him225
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Posts posted by him225
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So with Dx12, does that mean it will finally get rid of the core0 bottleneck or am I dreaming?
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I have had problem related to delayed autogen fixed by setting unlimited frames in game then limiting them externally in graphics driver.
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You know what, P3D v5 will be commercially licensed MSFS2020.
LM are not going to do any vast changes to the ancient ESP platform and probably never intended to, its not going to be more than little bit patching up here and there in future updates if any. They can just license MS's new platform, if their purpose requires it.
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19 hours ago, BMW969 said:apparently there will be a full slideshow)))
Can't say it's convincing enough.. Sure fsl a32x is a complex performance heavy aircraft but almost all of that is about the cpu. The PBR would target the gpu and have performance hit not far from what is already seen on the aerosoft a330.
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The aerosoft a330 cockpit looks stunning with PBR. If only the FSL A32X had it as well, was expecting it with the A321 but unfortunately it doesn't, strange choice by the developers as they strive to make it best system feature wise but seem to lack effort in making it present equally well visually.
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Watching the FS2020 previews have felt the same many times, tempted to push the uninstall button. Finally getting tired of keeping up with the dated graphics engine, single core limitation, and so on.
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Whatever happened to the upcoming power pack?
https://www.avsim.com/forums/topic/555458-utl-update-and-roadmap/
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Not about the missing buildings but I find there is an anomalous dip in rwy 27 glide path somewhere around 3-4nm from the runway, every time I make an autopilot approach to rwy 27 on any addon aircraft it dips slightly then comes back up again making the approach bit unstable. I disabled the scenery and tried with stock airport and it did the same, so no clue what is happening there.
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Had slow loading terrain and textures in general on windows 10, which went away on setting internal frames to unlimited.
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On 3/5/2019 at 2:14 AM, pgde said:You may want to check out Ksimsaver which does autosave without any pauses.
Thanks for the suggestion, but I discovered the sim was stuttering in the action of saving flight no matter the addon triggering it, even in manually. So I followed advice from another thread and excluded the p3d process and folders from windows defender and that reduced the problem to only fraction of a second. Most importantly the p3d clock now does not lag behind anymore despite the small stutter.
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From my dual boot system of win 7/10 with exact same config and addons, I can say that this is windows 10 specific problem and nothing to do with fsuipc, other addons or p3d itself, as it autosaves smoothly on win 7. Hope this get sorted out as autosave is a very handy feature, if not anything else LM should include interval based autosave support in p3d natively.
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Will the addon allow arrivals of specific airline codes to arrive on particular runways at airports as in their real counterpart? Currently the p3d atc assigns arrival runway based on direction of arrival aircraft, which is not always realistic or leads to traffic jams on ground at certain large airports.
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On 1/7/2019 at 10:57 PM, Tony P said:I just upgraded this past weekend from 4790k to 9900k and must say I'm impressed with the results. I instantly pushed the chip to 5.2gHz without any issue and my god - P3D and XPlane are both working great. YMMV
Good Luck
How is the fps generally compared to previous cpu like in the heaviest scenarios you fly? Something like with large airports + lots of AI + complex aircraft on final approach.
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I have a haswell as well and recently tried moving to windows 10 upon hearing it has better resource management which should benefit performance. But I found the opposite happen, p3d started slowing down in complex scenery such as in areas with a lot of autogen when it wouldn't as much on windows 7, giving a generally laggier sim than the latter. I also started seeing the well known long pauses which I had never seen when on win 7. Had the same performance degrading experience with some other games that would slow down in places with lots of objects that otherwise ran smoothly on win 7. Only games that were developed with dx12 in mind I saw benefited with running on win 10 compared to win 7. I returned to win 7 for p3d until it gets optimized for dx12 support, and only use win 10 for dx12 designed games. For non native dx12 games, I found windows 10 to be a performance loss in complex situations and rather run them on win 7.
