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Gordon Hutchison

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Posts posted by Gordon Hutchison


  1. It would seem as though the Realair Legacy and Turbine Duke will be compatible with v4.

    Rob A can be seen flying the Legacy in his v4 video here:

    https://www.youtube.com/watch?v=LQJqQDPbSWY

    I would assume because RealAir updated the Legacy and Turbine Duke for P3Dv3 that this is facilitating their compatability with v4; not sure about the Piston Duke v2 though as it was never updated for P3Dv3?

    With the RealAir devs closing down it was worried that I would have to say adios to my RealAir aircraft in v4, but that doesn't seem to be the case..hopefully.


  2. The only thing I can suggest is to have a play around with your CPU and the affinity mask settings.

    Firstly I would try disabling hyperthreading in the bios, also if you have a decent CPU cooler overclock your 6700K (most will do 4.5 / 4/6 with safe voltage).

    Although some folks don't recommend it, tweaking P3D's affinity mask still has benefits in helping faster texture rendering.


  3. To be fair, a large component of 'real feel' is also the hardware you are using. Flying an A2A C172 (or any other quality aicraft) using Saitek's crappy yoke vs flying the same aircraft with a Cirrus/PFC yoke is almost the same as flying two completely different aircraft models. Don't underestimate the significant difference that good hardware can have on your perception of a 'flight model' .

     

    I know that is not quite what you were getting at Bob, but I thought I'd put that in there.

    Couldn't agree more; it saddens me to see simmers spending hunders, maybe thousands of (pounds, dollars whatever) on aircraft, screnery and other addons; then I see they are flying with a cheap and nasty $15 joystick.

     

    A quality yoke/joystick, rudders, throttle unit and maybe some switch panels adds so much to the sim experience. I'm sure those with replica cockpits (FDS/Jetmax etc) would agree with that.

     

    Getting "off the mouse" is the best way to increase tactile realism and enjoyment of any sim.

     

    It actually annoys me how much I've spent over the years trying to gather all the addons that I felt I "needed". If I was to go back and start all over again, I'd go in a very different direction with my flight sim spending.

     

    The main reason I don't fly tubeliners (PMDG,Aerosoft etc) anymore is that I HATE using the mouse to click all the switches; I had a pretty respectible generic GA simpit that allowed my to map 95% of switches and buttons to my golfight, CPFlight and other panels for such aircraft like A2A, Realair. After flying the sim using all that hardware I just cannot go back to standard mouse click flying with tubeliners.

     

    I'm in the process of saving up for a full hardware G1000 like this: http://www.flight1tech.com/Shop/ProductDetails/tabid/91/ProductID/24/Default.aspx

     

    Plus a large curved projector screen.

     

    My eventual aim is to be 100% away from mouse and keyboard from the start till the end of a flight in a G1000 equiped GA plane.

    • Upvote 1

  4. I suppose it depends to what extent LM change/improve the code when the 64-bit jump occurs.

     

    If its just a direct switch then I'd imagine most of the issues relating to the ESP engine will still be present; to be honest I could happily live with that to be rid of OOM's.

     

    From a consumer point of view the more they change the code the less backward compatability we will have with existing addons; but maybe to really go forward we need a clean slate with P3D v4.x?

     

    From the discusions I've seen across various forums the general opinion is that the majority of scenery addons could be ported to 64-bit without too much work, but aircraft would be a different matter?

    • Upvote 1

  5. Thanks, one more thing, are you using as a standalone item on your desktop or you implemented into a cockpit the reason why im asking because i just  want to put on my desk and i dont know if i can secure to the desk somehow because if i press one of the buttons it could fail or does it have some kind of stand?

     

    I have it mounted on an Obutto Revolution gaming cockpit.

     

    2hp4lrt.jpg


  6.  

    Prepar3D v3.4 – Release Notes

    The Client installer is required for Prepar3D v3.4, however the Content, Scenery, and SDK installers are optional. You must first have Prepar3D v3 installed to utilize the Client only installer. To install the Prepar3D v3.4 Client, you must first uninstall the Prepar3D v3 Client via Programs and Features in Windows Control Panel. The Prepar3D v3.4 Client update will require you to reactivate your product, however if you have an internet connection or have not made any major hardware changes between installations this should not be an issue. For more information please view the Prepar3D v3 Download and Installation Directions.

    If this is your first time installing Prepar3D v3, you can simply install the complete Prepar3D v3.4 package.

    Prepar3D v3.3 will no longer be available from Prepar3D.com.

