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VisualPSX Suite upgrade to versions 6.7, 7.7 and 8.7, build 5898 released

Started by Garry Richards, Wed, 24 Feb 2016 03:01

Britjet

Thanks Carl. Interesting..

Sorry about the videos - there's been a lot going on and a bit of sickness to boot.
I will get a "roundtoit".

Peter

ScudRunner

Folks,

I was noticing this behaviour quite often. I found a procedure that helped most of the time.

1) Make the required NAV and R/W turnoff light selections in PSX.

2) Then select the Visual PSX window so that it is the `top/front' window displayed on your PSX machine. I usually also then click on the VisualPSX window header bar to make sure it is the window in `focus'.

3) Confirm that the VisualPSX screen is displaying the orange message re slew keys etc.

I have found that if I run this process that slewing seems to then work consistently.

Hopefully of help.

Scud.

cavaricooper

Peter-

Hope you are on the mend.....?  I just got through a bout of Bronchitis... yech!  No apologies or hurry needed, I have lots to learn just re-watching what you already have produced. 

Best- C

Quote from: Britjet on Thu, 14 Apr 2016 14:57
Thanks Carl. Interesting..

Sorry about the videos - there's been a lot going on and a bit of sickness to boot.
I will get a "roundtoit".

Peter
Carl Avari-Cooper, KTPA

Garry Richards

Hi Carl and Ivo,

Aircraft within P3D, either native or addon, are part of P3D and are being controlled by its aerodynamics engine. As I understand it, P3D can adjust its resource usage to give priority to the aircraft over scenery generation, allowing smooth turns on the ground.

In contrast, VisualPSX has to turn off the P3D aerodynamics engine and simply moves a graphics object around in the P3D scenery. With the aerodynamics engine turned off P3D sees the user aircraft as just another graphics object.

During development I tried using VisualPSX with the P3D aerodynamics engine turned on. The result was that both P3D and PSX tried to fly the aircraft according to their own algorithms, leading to constant vibration as P3D continuously adjusted the position, attitude and speed that PSX was sending.

Turns on the ground occur when P3D is working hardest redrawing nearby buildings and objects that are constantly changing their position, orientation and size as seen from the cockpit, and that's when the P3D graphics processing is likely to become overloaded.

If someone knows a workaround that would overcome this I'm open to suggestions.

Cheers,
Garry

Website: flightsim.garryric.com

Garry Richards

Hi Peter,

I appear to have introduced a bug in a recent update to VisualPSX. The lock mode doesn't work at present.

Slew mode does and as Scud has just pointed out, for slew mode VisualPSX has to have the focus. I think that info is buried in the manual somewhere.

Cheers,
Garry

Website: flightsim.garryric.com

Britjet

Hi Garry,

Thanks for the quick reply. Interesting stuff!
Nice suggestions from Scud - like him I ensure that VisualPSX is in focus..

Peter

Ivo de Colfmaker

Hi  Garry,
did some testing,
In LGAV made some turns on the apron , default scenery in P3D nice weather
GPU load +/- 70%
mem use about 75%
all sliders to the left,.
Fly Tampa Add on , much detail, give or take the same result, around 70% all sliders  1 notch from the right.
adding shadows  99% load
thunderstorms or much clouds, 99%
but, no matter  what load , the little jerkiness  in close taxi turns remains the same.
Thus, in my opinion , when the load and memory use is at  +/- 3/4 of the GPU capacity , my card should handle this , only 1 thing left then, that's the speed of the GPU right?
solution ?
buy a fast expensive card
be happy with what you got.
I vote for the last option!
It's already so nice!
ivo




A day at this forum is a day learned!

Hardy Heinlin

I'm no expert, but I guess this doesn't depend on your GPU and memory but on your harddisk cache and speed. The scenery it has to load is on your harddisk.

Ivo de Colfmaker

Hi Hardy,
It is an SSD drive, but the cache and speed I do not know.
Ivo
A day at this forum is a day learned!

Daz85UK

Had an issue today flying into MMMY which i think maybe to do with offsets.

I was established on the ILS and the PSX view showed me lined up correctly with the runway, however the runway on P3D was offset quite a way to the right. I manually flew over to the right to line up with the p3D runway at about 50 feet above the runway the P3D visuals jumped me from being 50 feet above the runway to about 200 feet above and the PSX and P3d runways now alligned correctly.

