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glider1

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  1. Does the existing Wama work in 2024 Lorby? It is an invaluable tool for me in 2020. It remembers aircraft position(s). It is able to instantly display position in Google Earth by applying parking brake and button click. To lose that functionality would be a real shame.
  2. Thanks for that! The hunt for the perfect airtanker for P3D begins. EDIT: The CL-215 doesn't work for me in P3D because the virtual cockpit windows are opaque. Pity.
  3. When I ask MCE to "show panel 3" it works for default aircraft and my A2A P51D, but it doesn't work for my A2A Cherokee 180. All it should do is send the key sequence "Shift 3" and it is not different for the Cherokee. If I do it via keyboard it works. If I do it via MCE, the command shows on screen but nothing happens. Why would only the A2A Cherokee panel display be broken in MCE? It does respond to other commands like "fuel pump on". Thanks in advance.
  4. I have the Rift but principal is the same. If you can't improve it with the brightness/darkness/saturation settings in Flyinside, it is time for you to try the PTA tweak assistant. http://1coder.ru/PTA/ The results improve the night depiction in VR so much both day and night. (EDIT: but not the actual light sources, just ground textures and shadows) All the tips you use for PTA apply to VR except not to use any of the HDR tweaks on the HDR tab. Read this forum: http://www.avsim.com/topic/489018-prepar3d-tweak-assistant-pta/page-1 EDIT: Sorry, I just realised you were talking specifically about night lighting sources in P3D. PTA mod does not help with that.
  5. Be really cautious about that headset. 60Hz is too low for VR according to the theory.
  6. It still does work with P3D3.3 but only an older version. Think the version you want is 1.331. It still works for me but I think it doesn't work for everyone. There is also a payware recorder - forgot the name. I do use the built in instant replay as well. Pity that the newer FSRecorder versions are busted with P3D.
  7. Great news Skywolf it is good to have a person crossing over from flyinside group and avsim. I've taken the plunge on the rift and will stay inside P3D from now one. Have even managed to be able to boot the computer straight into P3D/flyinside 1.6 with the headset and have a dummy flatscreen monitor plugged in and turned off under the table (personally don't need it). Really like the way flyinside gives you access to the virtual desktop without needing another program to do that. Although the drop in resolution and image quality is exactly as dramatic as what the community have said it would be, all in all I'm sticking with the VR benefits which exceed the loss in eye-candy for me. It is a really expensive hobby though! Biggest problem with the Rift is that I need an air-conditioned room other wise the headset fogs up. Using the rift reminds me of snorkeling!
  8. Wildlife+ does have an effect even on modern PC's because the sim objects it injects end up being managed by the main sim job (usually core zero) which is already busy managing the sim. Even a 12 core processor is being bottlenecked by the work done by the main sim job on the first assigned core. But it works brilliantly in rural/wilderness areas which is exactly what it was designed for. What Wildlife+ users need to do in rural areas is make sure they limit their frame-rate so that the main sim job isn't flooded with work pumping out an unnecessary 60+ frame-rate in rural areas. If the main sim job is overworked pumping out high fps, their simulator goes into stutter. Typically the main sim job needs to be sitting at 50%-70% or so load in rural wilderness area for Wildlife+ to have no effect on smoothness. On my i6700k OC4.7, I find that a 35-50fps limit keeps the load on the main sim job down low enough in ORBX rural sceneries. Another cool feature is that it can be turned on-off in the sim and the quantity and type of sim objects controlled through the interface.
  9. There are many apps for that now. I use Dxtory. I'm not sure it even matters what app you use? I think that for the 10XX series GPU's, resolution is not the limiting factor because our frame rates are usually not pegged to 60Hz. In P3D we are usually forced to run a lower frame rate because of the CPU, and so the GPU has plenty of headroom. I bought the 1080 because I need the GPU headroom for VR. Limiting to 30Hz (1/2 refresh) can be done any number of ways. I'm currently using an external limiter (Dxtory) with VSync and TB enabled in P3D and adaptive 1/2 refresh set in NCP. The advantage of that is the main sim job has less chance of overloading to cause microstutters. Disadvantage is that the sim job can fall asleep too much and cause slow loading textures. I personally find 30Hz too low for smoothness and find custom ways to bump it up to 32-35 range still locked to monitor refresh rate. The bottle neck in P3D is totally the CPU. All LM have to do is offload more CPU to our 10xx series and we will then see much better performance. Our problem will come when in a couple of years or so, when P3D is a genuine 60Hz simulator but our 10XX won't be able to run full eye candy. The simulator is not even close to that yet though. At that stage, all we will have to do is buy a cheap second hand 10XX card and SLI our system.
