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RALF9636

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Everything posted by RALF9636

  1. That wouldn't really be a solution. That would mean that the TLOD would be increased up to the upper limit whenever your FPS limit (by VSync) is reached no matter how much headroom is left. So even when your FPS are still stable but just about to drop when approaching a large addon airport the tool would still increase the TLOD. That will inevitably lead to a massiv stutter when your headroom is used up shortly after. The tool will then try to counteract by reducing TLOD but your FPS will have dropped below your VSync limit already so you will see lots of stutters while the tool is decreasing TLOD again. And as soon as you can reach your FPS limit again, the tool will start to increase TLOD again, inevitably calling for the next stutters when your headroom is used up again. As far as I can see this new version of this tool is unusable for those who limit their FPS by using VSync (or an external tool). It will only lead to more stutters than without using the tool. The new version of this tool only makes sense for those with a GSync monitor who don't need to have a fixed framerate for a stutter-free experience. So hopefully the previous version (with the AGL- dependant TLOD tables) will still be supported and developed as well. Or - ideally - the developer finds a way to adjust TLOD before the FPS (when limited by VSync) drop - by assessing the remaining CPU/GPU headroom instead of the FPS.
  2. I'd love to see more "imperfect and unfinished" addon aircraft like the Fenix! And btw: if only perfect and finished software products would be released we would still use typewriters.
  3. Please don't forget those without a GSync monitor. If you use a monitor with a constant refresh rate you need to keep your sim FPS constantly matching that monitor's refresh rate or a divider thereof. So you either use VSync or an extrernal limiter to keep your FPS constant, for example at a fixed limit of 30 FPS with a 60hz monitor. Whenever your sim FPS would be below or above 30 FPS you would see stutters and/or tearing because the sim FPS don't match the monitor's refresh rate. When your new mod would keep FPS within a range of say 27 - 33 FPS by adjusting LODs that would lead to fluctuating FPS not matching the monitor's refresh rate all the time, so a very stuttery experience for those with a constant refresh rate monitor. So unless you find a way to adjust LODs before FPS drop below the fixed limit (by somehow reading the remaining headroom of the CDU/GPU, as I suggested before), please keep supporting the AGL-dependant LOD-tables. Thanks again for your ongoing work.
  4. Why don't you just change the keyboard command for the flashlight to something without ALT and then use that for your Voxkey command for the time being? Apart from that I would also appreciate if we could use ALT in Voxkey.
  5. I wish they would have gone for a release of an A319 and an A321 based on their current A320 first and then messed around with their "Block2". This seems to be a typical example of "perfect is the enemy of the good". Their current A320 might not be perfect, but it is great as it is and it would have been great to have an A319 and an A321 on that level.
  6. Great work, this tool has really matured over the last weeks. It just works. Just an idea to make it even more user friendly: It would be nice if we could give the presets custom names. So for example "Airliner" instead of "1".
  7. I hadn't seen a thunderstorm in MSFS for ages as well. Until yesterday! I encountered a thunderstorm with visible lightnings and audible thunders while flying in the Caribbean. It was quite immersive.
  8. 🙂 Yes, it's fun. Just landed my A320 at TKPK after two go-arounds. Gusty off-shore winds with hills all around the airport really make this approach interesting. I am using the Realturb app which enhances the turbulence even more.
  9. I have very limited computer knowledge, so this is a genuine question: What harm could be done? I imagine that in the worst case MSFS freezes or crashes, but after a reboot and the deactivation of this app MSFS runs normally again. Or can any damage be done that persists even after a reboot?
  10. OLOD is not so much about FPS but more about smoothness, in particular on lower systems. Loading in all the clutter of a third party addon airport could result in stutters when you are on short final. A low OLOD setting can prevent that. If your system is strong enough that you don't see those stutters, OLOD can be kept at 200.
  11. I confirm all checklist are now properly handled and Nav1 track is working fine. Well done!
  12. I am not sure this would be good idea. AFAIK the memory adresses do not necessarily change between MSFS versions. They might, but they might as well just stay the same. At least I had been using the previous tool by muumimorko through many MSFS updates before there was one that eventually broke it. And the current tool obviously still works after the latest small sim update that came with the Caribbean World Update. So disabling the tool just because the sim version has changed would in many cases unnecessarily break the tool on every small sim update. Instead of just looking at the MSFS version number wouldn't it be better to look at the used memory adresses and check if they still are valid and only then disable the tool, if they are not?