     

    Prepar3D Client

     

    General Platform Updates

     

    New Features

      • Oculus Rift runtime 1.7 support

    • HTC Vive support

    Navigation Visuals UI showing facility, airspace, user, and AI overlays in the 3D world

    Scaleform gauges now support multitouch

    Avatar now supports weapons and designators including the ability to fire and aim guns

    Scaleform overlays can now be assigned to cameras

    Added Cinematographer control mode enabling high fidelity camera control

    Added new control events to rotate cameras without snapping back to original orientation when released and to linearly zoom cameras

    Control input method can now be switched between Raw Input and Direct Input

    Fixes and Improvements

      • Fixed issue that prevented gauges from handling quick successive mouse clicks

    • ATC panel is now always on top of other open panels

    Mission timer panel now supports negative numbers

    Fixed issue where scenery items added through new add-on process could prevent layer ordering of other items in the Scenery Library UI

    Expanded .fxml documentation in Learning Center

    Added key commands to set the ADF standby frequency

    Increased max zoom level for Observer cameras

    Added more robust error messages for errors encountered during startup

    Fixed crash that could occur when clicking docked views repeatedly

    Fixed bug that prevented airport scenery added using an add-on.xml from correctly loading

    Scenery added using an add-on.xml now defaults to the top layer

    Fixed bug where scenery added using an add-on.xml would be removed when making changes in the Scenery Library

    Fixed bug where default map layers would not appear when initially opened

    Fixed bug where switching between different avatars would not update available cameras

    Controller trigger can now be mapped to fire guns

    Scaleform panels no longer pass key events to main application when focused and keyboard interactivity is enabled

    Better control support for throttle and rudder based devices

    Camera rotation speed adjusts based on zoom level when using avatar

    Selected view group is now persisted

    Fixed issue where weapons and pylons could cause a memory leak if configured incorrectly

    Fixed bug where drag-selecting multiple weather stations modified global weather settings

    Fixed crash that could occur when closing a child window while using view groups

    Fixed issue that would cause the avatar to still render when HideUserAvatar was set in the camera

    Fixed bugs with menu where incorrect items could be activated or focused when using the keyboard

    Fixed input issues seen with X-Grip devices

    Fixed bug in the Fuel and Payload UI where the center of gravity would be displayed in the wrong location when using certain aircraft

    Fixed inconsistencies with zoom values and object visibility when using custom fields of view

    Undocked panels now always stay on top of other views by default

    Fixed typos in various UI screens

    Fixed startup crash that would occur if the ShadersHLSL path is invalid

    Child views within view groups can now be closed

    The ATC window no longer processes key input when the menu bar is focused

    Fixed bug that could prevent certain UI screens from displaying properly when reading corrupt .xml files

    The Scaleform Menu Window (used for ATC, SimConnect, and Multiple Choice windows) now supports DPI settings

    Fixed bug that prevented the Scaleform Menu Window from being resized on the right side of the window

    The Scaleform Menu Window now shows when additional menu items are available but not shown due to the window’s size

    Fixed bug where ATC menu items could continue to be activated when holding keys down

    Added Binocular and Compass avatar views

    Added new camera categories for First Person, Third Person, and Equipment views

    Fixed bug that prevented gauges from handling right mouse button double click events

    Fixed bug where vehicle could receive mouse yoke values when using mouse look mode

    Fixed bug where advanced weather settings would not be applied to stations in certain cases

    Fixed crash that would occur when setting APU Fire failures on certain aircraft

    Updated framework to .NET 4.6

    Rendering and Performance Updates

     

    New Features

      • Screenshots can now be saved out in multiple formats including: bmp, png, jpeg, and tiff

    • Added built-in network video streaming

    Support for alpha blending for custom zbias layering

    Fixes and Improvements

      • Fixed issue where changing texture resolution did not cause textures to reload

    • Fixed bug that caused add-on scenery to appear washed out at certain times of the day

    Fixed minor precision errors in certain LLA conversions

    Fixed visual and performance issues with the aircraft skid mark effect

    Fixed bug that caused runway lights to flicker in dynamic reflections

    Fixed bug where certain bloom properties were still being applied with HDR disabled

    Fixed bug that could prevent beacon sprites from rendering

    Axis indicator is now red to be seen easier at different times of day

    Improved stability when using ultra water

    Added OpenCL support to ultra water increasing performance on AMD cards

    SimDirector Updates

     

    New Features

      • Virtual Instructor now records gauge variables set via user interactions

    • Camera objects and the user’s virtual cockpit can now be previewed while editing

    Added PlacementObject, an object with position and orientation that is capable of advanced waypoint following

    Added SetObjectPlacementAction, an object that can reposition an object’s position and orientation to another position and orientation

    Added ChangeObjectPlacementAction, an action which allows objects to change position relative to other objects

    Added context menu and ribbon item to Activate/Deactivate all selected objects

    Added ability to fire actions when an object reaches a waypoint or finishes a waypoint list

