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Everything posted by DonMuskopf

  1. Has anyone installed the SimWorks (SSW) Cessna T-37B Tweet in V6, or V5 for that matter? If so, does it require to be installed inside the simulator? Thanks.
  2. I had the same problem. Never got it to work. Had to remove all the V6 xml pointers to ORBX and then uninstall P3Dv6 and reinstall it. At least that got the default trees back. V6 has a lot of potential and so far some of ORBX global products are the only thing I have not got working. But without them, I still use use V5.4 most of the time.
  3. Updating now for me. It's not exactly a speed demon for small update. Are we going to have to update add-ons too with frequent updates? I guess we can ignore updates until devs catch up.
  4. Prepar3D v6.0 Features and Enhancements Release Notes The next evolution of the Prepar3D simulation platform is here with Prepar3D v6. An all new custom atmospherics system brings next level realism with highly detailed volumetric clouds, atmospheric scattering, and weather conditions. New rendering features including screen space ambient occlusion (SSAO) and temporal anti-aliasing (TAA) enhance fidelity bringing higher graphics detail to objects and shadows. Environments react to weather conditions with precipitation accumulation including rain and snow on surfaces and objects which also support reflections. An all new lighting model built from the ground up with realistic physical and camera properties bring an accurate representation of the world around you. The entire globe has been updated with new data spanning across airports, cities, building placements, bridges, land classes, and more. Airport fidelity has been improved with the addition of detailed models updating lights, taxiway signs, surfaces, and more. Updates and patches are automatically checked and installed within the application allowing for quick updates and eliminating the need to manually uninstall components when updating. Prepar3D v6 - Next Level Training. World class simulation. Be ahead of ready with Prepar3D v6. To install Prepar3D v6.0 run Setup_Prepar3D.exe. To install future updates to Prepar3D v6 follow the instructions in the application if automatic update notifications are enabled. Additionally future patches will also be available in the downloads page. Update files can be ran without requiring Prepar3D v6 to be uninstalled beforehand. Simply run the Prepar3D_v6_VERSION_Patch.msp file to seamlessly update Prepar3D v6 to the latest version. Refer to the Prepar3D v6 Download and Installation Instructions for more information. General Platform Updates New Features Updated volumetric clouds and atmospherics system improving visuals, performance, and support for multiple weather stations. Updated physically based and HDR lighting system supporting greater dynamic range, bounce lighting, and improved lighting visuals. Overhauled update process including automatic update notifications and installation as well as update patch support. Updating Prepar3D v6 will no longer require any components to be uninstalled before updating. New graphics features including: Improved edge blending with temporal antialiasing (TAA). Improved shadow detail with screen space ambient occlusion (SSAO). Support for planar reflections on wet surfaces. Cameras now support physical properties including aperture, shutter speed, and ISO settings. Enhanced Flight Planner screen supporting the addition of SIDS and STARS to flight plans. Precipitation accumulation and evaporation is now supported. Custom weather themes can now be saved and loaded in the Weather Settings UI. Improved layout of cloud settings in Weather Settings UI. ISimObjects now support loadout changes made in the Payload UI. SimDirector camera can now rotate around selected objects. Replaced SpeedTree with custom solution supporting wind effects. Improved primitive drawing object visuals including material support. Added pyramid and cone objects. Updated SimDirector UI theme. Added DebriefAction to add debrief messages to scenarios. Added debrief and goals display to Flight Analysis screen. Scenario debrief information can also be saved to a file. Added precipitation pooling and ripple effects. Clouds support dynamic lighting including light from lightning strikes. Added custom tone mapping option to fine tune light and dark areas of scene. Added views menu option to manually position camera. Previously referred to as Cinematographer mode. New and updated default content including: Updated global airport data and airport backgrounds. Improved land class terrain texture detail. Added precipitation effects to airport surfaces, airport objects, autogen buildings, bridges, and fences. Buildings now support attached rooftop objects. Improved hangar texture layout. Updated parking space textures. Improved runway and taxiway textures and reflectance. Added geometry and lights to hangar models. Added hazard lights to corners of tall generic buildings. Walled roofs are now generated on tall generic buildings. Fixed visual issue with F-16 landing gear texture. Updated various airport vehicle models and textures. Updated default weather themes. Added light fixture models to airport lights. Added wingtip pylons to interior F-16 models. Improved landing and taxi lights for C-130 and F-16 models. Updated global buildings to PBR textures. Updated additional vehicles to PBR textures including Mooney Bravo, Maule, Piper Cub, CRJ 700, and various AI objects. Updated weapon and pylon models to PBR textures. Improved global building layout and density. Updated windsock models and animations. Updated land class textures. Updated global water data. Updated global park data. Updated global bridge data and bridge lighting. Updated global helipad data. Fixed various model issues in the Washington DC area. Updated star and galaxy visuals. Fixes and Improvements Improved overall rendering system