  13. Do you still have this issue? Are you using GSX? I saw this issue whenever I connected GSX (i.e. requested de-boarding) without the wheel chocks set. Now that I always set the wheel chocks before requesting anything from GSX I haven't seen this anymore.
  14. And that alone makes the whole "save flight"-feature completely useless. In addition to that with complex addon aircraft the aircraft state isn't saved properly anyway. The useless "save flight"-feature falls into the same category as: Why on earth isn't there a simple user-friendly replay function like we had for ages in previous sims (not a clumsy one that needs to be reactivated on every session in the settings)? Why on earth isn't there a simple fly-by camera like we had for ages in previous sims?
  15. I agree it should display your latest arrival airport resp. the airport you were at when you returned to the main menu the latest session. And I never understood why it does not work at all when you have developer mode on.
  16. I don't see any change with this version 3.0.6.7. The problem is that you scroll down the list to the bottom to "abnormal procedures" and then go back one up to "normal procedures". But that does not work when there are so many pending abnormal checklists that there is a "next page". Then you would have to go the "next page" to reach the "normal procedures". Load up the ATR and try to call up the "final cockpit preparation checklist" with the engines off and you will see what I mean.
  17. Personally I never do abnormal procedures. And I doubt that all the abnormal procedures that appear in the checklist list would be properly simulated in the MSFS ATR. So from my point of view that would not be worth the effort. But maybe someone else who is more into abnormal procedures can chime in.
  18. "Set Course" does not work. MCE sets the Nav Source to V/ILS but does not change the CRS.
  19. I was confident you would give it a second thought. 😉 Hopefully some ideas will come up.
  20. Whenever there are several abnormal checklists pending on the MFD (which always is the case during cockpit preparation before engines are running) so that the "List" is moved to the next page, it seems MCE is not able to call up the normal checklists because the Procedure Menu is not called up properly. Could you please check that. Apart from making sure you can always properly call up the "Normal Procedures" from the "List", maybe consider to first check if the requested checklist is already preselected under "Pending". Then you only have to trigger "Next". Only if the requested checklist is not preselected under "Pending" you need to go via the "List". EDIT: I found that only when the Checklist is selected from "Pending" it is recognized by the ATR as completed. If the checklist is taken from the "List" it remains under "Pending" even though it has been completed. So please try to select the checklist from under "Pending" if it is already preselected there.
  21. Apparently they were committed to keep their deadline for the WU16 release. But obviously that was a very poor decision. To release an update for a region that is famous for its corals, reefs and tropical waters and then break the water masks altogether is just absurd. And I relate to what was said somewhere else: I couldn't care less for some tiny custom buildings in remote places I will most probably never see from the air (unless I make a specific scenic tour - but I would only do that once). What I do always see from the air when flying around the Caribbean is water. A lot of water that now looks totally dull. The water is what should look appealing when flying around a region like the Caribbean. That is what they sould have focused on.
  22. Thanks a lot for your continuing efforts. I always struggled with the "TLOD PC/VR ..." line in the UI. But now I think it is just misleading. Instead of TLOD PC/VR 180/3 - OLOD PC/VR 70/3 it should look like this: TLOD 180 - OLOD 70 - Cloud Quality 3. Apart from that I'd like to share a thought I hope you might get some ideas from. Your new "Cloud Recovery FPS" setting to me seems to be only useful without an FPS limit in the sim. So I assume you do not limit FPS. But I guess many people do use an FPS limit in the sim - at least most of those without a GSync monitor. I always wondered if there are other parameters available to assess the current CPU and GPU headroom but the FPS. If you use an FPS limit you don't see from the the FPS if there is a lot of headroom left or if the FPS is just about to drop. If we could somehow measure the CPU and GPU load resp. headroom we would be able to lower the LOD setting BEFORE an FPS drop occurs (below the FPS limit in the sim). That would also enable us to introduce different settings for CPU- and GPU-limited scenarios (reducing cloud quality foremost gives more headroom for the GPU whereas reducing TLOD foremost gives more headroom for the CPU). And we wouldn't need the AGL-dependent settings anymore but could just use the current CPU resp. GPU load to adjust the settings. Can you follow what I mean? Any ideas?
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