    Added new mappable events to position and reposition objects

    Added ability to set Prepar3D’s default scenario to the scenario that’s being edited

    Fixes and Improvements

      • Fixed bug where CylinderPathArea joints could be misaligned when attached to scenery objects

    • Fixed bug where key commands could be sent to Prepar3D when typing in text fields

    Fixed bug where certain objects would rotate when moved if attached to other objects

    Fixed bug where new panels would be created during validation when using Scaleform panels and never destroyed

    Fixed memory leaks that could occur when using Scaleform Objects, Camera Objects, or Focal Points

    Fixed bug where selected panel object’s ID would reset to 0 when switching modes

    Fixed bug where camera direction would change when saving after rotating the camera

    Fixed bug where changing the display unit type would register as an undo edit

    Fixed bug where camera object would rotate when using certain move operations

    Objects can now be dragged to a group and added

    Fixed bug with translation gizmo that would prevent moving object if origin was not in view

    Attached objects can now be positioned and oriented relative to their attached object

    Fixed “Fatal Error Occurred” crash on startup that was occurring on certain configurations

    Renamed Descr property to Object Name

    Improved SimDirector load time

    Fixed crash that would occur when changing a waypoint’s elevation with a waypoint list selected

    Fixed bug where waypoints will not move when their waypoint list is selected

    Fixed bug where the waypoint model draws in the wrong location when switching AltitudeIsAGL on or off

    Fixed bug where changing the elevation of waypoint objects does not work correctly when altitude is set to AGL

    Fixed bug where updating a waypoint list’s attached object would incorrectly update waypoint positions when waypoint altitude was set to AGL

    Added more robust error reporting

    Fixed bug where a camera object set to picture-in-picture would sometimes not open on scenario load

    Camera object’s origin can now be set to render the Virtual Cockpit

    Improved rendering of waypoint lists

    Fixed bug where unselected focal points would render in Virtual Instructor

    Open undocked panels now close when entering SimDirector

    Fixed bug where Preview Action Only would still fire OnCompleteActions

    Improved performance with scenarios containing large numbers of objects

    Waypoint Lists can now be referenced as object references making them easier to integrate into existing objects

    Fixed cases where scenery objects would incorrectly return AGL altitude

    Fixed bug where if you modified a waypoint while the object it was attached to was selected, the waypoint modification would be ignored and it would snap back to the original location

    Fixed bug where moving an object with attached waypoints would make waypoints continuously calculate new offsets causing them to move away from the attached object

    Fixed bug where waypoint lists could have AGL set independently of contained waypoints

    Fixed bug where drag/dropping to add a reference in the visualization would add two undo edits if the source object was already referencing a different object

    Fixed bug where OnScreenText would appear in the incorrect location with the wrong background color in certain cases

    Fixed bug where OnCompleteActions could not be added or modified in VI sessions using the property grid or visualization

    Fixed bug where holding shift in other applications when SimDirector was open would cause the zoom ribbon button to change states

    Fixed bug where player objects would not render when loading a scenario or copying existing objects

    Fixed bug where canceling out of the multiplayer UI when entering SimOperator would cause undefined behavior

    Focal points drawing is more smooth and is also drawn when the mouse is dragged

    Fixed bug where objects could be incorrectly loaded when opening scenarios in Preview Mode

    Fixed bug where Virtual Instructor reset mode was not respected when loading a new scenario

    Updated Waypoint speed property setting to be more clear

    Added Staging Mode button in home tab in SimOperator

    Reposition Object disabled when in non-staging mode in SimOperator

    Fixed crash that could occur in SimOperator when modifying certain objects

    Fixed bug where Center On object would snap to incorrect altitudes

    Fixed bug where player staging objects would show on SimOperator clients

    Fixed bug that could cause SimDirector scenario loading errors in some cases

    Fixed bug where staging objects could appear when clients join SimOperator sessions

    Fixed bug that prevented scenery models from loading when importing .sxml files

    Multiplayer Updates

     

    New Features

      • Avatar can now attach to scenario entities in multiplayer structured scenarios

    • Avatars can be damaged by weapons in multiplayer

    Fixes and Improvements

      • First person avatar animation states now update in multiplayer

    • Fixed crash that could occur when using weapons over multiplayer

    Multiplayer options now saved out where applicable

    Aircraft carrier elevators now work in multiplayer

    Fixed bug where vehicle control would not transfer correctly when the master player detached from a vehicle shared by three or more players

    Fixed bug where multiplayer cameras would not be removed from the camera list when exiting multiplayer when attached to another player’s vehicle

    SDK and SimConnect Updates

     

    Note: Some of these features will require installing the v3.4 SDK

     

    New Features

      • Exposed world space based ray tracing through the PDK

    • Screenshots can be captured through SimConnect

    Added new Event Service to the PDK enabling generic callbacks to be registered to chain events

    Added new Custom Object Rendering Service to PDK

    Added PDK sample showing custom light rendering capability

    Added base multiplayer and SimOperator sample scenario

    Visibility scripts can now be executed on non-sim objects

    Network video streaming of views through SimConnect

    Lua scripting now supported in Modeldef.xml

    Fixes and Improvements

      • Fixed bug where SimConnect would return the wrong application version

    • New rendering and window control functionality added to PDK.

