Jump to content

BusheFlyer

Members
  • Content Count

    133
  • Donations

    $0.00 
  • Joined

  • Last visited

Posts posted by BusheFlyer


  1. 23 minutes ago, ddawson said:

    See my other post regarding installing the sound gauge.  Your entry in panel.cfg is a little more specific, but works out to the same thing.

    Haven't looked at that wastegate control gauge in years...

    I suspect it can be converted to 64 bit.  I'll have to check.

    That would be great! Many thanks for looking at it.


  2. 3 minutes ago, ddawson said:

    Probably in the aircraft's panel folder.  If you can provide a little information I can help you with this.

    Have a look at the panel.cfg file and let me know what the entry for the old sound gauge is.  Also, I  will need to know where the .ini file resides (again, probably in the panel folder.)

    Sorry, I don't have any of these products myself, so I can't give you a definitive answer without knowing how the gauge was originally installed and configured.

     

    Doug

    The file name to replace is: RASDukeTv2_Sound.gau

    The panel.cfg shows:

    gauge21=RASDukeTv2_Sound!Sound, 1,1,2,2,./SimObjects/Airplanes/RealAir Duke Turbine V2/Panel/Sound/RASDukeTv2_Sound.ini

    Many thanks for this Doug. May I also ask, I and I suspect many others use the now unsupported Baytower Vans RV7 which I believe also includes some of your work: btsENG.dll which according to the details was originally named: dsd_wastegate_control.dll with your name as the signer and author. 

    Do you have any plans to update that dll also to X64 at all?

    Warm regards

    • Upvote 1

  3. Just a FYI. I installed Super Cub X from FSAddons into the Prepar3D v4 Add-ons directory and added an appropriate add-on.xml file and all works without any changes in P3D 4.0. I like this addon purely because of the variation of models you get.. the flight model is not the best and neither are the VC graphics however it's nice to fly around with tundra tyres or skis. No issues were found, all gauges and sound work as it is a relatively basic aircraft.

    FYI here is the add-on.xml file contents:

    <SimBase.Document Type="AddOnXml" version="4,0" id="add-on">	
    	<AddOn.Name>FSAddon Super Cub X</AddOn.Name>
    	<AddOn.Description>FSAddon Aircraft Super Cub X.</AddOn.Description>
    	<AddOn.Component>
            	<Category>SimObjects</Category>
            	<Path>SimObjects\Airplanes</Path>
    	</AddOn.Component>	
    </SimBase.Document>

     

     


  4. 2 hours ago, Bert Pieke said:

    Here is something that works:

    <!-- numeric button actions -->
        (@xpdrMode) @mdTest &gt;
            if{    
     
        @zero (@xpdrKey) == (@K0) ! and if{ @keyTest(0) @keyAction }
        @one (@xpdrKey) == (@K1) ! and if{ @keyTest(1) @keyAction }
        @two (@xpdrKey) == (@K2) ! and if{ @keyTest(2) @keyAction }
        @three (@xpdrKey) == (@K3) ! and if{ @keyTest(3) @keyAction }
        @four (@xpdrKey) == (@K4) ! and if{ @keyTest(4) @keyAction }
        @five (@xpdrKey) == (@K5) ! and if{ @keyTest(5) @keyAction }
        @six (@xpdrKey) == (@K6) ! and if{ @keyTest(6) @keyAction }
        @seven (@xpdrKey) == (@K7) ! and if{ @keyTest(7) @keyAction }

    <!--
        @eight (@xpdrKey) == (@K8) ! and if{ @keyTest(8, 0, 0, 0, 0, 1, 1, 0, 1, 0, 1) @keyAction }
        @nine (@xpdrKey) == (@K9) ! and if{ @keyTest(9, 0, 0, 0, 0, 1, 1, 0, 1, 0, 1) @keyAction }

    -->


              } }


    <Macro Name="keyTest">

        0 (@xpdrCrsr) == if{ @1 (&gt;@adrs0) 1 (&gt;@xpdrCrsrIncr) (@xSquawk) (&gt;@xPrvSquawk) }
        1 (@xpdrCrsr) == if{ @1 (&gt;@adrs1) 1 (&gt;@xpdrCrsrIncr) }
        2 (@xpdrCrsr) == if{ @1 (&gt;@adrs2) 1 (&gt;@xpdrCrsrIncr) }
        3 (@xpdrCrsr) == if{ @1 (&gt;@adrs3) 1 (&gt;@xpdrCrsrIncr) @clrTimerSet }

