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curbz

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About curbz

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  1. Completely understand, thanks for the reply and good to know its on the roadmap.
  2. Not sure if it falls within the scope of this product but seeing as the ground service vehicles are now included it would be a great enhancement/feature if at all possible. The blue chevrons used in MSFS 2020 to direct aircraft to/from parking completely ruin the immersion. Hoping it can be considered for future development 🤞
  3. Bought another 16GB for a total of 32GB - installed, made no difference, uninstalled and sent back for a refund.
  4. yes. works a treat. I have track-ir but prefer this as no need to stick anything on my head.
  5. Couldn't agree more, has made jets flyable for me with the extra fps. Asobo should make this a feature.
  6. For me the ideal solution is to use VR in a mixed reality mode using passthrough as shown here: https://varjo.com/products/xr-1/ (scroll down a bit to the flight sim video). This is perfect and the ideal solution imo as I can still interact in the normal way with all my cockpit hardware (MCP, EFIS, MIP, yoke, throttles etc.) yet benefit from the immersion of VR without all the hassle/expense/space for projectors and screens
  7. Still can't help feeling this is one incredible elaborate joke 😁... the leap forward from what we have today in so many aspects of the sim are simply unbelievable! Wondering if terrain will cast shadows? At 7:50 in the video where the time of day slider is demonstrated, the terrain shadows do not appear to change?
  8. Pretty sure in pics I saw from the Seattle event that the PCs were setup with Saitek yokes and throttle quadrants
  9. Pretty much the same setup for me also, and the same experience - no frame rate loss. The only limiter I have found to work with undocked panels on multiple screens is DxTory.
  10. Key things for me are: 1. Support for 3rd party hardware controllers e.g. Goflight modules 2. Realistic environment i.e. suitable numbers of planes, trains and automobiles that won't drive down frame rates too low 3. Smooth terrain transition - no mesh/texture popping as seen in p3d 4. Realistic 3D object draw distance - buildings and trees can be seen in the distance and do not pop into view 5. Volumetric clouds and smooth weather transitions
  11. Hi Nico, I'm writing an experimental data provider and I'm seeing the following in the logs: Connecting QNHReader to UDP port 49004 ... QNHReader connected Connecting TrafficReader to UDP port 49003 ... TrafficReader connected 20:57:44 ? Unhandled exception in processLine invalid stoul argument 20:57:52 ? Unhandled exception in processLine invalid stoul argument 20:58:00 ? Unhandled exception in processLine invalid stoul argument 20:58:06 No QNH? 20:58:08 ? Unhandled exception in processLine invalid stoul argument 20:58:16 ? Unhandled exception in processLine invalid stoul argument 20:58:24 ? Unhandled exception in processLine invalid stoul argument 20:58:32 ? Unhandled exception in processLine invalid stoul argument 20:58:36 No QNH? 20:58:40 ? Unhandled exception in processLine invalid stoul argument 20:58:48 ? Unhandled exception in processLine invalid stoul argument 20:58:56 ? Unhandled exception in processLine invalid stoul argument 20:59:04 ? Unhandled exception in processLine invalid stoul argument 20:59:06 No QNH? Do you know what might be the cause? thanks Darren
  12. sorry, I wasn't clear in my question - I meant does EF have any incremental FPS hit over and above SF + ASP4 - I was thinking more about the shaders aspect of it hmmm... interesting - I had gone the other direction with less frequent updates, but I see your logic
  13. A couple of questions for those already using EF to help decide whether to take the plunge: What kind of impact does EF have on FPS and GPU utilisation? I'm using SF + ASP4 and I do find that a cloud texture will suddenly pop in or out occasionally - does adding EF to the mix help eliminate this at all? thanks
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