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psychedelic_tortilla

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About psychedelic_tortilla

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    Germany

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  1. Well, static planes get rendered by the GPU, which is orders of magnitude faster than a CPU cycle. They don't need additional CPU resources to compute their movement, the path they will take, their altitude, position and orientation etc. This is what adds up and slows performance, the additional load on the CPU on top of it having to execute all the code for simulating your plane before the GPU can render it. Maybe a little excursion, I don't know if people know this, but a single CPU (a single core, to be exact) can only execute exactly one instruction at any given time. The scheduler in your OS decides what to execute when, and how long the queue can be. Switching between processes/instructions is just so insanely quick, it only seems like everything runs in parallel. But as we all know as flight simmers, if a single process has many demanding instructions, that illusion can vanish rather quickly. This is where multithreading is so important, since offloading CPU cycles to another core (which is it's own CPU with its own memory map, cache etc.) allows parallel processing to relieve the bottleneck. This is also why GPUs are so word not allowed fast. They are specifically optimized for matrix operations (computer graphics - just like ML - is just lots and lots of linear algebra), and many of these can be done in parallel on pieces of a matrix and then just frankensteined together once done. Haha, that is a sloth in a space suit. Found it on KnowYourMeme ages ago, it's so ridiculous, I love it :D.
  2. The biggest FPS killer in this sim (and I suppose in any sim) isn't your own plane, but other planes. I get beautiful FPS when spawning at the gate, but once I connect to VATSIM on a busy evening, there go 15 to 20 FPS straight away. AutoFPS has ameliorated that somewhat, but what has made airports like iniBuilds' Heathrow or FlyTampa's Amsterdam usable for me in the first place is the FSR Frame Generation mod. Without that, these airports where absolute slideshows with lots of traffic.
  3. In general, modern pre-builds have come quite a long way, and if you do your due diligence, there shouldn't be any nasty surprises waiting for you after plugging it in for the first time. If you're not in it for the love of having built "your own baby" at the end, pre-builds are fine. What is important to note, though, is that with pre-built PCs you will always sacrifice something: If you want great components from top to bottom - not just a good CPU and GPU (those will most likely be great in a pre-built PC, these are the sexy components that the customers knows about) - but also a solid PSU, a fit-for-purpose motherboard, a well-ventilated case and properly mounted, well-spec'd cooling system...either don't expect all of those from a pre-built, or be prepared to spend a lot more than if you had built it yourself.
  4. In the SWS PC-12 you need to switch the NAV source not on the TDS itself, but on the little navigation panel on the lower-center part of the panel. See the manual for further details on that.
  5. I believe it's the "Bloom" setting that causes this. Turn bloom off and it should go away.
  6. No, you won't have to buy another FS2Crew version. As for whether or not it will work straight after release, nobody knows until we have the airplane. If anything should break, I'm sure the devs will address it ASAP in an update. Since Fenix have stated to publish more SIMVARS from their A320, I'm also certain we'll even see increased functionality with FS2Crew for the Fenix, such as letting the F/O set A/P variables and so on.
  7. If ATC keeps you high and fast (looking at you, Stansted), descent rates of up to -5000 fpm are absolutely nothing out of the ordinary. As @prolixindec explained, our "motion sensors" in our ears respond to changes in force (well, pressure to be exact), which is mass times acceleration. So if there is no acceleration (i.e. a steady climb/descent rate), we can't perceive speed (other than visually by comparison with a reference, but that isn't given in an aircraft, either).
  8. Yeah, who cares about the peasants without $2000 GPUs. Let them eat cake...err FSR3!
  9. It's funny how the members of my ignore list always pick the Fenix/PMDG threads for their bi-weekly meeting. I can't read half the posts in here! 😂
  10. I'm using the mod, no issues here after the update.
  11. https://www.nexusmods.com/site/mods/738?tab=files There you go! Use the "dlssg-to-fsr3-0.90 (Universal)" file.
  12. No, I'm on the exact same driver and have the option. Maybe restart, or update the FG mod.
  13. In MSFS, head tracking always seems to be just way smoother in general than panning with a mouse. I get a bit of stutters when panning, especially when panning fast. So I'm kind of getting used to panning more slowly and deliberately. Also, using Flow Pro, I've made a little shortcut to the settings toggle for FG. This way I can turn it on very quickly when I need it (when departing and landing at busy airports on VATSIM) and turn it off in cruise, thus avoiding the slight stutters when FPS are good enough anyways.
  14. This has nothing to do with weight, since when A/T was engaged, the plane flew just fine. What happened was, once you disconnected the A/T, the virtual thrust levers matched the position of your real, physical levers, which where probably at 40% N1 or lower. Obviously, at those weights, this thrust setting is not enough to sustain speed at the previous AOA. Make sure you align your physical thrust levers with the A/T thrust (there is a setting in the FMC to enable a blue indicator showing your physical throttle position). In the real plane, the thrust levers are motor driven and the A/T commands thrust by actually moving the lever, but that's obviously not the case with consumer hardware. Match the position of your throttle lever(s) to the last commanded thrust of the A/T before disengaging, then you should be fine. In general on the 737 during approach, manual flight means manual thrust. When you want to disconnect is operator specific, most pilots disconnect after the plane has been fully configured, at around 500 or 1000 ft AGL. Important note: When flying a CAT II or CAT IIIA approach with both A/P A and B engaged, DO NOT disengage the A/P after 400 RA (radio altitude), as the aircraft adds a good amount of stabilizier up trim at that time to facilitate a possible automatic go-around. If you disengage the A/P after that has happened, a lot of forward control column pressure is required to maintain attitude, which can go wrong quickly. Meaning: If you're doing an autoland and you're below 400 ft RA, always finish the autoland.
  15. https://www.youtube.com/playlist?list=PLtFw-RsDhI867orKAa3qH-1YIu0fXNWF-
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