        4 (@xpdrCrsr) == if{ @1 (&gt;@adrs4) 2 (&gt;@xpdrCrsrIncr) }
        5 (@xpdrCrsr) == if{ @1 (&gt;@adrs5) 2 (&gt;@xpdrCrsrIncr) }
        6 (@xpdrCrsr) == if{ @1 (&gt;@adrs6) 2 (&gt;@xpdrCrsrIncr) }
        7 (@xpdrCrsr) == if{ @1 (&gt;@adrs7) 2 (&gt;@xpdrCrsrIncr) }
        8 (@xpdrCrsr) == if{ @1 (&gt;@adrs8) 2 (&gt;@xpdrCrsrIncr) }
        9 (@xpdrCrsr) == if{ @1 (&gt;@adrs9) 2 (&gt;@xpdrCrsrIncr) }

    </Macro>

     

    Superb! Nice work Bert! Glad you made sense of it. I just tested and working here also. Fantastic, it's nice that this fine aeroplane can live another life in P3D 4.0.


  5. 1 minute ago, Bert Pieke said:

    That is progress!

    There has got to be a way to program around that...

    I've taken the opposite approach... started with the A36 transponder and added a section that recognizes the button pushes in the RV7 VC.

    Yeah I feel there is.. essentially it's one function that is causing the issues with the transponder. Problem I have is LUA to me is so damn awkward to actually read. Perhaps a LUA expert might be able to spot what this issue is with this macro:

    <!-- Procedure: Numerics, compare button press against screen address (@1;number, @2-@11;screenAddress) -->
    <Macro Name="keyTest">
    	@2 if{ 0 (@xpdrCrsr) == if{ @1 (&gt;@adrs0) 1 (&gt;@xpdrCrsrIncr) (@xSquawk) (&gt;@xPrvSquawk) } }
    	@3 if{ 1 (@xpdrCrsr) == if{ @1 (&gt;@adrs1) 1 (&gt;@xpdrCrsrIncr) } }
    	@4 if{ 2 (@xpdrCrsr) == if{ @1 (&gt;@adrs2) 1 (&gt;@xpdrCrsrIncr) } }
    	@5 if{ 3 (@xpdrCrsr) == if{ @1 (&gt;@adrs3) 1 (&gt;@xpdrCrsrIncr) @clrTimerSet } }
    	@6 if{ 4 (@xpdrCrsr) == if{ @1 (&gt;@adrs4) 2 (&gt;@xpdrCrsrIncr) } }
    	@7 if{ 5 (@xpdrCrsr) == if{ @1 (&gt;@adrs5) 2 (&gt;@xpdrCrsrIncr) } }
    	@8 if{ 6 (@xpdrCrsr) == if{ @1 (&gt;@adrs6) 2 (&gt;@xpdrCrsrIncr) } }
    	@9 if{ 7 (@xpdrCrsr) == if{ @1 (&gt;@adrs7) 2 (&gt;@xpdrCrsrIncr) } }
    	@10 if{ 8 (@xpdrCrsr) == if{ @1 (&gt;@adrs8) 2 (&gt;@xpdrCrsrIncr) } }
    	@11 if{ 9 (@xpdrCrsr) == if{ @1 (&gt;@adrs9) 2 (&gt;@xpdrCrsrIncr) } }
    </Macro>

    I am currently looking for another example of translating the transponder numerical keys to the display so I can perhaps make some sense of it.


  6. On 26/06/2017 at 4:42 PM, Bert Pieke said:

    What "wing fix"?

    I got a new copy v01-06-08, installed it, changed the transponder and that was it!