performance. Improved terrain rendering performance. Improved threading performance and CPU core usage. Improved network traffic handling and multiplayer performance. Improved terrain height resolution and lighting detail. Improved layout and usability for multiple user interface screens. Legacy models now more closely match lighting of PBR models. Updated core and shader compilers. Added support for shader model 6. Improved post process effects including IR, sensor modes, and signal noise. Improved airport lighting visuals and loading performance. Improved auto exposure lighting values. Improved fog visuals and lighting. Fixed crash that could occur when using the map UI. Windshield effects are now always enabled if supported on the vehicle. Fixed issue where changing precipitation type or rate would not trigger windshield effects to reload. Improved taxiway line resolution. Improved handling of ambient and directional lighting on materials. Fixed issues with airport incorrectly loading season changes in some cases. Cloud density and scatter can now be set per layer. Fixed issue preventing surface wind blend from working after saving and loading a scenario. Changing location will no longer trigger terrain reloading in some cases. Improved building elevation handling. Improved airport system handling of weather changes. Improved performance of panel only views. Texture streaming setting is now always enabled by default. Improved texture streaming performance and memory usage. Fixed bug where dead-end taxiways would have incorrect corner ratios. Fixed issue where route calculation could occur multiple times when loading flight plans or changing destination airports. Fixed issue causing white borders around tail number text in some cases. Fixed issue that could cause startup screen to lag when changing time in some cases. Improved roof variation with autogen buildings. ActivateWaypointAction can now reference player objects. Engine is no longer stopped when deactivating waypoint list actions. Improved hazard light implementation. Added RECORDABLE flag to effects created from SimConnect so they'll play in flight recordings. Improved message window position in VR. DialogActions can now have separate text displayed on screen vs. what is read to user. Added VR setting for auto-restore tracked origin. ATC panel now ignores numeric input if modifier keys are held down. SimDirector camera can now zoom further out. Improved terrain to apron transitions at sloped airports. Fixed visual issues that could occur when turning volumetric clouds on and off. SimProperty UIs now sort based on order defined in xml. Fixed various cases where certain buildings would be placed slightly above the ground. Discontinuities are now generated on manual sequence waypoints. Modified various panel placements in VR. Editable text fields in SimDirector now have borders. SimDirector visualization graph nodes can now be manually positioned. Fixed bug in SimDirector causing context menu to immediately close when right clicking logic nodes. Scenario changes are now preserved when restarting after crashing vehicle. Improved depth precision reducing z-fighting in distant objects. Improved bloom effect. Fixed bug causing track and position to not be updated in GPS gauge when initially loaded. Ground speed can now be viewed in info text. Fixed bug causing objects attached to aircraft carriers to cull too early. Clicking facility in map view will no longer pause simulation. All gated aircraft that have ground vehicles servicing them now have white safety and vehicle restriction/clearance lines. Fixed issue preventing material scripts from executing if scenario started paused. Fixed issue causing elevator directions to be reversed in TTA aircraft as well as other minor visual bugs. Fixes and Improvements (Professional Plus Only) Improved DIS dead reckoning behavior. Fixed ground reaction and friction for countermeasure simulation. Updated Varjo SDK including setting to use previous version. Added support for up to 8 GPUs. Prepar3D SDK New Features Added custom event support and control mappings for PDK plugins. Added ColorWriteDisable RenderFlag for alpha only masks that can fade over time. Helipads now support SceneryObject elements for model placements at airports. Added EmissiveColor to SimProp PBR material. Adding premultiply final alpha support to camera system and PDK. PDK plugins can now create their own materials. PBR materials are now supported in 3ds Max preview views. Fixes and Improvements Updated SDK to Visual Studio 2022. PBR metallic and smoothness variables can now be used concurrently. Updated emissive color alpha as day intensity controller. Emissive values are now used even if a texture is not provided. Added EVENTTYPE to custom PDK input events. This allows for keyboard, axis, and POV assignments. Custom PDK input events can load mappings from controls XML. Updated Custom PDK Objects sample to demonstrate how to register custom message events and control input events. Missed approach segments can now have their own color set in map gauges. Discontinuities can now be set in GPS gauges. Additional functionality added to VR Service. Custom packets can now be flagged guaranteed/not guaranteed in PDK. Texture axis flipping is now supported for RTT texture elements in xml. Renamed suneffect.cfg to sky.cfg and added various atmospherics configuration values. Fixed issue where Visual FX Tool would load cached effect data instead of actual file data and improved UI layout. - top -
  5. I just loaded the AN-2 into P3Dv5.3. It seems to be working fine for me. Server back up or maybe a texture problem at your end?
  6. According to LM's license announcement, "The Personal license will require users to maintain internet connectivity during use. " It seems to me that you don't need to maintain internet connectivity during use just to check licenses. Maybe I'm not understanding the wording in that sentence correctly.
