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Matthias1231

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  1. I'd like to try AIG instead if UTL but the install looks rather involved. Does it also supply GA traffic at small airports or is it for Airlines only?
  2. It's incredibly disheartening that they still don't have proper multi monitor support. I'm bummed I can't use it with my 3 monitors, but it must be infinitely more frustrating having an amazing simulator like that. I wrote a little shader last year that didn't garner any interest on this forum, but it may be of interest to you: https://www.avsim.com/forums/topic/584741-multi-monitor-distortion-workaround-shader Good luck with your experiments, I hope it works out!
  3. I also opted for a 3090 which I managed to buy at MSRP after trying for a couple of weeks. No chance to get a 3080. MSFS framerates have increased by a factor of 2.3 to 2.5 vs a GTX 1080 at 7680x1440.
  4. Has anyone here been able to control the GPS dials through SimConnect by assigning the GPS_GROUP_KNOB_INC, _DEC, etc. events? For me they don't have any effect on the GPS in the Sim. 😞
  5. I've always wondered about this with Carenado, they put so much effort in many details and totally neglect others. It makes me wonder if it's not like they don't want to fix it but there is some big obstacle they can't overcome to make it work. I also didn't know this was a MS issue. I've been using the dashboard transponder in P3D in most planes and don't think I had that issue that much. I made it a habit a long time ago to not use the ATC window to dial in code and frequencies but do it manually.
  6. I just wanted to chime in with some transponder info I discovered. I am using the Logitech Saitek Pro Flight Radio Panel and noticed this behavior: The Mooney transponder in the dash is only for show. It does not represent the FS internal transponder code nor the FS internal transponder setting. I can change the transponder setting and code on my flight panel and the changes do not reflect on the dashboard. However ATC properly recognizes the transponder code and setting from the panel. I remember the Alabeo Mooney for P3D had the same issue, so I bet all the backend of this model is the same as what they sold for P3D/FSX. In that regard I noticed something in favor of MSFS and that is that ATC now properly recognizes a turned off or standby transponder. ATC now complains if it there is no signal. I could be wrong, it's been a while, but I believe in P3D/FSX the transponder setting didn't matter, only the code. In any case, I'm just turning off the transponder in the dash now and use the panel transponder only.
  7. Not sure if this is old news, but I just ran into this. Hard to see, but there are power lines in Arizona:
  8. It's not the same as an FOV change. The default projection using three monitors is based on the monitors being aligned on a flat surface. This shader results in a partial (fake) projection adjustment compensating for the angle at which the outside screens are turned towards the user.
  9. I've been experimenting with a workaround for the lack of multi-view for multi-monitor setups and reducing the distortion on the side screens. I figured I could write a ReShade shader that squeezes the outside screens while leaving the center one unchanged. I haven't had time to really test this much yet, but I wanted to share my efforts so far and see if that is of any benefit to any other multi-monitor simmers. This requires Reshade installed for MSFS. Just save the shader code to a file called MultiMonitor.fx and copy it to your ReShade shader folder for MSFS and enable it in the Reshade menu. It only works with 3 monitors of the same size and resolution. You can either run in surround mode or drag the MSFS window to cover all 3 screens. Yes, I know, some of the screen space is wasted, you can't click on anything in the outside views, performance impact, blah blah blah. The math still needs work but you can squeeze the side view with the Factor value and distort it with the Power value. When I have more time I will revisit the math and also add bezel correction. 3 monitor setup distortion Shader squeezing outside views with default settings ReShade shader Code: #include "ReShadeUI.fxh" uniform float factor < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.0; ui_max = 5; ui_tooltip = "Factor"; > = 1; uniform float power < __UNIFORM_SLIDER_FLOAT1 ui_min = 1; ui_max = 10; ui_tooltip = "Power"; > = 2.5; #include "ReShade.fxh" float3 MultiMonitorPass(float4 vpos : SV_Position, float2 texcoord : TexCoord) : SV_Target { float3 color; float2 sourceCoord; float texTimes3 = texcoord.x * 3.0; float monitorPos = texTimes3 - 1.0; float monitorIx = floor(monitorPos); float texTimes3Centered = texTimes3 - 1.5; float absTex3 = abs(texTimes3Centered) - 0.5; if (absTex3 > 0 && absTex3 < 1) absTex3 = pow(absTex3, power); float centerOffs = absTex3 * monitorIx; float finalOffs = centerOffs * factor; float sourceX = texcoord.x + finalOffs; sourceCoord.x = sourceX; sourceCoord.y = texcoord.y; color = (sourceX < 0 || sourceX > 1) ? 0 : tex2D(ReShade::BackBuffer, sourceCoord).rgb; return color; } technique MultiMonitor { pass { VertexShader = PostProcessVS; PixelShader = MultiMonitorPass; } }
  10. In terms of code, the patch will only apply compiled binaries. No company in its right mind would send their source code to a client machine and turn it into a binary locally.
  11. The first part in the andhog post is true, the second is not. The patch does not contain source code so the relation of the patch size to actual code size is almost 0. If that was source code, it would be a treasure trove for 3rd parties. 🙂
  12. For sensitivity issues I've been using JoystickCurves and apply a straight horizontal response curve, limiting the total deflection to 50% or less (depending on the controller and axis). Much less erratic than the built in sensitivity curve. I'm looking forward to the patch so I can use SpadNext and attach all my panels again. 🙂
  13. I just ordered a Honeycomb Yoke and hope those issues are manageable. I am counting on Spad.Next to be able to overcome any of these issues as they crop up.
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