    I have it working also, rather than disabling the transponder I edited the gtx327.xml file in the btsRV7.CAB file and it works. The edited bit is the part that is causing the crash with the transponder:

    <!-- numeric button actions -->
    (@xpdrMode) @mdTest &gt;
    if{
    	<!--
    	@zero (@xpdrKey) == (@K0) ! and if{ @keyTest(0.000001, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1) @keyAction }
    	@one (@xpdrKey) == (@K1) ! and if{ @keyTest(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1) @keyAction }
    	@two (@xpdrKey) == (@K2) ! and if{ @keyTest(2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1) @keyAction }
    	@three (@xpdrKey) == (@K3) ! and if{ @keyTest(3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1) @keyAction }
    	@four (@xpdrKey) == (@K4) ! and if{ @keyTest(4, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1) @keyAction }
    	@five (@xpdrKey) == (@K5) ! and if{ @keyTest(5, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1) @keyAction }
    	@six (@xpdrKey) == (@K6) ! and if{ @keyTest(6, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1) @keyAction }
    	@seven (@xpdrKey) == (@K7) ! and if{ @keyTest(7, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1) @keyAction }
    	@eight (@xpdrKey) == (@K8) ! and if{ @keyTest(8, 0, 0, 0, 0, 1, 1, 0, 1, 0, 1) @keyAction }
    	@nine (@xpdrKey) == (@K9) ! and if{ @keyTest(9, 0, 0, 0, 0, 1, 1, 0, 1, 0, 1) @keyAction } 
    	-->
    }

    This case in the Update function refers to a keyTest macro in the same file. Any call to that leads to the crash. As to why it is crashing.. I have no idea.. the abomination that is LUA makes it very hard to follow or debug.

    Anyway, commenting that out makes the original transponder work except for the manual entry buttons, all other functions work perfectly.


  7. Well honestly I don't see much difference between the vertical stability between real life and the sim, in real life if you nudge the stick back and then let go it will climb for a time until the loss in airspeed causes it to descend and it will oscillate like that until it stabilises at the trimmed airspeed. The same is true in the sim, as long as it is trimmed for cruise it will bounce around a bit both naturally and by pilot inputs but will eventually settle back at the trimmed airspeed.

    However, trimming is definitely harder in the sim than real life, simply because you can't 'feel' it. So no dispute there.


  8. 9 hours ago, captain420 said:

    I really need the F1 GTN's to fly the A2A's... flying without them is like flying a boeing/airbus without an FMS/MDCU.

    Whilst the GTN is a great piece of kit.. I am totally puzzled by this comment. I don't mean this personally but I think the aviation industry has steadily instilled this dependence on GPS navigation coupled to autopilots. Whilst of course it brings huge safety benefits, it takes allot of the fun out of it. In the real world, first of all the vast majority of light aircraft do not have whizz bang avionics because frankly they are superfluous, it is like buying a self driving porsche.. And most puzzling of all over this comment is this is a flight simulator, where the safety benefits just don't apply.

    The aviation industry is pushing for more aircraft drivers to drive their automated units around the sky. What happens when you want to try some real flying in a fabric aircraft where you don't even have electrical source?

    Advancements in technology that do all the thinking for you, make it all very mundane. Where is the fun or challenge in programming a route in a GNS, hitting AP ON at 2,000ft and then selecting an approach into your destination for the AP to fly? It's one thing on an airliner for obvious reasons, but light aircraft?!?

    Really, I know this post will come across as a criticism.. I am not aiming at you personally, virtually all pilots everywhere are being seduced by automation of thought and that is where my 'beef' lies.


  9. My lowly 750Ti card is running P3D surprisingly well, no stuttering at all, with 2xMSAA and 16x Anisotropic.. in most cases around 30-40fps. It is basically double the FPS I was getting in FSX with the same scenery/aircraft and also with higher slider settings.

    It is definitely not optimal as a card for P3D, but it's running great for what it is.


  10. Kiek first of all thank you for PSXseecontraffic, it is amazing! I was just wondering if you had looked at positional error correcting. Like for traffic in close proximity to an airport, do a check to see if the expected track for a runway matches traffic in bound and perhaps from that work out an offset required.

    The reason I ask this, is I have been using it now for awhile and there are quite a few cases where aircraft are taxing just 5m from the taxiway or just missing the runway by a few feet. It was something that crossed my mind whether these traffic could be interrogated to see if their position looks to be off and if so to correct it.

     


  11. 5 hours ago, W2DR said:

    Vic's right on. The video card is a show-stopper. No way that's going to work. The other major problem is the RAM - 8GB is just not enough. You'll end up on the pagefile and all sorts of strange ( as in bad) things will happen. 16GB RAM is the minimum for v4 regardless of what LM says.....Doug.

