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Solren

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  1. Yamaha desktop speakers I purchased way back in the 80's. About 10'" tall, 3" wide, and 6" deep. They are very heavy. They have performed great all these years.
  2. I don't own the aircraft yet, but I'll bet the ones that are jumping a thousand feet in the air or bouncing really bad have; [Main] DisablePreload=1 in their "fsx.cfg" file. Try removing the DisablePreoad line or at least change the switch from a 1 to a 0.
  3. In your "FSX.cfg" file adjust or add to the "display" section the following. [Display] RUNWAY_LIGHTS_SURFACE_SCALAR=0.85 //adjust values to suit your scale RUNWAY_LIGHTS_VASI_SCALAR=0.95 //adjust values to suit your scale RUNWAY_LIGHTS_APPROACH_SCALAR=0.85 //adjust values to suit your scale RUNWAY_LIGHTS_STROBE_SCALAR=0.7 //adjust values to suit your scale
  4. http://www.fsdeveloper.com/wiki/index.php?title=Problem_Resolving_%28FSX%29#FSX_will_not_start Scenario 2) Corrupted Logbook, (do not edit any entry, other than the latest). Subsequently FSX refuses to start, only loading to the initial title screen. Solution - Corrupted Logbook Look for the file - Logbook.BIN in - Filename OS Location Editor Download Logbook.BIN XP C:\Documents and Settings\%username%\My Documents\Flight Simulator X Files\ FSX Log Book Editor Lamont Clarke's Software Page (1Mb) Logbook.BIN Vista C:\Users\%username%\Documents\Flight Simulator X Files\ FSX Log Book Editor Lamont Clarke's Software Page (1Mb) Rename Logbook.BIN to - Logbook_DATE.BIN Now fire up FSX. Does FSX now load properly ? If so, you had a corrupted logbook. There are a number of Logbook Editors available. Example - http://lc0277.gratisim.fr/software.html FSX will have created a new - Logbook.BIN Rename it to - Logbook_Empty.BIN Copy - Logbook_DATE.BIN Rename the copy as - Logbook.BIN Open the logbook in the editor. Delete the last entry. Save the file & close the editor. Fire up FSX. Hopefully that should work, and you'll have all, but your very last flight, logged. Back up your logbook & granted rewards files regularly. Caveat - If your logbook contains any single-flight with more than 100 landings, then do not attempt to use Lamont Clarke's editor, as it may cause irrecoverable corruption. Use one of the alternative repair tools instead, (suggest deleting landings to < 100).
  5. Windowed mode... better FPS for me... Also found that a classic desktop theme did wonders.
  6. I saw an improvement using the windows classic theme, but then again my rig is a dinosaur compared to most here.
  7. :P As soon as I read that I realized I already knew it, but over the last year had started to misinterpret it. So I went off in an unattainable tangent thinking that the rending of the scenery was removed from the CPU by the Bufferpools=0 switch. Hmm... how easily we read into something that isn't there when we really know the difference.
