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Rogen

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  1. Ok np. Cheers https://www.avsim.com/forums/topic/617667-orbx-terra-flora-v2-updated/
  2. Sure... from Orbx, you have to buy them of course. Then configure the packages and adjust the Prepar3D.cfg to increase the density of vegetation. Cheers
  3. I'm pretty sure if you're running v5+those shoreline waves are disabled/removed as a default. I still run shoreline waves though, but I use the "Global_Orbx_Wave_Effects" package rather than the default FSX style. Global_Orbx_Wave_Effects is a freeware package from Orbx originally designed for P3D v4, the package still does function on P3D 5+, however the changes to effects structures (in particular to transparency) means a person must manually edit the effects files on a trial and error basis to cater for the transparency shift, (because LM didn't document a "How To" make suitable compatibility changes that I'm aware of). Anyway, they do look pretty fine as shown in the vid below. There are also a few other shoreline wave packages created by other devs as well but the Orbx crew's package is the nicest overall.
  4. I wouldn't say the pics look better than MSFS overall, that said P3D is a pretty open platform and with the right amount of programing & configuration effort P3d can look pretty fine IMHO. The main issue I see is people shy away from configuration effort preferring to run in the default config because it's not their "thing" to adjust configurations to suit. Cannot really blame consumer level users though, LM never did make it easy to understand. Even the Prepar3D.cfg is not well documented, the platform is basically LM's product they build and configure for their direct customers (who spend $$$ in the multi millions), leaving everyone else pretty much on their own. Cheers
  5. I would have thought such discussion on tress would have been long put to bed given the trees representation in P3D was much the same as FSX unless "Dynamic 3D Autogen Vegetation" was enabled which turned on Speed Trees for dynamic vegetation movements (e.g. with the wind) when low to the ground. Admittedly one of the worst things is the poor colour palettes LM had chosen (and subsequently ignored), hence the quite unrealistic lime green. I originally used a free tree package that came as part of ALeclercq Creations Terra Emergence Project given there wasn't much else at the time (FSX days), better than the default and great for the cost. Then came Orbx HD trees which were designed to suit Orbx scenery and included upgrades of several tree species only present in some Orbx scenery packages. Then came Terra Flora, followed by Terra Flora v2... Terra Flora v2 is the best looking, however it has a weird xml configuration enablement system when installed as an addon that's caused me some issues at times, plus I discovered the package was missing tree textures - since resolved by Orbx. In the end I built hybrid packages consisting of Terra Flora v2 & Orbx HD Trees with just the alternate vegetation components to suit Orbx, along with config adjustments for coverage changes. Note: A tree package will update the default trees everywhere they are used, although some alternate scenery packages include their own specific trees which likely won't be replaced by the tree package, indeed you can notice such in non-Orbx New Zealand packages and also in many Orbx sceneries where selected Orbx trees are animated to move with the breeze. Here's a few pics of the trees and vegetation as I've configured, should give a good idea of how it all looks.
  6. Hi Ray, For myself it's more about getting Windows setup to the sort of functionality I'm after, and yeah it's a little more on the tech side but then again I've spent over 20 years in I.T. and software development and the tech side is what I lean to. The tool does have help options and a person can always Google a particular item to gain a fuller understanding of said item, plus item changes are typically easily reversed. For instance I don't use Edge, but I do know some web components are installed along with Edge and maybe needed by other apps, so I don't want to uninstall Edge, but I also don't want it starting threads automatically behind the scenes unless I've commanded, so we can disable Start Boost which is just a fancy name for auto run in the background and thus prevent Edge running threads even when you've not opened Edge. Edge also has a settings option of "Continue running background extensions and apps when Edge is closed" which I set to off, as when I close Edge I expect it to also close any child ops it may have started. I also don't buy into the so called A.I. "Features" MS is foisting upon people and thus I've removed said A.I. from Windows. If you look into the corporate logic of MS you should be able to see they don't really care for the users of Windows per-say... Users are just a temp hindrance to be turned to the path of subscription income, corporate control and as much A.I. slop as MS can pump into Windows, their apps and Azure server systems... all while shoving advertising and selling your data to third parties based on your workstation's TPM I.D. value and subsequent history profile. and no I don't have a tinfoil hat 😁 Cheers
  7. I noticed a Steam user also bringing such an issue up in the FSX-SE forums. I guess Win11 is a magnet for introducing more new and exciting bugs... And now with built in AI-Slop 😉 I recently found a tool to assist with cleaning up Windows, people might find it of use. https://github.com/builtbybel/Winslopr Cheers
  8. What does this mean ? Cheers
  9. Check your inbox / spam folders. Cheers
  10. Actually it sounds more like Reshade rather than Envshade. Envshade modifies the actual shaders of P3D itself i.e. those shader files that exist in the folder \Lockheed Martin\Prepar3D v(number)\ShadersHLSL\ Where as Reshade and this NVidia option exist outside of the application (P3D in the discussed instance). In actuality I've been using Reshade for years in P3D as well as in the various games I choose to play on and off alongside P3D. A big advantage of Reshade is that it runs outside of P3D and you can pop open the interface and modify the look and feel on the fly so to speak 😉 , also a big plus is that Reshade uses very few resources (assuming you're not trying to do anything over the top). Reshade has a huge number of shader options, including one called Vibrance which does much the same as the NVidia version, and options like tiltshift as well as many others, you can also define custom screen shot configs. I typically use ~5 Reshaders with P3D v4.5 to manage the following. colourTemp (how warm or cold the graphics are) depthshading (yes, even though P3D v4/5 has no depth shading built in, it is possible to add a degree of such) lumaShapening (sharpens just the luma component) debanding (debands, used mostly for the sky) autoExposure (dynamically adjusting the exposure - how bright P3D looks) Fun fact... there is an auto exposure option built into the P3D v4.5 shaders just like in v5, however it is not enabled, I gather the dev crew didn't complete it fully within their release timelines. The below screen pic shows a very small list of only the shaders I am currently trialing/working with, in reality there are hundreds to choose from. Cheers Reshade Tiltshift pics.
