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him225

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Everything posted by him225

  1. Enabling ground vehicles enables both service vehicles as well as those that randomly roam around the airport, and while the former is nice addition to realism the latter causes frequent annoyances with coming in the way of taxiing or causing object collision. Is there a way to only enable gate service related vehicles only? Also can the push back logic be tuned to automatically detect the distance and accurately turn plane 90deg on to taxiway rather than user guess work, since the data of node positions is already available to the sim?
  2. Interesting, then I can have dim dome lights turned on from before takeoff as it has always been problem to click certain switches in the sim with dome lights off for eg external aircraft lights where the switches go completely dark with only labeling and circle around them visible, causing to miss the switch or turning the adjacent one. Is that a sim issue with lack of correct simulation of ambient lighting or actually goes that dark in the real cockpit as well? if latter does it cause any significant hindrance since in actual cockpit one also feels the knobs which might aid in its placement and position or do pilots turn dome lights on for few seconds to set the cockpit at various transitioning moments of flight?
  3. How often and in what phases are cockpit dome lights used in a real airliner? Are these turned on during cruise? My guess is they hinder eye vision outside the window during night and might not be a preference except when aircraft is parked at gate. Are there any restrictions as well on use of dome lights?
  4. If you try to make ai sounds louder you will begin to find the sounds too loud I am afraid. The bug comes from fsx where sounds go critical and blow at full volume if they share the same audio file. It might have been a compromise for saving vas in fsx which was 32 bit and expected it would resolve in 64 bit v4, unfortunately it is the same.
  5. Does UTL have a utility to import UT2 powerpack created schedules available or being planned for release? Since it contains essentially the same models and liveries as UT2 I'd rather migrate my existing powerpack added schedules and additional models/repaints if it allows me to than starting from scratch.
  6. You could use p3d v3 on that gpu but with v4 will need more than 2gb vram as disable hardware tessellation/gpu terrain option has been removed.
  7. With introduction of dynamic lights in v4 hope fsl does away with fslspostlights in a320 as it gave one additional cause for sim to crash, gpu driver errors etc
  8. If its ai traffic then check you don't have any invalid values in [flightsim.xx] sections of ai aircraft.cfgs for those being injected. I had one of the aircraft with tail number pasted in parking codes which was causing crash at another airport that fixed after correcting that line. It didn't cause any problem in v3 so went unnoticed. No info showed up for this in content error logging which made it complicated to figure.
  9. Is flipping the alpha a sure fix that wont break anything else? cause I found similar textures in FSX installation with similar looking alpha.
  10. Has been one of the annoyances since moving to p3d in v2 and continues to remain unaddressed in the start up screen. The above mentioned checkbox only works when already loaded a flight then changing to another airport inside the sim.
  11. If that's non k cpu then may want to try turning on sync all cores or similar in BIOS, its mild overclock type of thing but allows for much stable turbo boost and puts all cores to 4ghz which may help with smoothness in the sim. At default setting fluctuates a lot and averages to much lower frequency while with this turned on all cores average at ~3.9 ghz in hwinfo.
  12. In quadcore giving 4 cores and one thread each the two loading jobs touch max frequently but dividing them into 4 and sharing them in LPs plus 5th shared with the second low demand job none of the jobs max out except the main thread and looks smoother. In answer to the topic nothing has changed from v3 in this regard, increasable lod radiuses without oom may allow for more busy secondary cores giving even usage in some places. All settings and addons same except autogen radius increased one notch I see at least 33% increase in fps and on average 50% higher fps than v3.
  13. Curious if pop free autogen is still the best option. If I understand correctly it loads a set max batch lod all the way through, default of which is 2. By returning to the old default mode we can get denser autogen in the vicinity and any pop ups will be further away. Since a constant lod will not be loaded through out it might save some performance as well.
  14. Anybody tried adding AS EGLL to v4? Seeing missing taxiway/runway surfaces although the terrain folder is below the airport in the library.
  15. coding wise and technically it may be remarkable with all the work that has gone into p3d under the hood but visually when flying difference is very subtle other than the shadows, but overall not significant change from the original sim. Performance and hardware usage wise also not that different which even after becoming 64 bit pose a limit to how much it can be enhanced by 3rd party without becoming an unusable slideshow.
  16. Seeing slight increase in performance 3-5fps from v3 after adding addon airport and ai traffic of ut2, both working normally. Core usage is similar to v3 so AM setting will benefit as before. Scasm objects and GPs also continue to work. Noticed some improved roads in the area. Black objects with late appearing textures on panning still there, thought this was gone in x64. Overall doesn't feel much different than v3, I guess mostly the benefit of v4 will be no OOMs.
  17. Then an option to load speed trees close up and the usual x trees in the distance with an adjustable transition radius might have benefited appearance further with best of both.
  18. Does v4 with increased LOD radius get rid of the monotonous landclass texture pattern visible from cruise in some parts of the globe?
  19. I anticipate following v4 release with OOMs gone and more content run in a scene, the need for better p3d multicore use or a cpu with higher single core performance will become louder.
  20. I guess texturing is least of the performance issues in p3d with a modern gpu. Regarding memory might take around 40-60mb more for vc if going by VCs of other devs. Actually it is the detailed geometry that has its additional load on the cpu while good texturing might have come with negligible performance hit. That said I expect it to perform more or less the same as in v3 with similar settings.
  21. Not top of the line graphically I would say. For example it does not make use of bump/spec for better surface appearance to improve its vc which is bit shabby looking. I wish it had looks as robust as its systems modelling. Geometry wise it is very detailed though.
  22. Thats interesting. Do you fly in borderless fullscreen? I just tried again, p3d didnt oom but resuming after several hours in cruise it started to stutter heavily with fps fluctuating between 50 and 7 fps. If I went to sim options and came back stutters stopped momentarily before returning. On alt-entering to windowed mode the stutters seem to have not returned, but trying to change back to borderless the sim whited out and stopped working. Do you also have fslspotlights installed, as I might try with it disabled next.
  23. Perhaps you misunderstood the purpose. Performance is not an issue here as the hardware is fairly new. By minimizing p3d to taskbar I intend to save on unnecessary power consumption and summer air conditioning bill, as well as run other 3d tasks or games instead of having pc reserved to p3d the whole flight duration. I was able to do both when used to fly in fsx.
  24. Can v4 be run minimized? as v3 gives me oom after some time if I leave it minimized. I don't want to tax the hardware the whole while when doing long haul and would like to keep it minimized where fsx/p3d consume much less processing power and produce less heat. It was possible with fsx as it would normally resume but p3d seem to have difficulty resuming after it is minimized for a while.
  25. Now they are a thing of the future!
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