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him225

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Everything posted by him225

  1. or to google the current local time of the startup location is how I presently workaround it. The startup screen seem broke with the time thing. It does not change to the time offset of a new selected location either as seen by toggling the GMT checkbox.
  2. ok, unticking that checkbox at the bottom of change location window got it back to normal. Easy to miss that setting. Is there a similar setting for startup screen aswell?
  3. More than not I use the sim in sync with current GMT which ever part of the globe I may. Except for the time zone inaccuracies which were corrected by some free fixes, I liked the way FSX handled timezones - it preserved the GMT when changing location, whether it be at startup screen or in sim change of location. I had a local airport flight set in as default with fsx set to take system time and didn't need to touch the time setting after that. But I am confused about how LM intends the user to use the time setting in p3d - at first the startup screen would preserve the local time which I found quiet unsettling and thought was a bug, then they did this in sim too. How is fixing local time more useful or better than fixing GMT? Now I am having to doubly load scenery if I decide to change location when in sim - first to move location then second after correcting time. I think preserving GMT was a more appropriate way and should have been kept as an option at least, or have I missed it?
  4. The answer to this is very obvious and simple - like any other game we need settings available that affect the performance most to be able to run reasonably on wide range of hardware and situations. The developer is to know best, unless they just look to superficialy rehash an old program based on existing user feedback not interested in diving to its core to improve by making significant changes (in which case older performance settings will not necessarily apply or need to be asked). That is why I think it is being taken in negative way.
  5. +1 for aerosoft EFHK, old but unexpectedly good quality. Not much behind flytampa stuff, better than T2G. You will need to workaround huge rwy/twy lights though by saving a couple of textures in older format.
  6. It seems that stock runway lights are working on custom runways in p3d v3. I don't know since which version this happened but turning them on using ade did what I needed. So incase anyone is having missing rwy lights at addon airports can simply turn on the default ones in afcad file as a quick fix.
  7. Is it going to be what FS11 (or maybe better, since its been 10yrs) incrementally would have been after FSX where MS left?
  8. Already using the impressive EFHK, I was underwhelmed by the much praised ENGM v2.
  9. I changed to i7 4790 and kept 560ti for a later upgrade. Performance has increased in most cases to satisfaction with most sliders to the right, hardware tessellation disabled. The only major improvement I expect with a beefier gfx card is better heavy cloud performance.
  10. I was finally able to identify this was being caused by a few months old opusfsi beta version that I didn't bother to update, apparently it didn't cause this problem in fsx. Problem resolved after changing to latest version, now UT2 is working normally. However I am still getting occasional "Failed to create weekly aircraft" errors in the UT2log.txt citing these four exceptions: EXCEPTION_OBJECT_CONTAINER EXCEPTION_OBJECT_ATC EXCEPTION_LOAD_FLIGHTPLAN_FAILED EXCEPTION_CREATE_OBJECT_FAILED The first two I guess are due to broken aircraft file paths and unavailable parking spots respectively. Third one is inability to access generated flight plan in 'Plans' folder with a preceding message for the same, which I don't know why happen. The fourth one I don't have idea as it is too general. There is no more problem of duplicates or faulty AIs so far but can any of these cause UT2 to malfunction over long running for several hours?
  11. Hi It is located in AppData\Roaming\Flight One Software\Ultimate Traffic 2\Logs\ You need to enable it using text editor in Prepar3d v3\Flight One Software\Ultimate Traffic 2\UT2services.exe.config
  12. @NATK50, yes that is normal behavior of UT2. On problem with duplicates I have found it has nothing to do with the traffic database. The Onsimexception UNRECOGNIZED_ID overflowing errors in UT2log are occurring in p3d only, not in fsx. In fsx they only occur a couple of times while sim is interrupted when opening its options. This is what I have gathered: 1. Occurrence of errors in UT2log with EXCEPTION_UNRECOGNIZED_ID indicate the UT2 session has broken with p3d. This is followed by failed to create aircraft errors citing the same exception and creation of faulty AI. 2. If I have enabled startup screen in p3d and load through it, the above errors start shortly after loading of flight and duplicates start to emerge. 3. On disabling startup screen and moving straight to flight, UT2 runs normal for about 5min before errors and duplicates resume. 4. If I stop/reset/clear traffic through UT2 menu or interrupt sim by accessing options a few times, all aircraft have the above error and get duplicated. Occurrence of duplicates/faulty is not always immediately apparent in 2 and 3. Stop traffic after some time, the faulty AIs remain. It would be kind if those running UT2 normally in P3D 3.3.5 could check for above in UT2log, as to clarify if it is compatibility problem with p3d or something specific to my setup.
