WillsB3

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  1. WillsB3

    P3Dv4 AI upgrade

    Why? Models and textures don’t need changing because of a change from 32 to 64 bit. What am I missing..?
  2. WillsB3

    Help: Sound Issues

    Search for "Sound" in the start menu and open the Sound Control Panel Select the "Communications" tab Select "Do Nothing" From the way you describe it, it sounds like you have the sound devices assigned the wrong way, since in theory the main P3D audio volume should be the one being reduced so you can hear the RC voices. Not sure if you have P3D and RC using separate sound devices, but check that you have the correct asignements for "Default Device" and "Default Communications Device" in the main Playback tab of the Sound dialog. If none of these suggestions work try taking a look here: https://superuser.com/questions/1001945/how-do-i-disable-hidden-volume-changes-on-windows-10
  3. WillsB3

    FPS problem P3D V4.2

    While the FX 8320 might have 8 cores it’s single threaded performance still significantly slower than a 4770k which is 5 year old processor. https://www.cpubenchmark.net/cpu.php?cpu=AMD+FX-8320+Eight-Core&id=1782 Given this there’s probably not much “wrong” with your setup, it’s just the platform your running is the limitation.
  4. WillsB3

    DXGI Prepar3d V4 Help!!

    Are you using Reshade or another shader injector? Do you have a dxgi.dll in your main P3D v4 folder? If so, remove Reshade/equivalent shader injector and test again. You should not have a dxgi.dll file in your main P3D folder.
  5. You have to remember that the addon manufactures can only work with the platform. It may be an engine limitation that prevents airport objects loading beyond 15nm. There may be hacks around it but those will likely cause other issues or have other side effects. Additionally, it's not just about VAS, it's also about FPS and reducing the rendering workload as much as possible in order to keep FPS up.
  6. WillsB3

    Land texture showing up as water?

    This usually happens if your terrain.cfg is messed up or scenery library order is wrong I believe. try rerunning the Orbx LCLookup migration from FTX central settings/troubleshooting section.
  7. Hi Matthias, Draw distance is not the issue. I know this can't be fixed as is. My idea was to modify the way cloud shadows are projected via a shader tweak. As it is the effect is very noticeable when panning around
  8. Hi! I've been plagued by cloud shadows on the ground that rotate as the camera viewpoint looks around. Is there anything that can be done to the shader to make this less obvious or disable it completely? I wonder what effect disabling it would have (potentially some inaccurate cloud shadows), but it's very distracting seeing massive shadows fly across the terrain as you look around with TrackIR or panning. Any ideas ?
  9. +1 - The mouse cursor being visible while panning with the middle mouse button pressed is kind of strange.
  10. WillsB3

    Outside view uses VC model

    I have the same problem, when i go to outside view with ChasePlane button assignment or UI I can only see the VC model. I do have EZDok installed but ChasePlane said it altered some things related to EzDok when I installed it.
  11. hope I didn't just make you lots more work haha! Thanks again!
  12. Hi Yuri Thanks for the tips - really great that this is already possibly via manual shader edits I agree that my request is quite specific . However having to do this tweak manually each time the preset is changed is a bit frustrating. Would you consider adding some sort mechanism that can apply these sorts of manual overrides when applying shader tweaks for cases like this where you think a specific tweak doesn't warrent it's own dedicated control in the user interface? Perhaps some sort of automatic find and replace mechanism would be sufficient? The new functionality for using expressions within shader variables looks really great. What if you added a bloom slider/textfield that allowed expressions? Many thanks for your response and your continued work on the tool. Best, Wills
  13. Hi KNOSSOS, Thanks for your amazing work on PTA - it's transformed the sim! I've been thinking about this for a while and thought I'd share the idea incase you thought it would make a good feature. When I fly night flights I like to have quite a bit more bloom enabled so that the streetlights look more natural, -: if they are actually emitting light. The additional bloom also makes the sunset colours of the sky textures look a little more saturated and spectacular too which is an added benefit . However, running this much bloom in the day time results in a washed out/overly bright scene. Would it be possible for PTA to implement some sort of adaptive bloom control so that users can set a daytime and nighttime bloom setting and then the sim tweens between these two values according to the time of day? Ttime of day might be incorrect terminology here, as the darkness depends on day of the year and also lat/long, but the general principal still stands. Is it possible for PTA to know the amount of sunlight and therefore know the exact "phase" of day (presunset/sunset/postsunset etc). Many thanks for the excellent tool again. Wills