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patrickbc

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Posts posted by patrickbc


  1. 10 hours ago, ivng said:

    Good day everyone, first post here. 

    I've been lurking in the forums for a week or so now. New to the sim world and it would appear that I'm a gamer at the moment as opposed to a simmer.  Was always interested in flight simulators but under an impression that I couldn't handle them as I was never willing to invest time and effort into learning all the intricacies (I will always treat MSFS as a game foremost).  Having said that, I like how this new software is approachable to newbies and I'm not adverse to learning things.  (and yes, eye candy did the trick in selling the sim to me).

    I don't know what I don't know, but please take a look at the attached screenshot.  These are default settings for weight and balance.  They can be found in world map menu by clicking on aircraft in top left screen corner.  This particular aircraft seems to be over-weighted and unbalanced.  Some others are set up in a similar way.  Doesn't flying with this setup affect how the plane handles?  Should I keep an eye out for these settings and adjust values to within limits manually?

    I fly on Hard settings with only auto-mixture turned on (have no idea about that stuff).  I'm actually very surprised that I can handle most propeller aircraft with Hard accessibility settings. 

    Was a blast being barely able to take off at C53 Lower Loon Creek, struggling to climb over mountains in an Extra 330LT (max altitude 10,000 ft).  Most exciting flight in the sim yet.

     

    WB1-Medium.jpg

     

     

    Well, as a real pilot (student), I can tell you: You should definitely always be within limits (both CG and weight wise) if you want to fly it  realistically.

    And yes the aircraft handles differently depending on CG and weight. 
    I guess MSFS always just puts 50% fuel and the pilot + front seat pax, which causes some aircrafts to be outside limits (and it would be like that in real life as well, when I fly with 2 people in front, none in the back, I put a sand bag in the back of the aircraft, to get the CG within limits, so adding a few lbs to “baggage” would be the trick, however since your overweight as well, removing the front pax would be the better choice)

    Also auto-mixture:

    The mixture controls the amount of fuel going to the engine, and thus the fuel/air ratio, so when you climb (because of thinner air) less oxygen enter the engine, and to keep the optimal fuel/air ratio, the mixture has to be leaned (reduced). Auto-mixture does this for you. If you want to do it yourself, then (when at altitude) lean the mixture until RPM or CHT (cylinder head temp) peaks (depending on the aircraft), and then add a little mixture back in (the exact procedure varies  from aircraft to aircraft, but this should work fine generally).

    Hope it helps.

     


  2. 50 minutes ago, Kilo60 said:

    I think what's happening is that it is not bad photogrammetry...

     

    Its probably the fact, that regardless of your FPS setting (30/60), the game automatically adjusts visuals to prioritize FPS.

     

    Setting ULTRA will only go so far when your system CPU/GPU is maxed and the rendering LOD will be automatically reduced at a distance.

     

    If you could somehow override this setting you'd probably get a ton of stutters and the dreaded "Blurries".

     

    What are your specs and someone with a better system should test in the same conditions!

     

     

     

     

     

     

     

     

    Specs in my signature. EKCH RWY 12 ILS at 1400ft, Da40NG, clear skies around noon. 
     

    Do you have a source stating that the sim automatically adjusts setting according to fps? Because turning the dials from high to ultra definitely made an improvement in draw distance, also I can literally make the sim run at 1 FPS if I set the render to 200%, would the sim “not allow me” to to that, if it adjusts setting according to fps?


  3. Just now, captain420 said:

    I don't think its a LOD or VRAM issue, because the issue isn't there when it's cached. But like you said, the possibility of overloaded servers could be the issue and I hope that's the case, cause that can be easily fixed on MS/Asobo's end.

    However, I love the idea of manually being able to define and download my own regions to store locally, that way I don't need to rely on the internet. Here's hoping that they can fix the unresponsiveness of the rolling/manual cache issues so that we can go in and create and download them.

    Another thing I would love to see is the ability to go back and re-edit the regions that we have defined. Lets say you created a custom region for Manhattan in NYC as using all low quality tiles, then later you change your mind and want to use high quality instead. This would save a lot of time and bandwidth from having to delete the region, go back and create it all over from scratch again. This way we can go back into any region we have already made and downloaded, and just change the quality of the tiles and have it update only those tiles that have changed.