  13. To further dig into the problem I turned on the UT2log from ut2services.exe.config to see what UT2 is doing and found it has errors like this in between when injecting aircraft: "Failed to create weekly aircraft on ground with flightID = 613 because EXCEPTION_UNRECOGNIZED_ID" "Error trying to update info for flight 925/926: EXCEPTION_UNRECOGNIZED_ID" The AI get created on ground but for some reason UT2 is unable to track these, as a result on another recheck after 15sec it again attempts to inject the failed AIs with the same error causing duplicates over proceeding rechecks till parkings become full. UT2 is not able to move or delete these aircraft on accessing sim menus or resetting UT2 traffic. There are also many of these repeating but not sure they are relevant: "OnSimException, exception=EXCEPTION_UNRECOGNIZED_ID" Update: It appears this is a database problem. Older created schedules are not playing well, there are no such errors and duplicates on newly compiled ones and removing all older ones. Presence of older ones also cause newer ones to malfunction. Update 2: Greatly reduced above but did not solve it completely.
  14. After further testing, UT2 is not unable to remove AIs from the sim. It does delete AIs if I reduce traffic density using the hot key or set frame rate setting too high. So probably the altitude setting for ground aircrafts affects enroute and destination airports only. The issue remains of AIs with expired departure time - common at large airports with long arrival taxi times and go arounds.
  15. Requesting anyone knowledgeable with creation of custom rwy lights aside from the SCASM method (like used by flytampa etc) for lights at this airport. The runway lights that come with it are badly done (completely improper layout) and cause massive fps hit in p3d v3. I have explored into doing this myself but the methods seem sim specific and bit complicated as I am no programmer. SCASM method was simplest which I was able to do but it caused double arrows on threshold displacement and the lights blinking due to presence of another bgl for ground static vehicles. If anyone interested I can provide the SCASM bgl file that has the light placement details, or let me know how to do it.
  16. I am having problem with UT2 not deleting aircrafts from the sim - when their departure time is expired (they just sit there forever), and ground aircraft removal when climbing above the altitude set in UT2 settings (I have it at 10000ft) for having planes on ground. For the second, as a workaround I reset traffic after crossing the altitude then only airborne AI appear as should, works normally when descending to destination. Any way I can fix this? I have added several addon schedules and ai models, could that be an issue?
  17. no I mean does it accept 0.01? in fsx 0.1 was said to be the lowest it would go
  18. Is it confirmed p3d v3 accepts FFTF=0.01 or does it default to some other value?
  19. on i7 4790 with complex aircraft and airports with traffic and weather engine, I get the sim most fluid with HT on AM off. I see the first LP of core0 being used high and 2nd LP light usage which occasionally jumps to max with other LPs, what I find interesting is that it does not always mirror with high usage of LPs on other three cores and is late to when it does. I also see single LP use on rest three cores when activity is low. Haven't tried turning off HT but forcing 4 core with AM=85 and also with some other suggested AMs I tried did not notice much difference in FPS but lost some fluidity. I use FFTF=0.1. This is with p3d 3.3.5
  20. thanks, totally missed that. tried setting it up, almost got what I wanted except the camera view doesn't track the user aircraft it only initializes looking in its direction when Look at option is set to ownship. The camera does pan though but sluggishly.
  21. Sometimes I wish I could view the aircraft land from ground view like at the airport boundary. It was possible to do this sort of thing in fs9 where tower view could be moved anywhere on the map, but this ability was omitted in fsx. Can something like that be done with camera functions available in p3d?
  22. Disabling hardware tessellation and reducing shadow resolution mostly fixes it, but noticed that it still comes back whenever flying into area with large amount of textures. So probably has something to do with video memory. Was keeping hopes on the "reduced gpu memory bandwidth usage" fix of 3.2, unfortunately the stutter still occurs.
  23. Addon AI sounds could add lot to the sim if it worked properly, unfortunately it is bugged since it was introduced in fsx. LM hasn't chosen to address it yet. The sounds all go whacky and loud when there are many AIs active in the vicinity. These ai sound developers probably take that into account and make a tradeoff with low volumes and not so featured sound detail so as to not sound awry when things start to mess in the sim.
  24. Delete the runway lights that will remove the lags
  25. Turn off gpu tessellation and shadows. See what happens.
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