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MammyJammy

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  1. The process is likely different for various aircraft, but if you know what you're doing to configure the ISG gauges, the following may be helpful. I've spent significant time getting the JustFlight DC-10 working in the x64 versions of P3D and have published a lengthy guide for others. A section of this guide includes converting the DC-10 to an pseudo MD-10 using the ISG gauges, including the Smiths FMS. The following links may be helpful to get things set up in P3D v5: Post in the DC-10 thread with some helpful advice actually installing the ISG gauges into P3D v5: And another link to the DC-10 upgrade guide. The ISG info starts on page 38 (linked from the table of contents): https://www.dropbox.com/s/huvhow2w1q4ypv4/JF_DC10_Install_Guide.pdf?dl=1
  2. Both are needed for any and all texture conversions. The only thing that will change between sims is the source folder you point it at when you run the Texture Optimizer.
  3. I made a purpose-built texture optimizing tool for P3D many years ago and have adapted it for the 64-bit versions of P3D and also MSFS. I originally built it to handle the massive amount of AI liveries I have, but have broadened it to be far more general purpose. You can use it for almost all the texture formats that are used by either P3D or MSFS, including scenery. Just set the source folder to the "texture" directory in the scenery you want to optimize. This way you can leave your P3D setting alone if it's just one or two sceneries that cause issues. It's not for the faint of heart, but if you know your way around your flight sim install, it can be a helpful way to lower your VRAM footprint and CPU cycles for large textures. It's non-destructive and creates new textures in an optimized folder that you can rename. NOTE: You can NOT redistribute textures generated by this tool without the express written consent of the original texture author(s). For personal install use only. You can see the directions for install and use, and download it here: https://izn-flightsim.s3.amazonaws.com/textureoptimizer.html And the longer post on the MSFS forums here at Avsim is here that has more detail about how it works:
  4. Hi All, I've just published a new version (1.4) of my Texture Optimizer tool. This version fixes the processor architecture issue that was causing smaller images to be incorrectly processed. Requires uninstall/reinstall of the Texture Optimizer. The directions are available at: https://izn-flightsim.s3.amazonaws.com/textureoptimizer.html. NOTE: If you have Compressonator and TexConv already installed, you do not need to reinstall them. Change Log: New Features: New optional parameters for resizesmaller and reformatsmaller that allows for custom control of how smaller images are handled. Continued performance enhancements Bug Fixes: Architecture fixes to support proper handling of images smaller than the target resolution that is specified. Please read the linked guide for information on how the tool works, including the new optional parameters. By default, images smaller than the target resolution specified will not be resized, however they will be reformatted according to the processing specified when it is run. If -dxt is set to "auto" (or left to default...It's a purely optional parameter), smaller images will be reformatted and mipmaps added as determined by the algorithm. Said another way, -resizesmaller defaults to false, -reformatsmaller defaults to true. I would highly recommend leaving these as they are. I haven't tested this heavily...I don't have time. I ran it against an FSLTL package and it seemed to work fine. YMMV.
  5. It appears there's a small bug in how image metadata is being captured prior to processing - Likely emerged when I changed the processor architecture to speed it up a few revisions ago. It's not a terribly difficult fix and I'll get to it when I have some time over the next few weeks. I'll add a new switch to the config to allow for forcing all vs. skipping smaller as well. What were the errors captured in the error log? They would be helpful in identifying any improvements to the compression algorithms being used.
  6. No need to ask - Yes, the calculator accounts for performance and efficiency cores. Here's a link as an example: https://izn-flightsim.s3.amazonaws.com/affinity.html?cores=12&threads=20&affinity=1048575&coreAffinity=939348&mainThread=0&renderThread=1&frameThread=2#presetAnchor BTW, 12700K only is an 8P/4E CPU. The 12900K has the 8P/8E config. My experience with a 12900K and 13900K is to give P3D as many of the cores as you can, regardless of whether they are P or E cores. Keep the MainThreadScheduler, RenderThreadScheduler, and FrameWorkerThreadScheduler on P cores. And yes, copy/paste the [JobScheduler] entry into your prepar3d.cfg. If it doesn't work or work well, just delete that section of your config and P3D will re-create it with defaults for your system on next launch.
  7. P3D 5.3 changes how affinity masks work. Prior versions simply had an affinity mask for all of P3D and any other processes that run with it (SimConnect, DLLs, etc.) With P3D 5.3, you can now specific separate affinity masks for the CORE processes of P3D and any of the other processes that need access to the P3D process space. You can dig through this thread and many others here on Avsim, but in a lot of research by Rob A, myself, and others, there really isn't a benefit in 5.3 to fully turning off a core from the entire P3D process space. The First Core Free preset will simply move the CORE processes of P3D off the first core, but other stuff can still consume it. As an example, FSUIPC, ActiveSky, etc. The CORE P3D processes are the ones you will see consume significant CPU time, especially the MainThreadScheduler, which will run at or near 100% most of the time. At the bottom of the affinity calculator is a broad series of help sections. Under the "Additional Info and and Configuration Suggestions" you'll find more detail. There's also the setting descriptions straight from Lockheed Martin linked in the help too.
