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Everything posted by NikkiA

  1. Hi Maarten, I just sent you the files you requestd... But while I had p3d and SLX open I tried some other things and noticed some strange behaviour... Fiddling with the 'startup camera' drop down and pressing the 'fly now' button to send the changes to P3d, 'RadarCamera' seems to consistantly give me the same view as the screenshot I posted above (which was set to the default 'Virtual Cockpit'). 'Cockpit' seems to give me a green/yellow texture corruption. 'Weapons' gives me a green/black corruption. and 'Virtual Cockpit' seems to give me either 'whatever it was last set to' or the correct normal behaviour, randomly. 'Static' gives the same green/black as 'Weapons'. Other views all seem to be normal. At least now I have a temporary work around (send my flight to P3d, if it comes up corrupted hit the startup camera choice and manually select 'Virtual Cockpit', even if it's already on that, and spam 'fly now' until I get a non-corrupted view). Nikki
  2. Yep, seems to be the same problem Brandon is having, just my colours always appear to be a variant of red and blue - looking closer they're not anaglyph since everything is red OR blue, never both... (P3D v2.5 if it matters) edit: Also, whatever is set in the saved scenerio file that is opened that is doing this, is carried over with the green button method too, as launching p3d normally brings up the standard p3d without freaky textures mode, then hitting the green 'play' button loads the scenario and brings in the freaky textures & colours with it. Nikki
  3. Starting p3d manually results in the normal 'non-red/blue/purple' view, so it's not a nVidia setting or something in the p3d config, I have no idea how to turn it off other than not using SLX :( Thanks in advance Nikki
  4. People assumed that Auran would cave when they did the same with Trainz assets, 'just fix up the [what are now] errors, and it'll all be golden', it was ~3 years of long pain while they refused to back down on the strictness of the new parsing, and they still refused in the end, they just conceded defeat by allowing the community to modify content that had been written by others on the download station. LM doesn't have the benefit of a partial copyright transfer as with the trainz download station, and thus if LM digs its heels in, all we can hope for is that others come along and replace the aircraft that have been rendered 'obsolete' by the new XML parser. I hope that you're right, that LM realise they can't dig their heels on this, but if not, it's going to be painful, and it may even be enough to kill P3D as the 'progress from FSX' path.
  5. After being frustrated with 2.1 I was suprised when I went back to FSX and noticed that the autogen'ed trees stretched out far further than I remembered, the only thing I can think of is that with 2.0 I'd set my slider to 'dense' and between having to dial that back to 'normal' and the change to the autogen radius in 2.1 that it's brought it back so far that FSX looks like 'forever away' in comparison. Of course the real problem with FSX's autogen has always been the buildings, time will tell if I can get used to a reduced radius of that again.
  6. He also ignores that some of us are able to get OOMs with default aircraft and default scenery, and just puts us down as liars or delusional.
  7. I suspect it's a memory leak when some 'exceptional event' is occurring, maybe it allocates vertex buffers for trees based on the size of VRAM, and if it generates too many trees for the buffer size it might lose track of trees, which then become 'lost memory'. NOTE: This is not a hypothesis of what is happening, just an example of how such a situation COULD happen. Who knows? There's too many factors between any two - even identical - machines to be able to say 'it works for me' and therefore dismiss other people's reports. Yes, brian is lucky, it doesn't affect him, truth be told, it doesn't affect me if I'm willing to live with a 3nm or so circle of tree coverage (which I am, till LM fix it, but I do want them to fix it, and soon)
  8. Jim, this is the thing tho, I was one of the first to report the runaway VAS problem, but I only have the problem with the setting at Dense or above, once I turned it down to 'Normal' I don't have a problem with it running away. It's still using a LOT of VAS, but that's OK. The downside of course is that the tree circle for 'Normal' is pretty small, and ruins immersion. At the time I reported it, I also noted the weirdness that 'Normal' uses more VAS than 'Dense' at the start of the flight, but Normal only climbs as you enter and exit areas, whereas 'Dense' would runaway rapidly to OOM. It's all a very strange do, and there's simply too many factors to say 'It works for me, therefore it's not LM's fault!', or to blame it solely on 3rd party planes, like many have.
  9. My test area for this is actually Borneo (WALR and fly west), it's pretty much nothing but trees once you get inland. e: WALB starts you a little deeper into the rainforest, but I haven't tried that airstrip in FSX/P3d, and a lot of these are disused/30° slope/tree infested, so YMMV. e2: WALB isn't in P3D, try Bario at WBGZ, that's nice and deep in the rainforest too.
  10. The more idiomic way of doing this in ezdok would be to define 8 views for each a/c and assign them to positions on the hat switch. With fsuipc and a 'on button release' type mapping you could probably get the hat centre position to return to the forward view too. Personally, I tend to define 'Pilot' which is my default looking forward view, then 'R' looking to the right wing, then 'L' looking over the left wing, then I use right on my hat switch to cycle to next view, and left to cycle to previous view. For in-between views I use the hat switch with a modifier to get the pan view feature. If I have any switch/GPS centered views, I squeeze them between R and L, so that the order flows the right way.
  11. It's been a year since 'v2 is nearly ready', so I think it's fair to say that it's either not being worked on, or it takes a very very far back seat to whatever is going on in their life/lives. Either way, if it does ever materialise, is support going to be there? I've almost given up on ezca so many times in the last year due to how buggy it is, particularly the sensitivity of their copy protection and its propensity for crashing (itself, and more often than not, fsx as well) if it detects a whiff of a debugger anywhere near the system. It's a shame there isn't a viable alternative (opus's cameras felt far too clunky when I tried it), so I'll probably end up upgrading to 2.0 if it ever does appear.
  12. Agreed, especially since most mice have 5 or more buttons these days
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