  11. Additionally there are some nice fixes for the Milviz Beaver, especially if you're running P3D v4.5.
  12. Whilst I don't know anything about "Beam" itself, I did in a quick google lookup and read Beam used OpenTrack as a provider for its functionality. I do have OpenTrack installed (version 2023.3.0) and it does work fine. This morning I updated OpenTrack to version 2026.1.0 and straight away it refused to load simconnect selections with the error of "not a valid Win32 app %1". Rolled back to 2023.3.0 and all is functional again. You can download the versions of OpenTrack from the below GitHub link. https://github.com/opentrack/opentrack/releases I note there is an issue raised on OpenTrack's Github issue tracker regarding simconnect issues, you might want to create a GitHub issue ticket containing your own experience and also follow up with the Beam crew. Cheers
  13. Hi @JonP01, You don't mention the GFX card model or the NVidia driver version in use, however seeing as NVidia Smooth Motion was introduced originally for 5000 series cards and has been backported for 4000 series cards one would assume either a 5000 or 4000 series. Some general info for those to whom the term "Smooth Motion" is an item of unfamiliarity, essentially its NVidia's version of universal Frame Generation built into their driver package. https://www.nvidia.com/en-au/geforce/news/nvidia-app-global-dlss-overrides-rtx-40-series-smooth-motion/ Going by redit denizens, NVidia Smooth motion has its issues, which will no doubt either be gradually overcome or SM will be dropped for some other technology that will eventually replace it. Have you trialed Lossless Scaling at all ? Given my GPU is a 3080ti I've no options for trialing smooth motion, however I've found LS works fine for myself where I use it not only on P3D but also many games. 2 x clips, a short panning clip of LS in action and a longer flying clip, top left is the LS frame generation enhanced frame rate and bottom right is the fps P3D is locked at. Cheers
  14. Perhaps having a read through of this thread below will help. Both yourself and the thread author have the common denominator of a new Windows 11 PC. Cheers
  15. Ok, that looks a good spec machine, I do know P3D is having issues with the display of certain special effects and 5000 series GFX cards, you can read about it at the below link. https://www.prepar3d.com/forum/viewtopic.php?t=155789 Apparently LM have notified Nvidia and Nvidia are working on a resolution, that said there are many other bugs and inconsistencies in the 5000 series GFX card drivers affecting many different games, hopefully the drivers will mature and the majority of issues will be resolved sooner rather than later. Note that although FSX is not P3D, the two sims are closely related and do have a high degree of inter-functionality of addins, do you see any of the issues reported at the forum link ? The 4 GB patch would have set the Large Address Aware flag in the fsx.exe file headers, you can use Wumpbin to confirm and I would expect to see "Application can handle large (>2GB) addresses" in the file headers. https://www.benf.org/other/wumpbin/index.html Is the memory issue an actual OOM generated by FSX ? i.e. does a warning dialog open ? Or does it just crash outright ? You might want to run a VAS monitoring tool, the links previously provided and Google should help you find a suitable tool, with a monitoring tool you can see when VAS is approaching limits and with the tool help identify what is using VAS to the point of running out. Also the Windows Event Viewer will likely help as crash events are typically recorded in the Windows logs, use Google if needing help to understand the use of the Windows Event Viewer. A process of elimination could be the ultimate troubleshooting path to follow, time consuming though... i.e. disable addins and test, then add each addin back one at a time and retest, I typically have a saved scenario for such testing purposes so as to replicate the same flying scenario each test. I do recall not having OOMs with just default FSX and it wasn't until I'd began chocking up on addins (especially scenery) that I began to hit OOMs. Unfortunately I'm unable to access the Bible link (login required), but if you're first installing FSX via its disks then all should be properly set up and if the laptop self diagnostics don't record any issue then all should be good in that regard. I assume you've the HIGHMEMFIX=1 under the [GRAPHICS] heading in the fsx.cfg ? The only other thing I can think of is to trial an alternate virtual memory configuration, like the one discussed at the below link. https://steamcommunity.com/app/314160/discussions/0/787664259085542515/#c787664386892244402 Of course VAS OOMs are always going to be an issue with 32bit programs, that's why I went P3D x64 as soon as it was practical. Cheers

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