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kmax59

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Everything posted by kmax59

  1. Hi Ray, I haven't had any crash I could really link with Concorde in flight, only sometimes during initial aircraft loading from the P3D menu when starting a flight. I agree that the lack of answer/news/updates is quite disappointing, I did not fly her for a few weeks now as I don't have the time for now but I guess we won't have any update when I'mll be back at flying.
  2. Hi there, NZCH is now available to download on the TOGA projects website: https://www.togaprojects.com/godzonesceneries Thanks again Robin for your confidence 🙂
  3. I had to learn all these from detective work, unfortunately there is no SDK for shaders 😕 You can re-enable the sliders by ticking the envplus switch but you'll have much less control (including EA haze). Also you can set the overall tint of the simulator using the HDR tint value (lower is more sepia, higher means more green/blueish tint). Do you mean the cockpit brightness is lower now with Envplus?
  4. Glad you are happy with the results @Ray Proudfoot 🙂 About ASCA integration, may be this is not really clear in the app but it's mainly a feature of Envtex that allows Envdir to inject Envtex sky textures and cloud textures into ASCA, so if you don't own Envtex this feature is disabled automatically as it has no access to the required data. That being said, ASCA actually works with EA for clouds if you don't use the volumetric ones 😉
  5. Hi @Ray Proudfoot Here you go, first one is default, second one is with Envplus adjusted to 0.6 horizon haze And here is the look of the sky at FL540, unfortunately there's no way to remove those bands and create a smoother transition, that's how true sky is implemented here 😕
  6. I'm not sure when I'll be able to provide improvements on what I've already shown though 😅 but you can already tweak further what I've shown on the previous page where I used a 0.6 value instead of 1, decreasing this value will further decrease the haze and also tweak the sky and clouds to balance everything as you wish 😉
  7. @toprob Not sure if you need any kind of server activation which I could not provide, but if not I'd be happy to host your products for free on our our website at TOGA projects, I may create a dedicated page for them. I've always loved your sceneries and would be glad if it can help you and the community.
  8. Oh my message was not meant to tell you that you SHOULD prefer Envplus but to tell Envplus is not less advanced. The purpose was more to tell you that you may have missed some features of Envplus, and may be if you give it another try (does not hurt as you already own it) and look closer to details you'll find that you'll get much better results, which is quite logical when your competitor only, at least partially, retro-engineered what you've done, the original author always knows better what he's doing. Still, you have more options to work with in Envplus when it comes to EA, for example you can also change the colour of the sky, dawn/dusk and daytime independently, which is more than welcome considering the sky textures have no impact on EA. There is a reason why Envshade/Envplus does not provide separated VC and external models brightness, scenery brightness and terrain brightness individually. The simulator has a complex behaviour when it comes to objects, and the way RDshade (as well as PTA in the past) are separating these settings are actually wrong, you may end up with the fuselage using the external model brightness but wing and engines using the internal brightness. Envshade/plus prevents this by adjusting the balance between the various settings chosen by the users, which is much more clever than letting the user changing values and get weird results with some aircraft model, some sceneries...etc First example that comes to my mind: look at the A330 from Aerosoft and check engine colour and fuselage colour with different brightness level for VC and external model, you will immediatly see what I mean.
  9. Here you go @Ray Proudfoot First shot is the default Envplus setting, second shot is with horizon haze set at 0.6. Just a small correction to my previous post: you can indeed change the tint of the atmospheric tint added by Envshade/plus but not exactly the tint of the EA haze as it is also linked to the sky color so I had to reduce the impact of the changes on the EA haze to prevent weird sky colours. Reducing the strenght of the haze still helps a lot though as you can see: Having a look back at the files gave me a few ideas to explore though, so I'll see if something can be tweaked further.
