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Rogen

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Everything posted by Rogen

  1. The types of xml addon path configs in P3D are "Discovery" and "Package". Where Package is your application's add-on.xml And the Discovery path is where you drop in your application and its add-on.xml Where the add-on.xml file is "discovered", read and the addon subsequently added to the P3D library. You can create your own "Discovery" paths (this is what an Orbx library is), for example I have 29 discovery paths where I install various types of xml addons. There are the Orbx paths broken down into 5 separate paths (Libraries, Cities, Airports, Regions, Global) with the remainder mainly based around aircraft (Carenado for example as I have a lot of Carenado's planes) although I do have separate for Utilities and AI. Note that adding via the xml method does have drawbacks, mostly because of an assumption of previous behaviour of installing directly to sim. e.g. a developer in FSX days would install all effects in to the sim/Effects folder where the effects are available to all of their sceneries with no further effort required from themselves and they may not include said fx files in their next scenery which isn't a problem if installed to the sim but will show as a problem if installed to an xml path, likewise if files are updated by later releases where they are overwritten in the sim but not in individual addon xml installs i.e. versioning issues where add-on A & B both use a particular file, but B is never updated. You can also end up with parts not intended to be displayed being displayed due to one addon xml having the displayed items, and another not having them. Order can also be an issue for sceneries when added via an add-on.xml, this is where the Lorby Addon Organiser is great for managing. For the most part such occurances are unintended by developers, the result is just somethng they didn't previously need to think about. Discovery path example clips: [DiscoveryPath.0] Path=H:\Addons_P3D\01.Aircraft\Orbx\p3dv4 Title=Orbx Aircraft Active=TRUE ~ [DiscoveryPath.10] Path=H:\Addons_P3D\01.Aircraft\Carenado Title=Carenado Active=TRUE ~ [DiscoveryPath.16] Path=H:\Addons_P3D\02.AI Title=A.I. Active=TRUE
  2. This vid covering the Blackshark Unreal plugin for the entire world's scenery look like LM have made a good choice going with the Unreal engine, assuming they'll be incorporating the functionality that is. 😉 Cheers https://youtu.be/czjczrxElkU
  3. Prepar3D has a Common Image Generator Interface (CIGI) option. I assume they could leaverage to plugin any image generation platform desired. In the end it's their code so they should know what they are capable of doing. https://www.prepar3d.com/SDKv5/prepar3d/network/common_image_generator_interface/cigi_overview.html Cheers
  4. Hi @doublebubble, I don't have a specific VC config for TomatoShade, that said you're welcom to trial the config I've built. It's in the spoiler. Cheers
  5. Hey @Gabe777, It's a pros vs. cons type of thing, what would I gain vs. what would I loose. For example: I'm running Orbx through and through so any so called scenery improvements in v5 are irrelevent to myself. The move to linear lighting in v5 is a pro, but I have a very customised Tomatoshade and custom written shaders for dynamically lit clouds and rain which I prefer. I have Orbx coastal waves, which to move to v5 would require a degree of recoding, v5 has no coastal waves anymore. There are a fair number of airport issues in v5. Orbx vector is better in v4.5, Orbx does have a v5 version as LM didn't improve everything, however the Orbx v5 vector implementation is flawed in it's structural build and results in load/stutter issues. The so called advanced truesky clouds implementation is pretty terrible (IMHO), FSW (Flight Sim World) had better truesky cloud implementation. I have many textures and themes so to speak (REX software) for v4.5 that I would loose with no comparable replacements for v5 The aircraft in v5 always seem to be jaggy on the edges, AA issues. Dynamic lighting is improved in v5 but the day to dusk is more problematic. I'd loose the Milviz weather radar due to the bugs in LM's sdk implementation in v5. V5 does have more subjective perfomance but has less parking spaces at airports. Really I consider it a bit like Windows where the second release is the better one, like vista = dud, Win7 = success, Win8 = dud, Win10 a bit of a hit/miss given there were so many release versions of Win10, Win11 = it's looking a bit on the dud side. I do have v5.3 for testing, but I don't see it as that great overall. Anyway you could get both, they're cheap in the overall schema of things for the Academic version, or you could get the monthly sub to trial out. The above said if v6 looks like the LM clip which the article seems to imply, indeed there are potentially exciting times ahead 😁 My dynamically lit clouds I just don't want to give up.
