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About kmax59

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    Maxime Konareff
  • Birthday 01/22/1991

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  1. Hello guys, It's been a bit longer than expected but I'm glad to tell you the hotfix has been released and is now available. It fixes the VR single pass issue and should enhance your night experience with main road colors following your feedbacks. About DXGI issues and other instability issues, they're usually caused by the driver, or the settings being too high, or simply the simulator itself, but honestly the changes made by Envshade can't really create such instability issues as long as shader tweaks are basically "simple mathematic formulas converted into code" (it's slightly more complex than this, but from a programmation point of view, it's pretty simple). I can have a look, but once I got P3Dv5 properly set, I didn't get any regular DXGI issue anymore, with or without Envtex and/or Envshade. Hope you guys will enjoy the hotfix !
  2. That's a good catch, I should be able to create a formula that allows this to be automatically compensated depending on the position of this slider in a future update
  3. Hello Guys, I always check here and there after an important update to get all the possible feedbacks, please don't hesitate to send us any constructive feedback on our forum as well, it's always welcome. We are not always that fast to reply to feedbacks, or to make your dreams come true but we always do our best to listen everyone and please as much users as we can and hopefully some user here (who also participated in how our products currently are 😉 ) can confirm this. First of all, thanks you all for the great comments about the new global lighting feature, really glad you guys enjoy it ! About the "floor is lava" at night, well I agree that we have not been able YET to make it as good as it should. There are several reason to this: - HDR in P3Dv5 is still pretty buggy and many variables do not work as expected, we were used to use HDR to help with such things in v3 and v4 but we can't in v5 and this makes things much more complicated - This is also due to how the terrain shader is now implemented in v5, colours are more vibrant and the emissive textures (like cities at night) are also much less bright (This is why it does not look that "red" by default, but it actually is, it's just not as bright) - We are able to compensate this by different ways, but all of them have consequences on other things like snowy terrain (Orbx snowy terrain textures at night are not perfectly black, making them emissive textures as well and they may appear red) so we have to be very careful with these changes - It also depends a lot on your monitor, this is why calibration is always an important factor, the best it to have the color temperature as close as possible from 6500k, but the gamma is also very important, that's why it may look different from one user to another, but that's true with any simulator, any game, any program, video or picture. With that said, by reading the posts above about this, a new idea to compensate the lava floor at night iumped to my mind. The good news is that it seems to work pretty well so if it works properly after a few hours of testing today, this should be available as a hotfix very quickly 🙂 Happy flights ! Here is a before/after at Toronto for this possible hotfix:
  4. Sorry Gerard, I took a quick break after the last two crazy weeks we had. I've answered your mail 😉 This is also tweaked in Envshade but it's less customizable, Envshade philosophy is quite different from PTA and is supposed to work "out of the box". Some settings are available to adjust the essential tweaks but due to the complexity of the dynamic tweaks, most of them are not opened to any user input.
  5. Envtex is totally compatible with both REX EF and REX SF (it also has an integration feature with REX SF). PTA is also almost completely compatible with Envtex, that being said we recommend Envshade over PTA because PTA haze and scattering tweaks are conflicting with distant special effects (and Envtex auroras are distant special effects).
  6. Hello Joachim, This happens when ASCA integration is enabled, it automatically enables sky textures and cloud textures by design as this is the purpose of the ASCA integration feature.
  7. Many thanks for the quick update ! And thanks as well for the flexibility offered so everyone is happy with both solutions 🙂
  8. Thought about the 100% transparency solution but it makes the other panels invisible as well, which is not ideal either as some 2D popups always are useful when needed from time to time (like the doors management on the 787, which I prefer doing myself)
  9. If houdini can't do nothing, fsuipc may be can ! It may be a bit overkill but if you have the payware version of fsuipc and want to have control over your huds, what you could do is: - Create a macro using mouse macro or qualitywings L:VAR for deploying your huds - Assigning a key to it as in fsuipc key assignments - Create a voxkey rule with that key (- And optionally a voxscript calling the related voxkey rule for each HUD to toggle) I personally don't feel the need for it as I already have a macro assigned to a joystick button for it but if you need help to do that, I'd do that with pleasure 🙂
  10. I was talking about the electrical hydraulic pumps 😉 I indeed have the latest v2.8.3.4 as i've just downloaded and installed MCE a few days ago. The dll version for NGx and NGxu is correct as well. Not much a big deal for the hydraulic pumps, just wanted to report it as it's obviously a minor mistake. As for GSX, the only two solution is to load the aircraft on the runway, turnoff the engine, call ground so the ramp coordinator wakes up, then I can move the plane with GSX to the required gate; or I can load the flight directly on the required gate and turn off the engine there, however the aircraft is usually not correctly placed according to the gsx profile settings (as gsx adjusts the stop point differently of each aircraft which the afcad does not). Not much a big deal either but in case I'm doing it in the wrong order, I must restart the sim and that's more annoying.
  11. No it's actually not that loud "dong" from GSX. It's a windows "dong". Yes, P3D is ran as an admin and MCE is correctly installed. UAC is disabled as it's a personal preference and required for some of my softwares.
  12. Sorry, I should have been more precise, I made further tests and it actually happens if I move the plane to a gate using GSX (GSX gate placement is more precise than the P3D gate list) then stop the engines or load a panel state. When calling the ground for the first time, the gsx menu opens automatically, then I can hear a "dong", after about 30 secs to 1 min, the mechanic finally answers, but the ramp coordinator remains silent. If I load the aircraft directly at the gate from the P3D menu, then load the aircraft and don't open the GSX menu until the ramp coordinator say hello it works. If the GSX menu is used, then no ramp coordinator. EDIT: restarting couatl and rebuilding airport cache, then restarting MCE does not help either. Seems like GSX menu must not be opened at all until the ramp coordinator said hello or MCE won't detect GSX.
  13. Hi there, I've just realized that with the 737 NGXu, GSX was not properly recognized by MCE, the ground services and gsx pushback are not available through MCE commands. GSX works as it should on its own using the CTRL+SHIFT+F12 key as usual. However if I load a default aircraft first like the piper cub with MCE , then load the NGXu, GSX is properly detected and I can hear the ramp coordinator introducing himself. Not sure if it happens with other PMDG aircraft. Can something be done about it? I've searched the forum but did not find anything about that issue, sorry if I missed the info if it was already given. Also, I've found that in the 737-800 NGxu, the electrical pumps are reversed, calling for the left pump acts on the right one and vice versa.
  14. Hi guys, Thank you Alan and Gerald ! That's a great news it's going to be updated, the 2D panel is indeed more annoying than helpful, it's great to hear its handling is going to be removed 🙂 As for the vspeeds, it was not a big deal but if it can now be read, then it's going to be perfect to use with the 787 🙂 Looking forward to this update, going back to the 737 waiting for the improvements Thanks again for such a quick reactivity !
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