  10. Hi Ray, Envtex will not be very useful to decrease this blue tint, it's main purpose is to enhance textures and special effects, it also adds auroras. I could not tell it's useless, it definitely adds some additional details, but it won't be helpful for what you are looking for in this post. That being said, Envplus definitely is what you are looking for. There is definitely something we failed at when communicating about Envplus, because Envplus does a lot more than RDshade ! It may not have more options, but the included automated features are far more advanced, and the main reason here is that Envplus directly touches the EA shaders, which RDshade doesn't. Many many shader parameters in Envshade and Envplus reacts directly to the current environment (time of day, weather, visibility, altitude, location... etc). I'm not sure why it's a popular belief that Envplus does not do more. I found some Envshade code that was simply copied/pasted in RDshade files with the copyright text, I contacted someone from RDpreset in the past to get this removed, someting was supposed to be done but since then the guys disappeared from my contacts. There's no doubt that RDshade was basically done by retro-engeneering as per the comments that can be found in their shader files. That was nothing absolutely major so I decided not to fight (again) but you can bet this is quite frustrating to hear that our product is less advanced when you know such things. From a technical point of view, Envplus definitely surpassed RDshade as it affects EA shaders, and it's the only shader software that currently can do that. In a nutshell yes, you'll be able to reduce the blue tint, but not to remove it entirely. You'll probably have to try different settings to find the right spot but overall the default preset should be a good starting point.
  11. Hi @Afterburner @Ray Proudfoot, As we speaked about it earlier in this post, here is the CPU behaviour with AffinityMask 21845 but this time with the PMDG 747 : it seems to be defintely following the affinity setting that Concorde does not follow:
  12. No the CPU load is not at 100% on the main core, but I don't think that it's the case with other aircraft either though, I'm not sure why honestly. I'll definitely try with another aircraft soon, probably not before next week though. I feel the urge to fly Concorde now that it finally works with an acceptable framerate. I flew AFR001 this evening and that was so satisfying to be back at it ! I definitely need to be back at training as well however, I forgot a lot of the cockpit flows during these last 6 years 😰 I'll slightly go off-topic with this but let's be quick: I realized during a short internet shutdown that the HP200LX totally relies on an internet connection, and if you don't have one it seems you simply cannot plan a proper flight, am I right? I also did not find any way to select the descent speed between 325, 350 and 380 which was used by AF, it seems the HP200LX only calculate the decel point with the 350 kt procedure and as I could not find any way to change the decel point or the TBP point on a scheduled flight, it seems we're forced to use the 350kt procedure for now. I'm not sure about these so I've asked these as well on their forum.
  13. I don't really understand why nobody is reacting to this indeed, may be they are investigating, let's see by the end of this week if Norman or someone else reacts 😅 I'm extremely surprised that nobody in the team, even the testers, didn't find this earlier than me. I must say I always loved FSlabs products, I've owned them all from the very first Concorde-X in boxed version to the entire 32X series and then Concorde, but something I always quite disliked is their deafening silence in many occasions
  14. That's right, but as you can see there are cores that should not be used but they still are. I'm using these settings: [JobScheduler] AffinityMask=65535 P3DCoreAffinityMask=21845 MainThreadScheduler=0 RenderThreadScheduler=1 FrameWorkerThreadScheduler=2 Yes my fps are capped to 30 fps using the Nvidia Control Panel. That's the most stable solution for me. I am usually able to maintain that cap with all other aircraft but with Concorde (with the renderAsync line set to 1), fps sometimes drop below 30 (around 25 which is still acceptable considering I am using a true Gsync monitor that prevents visual stuttering due to the fps not being synced with the monitor). Concorde is still very heavy on my system and I really hope perfs will be improved in the next update but at least I can finally enjoy it. I haven't had the opportunity to confirm that the CPU behaves as per my jobscheduler settings with other planes but from what I remember, that was the case. I'll have a look and will post my result here when I can do that 😉
