAKT_lightfield.bgl surprisingly does not work. I´m not sure if this is related to the updated fixer. I checked a couple of other ORBX airports but there it´s all ok; also no warnings for effects files to be converted.... Has the vertical PAKT_lightfield position to do with it as the Orbx PAKT airport scenery is partially elevated including sloping taxiways? Any other knob to toggle (moving legacy slider does not help)? Wulf
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PAPI Lights Vienna LOWW 2.6 very dark
Do you have installed an alternative halo.bmp in your main FSX/texture folder? If yes then I propose to try the FSX default file from 12.05.2006 again. Wulf
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Fixer with DX11
FSX (+ACC) only supports DX9 and DX10 preview per default. DX10 can be significantly improved with Steve´s payware DX10 fixer. Nearly all GPU´s support DX11 today. These GPU´s are downwards compatible but there will be no benefit from this GPU´s for FSX. Wulf
- Pricing
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Engine smoke and water spray kills my FPS
EDIT to my previous mail: The resolutions 1200*768 or 1920*1080 (FullHD) or 3840*2160 (4K) show similar flashing triangles and the lower resolution shows better fps.
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Engine smoke and water spray kills my FPS
As I have the same problem I crosschecked with one of the wildfires located within the Orbx KWYS Yellowstone scenery and got similar results acc. to the pic, mail #17. The effects.cfg file content is the same as shown above. I tested it with a GTX680 and GTX980 with similar fps reduction results from 30 to ~10 or less depending on the zoom value or distance to the fire and smoke. Furthermore I got many artifacts and flashing triangles all over the screen as reported above in DX10 only when zooming narrow/close to the fire. I remember that this effect occured independent from any NVidia driver since 2013+ IMHO the wildfire and smoke visualization seems to overload the GPU. Wulf