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Posts posted by chris k
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Facebook is not the internet.
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What is the source of this table? Interesting to see the big difference between the i6700 and i6600.
Igor4U's post in the next thread had the link.
Here it is again. http://www.hardware.fr/articles/940-16/cpu-jeux-3d-x-plane-10-f1-2013.html
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Great find
I've snapshotted those pictures to use again and again when people ask why AMD processors shouldn't be used.
- Ck.
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Water reflection -> Complete
Means:
"Draw double the number of Objects" -- once above the horizon, once in the reflection.
You effectively aren't running "mega tons" objects, you're now running " 2 x Mega Tons"
Object drawing = Heavy on CPU already.
Object drawing + water reflections = 2 x Heavy on CPU
- Ck.
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Sorry yes.. '1' = Your own plane. My mistake, effect is the same.
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Aircraft and Situations -> Other Aircraft Tab -> Number of Other Aircraft -> Set to Zero.
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I keep hearing that XPlane is not a fan of AMD, I am sure others will chime in.
Not really. AMD simply make terrible chips these days in comparison with Intel
Read this list. https://www.cpubenchmark.net/singleThread.html
Find the i7 4790k (hint. It's at the top)
Now find the FX-8320. (hint. Keep scrolling, and scrolling, and scrolling)
The answer becomes clear.
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How do you check VRAM
You don't have *any* VRAM. Your intel chip uses (slow) system memory for "video ram" and steals it from the rest of your system.
I can't seem to get a good balance for the rendering options (speed & detail). -- Intel Pentium N3530 @2.16 GHz Quad Core and a Intel HD Graphics.There is simply not enough CPU and GPU horsepower in such a system. You are actually *below* bare-minimums for X-Plane -> http://www.x-plane.com/desktop/system-requirements/
X-Plane 10 requires, at the minimum,
Dual Core, 2.5 GHz or faster2 GB of RAMA video card with at least 500 MB of VRAM.You are missing the discrete Video Card (integrated Intel does not cut it), and your CPU (Pentium) is under the minimum Ghz speed.
There is pretty much no way you will ever have a "good XP10 experience" with such a system, unfortunately.
- CK.
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Looks stunning!
Good work bringing this to fruition, Colin. XP needs more people like you. =)
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Heh that's my old Christchurch. Roman should have used the newer one for the screenshots.
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Nice work Colin.
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1. WED can place 3D objects and you see them "in real time too". (Albeit only from the top-down direction). In WED, you need to say "Toggle Preview". Many people have this off by default and wonder why they can't see any objects in WED. Facades are another matter. I'd much rather have 2D wireframe (fast fast fast) in the editor, then Ctrl-B/Export, hit "reload' In XPlane 10 -- and can see my result in x-plane itself in 0.5 seconds; and thats *actually* how its going to look in-game, because, well.. it's in-game.
But - as you say, to each their own then.
2. Never said to use orthos in the final product -- just use them for alignment.
In WED, it's brilliantly simple to hit the "visible/invisble" button, then export your scenery. The orthos (now marked invisible) never make it into the DSF, but stay inside the WED project. You then can see your scenery all your objects, items, strings, lines, polygons, AGPs, etc.... without the ortho underneath.... again, in the only 3D rendering engine that actually matters. -- the simulator itself. This is the upside of an 'offline' config that is not directly tied to the DSF structure itself-- don't need to delete anything, ever, in WED. Just enable/disable, then commit the DSF to render.
3. I don't understand the comment on "default 3d Modellers". You can place default 3d models or custom 3D objects using WED just as easy. WED makes no distinction between 3rd party library objects, default objects, custom objects, etc... when it comes to placing something into the scene. they're all just objects. (caveat: it actually *does* care,but ONLY if you try to upload your creation to the Laminar Scneey Gateway.. then it does do a version check just before sending.... but not before, and doesn't care two poops about object restrictions for custom scenery)
4. WED shows every "working" library on the left hand pane. You can even cheat, and make it show you MORE than just the allowed' libraries and ignore the PRIVATE flag. (pro tip: remove the line
"PRIVATE" from everything in /X-Plane/Resources./....library.txt files you can find, if you really want to access old, and i mean, old objects still in the library, or any part of the XP10 Autogen that Ben doesn't want you playing with =)"so you would as far as I know need to know the object address?"
5. Nope. No way. the top left "search" function is why thats there. Partial substring match on any art asset in the entire library. shows partial substring where the name matches a hierarchy (and expands that hierarchy for you) too.
6. "So accepting the fact that there is allways an option is to allocate made 3D objects by hand and placing them"
See previous point. What OE does and what WED does with any object (being library, custom, in your directory, copied from elsewhere, created?) is precisely identical in nature. Hand placement 1:1 is the same. OE does not magically create sketch up objects out of thin air... and nether does WED. they just let you place them onto an overlay DSF.
7. "The only way I know is using the OE after you are finished using WED. WED to make the foundation and OE to object place and add evironmental things."