  8. It's a simple page that runs on Amazon Web Services. Appears to be running fine for me. https://izn-flightsim.s3.amazonaws.com/affinity.html If AWS is down, we'll all have bigger problems. 🙂
  9. Yup. I added those warnings simply to provide more info as to what images had some extra manipulation beyond resizing (and some other fiddly adjustments to make sure alpha channels, texture flipping, and compression are done correctly).
  10. That means the output file size was larger than the source. Likely because of a different compression format or that mipmaps were added. No, this means that there were 266 images that the Optimizer create mipmaps for where the source images did not have mipmaps at all, yet based on the criteria the optimizer will use to create mipmaps, should have had 'em. Any other source images that had mipmaps would have them rebuilt when processed calculating out the appropriate number of mipmaps levels based on your chosen resolution size.
  11. With named parameters, order doesn't matter. Only that the proper value follows the parameter name. These are syntactically identical when the optimizer runs: textureoptimizer -source "D:/MSFS/Community/fsltl-traffic-base" -resolution 2048 -mipmaps auto textureoptimizer -mipmaps auto -resolution 2048 -source "D:/MSFS/Community/fsltl-traffic-base" The default value for mipmaps and dxt is auto. Read the user guide for how the optimizer determines whether it should create mipmaps. You only need to explicitly specify if you want to force mipmaps on or off, or force a particular DXT format (which may have odd effects with alpha channels for DXT1 and DXT3).
  12. Do you have a known offender? If so I can download it and try. Dusting off this Texture Optimizer from a few years ago and making it work for MSFS has resulted in a pretty good debugging suite to spot offending textures and work out optimization techniques on 'em. So far I'm run through FSLTL and most of the AIG airline packages I use (most international carriers, large regionals, and smaller euro/US feeders) successfully.
  13. Only -source and -resolution are required. All other have defaults that are listed in the User guide. Also, If you want to see the default options from the command line, just type: textureoptimizer -h It will spit out the following: usage: TextureOptimizer [-h] -resolution {4096,2048,1024,512,256} -source SOURCE [-mipmaps {auto,on,off}] [-dxt {auto,DXT1,DXT3,DXT5}] [-debuginput {true,false}] [-debugoutput {true,false}] [-global GLOBAL] Texture Optimizer for MSFS and Prepar3D (ideal for AI aircraft) named arguments: -h, --help show this help message and exit -resolution {4096,2048,1024,512,256} The desired resolution of the output texture files -source SOURCE Directory containing source texture files (includes sub-directories) -mipmaps {auto,on,off} Mipmaps generation - On or off forces choice for ALL textures (default: auto) -dxt {auto,DXT1,DXT3,DXT5} DXT/DDS Output - Non auto options force output to selected DDS format (default: auto) -debuginput {true,false} Write debug information for each source file to the console (default: false) -debugoutput {true,false} Write debug information for each output file to the console (default: false) -global GLOBAL CURRENTLY EXPERIMENTAL - DO NOT USE YET. Global texture directory, if one exists (will avoid generation of textures identical to those located in this directory)
  14. Yes, it adds them. In the user guide you will see new parameters to force mipmaps on or off, or use the auto setting which will intelligently create them based on a number of input texture and output resolution criteria. Give the User Guide a read to get the deets. As for resizing, it will correctly size based on the output size you supply if the input image is larger. I have on my list an item to handle the correct power-of-two issue, however I haven't hit a texture in the FSLTL package I've been testing that is problematic on that front.
  15. Hi All, I've just published a new version (1.3) of my Texture Optimizer tool. This version addresses several issues in 1.2 and adds a bunch of new optional parameters that allow you to fine-tune how you want optimized textures generated. This new version requires the DirectX tool TexConv, which is linked in the updated installation guide. Also, the command line parameters have changed slightly to allow for named parameters, which helps support further customization of the tool. Installation and User Guide updated to include information on both of these items. Available at: https://izn-flightsim.s3.amazonaws.com/textureoptimizer.html Change Log: New Features: New optional parameters for mipmaps, DXT mode generation, and debugging info Resolution settings expanded to 256 Named command line attributes and better help Approx. 4x improvement in texture generation speed Bug Fixes: Mipmaps not being generated on optimized textures Possible corruption of alpha channels on BC7, ATSC, and ATI* compressed DDS textures Improved support for various formats that would cause unloadable texture warnings I still have some work to do on improving the texture exporting to support more advanced and higher quality texture compression formats, but 1.3 is a big improvement in speed and features.
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