  10. No, I appreciate you applying a cold shower on this technology that is excellent. I have not committed to it yet but all my logic tells me the Rift makes a lot of sense. I have no idea what you mean by a "Monoscopic Rift" technology would be. As I understand it, the Rift gives our brain depth information. When we are looking at a flat screen no matter how big, we are one eyed and there is no depth information. How would a monoscopic display give depth information to our brain then? On your point about not seeing 3D beyond twenty feet or so, that argument isn't relevant. The Rift duplicates how our eyes work in reality. So whatever the Rift does is worthwhile because it will induce the same response we have to reality regardless of our eyes limitations in reality. If you stand at the edge of the Grand canyon, will you be more scared looking down in a Rift or just as scared looking at it with a 2D screen? Does the 20 foot limitation matter to your overall emotional reactive response? 2D just can't do that. The reason the Rift has emerged now in 2016 is only because GPU's are just capable of driving two displays in 3D offset. I doubt any card prior to 2010 vintage would have had any hope of doing that.
  11. Sorry you are correct, I didn't explain that link to the prepar3D forum and realise that it might not have applied to you. It is a fantastic discussion though because it does talk about the drawbacks of internal-external-unlimited frame rate limiting in P3D. Here it is again: http://www.prepar3d.com/forum/viewtopic.php?f=6312&t=120133 I've installed and tested my i6700k GTX1080 setup. Microstuttering still happens on NI inspectors SGSS-4 AA during turns and panning but for me DSR x4 combined with the internal P3D AA x4 is just as good as SGSS plus no microstutters. That information is not enough to decide on whether to upgrade to the 10xx family of GPU's. You have to put your sim in a quarter size window in a heavy scenery area and see if frames improve. If yes then you are GPU limited, if no then you are CPU limited.
  12. I meant the conversion that we are doing in our brain when we look at a flat 2D screen of a 3D rendered world. Since it is not stereoscopic, our brain cannot judge distances it can only make a best guesstimate. A flat screen TV only works when we are able to recreate an imagined 3D world in inside our brain from the 2D image, to assist our brains in guessing distances. TrackIR is not 3D. TrackIR just means that we rotate our view looking at a flat image. It is impossible to have a monoscopic 3D display unless the 3D world is actually represented in 3D physical space. The Rift is the real thing, because it presents a virtual world the same way that our eyes see reality. Our eyes collect light from reality which is then projected onto our retinas as a 2D image in each eye. Our brain takes both eyes and converts reality back into 3D. We do not even see reality directly. We convert reality. The Rift works because it presents virtual reality to our eyes the same way as reality does. The flat 2D images in the Rift are just copies of what is placed onto the back of our flat 2D retinas in our eyes when we look at reality. EDIT: At least I think it is impossible to have a monoscopic 3D display of 3D reality. Someone prove me wrong!
  13. For me VR comes down to a committed decision. I'm interested in flying more than eye candy. No amount of flat screens is going to compare with VR. I've flown on a flat screen for a long time and have trained my brain to make the conversion from 2D to 3D in my head. However, like falling in love for the first time for real, there would be nothing like meeting a real 3D display compared to an imagined one.
  14. Glad it worked for you Manny! Now that you have a great setup like that, take it to the next level by reading this most enlightening post: http://www.prepar3d.com/forum/viewtopic.php?f=6312&t=120133&p=139706#p139706 EDIT: http://www.prepar3d.com/forum/viewtopic.php?f=6312&t=120133 I discovered that you can keep the main thread from being overwhelmed with jobs by using an external limiter which get's rid of almost all the microstutters once you know you have a balanced CPU+GPU setup. I'm going to play with MIN_FIBER_TIME_SEC to see if it is possible to keep the microstutters near zero and get better texture loading by controlling the load of the main thread. I'm getting my system ready for Rift VR now. GTX1080 arrived yesterday on an i6700k rig.

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