    Added program variables for camera pitch, bank, and heading

    Added program variables for the lat, lon, alt, and distance of point targeted by camera (center of screen)

    Fixed bug where setting a camera’s horizontal or vertical fov independently would distort the view

    Fixed bug where incorrect camera field of view was returned by RequestCameraFoV function

    Content error reporting added for missing Scaleform files in gauges

    3dsMax 2017 now supported

    Fixed various typos in documentation

    Updated ISimObject documentation with list of provided samples

    Updated Scaleform keyboard support to include punctuation and modifier keys (ctrl, alt, shift)

    Fixed bug where releasing POV hat would not return -1 when using the SimConnect_MapInputEventToClientEvent function

    Fixed bug that would cause Render to Texture views to activate when using the SetCameraDefinition PDK function

    Updated pertinent samples to .NET 4.6

    Multichannel Updates

     

    Fixes and Improvements

      • Fixed crash that could occur in Multichannel with remote entity attachments

    • Fixed crash in Multichannel when joining a multiplayer session with an aircraft with a single COM radio

    Fixed crash that would occur when changing view groups on Multichannel child views

    Fixed issue where the Multichannel master would be set to zero airspeed when joining a multiplayer session

    Aircraft carrier elevators now work in Multichannel

    Fixed bug where user would respawn at the location of a crash when running Multichannel in multiplayer

    Fixed bug that could cause the Multichannel host to start at 90% throttle when vehicle was on the ground

    Fixed bug where the active view group’s field of view was being saved out into the scenario file

    Fixed issue that could cause remote multiplayer clients to display incorrectly on slave machines

    Added more robust error messages when configuring MultiChannel

    Moved configuration files to %ProgramData%

    Fixed synchronization issues with avatar visibility and animation state in Multichannel over multiplayer

    DIS Updates

     

    New Features

      • Added multiplayer support within DIS

    • Added DIS support for avatar, gun based munitions, AI traffic, Electromagnetic Emissions, designators, and transmitters

    Added ability to transmit navigation aids through Transmitter PDU in DIS including VOR, DME, TACAN, ILS Glideslope, and ILS Localizer

    Added DIS voice communication support

    DIS munition fire and detonation effects can now be configure in the UI

    Added toggle key event to connect and disconnect from DIS sessions

    Fixes and Improvements

      • Added new camera category for DIS entities

    • Improved DIS configuration UI

    Dead reckoning, entity appearance, and articulated parts can be disabled in DIS

    Fixed issues with DIS using Multichannel that prevented certain states from serializing correctly

    Ground, surface, and life form types can now be forced to pull to ground in DIS

    Entity positions now based on center of bounding box for DIS

    Fixed DIS issue that could cause objects to start dead reckoning when nearly stationary

    Several DIS settings can now be modified while connected

    Fixed bug which caused camera to shake when viewing remote DIS entities in Multichannel

    Fixed bug which prevented multiplayer entities from showing on DIS clients

    Prepar3D Content

     

    Fixes and Improvements

      • Fixed issue with dialog action in Foul Weather scenario

    • Removed unused ATC entries from The Deep scenario

    Added red and green marker smoke effects

    Added white phosphorus smoke effect

    Prepar3D Scenery

     

    Fixes and Improvements

      • Updates to Twentynine Palms, Randolf AFB, and Iwakuni airports

    • Fixed terrain crack and spike in northern Alaska

     

    Thank you for your continued support for Prepar3D.

    We hope you find that Prepar3D v3.4 continues to be the most immersive learning, simulation, and training platform available.

     

    • Upvote 1

  7. Agree with you on that one Mike.

     

    I'm running a single 4K screen @ 30Hz and I recently swapped x2 GTX 980Ti SLI for a single GTX 1080; I have since noticed a marked improvement in the smoothness (at least as I perceive it) of my P3D v3.3.

     

    Whilst the combination of 2 980Ti's in SLI certainly provide more raw GPU power than a single GTX 1080, the implementation of SLI in P3D just doesn't reap the benefits - I will from now on always choose the single most powerful card I can get my hands on over SLI.

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