  8. Gentlemen; Like many of you I have read with intense interest all the threads here, and else where, concerning the tweaks and inner workings of Microsoft's Flight Simulator X. I think I understand most that I have read, and am sure I've misinterpreted others. I just wondering how well I do understand it. So here goes. This is my understanding of how FSX works.. Please correct or comment. For example; in FSX in itself: FSX will behave differently, performance wise, from one platform to another regardless of how similar they may be. In other words, what works for me may or may not work for you. I think that most of us do believe this; I do. FSX is extremely CPU intensive; not only from calculating the simulation itself, but more importantly, from rendering the graphics. FSX originally was not designed with today’s graphic cards in mind. Scratch that last one. FSX was designed before today’s advanced graphic cards were widely available. I'm pretty sure this is a fact. (As a side bar does anyone know if FSX uses look-up tables to determine flight characteristics or does it calculate flight characteristics on the fly from the 3d models or mathematical formulas. I would think it uses look-up tables? FSX, although coded before today's advanced graphic cards, can be tweaked to a degree because of the programers clever coding. I've also read that many believe that the code was poorly done. I don't buy this myself as much of the graphic processing can be off loaded from the CPU to the GPU (graphics card) with all the inherent dangers that go along with that. FSX was coded before today's multi-core processors but with Service Packs 1 and 2 applied can take some advantage of them. A core for FSX itself, core's for texture loading, and core 0 for a thread that I can't for the life of me remember. Good game play does not come from fast frame rates, but from perceived smoothness, and sharp textures. I whole heartily agree with this. The basic in game settings can and do influence the perceived smoothness and graphical quality of the simulation, just not the way most would think. For example lower auto-gen and scenery density settings don't necessarily translate into a smooth flight experience with sharp textures. A clean, lean, and mean install of your operating system is a must, PERIOD Hardware wise: The faster the CPU, the better. A no brain-er! This would also mean, I would think, that the faster the bus speeds and memory timings, the better. The more physical cores a CPU has (after SP1 and SP2) doesn't necessarily mean more performance as the coding only executes on one core, core 0 (although there's that single thread which always runs on core 0 – wish I could remember the name of it). Texture loading is done on the other cores which would be of limited benefit depending on bus speeds and memory timings, which as a whole would limit the point to which the number of physical cores would be a benefit. Of course this can be “tweaked”, and the cores assigned. Un-tweaked, FSX and the “special thread” execute on core 0, leading to something called thread collisions. Virtual cores on a CPU are of no benefit, and hyper-threading can introduce shutter's, etc. Graphic cards in SLI or “crossfire” are of no benefit. ATI Graphic cards have many thousand more processors (pipelines or whatever) than Nvidea cards and can handle much larger amounts of data thrown at them, but the Nvidea cards fewer processors operate at much higher speeds, both of which are useless given that FSX is CPU bound concerning the graphics, that is until one starts to tweak and unloads the graphical rendering from the CPU to the GPU. At this point each graphic card has it's own and different benefits. Over 4 gigabytes of RAM is unless as FSX is a 32 bit program and can only address, or point to, memory up to a certain maximum (3 gigs I believe). This only applies to FSX running by itself, and a 64 bit operating system is of great benefit in eliminating most out of memory errors due to add on scenery, complex aircaft, etc. I haven't had any OOM's since switching to Win7 64 bit. Those are my basic understandings of the way FSX works, and it's inherent limitations. I do not have a fast computer or graphics card but do get, for the most part, a smooth flight and sharp textures. I try not to look at my “frames per second” as it's not the point. A smooth flight is. I have applied many “tweaks” and have tested them, some have worked, and many have not. I would like to discuss them and my perceived understanding of how they work and interact of each other at a later date. For example as I expand my flight experience to include add-on scenery I'm starting to observe blurries when the textures are 4096 bits (or is it bytes). I understand, at least I think I do, the way the external frame limiters affect this. No external frame limiter, hardly any blurries. No external frame limiter, the flight is no longer smooth. I've read that the external frame limiter not only caps the frames, but in doing so also caps other things within FSX itself. I've tested this. I always ran the External frame limiter capped at 15fps with nice smooth flights and sharp scenery textures. However with complex scenery with 4096bit textures blurries were introduced, which I believe is because FSX, in default, wasn't allocating enough time to load the scenery textures. I then set “FIBER_FRAME_TIME_FRACTION” to 1.0 (I know; overkill) just to see what would happen... less blurries. I then capped the external frame limiter to 60 and the blurries are mostly gone. I how have stutters, but not in slow aircaft. I believe that FIBER_FRAME_TIME_FRACTION is the amount of time that FSX assigns to texture loading as compared to rendering the scene. I've long ago unloaded the rendering from the CPU to the GPU with “BUFFERPOOLS=0” so should be able to command FSX to ignore rendering and devote texture loading as high as I want with FIBER_FRAME_TIME_FRACTION, which of course is not the case as other factors also come into play and must be balanced. Just some food for thought, and I'm now running on at the mouth. Sorry.
