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About Lorby_SI

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  1. Hello @ll,WAMA has been updated to version 1.12.The key elements of this release are: You can now add comments to logbook entries (departure, arrival and any screenshot that you take) A flight in the logbook can be resumed now (for example if your simulator crashed on you) The data that is being logged has been expanded. Landing data now includes weather conditions and various other variables (if available from the aircraft model). Several bugfixes and adjustments. Most notably, the Time Machine now works correctly with the QW 787. The app has been deployed to SimMarket, the other shops usually follow in a few days. Best regards
  2. Hello Aaron, I would never see the end of it, there are issues with just so many addons, except the more professional ones (A2A, PMDG etc.). You can try it yourself, go to the P3D Settings and activate the content error reporting. Every time you start the sim it will list all content errors it can find to a file that you will find in "\Documents\Prepar3D V4 Files" The fun part is, that when users ask about the Content Error Log, even experienced simmers tell them to ignore it. Best regards
  3. This is not correct. You just save all of them into a separate external folder, then you can link them either as scenery component with Layer 2 or you make it the first XML file that is loaded (like Dan explained). P3D doesn't have hard coded content folders any more (like FSX did). Every(!) type of content (Aircraft, scenery, textures, shaders, sounds, EXE file, DLL files etc.) is linked to P3D with the .cfg files in \Program Data\ and can be expanded with external XML files. The only real "problems" that I know of are programmatic gauges that expect their assets to be in a certain place. So you may be missing sounds if the aircraft is installed externally. And the autogen definition, terrain, (?) XML files, which TMBK are still unique. When looking at the developers, please bear in mind that many users are plonking content into the sim that wasn't even made for P3D. I also wish that all content developers would at least use the content error log to make sure that their products are bug free. The content error log in my sim has exceeded 1000 entries by now (it stops writing them to the log after #999) although I am only using "P3D V4 compatible" products. LearningCenter->SDK->Addons->Add-on Instructions for developers->Add-On Content Error Reporting Best regards
  4. Hello Dan, I envy you, I really do. Unfortunately retirement is still a little way off for me. I'm still hoping for a built-in management GUI in P3D that makes all of this (and P4AO) superfluous. Best regards
  5. Hello Neil, I have pretty much the same hardware (i9 7900x, 64 Gig RAM, Asus X299 deluxe board, Asus 1080ti OC, all SSDd) on my devel system, connected to three full-HD screens (5760x1080 pixel) in NVidia Surround mode. I have pretty much the same P3D performance.Yes, it is a little disappointing, all things considered. There are better CPUs to run P3D on. From gut feeling the sim runs better on my old i7 5930K (same GPU). Be careful when overclocking this CPU - it is getting very hot very fast. Make sure to use Coretemp or similar to keep an eye on the temperatures. My CPU was pushing 100 degrees C at full blast (Corsair 240mm radiator water cooling) - and a mere 4.5 GHz. I have backed down now to 4.1 and tell myself that the difference isn't that obvious. Best regards
  6. Control freak? Definitely. I have been writing code since 1982. Many a decade in professional software development for a very (very) large company have taught me many things - especially scepticism. But the truth is, that I just don't have the nerve or the time to deal with mere configuration files on that low a level. I have a hard time even just flying for two hours every week, I am certainly not going to waste any time on configuration. Not when there is a quicker way. "that if A always works as expected then one may rely on A working as expected" Except that A itself is based on a moving, evolving platform. Nothing in IT remains a constant. The only thing that you may rely on is the spec, nothing else matters. I am leaning more towards what 30 years ago was called "chaos theory". And as far as complex computer systems are concerned: "If A works as expected, consider yourself lucky". Besides, I can accept halfway if one does this for one or two handful of files. But handling 1000 scenery entries manually? No thank you. I even had a customer who had 10000 (ten thousand) sceneries linked to the sim. Considering that there are 25000-something airports in the sim, and that there is a lot of non-airport scenery too, this isn't even all that much. On another note: instead of controlling the loading sequence with the alphabet, you should consider using the second add-on.xml method, with the P3D command line tools (as per the specification). That one always gives consistent, reliable results. (LearningCenter->SDK->Add-ons->Add-on Configuration Files) Best regards
  7. The issue is that for some situations layer numbers are required, for example for elevation correction files that need to reside at layer 2, for mesh products or AI traffic flightplan BGLs that should be between default scenery and addons, for scenery areas (from different developers) that still need to be in a certain sequence to avoid issues - etc.. Which is why I always use them- which is easy, because my tool does it for me. I just nudge the sceneries up and down, and the tool will apply correct layer numbers to all external add-on.xmls and all internal scenery.cfg entries automatically. Sorry, but I probably will never understand why anyone would want to do this manually. Relying on pure luck that the load sequence of files will work out sure is not for me. Mind you, this is personal preference - the spec says, that layer numbers are not required in add-on.xmls. Best regards
  8. Lorby_SI

    Which version of KSEA/KJFK/KMIA is better?

