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Rogen

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Everything posted by Rogen

  1. So... P3D 5.4 Adequate hardware I don't see how your vsync is going to work if your monitor is at 100hz, you'd need to be able to achieve a minimum of 100 fps in P3D for the vsync to take effect, is it a GSync monitor ? if so is GSync enabled ? Does the monitor support 60 Hz ? if so you can trial vsync on in P3D while using the NVidia control panel 1/2 Hz vsync. e.g. a 60 Hz screen mode would vsync @ 30 fps. 30 frames per second will unload the GPU and CPU and give headroom to P3D to expand it's graphic's capabilities. Have you trialled the Prepar3D.cfg settings I've listed ? For screen grabs you need to post a screen grab on a third party website and then link it back to your post here by pasting in the URL. See below, it's a little out of date regarding the embeding options but the general gist covers it. I myself use Steam as a pic repository, but there are many others. Cheers
  2. Coming from a software development background I can say all software has issues, and the more "agile" the development, the more broken functionality and new and exciting bugs that end up going go into the too hard basket 😉 A development manager once said to me, "we don't release to fix bugs, we release to make sales". Eventually software maturity and stability will be achived provided the development of said software continues. Cheers
  3. Gasp !! 😬 I think the world would be better off without it. Now if it were the "FlywareSim - Falcon 50"... that would be an aircraft of preference 😎 Cheers
  4. Rogen

    ORBX.

    Not quite understanding the first paragraph's relevance, but yeah the second paragraph where Orbx is looking to branch out with a B2B focus would be targeting commercial use and licensing, assuming all opportunities to make $$, e.g. P3D and their existing ESP based catalogue (given P3D's commercial & business license status) and in building objects for businesses directly like the DC map and items for ASBO. Time will tell if their pivoting is successful enough. Cheers
  5. So it used to work fine when P3D was version 5.3 but stopped working post update to P3D version 5.4 ? Infact the only message regarding power in the script is, ipc.display("OXYNATOR: Can not refill when power is off!",6) the script does however reference an LVAR to determine if the battery is on. event.Lvar("L:BatteryElecPower",100,"toogle_ready") Sounds like something missed during the update, (either something missed and/or an introduced issue in v5.4), my general advice would be to go over everything step by step, as if you were completely reinstalling FSUIP6, the LUA script and the gauge. The LUA script references an IPC value to determine if it is ready to start so be sure your FSUIP6 is the latest version. In my FSUIP6.ini I have the following entries. [LuaFiles] 1=001.icefun 2=002.oxynator 3=003.Oxy_Supply [Auto] 1=Lua 001.icefun 2=Lua 002.oxynator Also check the logging in FSUIP6, e.g. it should show things happening. 1347125 H:\Addons_P3D\P3Dv5\06.Aircraft_P3Dv5\A2A\A2A\SimObjects\Airplanes\A2A_C182\C182.air 1347125 ### Mode is NORMAL 1347531 Lua threads being terminated: 1347531 4 = "H:\Addons_P3D\03.Utility\FSUIPC6\002.oxynator.lua" 1347687 LUA: "H:\Addons_P3D\03.Utility\FSUIPC6\002.oxynator.lua": killed 1347703 Aircraft="A2A C182 VH-DLL" 1348328 LUA.6: OXYNATOR: started 1348422 LUA.6: OXYNATOR: NOT ready 1350765 LUA.6: OXYNATOR: ready Hope the above helps. Cheers
  6. Yes it does... But then again they always had somewhat wonky flight dynamics, ran terrible and now maybe on life support ? They sure did look pretty though 😉 Cheers
  7. Rogen

    ORBX.