  9. I've seen that before on complex add-ons. To my knowledge **it happens.
  10. The the Bleedair ones. http://www.bleedair.de/3d-light-pmdg-b744.html
  11. Oh, sorry. I still experiment with the BufferPools settings. Currently they are off.
  12. I don't have a great system... used to be years ago.. lol. I've had very smooth flights with the frame counter turned off. Also found that LOD_RADIUS=3.500000 helped alot with this and blurries. Frames set unlimited, external limiter set to 15 [JOBSCHEDULER] AffinityMask=12 [bufferPools] PoolSize=8388608 RejectThreshold=131072 UsePools=0 [GRAPHICS] HIGHMEMFIX=1 SHADER_CACHE_VERSION=4676 ALLOW_SHADER_30=1 SHADER_CACHE_PRIMED_10=1693500740 SHADER_CACHE_PRIMED=1693500740 STALE_BUFFER_THRESHOLD=15 TEXTURE_MAX_LOAD=4096 AC_SELF_SHADOW=0 AIRCRAFT_REFLECTIONS=1 AIRCRAFT_SHADOWS=1 COCKPIT_HIGH_LOD=1 D3D10=0 EFFECTS_QUALITY=2 ForceFullScreenVSync=0 ForceWindowedVSync=0 GROUND_SHADOWS=0 IMAGE_QUALITY=0 LANDING_LIGHTS=1 NUM_LIGHTS=8 See_Self=1 TEXTURE_QUALITY=3 Text_Scroll=1 [Display] TEXTURE_BANDWIDTH_MULT=40 TextureMaxLoad=12 TransitionTime=4.000000 UPPER_FRAMERATE_LIMIT=0 WideViewAspect=True ActiveWindowTitleBackGroundColor=0,28,140,64 ActiveWindowTitleTextColor=255,255,255 BLOOM_EFFECTS=0 ChangeTime=4.000000 InfoBrakesEnable=True InfoLowerLeftBackGroundColor=255,0,0,128 InfoLowerLeftTextColor=255,255,255 InfoLowerRightBackGroundColor=255,0,0,128 InfoLowerRightTextColor=255,255,255 InfoOverspeedEnable=True InfoParkingBrakesEnable=True InfoPauseEnable=True InfoSlewEnable=True InfoStallEnable=True InfoUpperRightBackGroundColor=0,0,0,0 InfoUpperRightTextColor=255,0,0 NonActiveWindowTitleBackGroundColor=24,33,87,64 NonActiveWindowTitleTextColor=255,255,255 SKINNED_ANIMATIONS=1 [Main] DisablePreload=0 FIBER_FRAME_TIME_FRACTION=1.0 HideMenuFullscreen=1 HideMenuNormal=0 Location=324,121,1356,889,\\.\DISPLAY1 Maximized=2 SimObjectPaths.0=SimObjects\Airplanes SimObjectPaths.1=SimObjects\Rotorcraft SimObjectPaths.2=SimObjects\GroundVehicles SimObjectPaths.3=SimObjects\Boats SimObjectPaths.4=SimObjects\Animals SimObjectPaths.5=SimObjects\Misc SimObjectPaths.6=C:\FSX Addons\SimObjects\UT2 Aircraft User Objects=Airplane, Helicopter ProcSpeed=7755 PerfBucket=7 SimObjectPaths.7=SimObjects\UT2 Aircraft [TERRAIN] //TERRAIN_MAX_AUTOGEN_TREES_PER_CELL=6000 //TERRAIN_MAX_AUTOGEN_BUILDINGS_PER_CELL=6000 LOD_RADIUS=3.500000 AUTOGEN_DENSITY=4 MESH_COMPLEXITY=100 MESH_RESOLUTION=22 TEXTURE_RESOLUTION=29 DETAIL_TEXTURE=1 WATER_EFFECTS=6 SWAP_WAIT_TIMEOUT=2 // The number of frames the terrain engine will wait before loading new textures from MEMORY [sCENERY] DAWN_DUSK_SMOOTHING=1 IMAGE_COMPLEXITY=5 LENSFLARE=1 MAX_ASYNC_BATCHING_JOBS=1 SmallPartRejectRadius=4.0
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