  6. Really ? I guess I must be in the 10% 🙂 in fact I run with around double the amount of Autogen that's available via the sliders. In P3D v5 you can more finely control the main thread and their helper threads towards which cores you want to run them on, which seems to be a quite successful strategy to managing thread loads. I mostly run P3D v4 and use an affinity mask to place the main thread on the fastest core (#3 in my instance), then use Process lasso to manage the cores being 2 to 8 leaving core 1 free for other processes, been running quite sucessfully this way for years. I found the best option for perfomance is to cap the maximum frame rate via vsync, where I use a 30Hz vsync'd screen mode at 2560x1440 to cap at 30 fps. The result is a very smooth running sim with enough underlaying power to ramp up the settings, certainly works for myself. Check out this vid (being aware of course P3D v4.5 is not going to look like MSFS and being honest, if you're used to the looks of MSFS which I'll readily agree is on a completely different level, you'll probably not be satisfied anyway) Cheers
  7. Ok v1.1 full archive and update only archive are available for download. Cheers
  8. I used Orbx Central to create a specific library into which the aircraft was placed. e.g. The library path is H:\Addons_P3D\01.Aircraft\Orbx\p3dv4 and under the library root is "Cessna 140 (PBR)" holding all the aircraft folders and the add-on.xml (in the spoiler). And the suggestion of the Lorby Prepar3D Addon Organizer from @newtie is also a good option, it's what I use to manage my addons and their discovery paths. Cheers
  9. Hey Folks, Working on a v1.1 update. Almost finished and will have the below. Should be finished later tonight. Cheers
  10. While I too don't have that particular example, I do have the Milviz/Blackbird DHC3 and have moved the FSX-SE DHC2 into P3D. And both are great to fly. The Milviz/Blackbird And THE FSX-SE DHC2
  11. Hi @C2615 The compilation is a collection of what I could find for the PC12 along with mostly syntax fixes to xml where I found errors. The idea being to put it all together rather than having to hunt around and miss items, which has happened anyway because I certainly didn't find everything as per your emails. As to specific things, they're going to work as well as Carenado origionally built them - minus of course the changes made by other authors. But let's go through the list and see what we can find that's fixable. 1), Nothing I can do there. 2), I'll have a look at the YD and see it it's something I can change. 3), Yes the lights will go out as I've placed an xml gauge to turn them off when the gear comes up. It's in [Vcockpit01], just comment out the line if you don't want it. 4), Nothing I can do there. re: Gyro drifting. 5), Nothing I can do there. re: EPS still broken. (What is it meant to do exactly ?) 6), Yeah I see it, it's an easy thing to add. 7), You can change / comment out lights in aircraft.cfg. I've just overlayed for dynamic lighting. As to the other 2 x items, I'll have a look. Cheers And here's a snip for you to trial out in the GAUGEPC12EADI\Gauge_EFIS50_EADIVCV6.xml
  12. Hey Peeps, I packaged it all up and wrote up a bit of a readme. If you've the Caranado PC12 in P3D v4.5 / 5.3, a GTN750 and Active Sky then this stack of mods package is for you 🙂 PM me for a link. Note the archive is 730 MB zipped and 2.81 GB extracted. And you'll need 7-Zip is to extract. https://www.7-zip.org/download.html Cheers
  13. I came from a 1070 Ti to a 3080Ti and the difference is quite extordinary. I VSync @ 30 Hz which means a very smooth 30 FPS max thus allowing enough GPU and CPU headroom to ramp up GPU functions so essentualy I run with almost all P3D (4.5) settings enabled and at max and by smooth I mean this sort of smoothness. I can still max out the GFX card at times which then results in loss of FPS, where to counter act I have an alternate profile with Cast Vegetation shadows off. I'm actually looking forward to trialling a 4000 series GPU just to see if I can always run at max settings. And it's not only flight simming that benefits, as other GFX intensive apps like video transcoding and other games of course will all use it. Interestingly memory use is typically about half the card's max in general use although it is very possible to use it all up, might be different in 5.3 though. Cheers
  14. Y Yes Orbx Global base, OpenLC etc. The trees are Terra Flora v2. Cheers
  15. Cannot say I do... But then again this is v4.5 with an Orbx base cover. I did fly closer, but same as, the pics below. Cheers
