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Rogen

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Everything posted by Rogen

  1. The roofs definately will, not so sure about the building sides. It's one of those sim quirks where all building autogen will use the HD roofing, but the building shells will otherwise use what has been defined in the autogen files i.e. custom autogen for the area that may or maynot be of same quality. I did raise the issue with Orbx on how to override, however it fell into their opps, too hard basket... Any area that defines the P3D default autogen will use the HD building shells as well as the HD roofing.
  2. A good setting for building autogen is the AUTOGEN_BATCH_LOD value, noting it is separate from the slider. [SCENERY] //Default is 2, setting to 1 will greatly increase the amount of autogen buildings, almost double in some instances, valid values are 1 to 9 with 1 the highest. AUTOGEN_BATCH_LOD=1
  3. heh, memory fails us as we age 😉
  4. Ok, so this is not to do with the use of the add-on.xml install method. It's more to do with the use of XMLTools (like xml based gauges) where the application named as "XMLTools" expands the functionality of what can be built. It's more behind the scenes and is typically used by many developers to expand engine operational functionality beyound that of a default P3D. Lots of higher fidelity aircraft do use XMLTools in one way or another. Cheers
  5. The issue is a simvar indexing bug introduced in v5.4 and in v6, since resolved in v6 only at present. Was fixed by LM for v6 in patch 4. Fixed issue where C:Vars would not parse correctly in some cases if an index was present. https://www.prepar3d.com/announcement/2023/09/131908/ Probably best to raise some stink about the issue on the P3D forum (when LM resolve their domain hijack), the old adage - squeeky wheel gets the grease. Cheers
  6. Strange... I've notepad on my Windows 10 instances, you should be able to type notepad in the search bar for it to show up. In anycase I use Notepad++ as it is an excellent free and powerful text editing tool. Google will find it for you. Cheers
  7. Not the case unfortunately... The 5.4 update broke aspects of XMLTools resulting in not all addons using XMLTools working properly. The same issue was present in v6, which was resolved by LM in one of the v6 patches. However LM are unlikely to release any further patches for v5, in fact they said they currently have no intent for further v5 patches. These sort of regressions LM introduce and then never resolve are just sloppy work, they did the same sort of thing for the MilViz radar in v5 and left introduced issues outstanding in v4.5.
  8. Modern TVs also have build in frame rate enhancements. For example, on my TV if I force an input refresh rate of 50 Hz, the TV will enhance a BluRay playback fps and bring it up to 50 fps instead of the std. BluRay frame rate of 23.976 fps. And thus the playback is very smooth. Cheers
  9. Hi @Kalnon, The Lorby P3D Addon Organiser is the tool I use to manage scenery and addons, plus it has a great option to auto backup (as a date/time stamped zip file) all the config files of P3D. I use it to make a backup of the P3D config files prior to making major changes to P3D. Lorby also has their support forum here on AVSIM. https://www.avsim.com/forums/forum/788-lorby-si-support-forum/ Cheers
  10. Download the wumpbin.zip file to you fav download area. Right click on it and select properties via the context menu item. In the Properties/General Tab (at the bottom), if the file is shown as Blocked, unblock it (it's a tick box). Note Windows typically marks all files downloaded from the "Interent Zone" as blocked (depending on the policies that have been set on the computer). Open the now unblocked zip file in Windows File Explorer, drag the 2 files out into your pre-created WUMPBIN folder. In your precreated WUMPBIN folder, open the exe file by double clicking on it. Use the WUMPBIN File menu item to browse to the exe where you want to confirm the if large address aware flag has been set. Note the filter just above the Open | Cancel buttons on the browse dialog, change it to exe else it will not show exe files to select from. Confirm via the Headers that the exe is large address aware, like in the example pic. If the exe is not large address aware, use the 4GB patcher to set the flag and again review via WUMPBIN. Cheers
  11. Asides checking the insertion points suggestion from @Ian S, there is also the option of Sync Simulator available from the Settings / App / Help in Orbx Central. The Help also has the User Guide to overview prior to pulling the trigger so to speak. Cheers