  15. Hi @Ray Proudfoot, @Afterburner, I'm currently in the middle of a flight from EGLL to KJFK (doing the tutorial flight again as I did not fly her for such a long time, I need a proper training again) and here is my CPU usage. Note that I've decided to go using my previous affinitymask of 21845 (my previous performance tests confirmed it did not hurt my perf compared to default), meaning that only the physical cores should be used, which is not the case here. Does this means Concorde plays with the affinity? May be, honestly it's not that a big deal as long as it does not have a negative impact on performances but it'd be great to have an official answer on this. Other than that, the flight is going well and for now, I haven't had any real performance issue other than the remaining and quite drastic mouse cursor drop
  16. Thank you for the positive feedback Ray 😀 I'm glad this finally results in a true performance improvement, it's still pretty hard on frames, at least for me, but it now has acceptable performance, which is a true relief. I stopped flying Concorde since v4 was released and I really missed her since then, having this new version and not being able to use it was extremely frustrating. By the way, are your running 100% AI without any cap? 😵 I wish I could. I usually run it at 100 as well in but then FSUIPC caps the aircraft number at 40 after they're generated, so there's traffic everywhere without hurting too much fps. Well, I totally understand what you are saying, however I don't want to blame them too much, as a dev I know it's not always the most comfortable position and managing issues you can't really reproduce is often pretty hard. That being said, it was extremely frustrating to continously repeat what I did, what kind of performance I'm facing and to hear that I did not want to change my settings or similar things after spending so many hours reporting almost every single test I've already made. It was also quite irritating to hear from some of the beta testers that I was not not doing any efforts trying to adapt my settings (in other topics) while I think I did everything a customer could have done to solve fps issues. It's always tempting in such a case to say "hey I'm a dev, I know what I'm doing" but then it's often taken as arrogance (and being French does not help here 😂) and often brings the off-topic to another level, we saw that on my FSL topic which almost got closed as you said. I would have managed this differently as a beta tester or as a dev, having an experience in both roles, but I also know it's not easy to be sure if a user says everything, I learnt this the hard way in my "dev career" 😅😇 It's always best to consider the customer is right at first though. So yes, I wish someone would have guided me to this solution much quicker but in the end if it allows them to enhance it further and help other users then better later than never. Now let's hope it's getting even better in a not too long time frame 😁
  17. Hi there, You can try to increase the brightness value in HDR settings. Other than that there's not much you can do other than using a shader program like Envshade or RDshade.
  18. No Ray don't worry! I'm definitely not flying at 15 fps 😅 there would be something not normal with such a PC ! It's not the best we can find nowadays but it was a very powerful set 3 years ago. The values I used in my previous message were just examples to answer your question, I'm flying with fps capped at 30 like most of us, this is plenty enough for smoothness and it allows a good framerate stability, I don't like when the framerate is constantly variating with fps uncapped. In most cases I could get much more without capping fps (which I do externally from P3D). Drops happen sometimes with heavy airports and advanced aircraft with hiugh visuals and this is when Gsync helps to keep smoothness but I'm rarely below 30. I'm unfortunately not flying Concorde for this specific reason, I actually did 2 complete flights on this new version as I could not fly properly because of the framerate. I'm targetting 25 so it's flyable comforably with Gsync. And from today's tests, the option I've found in the ini file seems to be the solution. The RenderAsync option in the ConcordeXgauges.ini seem to have a huge impact. My CPU and GPU usage did not change suprisingly, but the fps inside the sim is much better. How is yours set? It seems that if I change All=0 to All=1, fps are much better, I did two quick take-off from EGLL and KJFK and I could even fly the Canarsie climb without too many lags. Of course it's still very heavy on frames and it would deserves further improvements, but it's definitely flyable now as I could maintain between 25 and 30 fps, with a few drops during loadings. I am hopeful that they will bring more updates in the future, I think I spotted a message from Norman or Andrew recently were he said there are improvements waiting to be released. There's also the paintkit which I'm sure will be released one day or another with the promised liveries, it's a bit too long but better later than never I am hopeful that I'll be able to fly it again, I'd like to post a new flight report like I did in the past with the SSTSIM, if you want to have a look it's here but you'll need to use a traductor unless you're speaking French: http://pilote-virtuel.com/viewtopic.php?pid=665300 Pierre Chassang transmitted to me his passion for Concorde, I met him in real life and helped him a bit with CPS in the past, that was one of the most exciting times I had in my flight simulation career