  16. Orbx Central has placement/ordering options and sim sync options in its UI Not that it should really come into play if you've installed Global Base into the Sim itself as it would have overwritten many files. Under Settings | Help, there is... Sync Simulator, Open Log, Open Scenery Config File and the User Guide link is also there, the log might be helpful as it does contain the list of products and includes paths. Plus under Simulator there are Libraries you've defined (there should be at least one for Orbx Object Flow and Libs) and the Orbx Global openLC insertion point, which is typically below Orbx Airports and Regions. Or perhaps load up the Lorby P3D Addon Organiser and see what it has listed, it's the only place where I manage both addons and Scenery.cfg items on the one place. https://www.avsim.com/forums/forum/795-lorby-si-freeware/ Cheers
  17. Hi Ndflieger, When installing reshade there is the option of downloading and installing various shaders form various authors. In those shaders you'd find a debanding shader, several actually. You'd enable the desired shader and configure, and away you go. There are a lot of shaders in the downloads, after trialling the ones I find the most useful I cull out the rest to an outside storage folder, otherwise it does take a while to load all the shaders, where as with just a few it's much quicker. Cheers
  18. If your existing M2 is of the NVMe variety and is plugged into an M2 port as PCIE mode, it's about as fast as it's going to get. Maybe add another fast M2 NVMe like this one, and configure as per the advice of @Matthias1231 Personally I have data spread across a raid array of SSD, NVMe and ram disk. P3D takes about 9 minutes to load around 1139 GB of data. I always find (if you can afford it) you can never have enough speed or harddrive space 🙂 Cheers
  19. Hi Jack ! . Not what you want to say on a plane though, bet you've heard that a million times 😉 There are no real model or actual loading problems, it looks like a couple of redundent texture references captured only when I have logging enabled. The only real items were the wheels height and the Hobbs meter, which I'm surprised got past beta testing given I found them in the first 15 minutes of review. Fortunatelly both were simple resolutions. I just happen to prefer to enable logging when I install a new aircraft, in order to review what is actually recorded in the logs, given the vast majority of aircraft do have something to log. This has just a couple, and is absolutely no problem, as a comparison Carenado a/c typically log hundreds of items, but one of the worst ones I've come accross was the Aerosoft Consolidated PBY Catalina v1.22 x64, one that I consider to be a very poor x86 to x64 conversion where I had to resolve the following items. • Install via the add-on.xml method pathing issues • Overcome ASC.dll CTD issues (sound dll) • Overcome gauge errors • Overcome xml errors in the virtual cockpit model There was around ~40,000 lines of model xml code to review and correct as the a/c has 7 different models of the aircraft. All up there was around 65,000 lines of code reviewed and corrected, where the reward was a very unique and well functioning aircraft with engine realism that I'm happy to fly. Cheers
  20. Had some time up my sleeves to install the KA350i on the weekend. And loving it. One of the few planes I have where CRTL+E will not start the plane, gotta be by the book although there is a ready to start option that's almost CTRL+E. This plane I noted has a number of model texture load errors occuring, just have to live with them at present... and I did also notice the Hobbs counter was inop and found some fixed gauges in the forum to bring it into life. As well while reviewing the exterior I saw the wheels not quite touching the ground, fortunatelly an easy fix - just had to adjust those wheels downwards a little and once those were done I loaded up a few extra liveries, added my own effects and the mighty 350i was ready to fly. Wheels not quite touching the ground, kind of reminds me of Arthur Dent's girlfriend in "So Long, and Thanks For All the Fish" since her feet didn't quite touch the ground. Post adjusting the wheels and adding new liveries. This one reminds me of the black Disaster Area stunt ship Zaphod and crew stole and as Zaphod called it "one mother of a mover" where "light seemed to fall into it". A closer look underside of NZ4201 Blew an engine first flight - be because I'm used to Carenado 350 pedal to the metal engines that never break. And it started raining. Finally a nice flight. Cheers
  21. Which sim are you talking about ? Because this is a ~40 million dollar P3D sim. Cheers
  22. Actually I do have MSFS in UAT review. Unfortunately although graphically it is a leap, there is far too much missing to make it my goto sim. I mean really... FSX did and still does some things better. Maybe in another 2 to 5 years of development. Cheers
  23. Yes I must agree, MSFS is a quantum leap when it comes to GFX and high resolution planes etc. they just gotta bring the rest of it up to scratch. Given the lack of info from LM one would hope they are hard at it moving their GFX capabilities to high higher default. Maybe they'll license some other scenery and plug it in via the P3D image generator option. A very much wait and see. Cheers
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