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13 hours ago, tooting said:I imagine the airfield data they had was from the old ut2 database as UT Live is just a rehash of ut2 with a new modifications, no menu glitch, traffic over water and they canx a few flights here and there. But the basic idea is the same as UT2
A downside to utlive from ut2 it seems is that while in latter ai traffic would always try to fly airway routes no matter if the airport existed in stock p3d/fsx database, in utlive it falls back to direct route if one of the airports is not present in its database as well as some other airport combinations even though they are defined in both stock utlive and p3d. That kind of partly defeats one of the main advantage of having injected traffic, which is to have AI follow airway routes. Not certain about it but compared to UT2 there also seems to be another broken feature where if you check with the status board it is clear at the beginning of the session the departing ai are intended for pushback 5min prior to departure time and arrival ai to spawn in air 15min prior to their arrival time. As time passes this remains fine for departures which continue to taxi out at 5min early, however in case of arrivals the arrival AI seem to keep spawning earlier and earlier from 15min to 30min to greater than 1-2hr prior to their arrival time, which does not fit any realistic scenario that utl might be simulating. Try running utlive for like half an hour and during that observe the arrival status board, see if you have the same.
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I just checked at default LIML and atc didn't say the parking number, perhaps a screenshot of your atc message you are getting will clarify.
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From what I can recall p3d atc does not speak the parking number, only gate number.
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12 hours ago, vadriver said:I was a fan of UT2 then UTL, but realised AIFP bgl's were the way to have what I directly wanted ..... airlines (passenger & cargo, commuter, regional, international etc. but limited to my selected 12 or so west coast US airports) with almost up to date schedules & liveries. more than compatible now with voxatc etc with little if any comparative fps impact.
If only bgl traffic flew airway routes, or LM add support for it..
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I have had lockups which seem to be related to too many AIs coming to hold position at busy airports waiting for taxi path to get cleared eg at ZGGG. It gives the apphang error of p3d stopped interacting while the static sim sound keeps playing in background.
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6 hours ago, 9GTurn said:UTL is driving me mad. I've a similar problem where there is no parking available when I land, virtually every airwalk is full and I've no where to park, which in turn means I can't use GSX.
I thought it was suppose to mirror real world, well when I turn up with a genuine scheduled flight surely it would have parking free for the arrival. Apparently not
Just turn off UTL traffic temporarily until you park at a desired stand then turn it back on.
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In world settings section try reducing the load radius, tessellation level and mesh complexity, terrain texture resolution settings. They are overkill to the far right and lead to cpu doing extra interpolation work if you dont have high enough resolution data installed for these. 76m mesh with 1m terrain texture seem to be good setting along with load radius no higher than ultra. This relieved my system without any significant impact on visual appearance. If you need further load relief try turning off cockpit_high_lod in p3d cfg this will reduce the panel display resolution only, as well as reduce the panel refresh rate to 10-15 in respective aircraft settings as rendering them takes quite a toll on fps than one would expect.
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3 hours ago, joepoway said:Rob
I want to make sure I understand something regarding FFTF and the Dynamic Tool which I use. Here’s the question:
Does the Dynamic FFTF tool work if you run Unlimited or must you set a frame limit for it to work?
I recall from previous posts FFTF settings in the config file seem to only work when not running unlimited.
Please advise, thanks in advance!
Joe
Having same doubts as well since the explanation by the p3d dev is otherwise which is in line with what I recall from fsx, see post #2: http://www.prepar3d.net/forum/viewtopic.php?f=6312&p=139706&t=120133
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3 hours ago, suchw said:Looks real very dangerous if it is
Yeah probably is, except may be the video quality makes the plane look like a computer model when close. But curious that drone doesn't see any shaking at all after it passes by, I would expect it to be thrown out of balance or at least shake enough to ruin the video capture.
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P3D v5 is DX12
in The Prepar3d Forum
Posted
Though the antivirus exclusion for the save file folders addresses the pauses, if you check the FSL panel states they are a whopping 25mb per save!! I have turned off the autosave to reduce the writes on my SSD as a result.