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Divij

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  1. Thatโ€™s interesting. Would you be able to check if this setting is there in the VR Graphics section as well? Or is this only in the regular graphics section?
  2. Yes will spread the word about PSXT ๐Ÿ™‚ I do have that folder installed in the community, still no effects with PSXT. I do see a slight water effect when the runway is wet and an AI plane lands. Just no tire smoke. Which is there with AIG Traffic Controller. Strange.
  3. Hello, Been using PSXT since this month with MSFS 2024 and really really liking it. Great job! Noticed however that landing planes when using PSXT for injection donโ€™t have the smoke effect. Iโ€™m using AIG as the traffic source. When I use the AIG Traffic Manager without PSXT for traffic injection, the smoke fx is there on touchdown. Am I doing something wrong?
  4. Thank you for clearing that up! And also for this incredible utility!
  5. Hello, New user for PSXT with MSFS 2024 and really enjoying it. I have a couple of questions which I couldnโ€™t find the answer to (even in the manual). I use the Sim Time feature with the RT Pro license. Usually about 2-3 hours behind. Am I right in understanding that I need the pro license to use Sim Time? Or is this feature available in the standard RT license as well? Also I read on RTโ€™s website that I need the pro license to use PSXTโ€™s destination pre-filling. Is this feature not there on the Standard license? Any help will be appreciated, thanks!
  6. This is a good idea I've noticed in EGPH the movements are truly immaculate. Any others to add to this list? Especially in the UK?
  7. Really looking forward to performance improvement in V2!
  8. Apologies for hijacking this with another issue, but using AiGround in grass strips with ForcedTaxiOut mode, I have noticed that AI disappear if they have to cross a runway to get to the assigned runway using ForcedTaxiOut. A lot of good third party scenery have intersecting grass runways so if this could be looked at it would be amazing. Thanks!
  9. Thank you @Clipper Ocean Spray for this amazing utility! Really liking using this program! The minimal hit to FPS is a game changer for me in VR. One question, will the ability to choose a runway exit when using ForcedLandings be considered? Currently aircraft landing on 23R in Manchester (EGCC) vacate at the very end of the runway. Ideally they should be exiting on BD which is the first high speed exit. I have FastVacate enabled and the speed is set to 40. But still on 23R in Manchester the aircraft don't vacate quick. Since this feature works so well for ForcedTaxiOut, I was wondering if this can be added to ForcedLandings. Thanks again!
  10. I've been playing around with AiFlow and AiCull and in my experience it takes about 5-7 mins for the injection process to settle down and the culling to take effect, For the first 5 mins or so the sim injects traffic again after culling which leads to an injection-culling loop. On another note, where in LNM can I see the number of injected aircraft? I haven't been able to find where to show that! Any help will be appreciated ๐Ÿ™‚
  11. The video of the VFR departure is exceptional stuff. Kudos to the developer. I got FSHud recently and am genuinely blown away by how good it is. This too looks like it's focusing on the right things (i.e. accuracy and reliability) first and foremost which I really respect. I feel the developer of FSHud has a similar attitude which has got his product so far so I have high hopes for this one as well. Being from India, it's always been difficult for me to use speech recognition made to suit accents in the West so I do hope button control can be added eventually. However the local liverpool accent in that video was remarkable. I like to fly VFR in the UK so keeping a keen eye on the development of this! A question on the performance side of things, do you notice any stutters when VOX is injecting the traffic in the sim?
  12. Iโ€™ve been finding the yaw axis quite squirrelly so looking forward to trying this! What deadzone setting do you use? Also what are your sidestick settings? Thanks for the help ๐Ÿ™‚
  13. Hello, I seem to be having an issue with the latest test version in VR, where even though TLOD Min on Gnd / Landing is not checked, when entering VR the tlod is set to minimum. This does not happen when I exit VR back to 2D where the TLOD starts rising. Also an issue with it not setting the FPS target at 33 for VR as I had under Expert Settings. I had to change this in the configuration file. Here is the log file: 2024-02-27 19:38:58.376 [INF] [ ServiceController:ServiceLoop ] Starting Service Loop 2024-02-27 19:38:58.377 [INF] [ ServiceController:ServiceLoop ] Initial LODs PC 90 / 100 and VR 90 / 100 2024-02-27 19:38:58.377 [INF] [ ServiceController:ServiceLoop ] Initial cloud quality PC 1 / VR 1 2024-02-27 19:38:58.377 [INF] [ ServiceController:ServiceLoop ] Setting TLOD Min on ground 50 2024-02-27 19:38:58.378 [INF] [ ServiceController:ServiceLoop ] Setting OLOD @ Base on ground 150 2024-02-27 19:58:02.375 [INF] [ MainWindow:LoadSettings ] Expert: True Mode: VR Target: 40 Tol: 5 TMin: 50 TMax: 140 CloudQ: False CRecovT: 100 Pause: True TMaxGL: False 2024-02-27 19:58:21.364 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: -0 Clouds: Medium 2024-02-27 19:58:30.373 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: -0 Clouds: Medium 2024-02-27 19:58:39.370 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: -0 Clouds: Medium 2024-02-27 19:58:48.361 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: -0 Clouds: Medium 2024-02-27 19:58:57.372 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: -0 Clouds: Medium 2024-02-27 19:59:06.373 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: -0 Clouds: Medium 2024-02-27 19:59:15.392 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: -0 Clouds: Medium 2024-02-27 19:59:24.381 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: 0 Clouds: Medium 2024-02-27 19:59:33.385 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: 1 Clouds: Medium 2024-02-27 19:59:42.379 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: 1 Clouds: Medium 2024-02-27 19:59:51.379 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: 3 Clouds: Medium 2024-02-27 20:00:00.379 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: -5 Clouds: Medium 2024-02-27 20:00:09.388 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: 0 Clouds: Medium 2024-02-27 20:00:18.380 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: 1 Clouds: Medium 2024-02-27 20:00:19.387 [INF] [ MainWindow:LoadSettings ] Expert: True Mode: PC Target: 33 Tol: 5 TMin: 50 TMax: 140 CloudQ: False CRecovT: 100 Pause: True TMaxGL: False 2024-02-27 20:00:27.391 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 54 OLOD: 150 AGL: 9 FPM: 1 Clouds: Medium 2024-02-27 20:00:36.385 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 72 OLOD: 150 AGL: 9 FPM: 1 Clouds: Medium 2024-02-27 20:00:58.856 [INF] [ ServiceController:ServiceLoop ] ServiceLoop ended
  14. This sounds interesting. I run an FPS cap so was wondering how this might change things.
  15. I can confirm I am seeing the DX12 texture bug with SU15 beta using the latest version (3.7Reset)

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