    Well the problem is still there when I cache it (see previous post).


  4. Just now, roi1862 said:

    I believe that once they will tweak up the level of detail you can say goodbye to that nice FPS you currently getting and say hello to 25- FPS at most.

    Well with my GTX1060, 1440p, Ultra Im already at like 15 FPS 😂  However i normally use High (I just used ultra for testing level of detail). At high I’m running at 25-30 FPS however still down to 17 ish if I’m really pushing it (night at New York, in an airliner as an example).

     


  5. 14 minutes ago, flying_w said:

    Photogammetry seems to be a mixed bag at best.  I thought Seattle looked quite decent, but others like Boulder CO left something to be desired.  It's the "Icarus Simulator", don't fly too close to what you want to look at!  Looking forward to improvements, either in the simulator handling, Bing itself or 3PDs.

    Well I almost feel opposite. When I fly really close, the photogrammetry looks great. But from a medium distance of 2 - 6nm not so much.

    JlKAwE5.jpg

    This is the same area as marked in red on the original photo. Looks fine up close.

    • Like 2

  6. 47 minutes ago, captain420 said:

    Same here I have a similar connection to yours and have also noticed this, especially when the visibility is quite good and you can see out into the horizon. It really kills the immersion to see spiky buildings that haven't been rendered yet. What I find is a better workaround is to use the Manual Cache mode and select the tiles and let the sim download it, that way when you fly around you won't see those ugly and deformed looking buildings.

    But hopefully they will improve on that and many other parts of the sim. Even the Rolling/Manual Cache is experience extreme unresponsiveness when using a large cache file. Makes it almost impossible to create a new region due to this. Start adding more than one custom region and you will see it slow down to a crawl. I have about 5 custom regions made using the manual cache. Now whenever I make a new one, I have to wait at least 10-20 minutes before I see the actual map show up. The entire experience is extremely laggy and bogged down.

    Now I've cached it (see pic in original post). It didn't make a change, which rules out internet speed/server load. 

    • Upvote 1

  7. 15 minutes ago, captain420 said:

    Same here I have a similar connection to yours and have also noticed this, especially when the visibility is quite good and you can see out into the horizon. It really kills the immersion to see spiky buildings that haven't been rendered yet. What I find is a better workaround is to use the Manual Cache mode and select the tiles and let the sim download it, that way when you fly around you won't see those ugly and deformed looking buildings.

    But hopefully they will improve on that and many other parts of the sim. Even the Rolling/Manual Cache is experience extreme unresponsiveness when using a large cache file. Makes it almost impossible to create a new region due to this. Start adding more than one custom region and you will see it slow down to a crawl. I have about 5 custom regions made using the manual cache. Now whenever I make a new one, I have to wait at least 10-20 minutes before I see the actual map show up. The entire experience is extremely laggy and bogged down.

    I’ll follow up with a picture where i High level cache it.. However I Think Its more a level of detail problem, or maybe more vram helps. 
     

    Also task manager only shows a 2-3 mb/s usage from the flight simulator, weird Its not pulling every mb it can.

    or maybe the servers are just overloaded I dont know.


  8. I hate to add to the negativity of this release, as I still believe this is the next flight sim for many years to come (when the addons arrive, and the bugs have been fixed).

    However Im not really impressed by photogrammetry, with a 100mbps internet and ultra setting. Even close to the airport (4nm, 1400ft) the buildings between me and the runway, just look quite bad, black and spiky/blocky. Hoping this gets fixed. 

    (Airport EKCH, and photogrammetry of Copenhagen)

    (Also whats up with the non-existing option to preset a visibility? Making IFR practice close to impossible)7EiiuSq.jpg0YmgKpb.jpg

     

    • Like 1
    • Upvote 2

  9. Well as an ATPL student, I’ll definetly say both. It completely depends on your mindset when you open the program.

    Some of my schools simulators run prepar3d, and are approved FNPT simulators, where the hours (at least some of them) actually counts towards your ATPL. So definitely here p3d = simulator.

    My school also have smaller simulators running fsx/p3d (more or less just a monitor and a joystick, the same as many of us ‘flight simmers’) and even though these obviously aren’t approved and counting towards your hours, because they’re supplied by the school to aid training, I’d definitely also say these are simulators. 
     

