glider1

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Everything posted by glider1

  1. I'm not sure it does. I have the Oculus software blocked in the firewall for months without problems. I can't use the store and can't do updates (which are advantages for me), but I can use the Rift without any troubles or outside interference.
  2. glider1

    For the PTA and ENVTEX experts in here

    In theory, PTA shouldn't even include an option to modify the Prepar3D.cfg because it is illogical. PTA is about shader files and that is all. What I do as a hack, is save a default shader file in PTA with any cfg changes I use but no shader tweaks, and revert back to that when I need too. Then, when there is a new shader preset I want to try, I make sure that the option to tweak the cfg in the preset is turned off. Unfortunately, if you are not aware of it, some PTA presets do modify the cfg file.
  3. glider1

    For the PTA and ENVTEX experts in here

    I agree that it does get a bit confusing. If you have PTA mod for modifying shader files, I think it is best to use it separately from ENVTEX and turn off ENVTEX shaders. ENVTEX specializes in injecting textures. PTA specializes in manipulating shaders.
  4. glider1

    Real Pilot

    VR headsets a big help because of the 1:1 scale. Pilots rotate their head in the same way as real world and can focus correctly on visual cues as well as instruments. VR is already good and next year 4K per eye headsets should start to ship if we're lucky.
  5. glider1

    Best helicopter for p3d

    Thanks. I'm still on P3D3.4 because of the wonderful Dodosim. If the Dodo goes the way of the dodo in P3D 4.0, is the Milviz MD530 the go to heli now for realistic flight dynamics?
  6. glider1

    Had to Test Irma

    Thanks! I guess bumping up the number of cloud layers could help the effect in the eye except for performance. But if the eye is over a non-populated area without much scenery, max cloud layers might be interesting to try. What was it like moving from the max intensity wind into the eye with the plane? Sudden jolts of the aircraft as the wind dropped off? Lots of turbulence? Enhanced turbulence setting could be a good one! In P3D there should also be a change in the light level going from intense overcast to clear skies.
  7. glider1

    Had to Test Irma

    I feel for you. Without electricity, next time can you afford a generator to run your flightsim for an hour a day? Next time you are travelling, if you have the money by a VR headset. Easier to carry around than a monitor and the immersion is great. Does AS16 model the eye of the hurricane? Always been fascinated by that. Presumably there is a wall of cloud off in the distance with clear sky overhead and little wind.
  8. glider1

    WAMA 1.08 released

    The playback feature is simply awesome Oliver well done! The playback controls even work in VR (unlike AITX). My idea is to detect owners of AITX and put an option into WAMA to replace the simulator recorder with the AITX recorder so that when you hit playback in the WAMA log it does these things: it puts you in the cockpit with the same playback controls as the default recorder but with extra features like being able to switch views from the playback dialog window no load screen just instant switching in and out of the replay and real life (seamlessly) ability to use direct mode for ultimate playback of all controls/lights etc. option to put your view external and displaced from the touchdown spot so that you can conveniently see the landing as if you were standing by the runway. change it so that it automatically records takeoff and landing with two little hot links in the logbook column marked "takeoff" and "landing" under the column entry called "playbacks" Change it so that it says "record when below xxx feet" (where the user assumes that means both takeoff and landing) Wama would have to know whether the customer owns AITX. I'm also assuming that you could add the binary recording code from AITX under the hood of WAMA without interfering with any of the other code which might not be simple and which adds extra code maintenance overhead. Totally ignore my requests if you think it will cost too much time and effort for what it is worth, because already WAMA is outstanding as it is and I respect your judgement totally. Cheers, Harry
  9. glider1

