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kjjj11223344

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Everything posted by kjjj11223344

  1. It was definitely the experience of a lifetime. The yoke was a lot heavier than I expected. I went from a Logitech extreme 3D to a thrustmaster hotas, but not even the thrust master comes close to how heavy the real yoke feels. I actually had to use both hands to pull back on the yoke after idling the engines on my first landing, as one hand wasn’t doing the job 🤣. Nevertheless, the precision of the real yoke is unparalleled. Much easier to get the plane to go where you want than in the sim… PMDG did a fantastic job on the trim. The trimming felt very close to what I feel on the PMDG.
  2. After many years of simming, I got the opportunity to go on a level d 737-800 sim today. All the years of playing flight sim payed off - all my landings were on the markers, smooth, and on centerline. The instructor was very impressed with my knowledge, and basically let me do whatever I wished as he didn’t have to instruct me :). Just writing this post to say - our home sims really are great training tools. In fact, the level d sim felt easier than my home cockpit (peripheral vision, g forces, more precise controls).
  3. I recommend using FSEarthTiles (FSET). It’s just better for fsx/p3d than ortho4xp_fsx_p3d (better quality, etc). I’ve also recently written a custom water masking solution. Before, FSET just used ortho4xp’s water masking code, which downloaded a lot of data not needed by FSX/P3D. My custom solution doesn’t do this and the result is much faster water masking, without as many timeouts from the OSM server (basically no time outs ever). Download it here: https://github.com/stackTom/FSEarthTiles/releases
  4. FYI: the latest FSET version is 2.0.3. I’ve written a custom water masking implementation that doesn’t rely on createMesh.exe (which is essentially ortho4xp’s water masker under the hood). The result is significantly faster water masking with less time outs from the OSM servers. Download here: https://github.com/stackTom/FSEarthTiles/releases
  5. For anyone in the future wondering: purchased a thrust master warthog and I can now fly smoothly in msfs just like in p3d.
  6. I have an old Logitech extreme 3d pro that’s now 14-15 years old. In p3d it still does a great job. However, in Msfs, I can’t seem to figure out how to make smooth inputs. I’ve tried various sensitivity curves and null zones, but none provide smooth inputs… the joystick is incredibly noisy and twitchy inside Msfs. In pmdg 737 in p3d - smooth inputs. In Msfs - my approaches look like a drunk pilot is behind the controls. Ditto for the FSLabs a320 in p3d and the just released Fenix a320. Anyone have success with this joystick in MSFS? I know my joystick is old and noisy, but it simply works great in p3d. Not sure why it doesn’t in Msfs. If it’s time to replace it, then what’s the highest accuracy/precision stick you guys recommend buying?
  7. Unfortunately, I can't find the code included with those downloads on source forge. Been trying to find it on Github, but haven't been successful either. Would you happen to have the link?
  8. I recommend using the updated FSEarthTiles to make photoreal for FS9/FSX/P3D. Orth4XP for FSX/P3D is nice, but I am personally using the latest FSEarthtiles (v1.3.1) on my own machine 🙂 (due to better quality, more flexibility, etc).
  9. Does anybody know where I can find a copy of the TileProxy source code? Or, can anyone send it to me if they have it? I see the source is supposedly GPL license, but I am not sure as to the accuracy of that.
  10. I am not using EA nor any traffic. However, these are the same settings as I had in 5.2.
  11. I am getting way better performance in v5.3. At latinvfr kfll with the FSLabs 321 SL, a scenario which would give me an average of 22 FPS in 5.2 is now giving me an average of 35 FPS with the same settings. Another scenario - Latin vfr kfll, FSLabs 321 SL, VR enabled, I’d get 11 FPS average (unflyable). Now I am getting a solid 23 FPS average. I am amazed at the performance increase on my old i7 2600k overclocked to 4.5 ghz. I fully uninstalled v5.2 as well as all of my addons and re-installed from a clean slate. I usually just update, but I had some corrupt scenery files from orbx, so decided to start fresh. Not sure if this might make the difference between those suffering from performance issues vs those that see big performance gains. Note - I have all traffic disabled. But these are the same settings I used to use in v5.2.
  12. Use FSLabs with experimental channel until they release their update on the public channel. The new update fixed this issue for me.
  13. V 1.3.1 is out. Improvements are: “ This releases adds a new parameter to FSEarthTiles.ini called SkipAllWaterTiles, which, when set to "Yes", will not create BGLs for tiles which contain solely water. Also, this releases fixes a crash that could occur when downloading very large files from OSM for scenProc autogen creation. ”
  14. I've updated the program to v1.3. Here are the changes: Added support for .lay provider files from Ortho4XP Added masks width parameter to enable using Ortho imagery near the shoreline for more realistic coasts Added ability to control number of image processing threads that run at a time (before, it defaulted to 4) Fixed miscellaneous bugs (such as www button not working like it used to in FSET 1.03B)
  15. It is working for me. Any error messages? I recommend downloading the latest release, v1.3.
  16. Blend borders now works in the latest release, v1.2.1: https://github.com/stackTom/FSEarthTiles/releases/tag/v1.2.1
  17. I have updated FSET to version 1.2. It supports multithreaded downloading (up from the default of 4) as well as multithreading resample.exe (up from the default of 1), as well as fixes some bugs. The result is much faster scenery creation. Check it out: https://github.com/stackTom/FSEarthTiles/releases/tag/v1.2
  18. Hello, blend borders doesn't work currently. It is a side effect of the new water masking. I might or might not add it in the future. The code is on github, so maybe someone else adds it as well.
  19. I have updated FSEarthTiles (FSET) to version 1.1. It supports automatic water masking and autogen creation while creating photo scenery for FS2004, FSX, and P3D. Check it out:
  20. I have update FSEarthTiles to now support automatic water mask and seasons creation. I believe this is a much better suited program for FSX, P3D, and FS2004 than Ortho4xp for fsx/p3d as it produces better quality images and is more versatile. Check it out here
  21. I have updated FSEarthTiles from the current version 1.03B to 1.1. It now supports automatic water masks creation as well as autogen creation utilizing Scenproc. Users of FSET may know that FSET is also able to create night and season masks automatically. This builds upon HB-100’s original FSET. It couldn’t have been possible without his original work. Also, much thanks to all my beta testers. Here is where to get it: https://github.com/stackTom/FSEarthTiles
  22. I just updated the program with some optimizations that will make downloading/craeting autogen with Scenproc much faster: https://github.com/stackTom/Ortho4XP_FSX_P3D/archive/refs/heads/master.zip
  23. I have a small group of beta testers. I’ll send you a PM.
  24. Announcement - I have updated the latest program to support the "Write App Cfg" button, as well as fixed an incorrect error message that was confusing people. Download at the usual link: https://github.com/stackTom/Ortho4XP_FSX_P3D/archive/refs/heads/master.zip I am also working on adding automatic water masking and scenproc integration to FSEarthTiles, which I believe is better for fsx and p3d than ortho4xp.
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