    So what’s the difference between that and my home flight sim? Well not anything really. 
     

    Id say if you fly the ‘program’ as if you’re sitting in a real aircraft, completely adhering to procedures and rules. I see no reason of not to call it a simulator.

    However if you’re not, and just start on the rwy with engines running, flying around the city to enjoy the views. It’s a game...

    So as others stated, it’s both. Depends on the mindset.

     

     

    • Upvote 1

  10. https://www.theguardian.com/games/2019/jul/24/head-in-the-clouds-the-return-of-microsoft-flight-simulator

     

    “For games like Flight Simulator, the cloud provides “a system that kind of understands how much capability I need at any point,” Spencer explains. “It’s no different than what we’ve done in years past, streaming into available RAM that’s available on our consoles.” Flight Simulator will have an offline mode when it launches in 2020, but given how heavily it relies on data streamed from Microsoft servers, it’s likely to be severely truncated.”

    • Like 3
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  11. "The Concorde-X for 64-bit is now officially on pause. (...), we have to ensure that we align our business model with the significant development news that we received from Microsoft, and since the aircraft is so specialized, we prefer to evaluate further once there are more details on the new platform."

    "We were very happy to read the announcement of the new Microsoft Flight Simulator platform (which most now affectionately call "MSFS 2020"). It signals the return of one of the most prolific products that our good friends in Redmond have developed and we are all very excited to take a preview look into what looks to be technologies bringing the simulated world to a new level of immersion. We've seen the same previews as you have and they are certainly breathtaking! We cannot, however, provide any details or answer any questions about "MSFS 2020" at the present time, other than to say that our excitement about this next version is the same as yours!"

    • Like 3

  12. 25 minutes ago, Mengy said:

    There has been so much conjecture, suspicion, dread, wonder, and opinions stated as facts in this thread that it’s almost bewildering!

    Here’s all we know for certain so far:

     

    • MS is making a new Flight Simulator to be released sometime in 2020.
    • It will be on PC first, followed by Xbox later on.
    • It will be available on Xbox Game Pass (note this does NOT preclude a standalone product too!!!)
    • It’s trailer looks beautiful.
    • They’ve talked to at least Aerosoft during development.
    • It uses the Cloud and Azure AI in some fashion.
    • It is using satellite imagery for scenery and autogen work.

     

    There we go, we really don’t know much more than that for certain.  We don’t know if it will be subscription based.  We don’t know if third party addon devs will be supported.  We don’t know third party devs WON’T be supported either.  We don’t know if it will be always online or not.

    Simply put, we will just have to wait until more information is released in order to have a better understanding of what this new sim will be.  Until then, can’t we all just be optimistic about the potential at least?  It might turn out to be a dud in the end, but lets wait until we KNOW it’s a dud before we call it one?

    I for one am excited about the prospects.  At least we have a chance to actually move flight simulation forward in a big way.  Finally.  Let’s savor the moment for now, while we safely can please?

    Even though all signs points to Aerosoft has talked with Microsoft. I'd not call it something "we know for certain".

    • Like 5

  13. Quote from Matt Booty, the head of Xbox Game Studios:
     

    "It’s interesting. The very first game that Microsoft ever published was Adventure, and then I think the second one was Flight. That was a published game, and then we acquired it? I think that’s how the history goes. There’s so much going on right now.

    We put up that little tag at the beginning about satellite data and Azure AI. I don’t know if you know how that works, but we’re taking satellite map data, which is amazing, because it covers the whole planet, but it has big limitations. Parts of the planet are covered at different levels of detail. In order to make a modern flight simulator at the fidelity you need, you need accurate data. We’re using machine learning to fill in the places where we don’t know more than what the satellite data tells us. We know this is a blank spot in the middle of Nevada. Here’s what the stuff around it looks like. We know what Nevada generally looks like. Now we’ll generate that procedurally. There’s a ton of cool stuff in Flight Simulator."

    Source: https://venturebeat.com/2019/06/12/how-microsoft-showed-up-at-e3-locked-and-loaded-for-games-a-new-console-and-the-cloud/
     

    • Like 7
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