    WAMA 1.08 released

    Cool feature Oliver Another really cool feature that would increase sales is to upgrade the automatic recording of takeoff and landings to AITX binary format for users of AITX. It would need just one parameter the distance in nm after takeoff and before landing that recordings stop/start. Cheers
  10. Hi Oliver Thanks for the hard work on AITrackerX. Been experimenting with binary recordings and dispatching some AI formations to fly with it, then flying live to join the formation with the binary at the head. It does work which is good. Managed to reduce the jitter down somewhat. Managed to reduce the forward jerking of the AI in the formation with dampening and other options. So it's not perfect but doable. Question is, why is my binary recording playing back at about 10-20% of the original airspeed? I know that I flew the recording at 200kts IAS but if I follow the playback with or without a formation attached to it, the playback is only flying at about 170-180kts IAS. Cheers PS) Do you think that P3Dv4 produces more smooth behavior for the main features of AITracker compared to v3? I'm still in 32 bit.
  11. glider1

    AI Tracker X with P3D and Oculus Rift

    It is good fun glad that you got it working for your AI museum exhibit. Should create a lot of interest especially in VR. The problem for me is trying to minimize the jitter and movement of the AI formations in P3D not to spoil the immersion. Any luck with that? The jitter control for binary playbacks works really well and I find the dampening rate for movements of the AI formation helps somewhat. Also dampening down the forward movement of the AI in formation helps. It also helps to minimize the amount of other apps that are plugged into P3D like weather apps etc. Still not perfect though. I'm in P3Dv3. Is your museum exhibit computer(s) running in 64 bit?
  12. glider1

    AS16 + ASCA + Entex + PTA help :(

    I think turn off ENVTEX shaders and instead install the PTA shaders with the PTA mod. It is confusing but I think if you read the manual for ENVTEX it says that. I have the envtex shaders off and use the PTA shaders running PTAbsolute natural and it works.
  13. glider1

    Carenado Navigraph Extensions Ready

    Thanks Jim. The Phenom series lives on. Do you have the bug where the rudder doesn't work in the 100 when you deactivate the AP/YD while in the air and it only starts working again when you touch down? Can't do realistic cross wind landings because of it. Cheers
  14. Something isn't making sense. Good thinking that the primary core must logically do more work on any multithreaded sim, but if the primary core is artificially sped it up it will just have to wait more for the other threads to execute on the slower cores. This will bring temperatures down, but the temperature/performance trade off should be identical to all cores running at the same speed no? In other words you don't get something for nothing? I could be wrong.
  15. glider1

    AI Tracker X with P3D and Oculus Rift

    Hi DeeGee I'm doing a similar thing to you. I'm on oculus rift VR too and am building a formation flight using military aircraft and AITrackerX and P3D. It is an amazing app but the interface is not set up well for VR. Please, talk with the developer over at this forum and see if there is something we can do to improve this amazing app for VR use: https://www.avsim.com/forums/forum/794-lorby-si-payware/ I will help you over at that forum and Oliver the developer is very good with help. This topic will most likely get moved out of P3D forums. Cheers
  16. glider1

    Shadows in overcast conditions in P3Dv4

    Here is a game that was rendered in ray tracing algorithms: https://en.wikipedia.org/wiki/Quake_Wars:_Ray_Traced Imagine if the flight sim were done that way. Only one surface texture definition for each object and an almost infinite number of possible visual effects that emerge out of the algorithm itself. It would save so much work for scenery designers. Problem is that because technology is advanced not by what is best but by what is most profitable, we are locked into the inferior rendering techniques that have a whole heap of unintended side effects like this thread has noticed.
  17. glider1

    Shadows in overcast conditions in P3Dv4

    Mikeymike it depends on your GPU. It doesn't on my 1080. Anders, you are dreaming of this: https://en.wikipedia.org/wiki/Ray_tracing_(graphics) Unfortunately, many years ago the 3D modelling world decided not to go down that technological path probably because it meant that 3D technology would have been too expensive for mass consumption. If they would have though, today Nvidia would have ray-traced optimized graphics cards already but we are still stuck with the primitive way of depicting shadows even in many other 3D apps other than flight sim. Will it ever change? Cheers
  18. The rudder pedals are off too by the same amount. They line up with the yoke but not with the seat. That would have to be dangerous in real life because you couldn't sit on the seat and then you couldn't buckle up properly either. VR is going to put a lot more scrutiny on the accuracy of the 3D modeling.
  19. I seriously worry that Caranedo's reputation for building beautiful models is actually not true in VR. In VR what I am seeing is they aren't accurate. In my Phenom 100, the yoke does not match up with the center of the pilot's seat but is approximately 3-4 virtual inches to the right! It might be fine on a flatscreen, but in VR it stands out like a sore thumb......Unless of course in real life it is like that?!?
  20. glider1