  19. Actually running at 15 fps would not make much difference from a fixed refresh rate as 15 is a multiple of 30/60/120 hz and using any simulator or game at 15 fps is a pain for the eyes, it's also bad for them from a medical point of view. However, it's getting very interesting for fps that are not a multiple of your monitor fixed refresh rate. We're used to run our simulators at 30 fps because it's a multiple of 60, however, as soon as you go below 30, even at 29, you can start feeling that the frames are not synced with your monitor, the result is that you percieve this as stutters, the farther from a multiple you are, the worse it will be. It also depends on the user, some people are more sensitive to this, personally I can easily percieve a very small stutter and I'm quickly annoyed by this. As our simulators tend to have eratic FPS in some conditions, Gsync is very useful because if your FPS are dropping to let's say 25, your monitor will follow this and will be set at 25Hz. Of course, it has some limits and honestly below 25 you can feel the lack of smoothness and it feels laggy, but at least your FPS and monitor are synced and it feels less laggy than it would with a fixed refresh rate. Personnally I can live down to 25 without being annoyed, if it momentarily drops below that it's not a huge problem either. This also results in a lower input latency which is quite nice in simulators. The downside is that you mouse cursor will also be affected by the change of frequency and it will look more "laggy" than at 60Hz, the lower the freq, the more "laggy" the mouse will feel (Laggy is not really the good word, but it will just move at the same fps as your sim). Also you can percieve a bit of screen flickering, but it's almost unoticable on a true native Gsync monitor, on a Gsync compatible or Freesync monitor, you will see more flickering as they can't go below 30 Hz and if you drop at 25 it will choose a multiple instead, probably 50Hz in that case, the mouse will be less laggy but the screen will tend to flicker a bit more.
  20. No worries, I would have asked too ! By the way, the website you've sent is wrong about the refresh rate range of this monitor it's not 30-165 but 1-144. And that's the main reason why I prefered a true native Gsync monitor over a Gsync compatible monitor, this one follows the FPS down to hell if it has too, it's very visible with the mouse cursor, when you run P3D at 15 fps, your cursor is very laggy has well because the monitor has a very low refresh rate.
  21. Sure of course that's how I have it connected 😉 I got it working for years and after a quick check it still works with other 3D programs, just not anymore with P3D since the tests I ran this morning, I probably made a mistake somewhere but not sure how. I only disabled it and turned it back ON, same for the "variable refresh rate" option in P3D. Ahhhh ! P3D testing can quickly become a nightmare, I put Concorde in the Hangar for a few months and wanted to come back to it but it's not making my life easy 😅 Other than that, I've found something in one of the Concorde's ini files: [RenderAsync]All=0 I am still investigating but I tried to turn this to 1 and it seems I had good results, but this was with Gsync not working. I wondered if this could be the cause actually but turning this back to 0 did not bring back Gsync, even with default aircraft and a computer reboot. Let's solve this first and I'll keep investigating the RenderAsync option, not sure what it does, no answer about this on the FSL forum but I only asked this morning so let's wait and see. I did not get any news back from Norman unfortunately. EDIT: Reinstalling the Nvidia driver (which was already the latest one) has successfully repaired Gsync with P3D, not sure what happened here
  22. Sure, it's a Viewsonic XG270QG, I am very satisfied with it, it's quite expensive but it's a true native G-Sync monitor and it works really well with P3Dv5 (I can't get it to work again with P3D since I disabled it earlier today though 🤦‍♂️😂). This is probably the best purchase I did within the last few years.
  23. Hi again, So testing with Gsync disabled globally brings the same results, no more flickering. Still the same CPu and GPU usage. Unfortunately this is not the answer to the issue 😑
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