  12. Sorry, not sure what you're talking about ??? The 4gb_patch.exe available from the previously provided link just sets the large address aware flag in a 32 bit executable (.exe file), no matter what the .exe happens to be, I've used it on many 32 bit applications I've migrated to Windows x64 to enable the migrated program to take advantage of the extra memory a 64 bit operating system provisions. Once the flag is set the exe can access greater than the standard 2 GB being a full 4 GB on an x64 operating system. Microsoft have a command line tool known as DUMPBIN to read file headers from where a person can determine if the large address aware flag is set. DUMPBIN is normally only available via an installation of Visual Studio, not something anyone would really want to install for a single tiny command line app. There are a few DUMPBIN style apps you could search for, the one I use is named as WUMPBIN and is available from the link below. http://www.benf.org/other/wumpbin/index.html Extract both dll and exe to a folder named WUMPBIN and run by double clicking the exe, WUMPBIN provides a GUI display as shown below where the example 32 bit exe has the large address aware flag set. I suggest if needing to take "out of memory" questions further, jump on over to the FSX|FSX-SE forum. Cheers
  13. Hi @AndyEG, Yes there is a bit to read regarding VAS memory usage and the OOM message. I see you've posted in the DX10 fixer forum where Steve has given a few pointers. The below is on the technical side, appologies but it is a technical subject. If running FSX-SE (FSX Steam Edition, the last release of FSX and a 32 bit program), it has a number of bug fixes and has the Large Address Aware flag set, which allows it to access the full 32bit 4 GB of vas ram allowance when run on a 64 bit operating system (where the O/S has more than 4 GB of ram installed). Most 32 bit programs don't have the Large Address Aware flag set meaning they can only access 2 GB of VAS ram on both 32 bit and 64 bit operating systems. Most likely and given you're running FSX itself (not FSX-SE) the Large Address Aware flag is not set and thus cannot access the full 32 bit 4GB vas memory allowance, you can set the Large Address Aware flag with the utility from the below link. https://ntcore.com/?page_id=371 Even with the Large Address Aware flag set 4GB will be used up rapidly and there will still be a need to manage scenery and aircraft usage to limit vas memory use (this is something I had to do all the time with FSX-SE, even though I was able to access the full 4 GB of vas memory). Personally since migrating from FSX-SE to P3D v4.5 (being an FSX based 64 bit flight simulator), I've never had to manage around the 32 bit 4GB vas limit of FSX-SE. MSFS is also 64 bit, however it has it's own nuances. Both MSFS and P3D do require farily considerable hardware resources compared to FSX, with MSFS also requiring an XBOX account and pretty high level internet speed for its streaming scenery. Anyway, try the 4GB patch with the fsx.exe (backup up the fsx.exe first!) and let us know how you get on. Cheers
  14. Hey great to hear you've resolved your trees issue. Do you mean the LM forum ? There is a post on LM's forum implying dynamic vegetation has been removed from v6, there has been no response from any of LM's crew though, not that no reponse is to be unexpected though. https://prepar3d.com/forum/viewtopic.php?t=149834 Can anyone running v6 confirm ? Cheers
  15. Well... I have P3D v4.5 and I found it was a fps hog. In the end I deactivated in favor of TE Florida. The only thing I really don't much like about TF Florida is the low res ground poly, but I guess highres ground polys cost much $$$ for commercial use. Cheers
  16. Hey Folks, I was wondering if anyone had some thoughts on the use of the RXP 650/635/625 GTN and use of TAWS A/B or the third TAWS option the RXP brings. For some context I've been working through the MilViz DHC2 freebee updating and resolving various issues. At present I've fixed issues in sound, gauge and model, have implemented the newest flight model found on the MilViz forum, placed a workaround for MVAMS not updating the Straight Floats version, updated landing lights as well as various effects and am atm migrating the F1 GTNs over the the RXP releases. And just wondering what thoughts there are re: use of either the 650 or 635 or 625 GTN and choosing one of the TAWS options ? At present I've set the master GTN to either the 750 or 650 with the alternate as a 625. The 750 is set to TAWS B and the 6xx set to TAWS A. TAWS A seems to be a lot more complex to set up but includes the destinctive WOOP WOOP pullup warning, however I'm not at all familar with TAWS A. Throughts ? comments ? recommendations ? The 2 x 6xx GTNs, top is 650, bottom is 625 atm, both have TAWS A enabled and the left click on screen popout/in option. The newest flight model include additional seat position based views.