    Actually I believe they are collecting info on how many P3D users have v6 via Central itself. I noticed whenever Central is run it performs a check for P3D v6 as the 2 x log snips show. [Simfinder] Coundn't find regval \SOFTWARE\Lockheed Martin\Prepar3D v6 2024-05-10T22:28:41.384Z [INFO] [Central::AnalyticsService] - Sending installed product analytics. So Orbx won't be swayed on hearsay given they do collect actual installed data for any potential business case. In anycase Orbx are still rebuilding since MSFS's unexpected market entry hit that halted practical income for almost all ESP based sim addon producers. Here's a report. https://www.bomboragroup.com.au/wp-content/uploads/2023/05/Bombora-Quarterly-Report-March-2023.pdf Cheers
  8. I have it in P3D v4.5 where it was set to "Ready for Flight". I reset it to "Cold and Dark" and reloaded where it did not load as C&D. I then manually set up the aircraft to a cold and dark state, saved the senario and reloaded. It stayed in the C&D state then. Yeah so Sean must have missed something. I heard there was an update almost ready to be released prior to Sean's personal loss, maybe that would have included said fix ? Anyway it is what it is. Cheers
  9. Have you trialled the NVidia Control Panel 1/2 refresh rate vsync ? I found the option didn't work for p3D v4 but does work (and quite well at that) for P3D v5.3, so maybe it will work Ok for P3D v6 and you can enjoy the very smooth screen display vsync provides for. I don't have v6 so cannot trial it myself. Cheers
  10. Did it previously function in v5.4 ? When you say it doesn't work... Do you mean the gauge doesn't open at all ? Or it does open but doesn't fill the tank or actually provide oxygen ? Remember the gauge has a dependancy on a registered FSUIPC and a LUA script where I have the lua script set to auto run. There should be an oxynator.log in the folder where the lua script is located which will enable you to see what is happening. Cheers
  11. P3D is a commercially licensable training simulator package, something MSFS is not. P3D and MSFS are two different products targeting two different markets. As this forum community is mostly entertainment targeted you'll never see the highly customised proprietory development and systems that go into building the sort of simulation packages LM produces (costing many millions of US $$). But that's perfectly understandable. Cheers
  12. Any drive letter will do in reality. The thing to avoid is the Windows "Program Files" path as it has limited NTFS permissions, e.g. designed for "Read Only" type of installs and managed by Windows itself. So a good path would be something like C:\Lockheed Martin\Prepar3D v5 where the path will create to include the permissions of "Authenticated Users" - "Modify". I have my installs spread across a number of drives (including a ram disk), with the main paths being H:\Lockheed Martin\Prepar3D v4 & H:\Lockheed Martin\Prepar3D v5 as I have two version P3D releases installed. Backup is via a RoboCopy script which pulls together 23 separate paths of various files onto a 4 TB backup drive that is rotated about once every month or so. The itself script is run by the Windows Task Scheduler. Hope the above helps 🙂 Cheers
  13. Just tested the Dropbox link myself and all was fine, downloaded np, maybe it's a location based transient issue ? But in anycase the file name is eham_grd.lua and it's contents are in the spoiler below. Just copy the spoiler contents to a text file and name that text file as eham_grd.lua (being sure you've got show file extensions enabled in Windows Explorer).
  14. What version of P3D 5 ? e.g. I'm running P3D v5.3.17. What's your PC specs too ? Also got a screen grab ? How are you limiting frame rates and what is it set to ? vsync ? internal P3D ? or external like in the NVidia control panel or Riva Tuner ? There is a few prepar3D.cfg values I always use for texture and lighting. [GRAPHICS] //MAX_TEXTURE_REQUEST_DISTANCE=1000.000000 // default value, 1000000.000000 is max I've tested. MAX_TEXTURE_REQUEST_DISTANCE=320000.000000 MAX_TEXTURE_REQUEST_DISTANCE increases the memory allocation units for holding textures, this stops textures from delayed loading (or not loading at all) by increasing memory units used for texture fetching. The default 1000 value is way too small a value for its is intended usage and If you want textures to be aggressively fetched trial higher values e.g. 1000000.000000 is the max I've trialed. (I have 32 GB ram and 12 GB of vram). Buildings are generally emmisively lit, but these two settings may apply as well, also placed under the [GRAPHICS] section. MAX_POINT_LIGHTS=1000 MAX_SPOT_LIGHTS=1000 Cheers
  15. Don't overlook Steam as a pic repository, Steam does provide acounts 20 GB of on-line storage for screen grabs and artwork. If you had FSX-SE or any other steam game then your Steam account is ready and awaiting screen grab uploads. You just need to add your fav flight sim to Steam as a non-steam game, then use a tool like SteaScree to prep the screen grabs where they can be uploaded via the standard Steam UI. Cheers It's a pretty simple process. Cheers
  16. Unfortunately it looks like the Payware DX10 Fixer has been discontinued.
  17. It kind of is already available via subscription i.e. the MS Game Pass, so no need to buy it outright if that's what you want. Also tons and tons of programs and applications are being constantly updated with out being subscription only. Many are enterprise based where orgs do offer subscription licensing as it's the path to consistant cashflow and higher profits. Subscription is a bit like drugs of addiction, once you're in you're hooked and getting away from the subscription can be a very difficult and painful experience, especially if there is data to be transfered and converted to another type of system. But yes games in general are the buy once type, although Fallout4 got a bunch of updates just a week ago after nearly a decade since release, and Skyrim SE seems to have had a fairly constant series of updates, plus there are the good old warcraft and other online types of games. Cheers