  7. Don't forget to delete the Pacific Fjords backup Orbx keeps, before installing. Orbx recommends a clean install. I missed that the first time I installed, lol.
  8. You may want to view this video. The problem might be the graphics card, especially if you have a 3080Ti. FYI.
  9. Bob is giving good advice here. I've been using this setting for a about a month now with my i7-13700K and RTX 3080 12GB card. I have all of the processor heavy P3D settings set at max. I can see autogen all the way to the horizon and my processor doesn't even work up sweat. Over Anchorage Alaska at 5000 ft. I use about 15GB of RAM and 8.5 GB of Vmem. So far I have never used more than 10GB Vmem. So depending on what you fly and where you fly, if you're running an RTX 3080 12GB card it may be worth a try. Modern hardware definitely makes this setting possible, but you don't necessarily need a top of the line processor or graphics card.
  10. So far I have not been able to get G-Sync to work with X-Plane 12. G-Sync works fine with the other simulators I use. Can anyone with a G-Sync monitor tell me what your experience is? Thanks.
  11. Hey, no problem. I'm sure you helped others and that's what counts.
  12. This version caused low frame rates and lots of stutters for me. Had to do a clean install of my previous version (512.95) to get back to normal. FYI
  13. Both of these planes work fine for me in P3Dv5. As far as the Aeroproyecto C172N goes, it works fine in P3Dv5, except that I find it's way too bouncy in P3Dv5 waves. To correct for this add the following statement to the [contact_points] section of the aircraft.cfg file: // Stabilizes aircraft or boat by reducing excessive skipping and bouncing in rough seas (water set to Ultra) always_use_avg_surface=1
  14. I may be mistaken, but I don't believe that KSUN was designed with a sloped runway. I have also found that some runways at the other Orbx airports that I mentioned, like PAJN, now have a slight tilt and this tilt changes the amount of "floating" depending where you are on the runway. As far as I can tell, the following Orbx airports no NOT have the floating problem: KIDA, KWYS, PAHO, PAVD, PADQ, KJAC, PAYA
  15. I have the same problem and it's not just KBZN. Aircraft hover 1 to 2 feet above the runway also at Orbx KSUN, PAEN, PAGS, PAJN, and PAVD. I raised this issue with Orbx regarding PAJN. They acknowledged the issue, but said since it did not interfere with airport operations, they would not attempt to fix it. The strange thing is that it only seems to effect user aircraft, not AI aircraft. It's an immersion killer for me. I don't know what the problem is, but I suspect it has something to do with LM's improvement to sloped runways. At KSUN the Aircraft float higher at one end of the runway compared to the other end of the runway. The runway is not flat. You can actually see part of the runway follow the terrain. I'd post a screen shot, but it's too much of a hassle the way you have to do it on this forum.
  16. It works fine for me. Although, I find it can cause problems if you don't close FFTF after you exit P3D. That is, if you shut down P3D, then restart P3D with FFTF still running, the sim can run less smooth for example. FYI Don
  17. I had the same problem with a digital mini-stick on my new VKB MCG Ultimate stick in P3Dv5. What solved it for me was increasing the size of the null zone. These high end devices are much more sensitive and precise than the less expensive ones. Hope it works for you. Don
  18. If I remember correctly, this all started because at some point the internal P3D frame rate limiter became unreliable. The fix was to limit frame rates in NCP. However, setting frame rates to unlimited in P3D interfered with G-Sync's performance (again only G-Sync). So If you have VRR enabled with a G-Sync monitor, the solution was to set the internal frame limiter to 120 ( the highest frame rate before unlimited). I haven't tested unlimited in v5.3, maybe unlimited works? Maybe the internal limiter is now reliable? There are also updated versions of G-Sync in newer monitors and Nvidia drivers can also impact this. All I know is that 120 fps internally with an NCP max rate solved my problems and I've used it successfully ever since.
  19. For me too completely fluid motion is the most immersive flight simulation element. I have flown 300 ft above ground at 250 mph with not a single micro stutter, did a sharp left bank, got some motion sickness! I flew above mountain peaks, looked straight down, the motion was so real that I got vertigo. This has never happened to me before. This version to me is hands down the best simulator on the market ( and yes I own the other one too).
  20. This is true. When I say LP0, I am referring to the main thread.
  21. In general, capping your frame rate takes a load off your CPU and reduces the load on your graphics card. Instead of both working hard at maximizing your frame rate, more resources are freed to address other things like AI traffic or scenery loading.
  22. Target Frame Rate in P3D 120. NCP Max Frame Rate 35.
  23. Well, HF1 fixed this problem for me. I can now lock my frame rate at 35 FPS and keep the LP0 utilization rate below 100%. My LP0 utilization rate is now in the 50% to 65% range, even better than v5.2. As far as performance goes, I'm a happy camper again.
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