  17. Hey @AndyEG, Welcome to AVSIM 🙂 Sounds like your lack of memory issue is the dreaded 32 bit OOM warning (Out Of Memory). No easy way around it I'm afraid, 32 bit programs (as FSX and earlier flight sims are) are limited to a maximum 4 GB of memory window no matter how much memory is installed in the computer. Perhaps this link will provide some insite or a google search may also help. https://support.precisionmanuals.com/kb/a108/vas-management-stopping-out-of-memory-oom-errors.aspx Personally I suffered from out of memory all the time when running FSX-SE, where I worked around it by limiting the loading of scenery and monitoring the amount of VAS memory (Virtual Address Space memory) FSX-SE was using. Since then, I've found P3D v4.5, being a 64 bit program, can access quite huge amounts of memory, typically more than what can be installed for Windows and I've not had any VAS memory issues since. Cheers
  18. Did anything change ? Terra Flora Trees shuld be very noticably different, especially close up. Orbx HD Trees and Terra Flora v2 might be clashing as they both will be replacing the default trees, that said Orbx HD Trees does include some specifics for some of Orbx's regions that are not default trees. Perhaps stripping out the default trees from Orbx HD Trees might be a thing to do. Cheers
  19. Yes there is. Yes indeed, disabling Dynamic 3D Autogen Vegetation in the settings UI and then shutting down and restarting P3D will remove the lime green "speed trees". The Dynamic 3D Autogen Vegetation will move dynamicaly with wind, which is pretty great in itself, however if only LM had hired real artists to design and implement them... Some Orbx Terra Flora info. Cheers
  20. Yeah a matched SGSS/MSAA can be quite a GPU hog, although the 2/2 option is something most of the newer GPU series can handle ok. But to give an example of how GPU vs. MSAA settings can apply when SGSS x2 has been set... Here are a series of pics using SGSS x 2 and various AA settings in P3D, the final pic is showing the GPU usage steps for each pic. Specifically this is the powerline example I previously quoted. SGSS x 2 - MSAA x 2 - overall AA is quite good although the powerlines are fragmented. SGSS x 2 - MSAA x 8 - the powerlines are much improved. SGSS x 2 - SSAA x 4 - the powerlines are back to being fragmented although they are a slight improvement over SGSS x 2 - MSAA x 2 SGSS x 2 - SSAA x 8 The power lines are much improved looking very similar to the output of SGSS x 2 - MSAA x 8 The below pic shows the GPU usage for each of the above pics as each stepped change of P3D AA is applied in the order of SGSS x 2 - MSAA x 2 SGSS x 2 - MSAA x 8 SGSS x 2 - SSAA x 4 SGSS x 2 - SSAA x 8 The pic below with the GPU monitoring graph I took with AA set as SGSS x 2 - MSAA x 8, where it can be seen the GPU usage is just slightly less than SGSS x 2 - SSAA x 4, a saving of ~20% of GPU resources for almost the same AA result as SGSS x 2 - SSAA x 8. Of course individual results may vary, plus I am also using DSR for a larger than native screen resolution and also CMAA within Reshade. Cheers
  21. I doubt the Orbx products themselves will be remade for v6, I think Orbx's aim is to make those sceneries that do function (for the most part) available to install via their Central app. Case in point their Australian Region was not made majority P3D x64 compatible for many years, even though it did install into P3D x64 via Central. And a proportion of their airport sceneries which they did update, ended up with issues never resolved, even though the introduced issues were reported to Orbx. Unfortunatelly the sell once, update at no cost funding model doesn't really work for long lived applications like flight sims, that is unless there are a ton of sales funding the updates. Cheers
  22. Yeah they do need to match for the best results, that's not to say you cannot set P3D to alternate value AA settings and perhaps see a further improved result. It's about balancing GPU use vs. the amount of AA applied. SGSS does indeed need a matched value of MSAA for it to function as designed to provide great results, but when you want a bit more AA but cannot afford the GPU use of doubling the SGSS/MSAA values, you might find just increasing the MSAA side improves for less GPU cost. I typically trial and error for a given senario, for example I fly into a couple of farm strips with powerlines at each end where I want the powerlines to display the smoothest for best visibility on takeoff and landing. Cheers
  23. If you're after similar era plane (i.e. 4 engined piston) A2A have the following, both are very good and come with P3D v5 installers. https://a2asimulations.com/product/captain-of-the-ship-049-constellation-p3d-academic-copy/ https://a2asimulations.com/product/accu-sim-b-17g-p2dv4-5/ Both are a challange to fly and support consequences, e.g. in the B17 I once neglected to enable oxygen for the pilot resulting in the pilot eventually blacking out and the B17 becoming a ghost plane until the fuel ran out. Cheers
  24. Ok, you mean this one ? https://www.aerosoft.com/en/shop/flight/p3d-fsx/flight-simulator-x/aircraft/461/diamond-da20-100-katana-4x If so then yes it certainly sounds like a great aircraft. Are all its gauges etc. xml based ? Apart from the sound side of things that is. Hard to say what is causing the crash, the ASC.dll in my TWotter install is version 1.3.1.3 and does have a dependancy on an asc.cfg (like in the spolier). I've had some levels of success via the use of Doug Dawson's gauges (dsd_p3d_xml_sound_x64.dll for sound). https://www.douglassdawson.ca/ Sometimes it is just a matter of dropping in the x64 sound gauge with a bit of panel.cfg work, other times it can be more involved and need a level of remapping. In the AVSIM library there is a download I built to add cockpit sounds to the Carenardo steam gauge C208B. https://library.avsim.net/search.php?SearchTerm=c208b_hd_%28steam_gauges_version%29.zip&CatID=root&Go=Search https://youtu.be/IRTpp_9HAhs It is based on Daniel Gauthier's FSX release of "Cockpit sounds v2" where I've updated for P3D x64 and reads both standard and custom events. Sounds are mapped via LVARS but it's built in an understandable way that should be easy to follow (if you want to try as a similar project for the Diamond DA-20 Katana). The hardest part I found when building was identifying the LVARS, mostly this was due to a proportion of the Carenardo LVARS being Spanish terms where I needed to translate to understand the function (Google Translate was great for this). Doug also has a gauge to display the LVARS in use making it easy to view all the LVARS and see what values are being set. Cheers
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