Why would the offset be so slow to update? Ive had no issues like this in the past.

I have VisualPSX set to apply offsets to all airports (default setting)

Thanks

Garry Richards

Thanks for your report on MMMY. Here's what I think:

VisualPSX locks any offset that is in place when PSX descends below 1000 feet to prevent last minute changes such as you experienced. So there must have been no offset in place before then. That would explain why the PSX and P3D runways were misaligned.

I suspect that you captured and became aligned with the ILS further than 15 nm from the runway threshold. VisualPSX ignores runway data from PSX if the runway threshold is more than 15 nm away. It does this to prevent setting offsets for runways at nearby airports that PSX thinks are possibilities for landing.

When you turned away from the PSX runway at 200 ft to move over to the P3D runway PSX would have assumed you were no longer intending to land there. So when you subsequently aligned with the P3D runway PSX would have assumed that you were intending to land on that runway and therefore sent the runway data to VisualPSX again.

Since there was no offset in place VisualPSX applied the offset for that runway and suddenly both the PSX and P3D runways were aligned correctly.

Perhaps VisualPSX should not ignore runway data when PSX is more than 15 nm away from the threshold, but remember it and apply it if no other runway data are sent by PSX when it reaches 15 nm. I will investigate this but because of other commitments I will not be able to do so for several months.
Garry

Website: flightsim.garryric.com

Daz85UK

Hi garry,

Thanks for the explanation. I did capture the ILS further than 15nm. I noticed when i was about 5nm from the threshold (still captured to the ILS and aligned with the psx runway) that visual psx was showing an offset for the correct runway but it was in orange not the usual green text. The runways were both on the correct heading but the p3d runway was about 300m to the right of the psx runway. Is 300m enough to make visualpsx think you are not landing on that particular runway?

Not sure if this makes a difference, i was flying this flight on vatsim along with another PSX user who was about 20nm ahead of me. They had no issues with any sudden jumps in height with their P3D visuals.

Hope all that made sense

Thanks again

Daz85UK

Had this issue again today at MSLP.

I was etsablished on the ILS, visual PSX had the offset in green and visuals from PSX and P3d looked identical. However as I got the 40 feet callout the runway in P3D "fell away" from me and I ended up about 100ft above the runway.

Was flying with another PSX user who was in another aircraft on Vatsim and he had no issue.

Garry Richards

Hi,

I suspect that there is something unusual about your system.

Cheers,
Garry

Website: flightsim.garryric.com

cavaricooper

Garry-

I am reading this thread (http://aerowinx.com/board/index.php?topic=3629.0) with much interest, especially re. the "smooth movement" of the scenery generator view.  VisualPSX however, has several more indispensable features, so I am less than keen to abandon this path.  Is there a way to integrate the rich feature list that VisualPSX provides, with this "Plug-In" type of positional information?  I understand that VisualPSX uses some type of camera positioning already, but to my addled brain, this seems to be a different approach? Obviously that would require a joint project effort that may not be possible or desired, but with the sheer genius of the PSX platform, and the comprehensive ability of VisualPSX, conquering the last hurdle of "silky smooth" integration would indeed be the icing on the cake.

We, the beneficiaries of the PSX ecosystem have much to be grateful for and I remain obliged.

Best- C
Carl Avari-Cooper, KTPA

Garry Richards

Hi Carl,

The "sheer genius of the PSX platform" as you aptly describe it has proved its worth again with Mark producing what looks like the missing link for VisualPSX. We would have a near to perfect PSX world if the strengths of both could be combined.

It is early days yet and Mark has a daunting task in making his app work with everyone else's system. Public betas tend to be a hair tearing time for any developer. When everything is stable we can start considering whether some form of integration is possible or desirable. But whatever happens, Mark has produced a great PSX addon and I wish him all the best with it.

Cheers,
Garry

Website: flightsim.garryric.com

cavaricooper

Garry-

I am thrilled to read your post.  Patience is a virtue, and I am happy to wait with the current setup- it is very good as is.  Once the other "camera positioning" is fully sorted, some type of full integration would be just brilliant!

The future is bright :)

C
Carl Avari-Cooper, KTPA