  18. Still tuning the shaders, looking to reduce the way overdone default haze and generally improving the lighting. Haze reduction results (default haze, Active Sky off), now clear skies are in fact pretty clear for viewing. Cockpit view with Activesky on, using uncharted2 tonemap, haze reduction, Alexandre's TrueSky clouds, modded DHC2 with RXP GTN 750 and Roland's WX radar in use. Just gotta correct one more thing relating to the horizon shading and I'll be happy with the modded v5.3 colouring schema. Cheers
  19. How has the Milviz T-38A Adv been installed under V6? Does this thread offer any insight ? Cheers
  20. Hi @Clutch Cargo, Dark cockpits are the standard with v5+ due to lighting changes. Perhaps take at look at this thread There are changes for the volumetric clouds & alternate shader files with the HDR shader built based on v6. Cheers
  21. Also 5.4 introduces a bug in reading C:Vars where an index is applied. Suffice to say to say the bug barfs some aircraft in various ways, mostly those that use the xml tools package. The same bug was also introduced with P3D v6, although in that instance LM did release a fix in their fourth patch. https://prepar3d.com/announcement/2023/09/131908/ Fixed issue where C:Vars would not parse correctly in some cases if an index was present. Since the bug affects aircraft I reguarly fly I've not gone past v5.3 (actually 4.5 is my main sim and I have v5.3 setup for testing). Cheers
  22. A key question to ask "is there statutory approval and availablity for licensing as a commercial use training simulator". And now the post inital release batch of v6 fixes are out they are no doubt working on whatever it is they do according to their own priorities. Although personally and coming from an enterprise level software developement house, that is - software not generally publicly available (typically due to the 10s of thousands of $$ it cost), we would showcase coming plans and improvements at trade shows and in trade outlets, via demonstrations and trade forums, in other words advertise, demonstrate and talk up the software to those who were likely purchasers. Where as LM are just the opposite - they rarely say a thing, plus their commerce website and forum are lacking in keeping up with the times, i.e. the forum is consistantly getting hacked by spammers, and both forum and commerce sites have ancient authentication requirements (likley why they get hacked), where I'd have thought being a big part of the military machine they would have greater emphasis on security and keeping their public facing outlet software up to date, e.g. posting in their forum for anything other than plain text requires hand placing tags throughout the post, sure it was top of the line 15~20 years ago but that's an eon in software time. I assume since they flog P3D to the military, they include long contracts for support and development (probably many millions of $$) and the path of slow and steady is what they will take. I also guess when MSFS is sold to the millitary and commercal use companies for statutory approved simulation it'll no longer be refered to as a game... Cheers
  23. Hi @Hollister56, You are aware this is a P3D post in the P3D forum for P3D users ? Cheers
  24. 4.5 still my go to here. I have been playing with 5.3 in relation to this thread where we've been modifying shaders and cloud configs. Coding and testing shader changes has gotten me further into v5.3 than I ever have previously and I've found it's just a dogs breakfast with so many things needing adjusting to function. I can see what LM were trying to do but really even FlightSim World had better implementations. It's far too hazy all the time compared to RL. It's too dark (too much exposure / contrast). The AA 's messed up. Pre-existing Effects are messed up. Airport issues, like I landed at one yesterday and disappeared under the ground, this was one of those landing strips only. Airport building issues. There's no shoreline waves and Orbx's really good looking ones are hit with effects problems. The truesky cloulds are not the best, even with Alexandre's mods The thread order for affinity is somewhat critical and can cause instablity issues, plus P3D will occasionaly automatically set an affinity mask itself that causes the appearance of a hang (it's just running too slow due to the barfed affinity mask). The Milviz radars don't work. The Orbx Vector implementation is still needed, but that too needs the use of a members resolution to function properly. The default wave textures are huge and look quite poor from height. There is a PRO, the half vsync option of NCP does function for 5.3 (doesn't in 4.5), meaning it's super easy to get that smooth 30 hz vsync on a 60 hz monitor with 5.3. Give it a go, set a 60 Hz screen mode, turn off vsync in sim and set half vsync in NCP - I've found it works pretty good. And a PRO is anything that has actually been properly designed and compiled for 5.3 is typically pretty good (not everything though) and the dynamic lighting is certainly improved. Yeah 5.3 does have somewhat better 3D rendering perfomance, as in it can handle a bit more before it chokes, but is still nothing to write home about. Also unfortunately 5.4 has it's own introduced issues that LM are clearly not ever going to resolve, leaving v6 which comes with it's own trade marked issues, at least v4.5 can be used which has PBR, dynamic lighting and where pretty much everything just works. Anyway, for 5.3 I've managed to get exposure / contrast improved with out too many killer side fx and I think I'm done with trying to improve 5.3 further. Cheers
  25. Hi @NATORDEN, The Dunedin package also installs a secondary airport to the North of Dunedin, and it was there I found the 2 airports to be intrinsically linked and managed to resolve my texture flickering issues via trial and error (I'm also not overly familiar with what it takes to put together an airport for P3D). I do have NZCH 110 installed in P3D v4 where I don't appear to have those flickering items as you've shown, that said I do notice flickering of the runway as I fly down it. I'll install the airport into v5 on the weekend and see what turns up. Cheers
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