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wallydog

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Everything posted by wallydog

  1. Thanks, Just sent you a PM. Wally
  2. It seems that an install of NL2000 v4.0 has corrupted my fx_1.bmp and fx_2.bmp texture effect files. Would anybody be kind enough to send a copy of these files to me. Thanks
  3. Steve, Thanks for posting. What drivers are you using. Many AMD users have reported crashing issues and LM have confirmed that the latest AMD hardware with these latest drivers are problematic.
  4. From Damian Hello everyone! We're pleased to announce that a new service update for ASN for FSX and P3D is now available in OPEN BETA format. This is a BETA version, not yet extensively tested, and may have issues. Please use at your own risk. This update brings P3D v3 compatibility (ASN for P3D) and fixes a radar API issue related to lighter rain and improper intensity of radar depiction (ASN for FSX and ASN for P3D). The update can be downloaded from our downloads page. Please post bug reports/issues in a new thread. Thank you for your participation in this OPEN BETA test! We hope to release this update officially in the coming days, after more testing and applying any fixing/adjustments required. http://www.hifisimtech.com/forums/showthread.php?5169-Service-Update-20150930-with-P3D-v3-support-and-radar-API-fix-OPEN-BETA
  5. wallydog replied to a post in a topic in The Prepar3d Forum
    Rob, Thanks for the video.Looking forward to more! From the video, it seems that the issue with tessellated water clipping wake effects is still present. Its been mentioned that P3D licenses sundog software's water but their demos show rotorwash and wakes without clipping. Curious to know if you have any insight why this is a challenge to fix or if its something the end user can accomplish through the sundog sdk?
  6. Any official word on future patches or versions? Would love to know where LM is taking P3D next.
  7. There's some interesting stuff in this topic regarding DX12. I was curious however if anyone knows if the latest generation CPUs from Intel will yield any benefit from legacy chips with the same clock speed. I currently have the i7 950 (oc'd) mentioned by the OP. So does a next gen chip at the same clock speed increase performance (particularly with P3D) or will it be the same? I know the newer chips from Intel are more efficient (ie., use less power) but thought that identical clock speeds and same number of Cores (HT on or off) would yield identical performance.
  8. Yes...very interested to hear what improvements 3.0 will bring vs extending the life of 2.x. It's always been a little unclear to me what LM is allowed to change with their license of the simulator. The way I understand it is that they will or can not change things like flight dynamics but can make it easier for developers to incorporate a more accurate flight dynamics model. They will not improve the default weather engine but will make things easier and more uniform for third party weather developers etc.,etc, so it's unclear to me at least how 3.0 would be a dramatic leap above 2.x aside from graphics and 64 bit?
  9. Hoping someone can clarify. I'm currently using an AMD R9 290 and all the talk of Nvidia SLI and no crossfire support has left me a bit confused. I've never used crossfire or SLI but have always assumed that an extra card gave more processing power and thus improved performance. Does this mean that AMD users will see no improvement (i.e., FPS) in P3D v2.x with another card crossfired or simply that they can't use features like multi-monitor?
  10. Wow that was quick!.. Thanks for the heads up Rob.
  11. I am noticing this as well. As you mentioned, restarting will load the scenery. Hope the good folks at LM address this.
  12. Harry, The flickering you see is caused by P3D's tesselated water and non-tesselated effects. In v2.5 LM fixed the wake heights to be more in line with water level instead of floating in mid air. It's not perfect but hopefully future patches will bring effects for water that are fully compatible with tesselation. You can turn tesselation off and you may get the wakes as you had them in FSX.
  13. Your frames may be locked at 20. Try changing to unlimited if you have not done so already
  14. Rob, Found this thread referring to the effect I was talking about along with Beau's comments. There have been a few threads on this - some I think claiming the effect was taken out prior to v2.x .. not sure how accurate those claims were. http://www.prepar3d.com/forum-5/topic/effects-waves-not-dx11-compatible/
  15. Rob, Thanks for all the vids. Eagerly anticipating all the fixes in the latest build. LM would definitely have to make what seems like major changes to specific effects to get them to work with Tesseslation which I believe is why shoreline effects were removed completely. The following vid has been mentioned before and shows wakes and rotor wash effects in DX11 but unclear how difficult it would be to implement something similar in P3D. Eric, What you are describing sounds to me as the actual wake effect that in previous versions of P3D 2.x have all been incorrectly offset.. These wakes should be coming off the floats rather than the wing as can be seen in all the seaplanes in fsx.
  16. Chris, The only issue with contrails I've noticed is where the extrudes draw at varying altitudes and thusly give a "double contrail" effect. A video can illustrates this much better than I can describe it and the same is probably true for a "vertical contrail" effect if it is something different than what I've described. From Rob's videos and LM's communication, there has definitely been work on extrude effects but not sure if contrails have been fixed.
  17. Thanks for the video Rob. Definitely looks better than the floating effects in previous versions.
  18. Rob, A big thanks for all you're doing to support the sim. There are still some outstanding bugs with effects that were not mentioned in the latest list of fixes by LM. http://youtu.be/RyZ8dzOm3rw Clipmode=minimum has been mentioned in th LM forum as a fix for the bleed through issues in the VC but I have not tested. Wakes are also offset a few feet off the ground, similar to the rotorwash issue and I believe this same issue is what plagues contrail effects as well. The sawtooth wakes have been addressed by Beau but I wonder if you could check if their is any added smoothness to the wakes in the latest beta. The wake effects in P3D seem to happen in chunks rather than the natural fluidness of FSX.[media=''][/media]
  19. No. This deals mostly with wake and contrail effects.
  20. Here's a quick video of the water. I looks fine to me but eager to see what Tim and folks have cooked up.
  21. Beau Hollis of LM wrote this in regards to the disappearing cloud shadows in the P3D forums Quote from Beau on August 27, 2014, 11:22 We are aware of the issue, but there is not a way to fix it that won't come at a fairly hefty cost in terms of performance. What we may do is cone up with a fix and add a configuration option to enable it for 2.4. Basically what happens is only clouds you can see cast shadows. Clouds that are off screen don't cast so as you move the camera and clouds cull out, their shadows will disappear. We can do the visibility test separately for the view and shadow view, but this will mean that many more clouds will render into the shadow cascades. GPU performance of clouds is directly related to number and size of clouds that render to the screen which is why the performance varies so much and get bad in situations like flying though clouds where lots of big clouds are drawing.
  22. I just did a complete install of P3d V2.3 and noticed that the landing lights for the default aircraft seem a bit dim if at all non existant. Dont know if this is a corrupt file on my part so I thought I'd ask the community. All things aside, loving the improvements from 2.2
  23. can someone answer if cloud shadows work with photo real scenery. would love to see some screen or video captures

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