    Recently I bought the Dzrewiecki Design Seattle Airports and City. I like to do delivery flights, so having the two Boeing factories in this package was a big plus for me. I must say, picking up my new QW 787 at Paine Field was really something. The airfield is packed with aircraft in various stages of construction - even the interiors of the big factory hall are modelled. I am really looking forward to picking up a 737 at King County International next. The city also seems to be of high quality. Not having enough time on my hands I travelled to KSEA in my mind. Once there I fired up the sim and boarded a Carenado Turbo Commander as a passenger, to be flown to Paine Field by AI (so I was able to look out of the nice passenger cabin all the time). During this short flight I had ample time to study the scenery, and it looked beautiful. Approach and landing in Paine Field was a sight to behold, with all that colorful big iron parked outside. Upon leaving the Commander, I took a tour of the airfiled in my invisible camera pod, taking in the sights. My new 787 was already waiting for me at the delivery gate 117, so once I was done sight seeing, I boarded it and flew it to Munich, with a short stop-over at Niagara Falls (Aerosoft). A very nice trip to be remembered. Best regards
  9. What do you mean? There is only one scenery layering logic in the simulator. It doesn't matter if it is in the scenery.cfg or in an external XML, the simulator will mash all of them together and arrange them according to their layer numbers. Trying to manually keep track of the layering between the scenery.cfg and the external definitons will be quite the effort. Especially when adding those BGL files that need to go into the base layers of the sim. That is what I wrote the P4AO tool for. It will not only handle the XML files for sceneries and any other content, but it also integrates external scenery areas with the scenery.cfg. You can move them up and down the scenery library layer order with simple mouse clicks. Btw. you will find the specification for all of this in the "Learning Center.chm" file in the main P3D directory. Go to "SDK->Add-ons" and check the documentation there. Every parameter, tag and file is explained. Best regards
  10. No. Be mindful that layering works in conjunction with the scenery.cfg. While you can use any layer number you like, you will have to deal with situations, where external scenery is layered inside the scenery.cfg range. In this example, you would place your new sceneries at the very bottom of your whole scenery library. You will see, when you open the scenery library dialog in P3D. Seriously, you should not try to do this manually. This will not end well. Best regards
  11. The scenery defintion is incomplete. You need to add the appropriate "<Layer>" tags, to arrange your sceneries in the correct sequence - just like in the scenery.cfg. Best regards
  12. Yes it will - if and only if you do it correctly. Constant manual work is required and sound knowledge about how the simulator does what and how the addon operates. The point is tricking the installation and maintenance tools into thinking that your simulator is somewhere else, while still linking everything back to the sim so that it works. Honestly - why bother. This is way too much work. I suppose that PMDG and Orbx will eventully change their installation strategy, and until then even a full reinstall of their products is usually relatively painless - the management tools are pretty advanced by now. One thing to keep in mind (in general) - the default installation path is most likely the only one that the developer has ever tested (why would he test anything else?). If you start messing with the installation, you will have a hard time getting any support if things start to go wrong. Most certainly not from the developer, and most likely not from anyone else (because noone can reproduce what you did on your computer, thus being unable to help you with anything except giving general advice). About tools that are tracking what is installed where: while this is nice (P4AO can do it too, using the Snapshot feature), when you get that information, it is already too late. Files have already been altered or overwritten. (sorry Günter, just MHO of course) You need a clean copy of all simulator files before every install and a sound backup and recovery strategy. Best regards
  13. Hi, create an empty folder somewhere, copy the prepar3d.exe into it, then point the installer of the product at that location (instead of the P3D main folder). Now create the approriate XML file(s) to link the content to your sim. Installers will usually create the necessary directory structure themselves. Be aware though, that some products change config files too, those you will have to handle manually (and they must be present in the fake sim folder for this to work - Autogen comes to mind). Furthermore you will probably be missing sounds, if an aircraft uses a programmatic sound gauge that can't find the sound files any more, If that happens, you may have to copy the sounds over in the actual simulators Sound folder. Best regards
  14. Because code does not work that way. You can't just look at a program that somebody else wrote and go "oh, so that is how it works". There is a threshold in size and complexity where it is actually cheaper to write your own product that does the same thing instead of trying to understand what someone else did. Transition projects are only viable if the original code is either very simple or very well documented (which a developer working in his basement, assuming that he will be the only one who will ever have to understand it, never really does - it is very hard to instill this even in professional developers who are paid for it) and maybe if a couple of the original developers are around to help out. Then there is the matter of intellectual property. Unless a developer transfers the IP to Flight 1 and gives them the sources, they have no right to do anything with/to the product. And - as hard as that may be to accept - the flightsim market just isn't big enough to fund big projects. Flight1 would be taking an awful risk with a move like that, because (after having paid off the original developer to acquire his code) they would have to pay the "other developer" without any guarantee that he will succeed - or that the final product is sold in enough quatity to get them back their money. Best regards
  15. As for discussions about how programs do what. Apart from BGL flightplans which have been there for many years, a developer can use SimConnect to create and operate AI objects (not only aircraft). To do that, you have 4 options 1. Slew: not only your own aircraft can be put into slew mode, any object can. You can then move it through the Simulator world by sending axis slew commands to it. 2. Freeze and move: this means freezing the object, and then moving it every single frame by changing its position and orientation. 3. Sending it a waypoint list: when you do this, the object will follow that list on its own accord, under control of the simulator AI logic (AI meant literally, this logic controls ALL moving objects, not only aircraft) 4. Sending it a flight plan (only for aircraft): this is the most extenive method, as it puts the aircraft under "control" of the simulator ATC (=Aircraft will ask for clearance, taxi out, depart, land and taxi in on their own, while all the time talking to ATC). To my best knowledge, UTL uses method 4, as did UT2 before it. PSXSeecon probably uses method 1 or 2 - but only Kiek can answer that. In Lorby Live Traffic you have a choice between method 3 and 4. Best regards