    Yes the card is the main issue. In respect of the memory.. at the moment I have just 6GB and honestly not had any issues at all. Using UK2000 scenery, Orbx , Gen-X and so far have done multiple long trips UK->Jersey->San Sebastian->Lisbon in the realair Lancair. A2A C172 from UK->Iceland->Greenland->Newfoundland, and C172 Shoreham->Scotland->Faroes->Norway->Torp. Along with several trips in the PMDG 747, EGLL->KORD, OMDB->EGLL.

    Most of these trips or flights are many real life hours and were flown in real time.

    I am not saying 6GB is optimal, however so far it's worked out flawlessly and has not caused a single stutter or issue what-so-ever. 


  12. Well I came from FSX and have a 6-7 yr old PC and P4 runs MUCH smoother than FSX did for me. I installed expecting just to preview it as such without actually using it, but what I found surprised me.. that it outperforms FSX by a noticeable margin at higher settings than I used in FSX.

    My spec is: i7 930 2.4ghz, 6GB RAM and Geforce GTX 750Ti with 4 SSD drives.

    My expectation for your PC would be that it will run P3D v4 at LEAST as well as you currently run FSX, but the odds are it will be better. Your graphics card will definitely let you down a bit though, so that would be a good candidate to replace first.


  13. FSXWX at least for me works extremely well in V4 and it's free! I like the fact that it is small fast and lightweight, so whilst it lacks the features of AS16 it does the core job really well.

    For textures, ENVTEX is much higher quality than REX and look really realistic (unlike most of the REX stuff). Naturally I expect the REX marketing team to go into full buzzword mode and come up with new marketing terms to sell more low quality material.


  14. Worry not, my system is way older than yours and P3D V4.0 runs smoothly. Vastly improved over FSX on my system.

    My spec currently: i7 930, 6GB RAM, Geforce GTX 750Ti. I run most sliders towards either full right or at least high with MSAA 4x and Anisotropic 16x. I see 30-40fps most of the time, no stuttering whatsoever.

    I will be upgrading this PC in the very near future however I am truly amazed how nicely P3D performs on essentially an 6-7 year old PC (aside from the graphics card which I got about 1.5 years ago as a quick replacement for a dead card).

    I can't comment on V3.4 beyond the impression that V4.0 will run at least as well on your system as V3.4 according to most reports.

    • Upvote 1

  15. 4 hours ago, Oliver_Cooksey said:

    I was wondering what, if any visual improvement, texture display resolution will have on appearance in P3DV4.

    To give you some context I am running an i5 4690k with a GTX 1060 3GB and 16GB of DDR3. I run on a single 1080p display. I also have ORBX FX Global and OpenLC Europe Installed, and Intent to install AS16 and REX Airports when it is compatiable.

    In terms of image quality settings I have FXAA on, AA on 2xSSAA, Anisotropic 16x and the Texture Resoultion at 4096x4096. If I was to turn this down to 2048 or 1024 would I notice a visual difference, and if so, how significant?

    Oliver Cooksey

    FXAA should be turned OFF, it will degrade your textures by blurring everything on screen (particularly you will notice this on text). FXAA is a good option for those with low end graphic cards who suffer too much FPS loss from using MSAA or SSAA. Basically, FXAA should only be ON if the anti-aliasing is set to NONE.


  16. FXAA is almost certainly the cause of this, you don't need it enabled if you are able to run MSAA 4 or higher IMHO. FXAA is a shader which basically blurs everything, giving the effect of cheap anti-aliasing. It's generally used IF you are unable to get decent performance with proper AA, not in addition to it. FXAA will degrade all textures in effect.


  17. On 02/06/2017 at 11:21 PM, mikeymike said:

    Stutters here and then slideshiw after 5 min 

    I7 4790k 

    2x titan sc 6gb each

    Was fine in v3.4

     

    It points to something being screwy somewhere.. my system is way way below yours and not a stutter to be found with high settings. Drivers perhaps? or an unusual graphics card setting? There are a number of people reporting poor performance with really high spec PC's.. it points to something outside of P3D standard settings.

    The dual cards maybe..

×
×
  • Create New...