    FlyInside P3D v4 update

    I wish Dan well as a small developer. I hope he charges an upgrade fee for v4 of Flyinside at the very least. Without Dan we would still be sitting in front of a monitor watching a 30-frames-a-second-picture of a simulator.
  21. Thanks Alex for this great navigation tool you are so generous of your talents. It was pointed out to me that there might be an omission in the flightplan specification for this app at version 1.4.3 regarding the encoding that causes some apps that read littlenavmap flightplans to crash depending on what framework they are using. I'm not a developer, I'm only passing this on to you. Here is the problem: "the XML text declaration is incorrect and causes the .Net XML parser to crash This "<?xml version="1.0" ?> is not according to the W3C XML specification "<?xml version="1.0" encoding="UTF-8"?>" would be correct" Source: http://www.w3.org/TR/REC-xml/#sec-TextDecl Chapter 4.3.1 Thanks again
  22. Hi Alex - thanks for the link! I tried it in the same scenario as 1.4.3 and now it works perfectly. Thanks for the effort and really sorry for the slow reply I forgot to follow this topic. Cheers, Harry
  23. Thanks for your help Oliver. I didn't think of putting an invisible motor into my gliders so that they would fly an AITrackerX flightplan. I did it today and it works. Here is what I did in case in the future anyone is interested: Downloaded any freeware glider out there Replaced the aircraft.cfg with the Aircreation582SL trike that shipped with FSX Reverted the title in aircraft.cfg back to the original glider Replaced the [contact_points] section in aircraft.cfg with the original glider section made sure that the texture section in aircraft.cfg was the same as the original glider Added the Aircreation_582SL.air file to the glider folder Changed the folder name to indicate that the glider is converted to an AI traffic glider The AI trike now looks like a glider and averages 50kts around the task which works well for pacing. What I like about this system is that you don't have to create waypoints just dispatch a flightplan to the AI as you intend to fly it yourself. Now... if only you would teach the AI's to find thermals and then resume the flightplan I would be incredibly appreciative. Cheers
  24. Hi Oliver Was really looking forward to flying a task with AI gliders that follow a flightplan so that I could use them to pace myself round the course. Then to my horror I saw that when AITrackerX dispatches the gliders, they can't push back and so just sit in the parking bay! Is there anything that can be done? My first thought was to dispatch GA aircraft and switch the model once the aircraft have taxied onto the runway. But I can't do that for two reasons. Firstly in VR the playback dialog hides behind the main app window making it unuseable in VR. Secondly, in the playback dialog there is an option to switch model, but it doesn't work for AI's dispatched as a flightplan The waypoint system might be the solution but it is more manual labour and not as convenient as setting up a flightplan. Thanks for any help. Cheers, Harry
  25. Hi Lorby Yeah the gliders are already motorized with a fold away engine. While the models were sitting at the parking bay not being able to be pushed back, I tried to change their parameters with AITrackerX to "start their engines" and "set their throttle to full" but that didn't work either. I tried converting a flightplan to a waypoint list, but I couldn't get it to work properly. The gliders would hover above the airport and do all sorts of weird things. When I get desperate, I'll try your idea of changing them to have a motor as the trike has. I guess the trike can be pushed back and fly a flightplan? Ok, thanks for the suggestion. EDIT: another issue is that planes parked in WAMA cause AITrackerX flightplan planes to disappear if they think they are going to hit the WAMA planes.