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jabloomf1230

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Everything posted by jabloomf1230

  1. If they work for you with the P3d4 version of VOXATC they will work with the P3d5 version. I suggest that Cereproc, Ivona and all the "hidden" Win 10 voices are better options. Search this subforum (or just use Google) for tips on "unhiding" Win 10 voices.
  2. Yes. They are a far better option than the built-in VOXATC voices. You will notice a few quirks like the word "wind" being pronounced as a verb (like winding a clock). 64 bit Ivona and Cereproc payware SAPI voices also work. The Ivona voices have their own editable speech dictionary. I have 11 SAPI voices installed and the ATC chatter is quite realistic.
  3. You need to have a working microphone connected. Check your mic with the Windows control panel. Calibrate it and train it with the Control Panel speech applet. You can also search this subforum for the phrase "US English compatible recognizer".
  4. Center/FIR frequencies are stored in a file bvcf.bgl located in ../scenery/world/scenery. A few airports without departure frequencies have center frequencies instead but that's a rarity. Short of decompiling bvcf.bgl, editing and recompiling it, the only other option is to purchase fsaerodata.
  5. Since VOXATC runs in a time-limited demo mode without a license, it will install and run okay on a new computer. If you have license information, it should also validate on a new computer. If it doesn't, contact the official VOXATC support via their website.
  6. It appears to run the same as it does in P3d4. Certain 3rd party airports may still cause problems as they did in P3d4. Post any issues with the P3d5 version in this subforum.
  7. Just run the P3d5 VOXATC installer. When you are sure that VOXATC is running okay, uninstall the P3d4 version of VOXATC. Or leave it installed. This is not recommended if you tried installing VOXATC previously with a "migration tool". You should contact the vendor who sold you VOXATC. If they have no record of your purchase, you will not be able to buy any future upgrades to the product.
  8. https://voxatc.com/Home/Download If you have a version with a license installed, just run the installer. The P3d5 version will also run in demo mode without a license, but only if you've never installed a previous VOXATC demo. This is a compatibility release, but the rumor is that there will also be a version after 7.42. The P3d5 version works correctly with sloped airport features, 8.33 KHz comm radio spacing (assuming that you have a Garmin GTN 750 or some other device that supports such spacing), new P3d5 airports and airports with revised ICAO codes. It works with fsaerodata, however there is presently a bug in fsaerodata for P3d5 that affects stock sloped airports. Further, the freeware P3d5 add-on AI Companion is being updated to work with VOXATC and is presently being tested internally. Also, SODE jetways dock with VOXATC AI aircraft. NOTE: If you tried to get the P3d4 version of VOXATC to work with P3d5, please undo all the "damage" before installing the P3d5 update. If you have any questions, post them in this thread. Kevin Firth and I will try to answer them (Hehe, notice how I volunteered him.). If you encounter any serious bugs, use the support email on the VOXATC official website.
  9. I'm sure that 50 million units sold would make MS very happy: https://en.m.wikipedia.org/wiki/List_of_best-selling_PC_games
  10. Here's a simple explanation of VRAM fragmentation: https://nvoid.gitbooks.io/introduction-to-touchdesigner/content/Optimization/11-6-GPU-Memory-Fragmentation.html All this discussion makes me wonder what happens with mipmapped textures in DX12. Does anybody have an idea how that works and how it affects VRAM?
  11. This has been addressed here several times before. As textures are loaded and unloaded, the GPU's available VRAM becomes fragmented into smaller chunks. Eventually, the app tries to allocate a contiguous block of VRAM that is larger than the largest available block of VRAM. hence, you might be showing 6.6 used out of 7.1 available, but you've still run out of VRAM. The 0.5 GB that appears to be available might be in a bunch of VRAM fragments. LM tried to use VRAM more efficiently by adding the Dynamic Texture Streaming option: https://prepar3d.com/forum/viewtopic.php?f=6312&p=216262 but the chances are that you already have this option active. Other than the standard "tips" about reducing image quality settings, I want to add one more. There are a number of people who have a ton of AI aircraft schedules in use and often with hundreds of AI aircraft active in the user's reality bubble. It's probably not the biggest user of VRAM, but I would suggest using a traffic limiter, especially with AIG models, which often have their top mipped resolution at 4K.
  12. Actually, I've heard that MS was thinking of using Clippy again.
  13. The funniest related thread here was the one where someone suggested copying DirectX files from c:\Windows\SysWOW64 (the 32 bit system file location) to the P3d5 main folder. That overwrote the P3d5 64 bit DirectX DLLs. It took me a while to figure out the logic in this suggestion. By doing so, P3d5 was forced to use the newer 64 bit DirectX libraries location in c:\Windows\System32.
  14. I feel like I'm living in a time warp when I read some of the comments here. https://en.wikipedia.org/wiki/SpeedTree
  15. I guess that you're not familiar with editing model textures to add liveries to aircraft models and modifying the look of other objects in flightsims. A user can do that for personal use, but LM is bound to the ST license. LM could build vegetation models from scratch with ST, but so far they've just purchased existing models. Do you seriously think the default trees look good? Even the ORBX and other "upgrades" are something from a 1990s video game.
  16. I don't know when the last time that you used the Speedtrees option but with the improved performance in P3d5, their impact is hardly noticeable. As I posted before I fixed a the few bright green tree species by editing the textures with Photoshop. Have fun with your stick figure trees. Also, LM can't do a whole lot of modifications to STs due to licensing constraints that apply to all 3D app developers that license this ubiquitous product. But back on topic. Having played around with the trueSky SDK, my opinion is that LM should have little trouble incorporating more features into the PDK. The question is, do they want to do so, as allowing too much 3rd party access also creates new support issues. I do believe that the main features like regions of weather within the user's reality bubble will be added.
  17. The present version (7.42) designed for P3d4 can be made to work with P3d5 but you will experience issues like randomly having no AI traffic and errors that might cause VOXATC to stop working. Just like with other add-ons designed for a different sim version, in my opinion one is better off waiting on the official version, which supports all the new features in P3d5 including a installer specific to that sim, 8.33 kHz com spacing, new ICAO codes, new stock airports and sloped airport features. No announcement has been made as to price to my knowledge, but keep in mind that this is not a major version upgrade with tons of new features.
  18. Theres always some confusion between the advanced payware version and the stripped down version by the same author that's included with P3d5.
  19. It's not necessary to say every prayer in a litany. 😉
  20. The radar gauge works quite nicely with the ASP3D beta.
  21. Let's not get too far out over our skis here. But it is clear that if what's been presented by Asobo so far is the final version of the MSFS ATC, then the market is fertile ground for VOXATC.
  22. That's how this thread started but Tegwyn sent beta versions designed for P3d5 to a few people for testing.
  23. Since we now have a sim with good overall performance, volumetric clouds, 3D trees, realistic ocean waves, sloped airport features, 8.33 com spacing and a litany of high quality add-ons, it makes sense to also have realistic ATC and AI traffic, the latter of which is provided by VOXATC.
  24. Well, that's not quite true. As the sim loads and unloads textures, it creates a lot of small fragments of "usable" VRAM. Over time, the number of these fragments adds up. They still contribute to the free VRAM pool. Eventually, the sim requests a block of VRAM that exceeds the largest block of VRAM available.
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