This is because after YEARS of being in X-Plane, after 200+ posts on Bens blog talking about POLs, Tesselation, and how Laminar should really do feature "X" in the scenery -- I still have this feeling that you haven't really fully understood how the X-Plane scenery system works. I do very much recall giving you tutorials, instruction, and trying to explain so to speak a few times over the past few years on this... i.e. just 1 week ago: "that no, you cannot use OE or WED to edit a river, because thats in the MESH DSF, and not in the OVERLAY DSF. i.e. the different between DSFs, and what an apt.dat file does.
Your first post in this their even highlights this. "I added Andras's HDMesh file, and my buildings disappeared". This shows a lack of understanding of
1. Scenery_packs.ini order, and how meshes trump overlays in the load order
2. How X-plane re-evaluates every new file in /Custom Scenery/ every time you load
3. Even after removing the HDMESH files, somehow concluding that adding a TERRAIN DSF in Andras' directory somehow touched and destroyed your other custom scenery overlay-DSF-which-is-on-a-different part of your-HDD. Thats complete nonsense, There is no spooky magic here; and the two are unrelated, yet, you wanted to blame his file for your loss. Either you were just angry and you needed something to blame, even though you knew it to be untrue; or you genuinely though that adding a text file in one directory on your HDD somehow edited another text file in a different directory by magic.
Again -- to each their own.
My Summary (and not so humble opinion): WED is the tool of choice for serious scenery development. Ask any of the other devs (bunutaru, MisterX6, ICARUS (next-post below -- thanks ilias), Peter and his Aerobridge boys, etc..) -- none of them use OE for serious work.
ps. We TRIED using OE.. once.. for some ISDG scenery. It crashed about 15 seconds into trying to read the complex DSF that WED had no problems creating... Also try loading in about 2000 orthos into OE, and observe how you get about 1 click-per-3-seconds into it's user interface; or try to shift your view in the world.. click.. wait...wait....wait....wait.... oh, there it goes.. click some more over.... wait.....wait....wait.....wait....wait....
I keep trying to give OE a 'good shot", every time marginal improves upon it; but every time it falls over when I need it to do some seriously complicated and/or highly dense sceneries.
WED, I know it's limits. It crashes when I load >4 Gb of VRAM into it.... and thats about it.. It remains FAST, very very FAST for moving, aligning, editing, zooming around, in/out, mass changes, batch changes, attribute copying/pasting (yeah, like the actual 000.0.00 LAT/LONG of an object, copy-paste from text directly, and not 'w w w w ww w ww w r r r rr r r d d d dd d d" like you do in OE to move things, when you know precisely where you need the vertex to aline up) .. plus search, replace, partial match, and being generally useful. Has some awesome mouse/key combinations do do some nifty copy/create functions, and is very much like working in Visio. (so much, so, you get muscle memory between ctrl-alt, mouse click-drag to extend a bezier curves, fore exams,e. it becomes second nature) =)
Secondly -- There's nothing more annoying than a slow user interface. The slow part of scenery development should be me and my laziness not "waiting 15 seconds for the screen to update in OE because I moved my camera position 5 feet"
/rant
- CK
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1. Don't use WED and OE together.
In fact, just use WED.
If you want to see "how it will look in X-Plane".... just load X-Plane. Have it running as you have WED open. Use the 'reload scenery' plugin.. poof, 0.5 seconds.. its there.
Barbarossa's "Reload Scenery" plugin makes WED export changes show up in 0.5 seconds after commit -- in the actual rendering engine that matters -- which is X-Plane.
Take this further:
2. Don't use OE.
OE DIRECTLY manipulates the "final-product" overlay DSF
no offline editing
no mass attribute change ability
no object or art asset search and replace
no easy layering and group-level sorting of hierarchy
has no object grouping
has no multple-undo/redo (last time I checked)no easy way to do version control
Cannot add comments or easy-to-read human identifiers to art assets or groupings
suffers from loss of mathematical precision (due to the way DSF stores data),
no ability to 'diff' different copies of the same scenery if you happen to use a distributed person development model
cannot handle large numbers of orthos without falling over or grinding to a complete halt,
cannot do any ATC flow manipulation
....and is not useful for proto-typing different parallel builds and versions of scenery.
3. If you need an ortho underlay, use WEDBING or OrthoMagix (Andyroo's tool) to create the ortho first for WED.. and then start building.
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Definitely a bug somewhere. in SAAB, XSB, or X-Plane, hard to tell.
Hard to reproduce as well, eh?
- CK.
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M-UZAK
Now that's funny
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Well, no harm in spreading the word to those who haven't been tracking the development for the past 3-4 years
- CK.
P.s. The x737 having been "around for a bit" is the funny part of the post, tho... I think that may qualify as the understatement of the week. I picked up the x737 in X-Plane 8.6 back in 2005-2006? Was the very first 3rd party aircraft I ever installed almost a decade ago.
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Basically, LOD is controlled user-side anyways, by the user's settings of "draw distance".
Having the scenery developer hard-code a distance may not be the best solution anyways, to cater for varying end-user hardware capabilities.
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Yes, a full G1000 simulation would definitely cost some serious $$$
- CK.
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Purchased.
Will always support John and his endeavours.
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What did you fly today?
in Screenshots
Posted · Edited by chris k
433 Buildings done so far...