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  1. 36 likes
    Hello all, As you may already be aware, we released the A320-X for P3D a couple days ago and the response was completely overwhelming! It was the single most successful release in the history of FSLabs and for this, we'd like to thank you all so very much! We've been collecting a lot of feedback from you over the last 48 hours, some of which (thank you David!) was instrumental in carrying out additional memory footprint optimizations that our testers are very happy with, reporting back VAS savings that vary from 250mb up to 400mb. We are pleased to add that the memory optimization logic is also carried over to the FSX version so previous A320-X for FSX customers will also benefit from this update. (Those of you running NVidia Profile Inspector can also go under "5. Common" and select "Shadercache" -> OFF to gain some more VAS). Along with the memory optimizations, we have included a fix for the observed 20 second "crash to desktop" issue (the simulator was exiting with a validation error, but the error wasn't being printed on the screen to inform you about it) and a fix for PFPX file output parsing as well. We are also hoping that the spurious Enigma protection errors are eliminated and we are issuing an updated version of FSLSpotlights (v.32) to match this. We would welcome further feedback on this issue, however, as these errors are not easily reproducible on our end. Finally, we'd like to inform you that we're in contact with Navigraph and Aerosoft so that updates on the Navdata installers will be able to include the A320-X for P3D in their list of available aircraft, starting hopefully with the next cycle. So, without further ado, please visit our forum downloads section here for the updated FSLSpotlights (v32) and the Aircraft Redownload area here to receive the new A320-X v193 update. Thank you once again for your continued support!
  2. 27 likes
    Hello all, I am happy to announce we have just made live our latest A320-X release v1.0.1.197 for P3D which should make it compatible with all Prepar3D v3 releases to-date, including the latest Hotfix 3 (v3.4.22.19868). In this release, apart from the usual compatibility update code additions, we have made several improvements and fixes on this already incredible product, as part of our promise for quality support and attention to customer needs. All these improvements, updates and fixes are also rolled into our A320-X release v1.0.1.197 for FSX which is also available immediately! ---- Here's what our team would like you to know is included in this update: AOC Service We noticed that on a few setups, the AOCService process would sometimes take up a lot of CPU processing power, resulting in stutters and performance drops. This is now improved - you should not see any significant AOCService CPU processing time any longer throughout the flight. Fuel Changes were made to prevent third-party applications from sensing refuelling during the flight. FMGC Logic fix for HDG on rollout and missing runway bumps Logic fix for Lateral T/D detection Logic fix for DEP RWY leg header naming structure Logic fix for shallow descent vertical path Fix for V1 / VR / V2 rounding errors (126 would sometimes show as 125 on PFD) Mach CRZ fuel predictions tuning Corrected interpretation of tailored data in Navigraph NAV Database sources Accurate handling of Circle-To-Land procedures now available through the NAV Database (this was originally going to be an SP1 item but we were able to include it in this release. Try some arrivals in LFMN - they are superb!) Engine Generators Logic fix for GEN FAULT failure FADEC Engine Anti-Ice logic improvements Logic fix for Bleed issues Sounds We added the ability to allow sounds to continue to play when P3D loses window focus, if the P3D "Mute On Lost Focus" option is unchecked, as this adds a lot to the immersion factor. We know a lot of you wanted this feature, so here it is! Doors Door disarming is now available through the PA push-button on the Audio Control Panel Brakes An additional MCDU OPTIONS page was added for BRAKES coefficients and factors. On top of this, the keyboard and joystick button brake handling logic was modified to allow the maximum toe brake deflection to be user-specified and to default to 28% of the full toe brake travel. This results in a much finer braking action when the keyboard "." brake (or joystick brake button) is used and we're very happy with the resulting smoothness that occurs in all surface conditions (the braking action is now dynamically controlled based on whether the runway surface is dry, wet, icy or snowy). Virtual Cockpit Auto Brake MAX key size is now fixed APU START key now returns even if the user accidentally moves the mouse away from the button while it was pushed in (which resulted in APU AUTO SHUTDOWN situations). External Model The Runway turnoff lights position is adjusted to match real world specs Miscellaneous fixes Several optimizations in the code resulting in smoother FPS performance in most conditions Memory leak fix for situations where the user would select an MCDU subsystem then return to the MCDU MENU page NOTE: Please make sure you backup any modified files you have made, like the A320ThrustLevers.ini or A320XGauges.ini files, which contain settings you might want to retain before you reinstall. --- As always, we are very appreciative of your feedback and we're constantly working towards bringing more improvements to you in our later versions. I will be sharing our plans for our next updates sometime soon, but until then, you are cleared directly to our Redownload area where you can download this new and very exciting update. Don't forget to also grab the latest FSLSpotlights v1.0.0.33 which bring compatibility with the latest P3D v3.4 HF3! Thank you once again for your continued support!
  3. 25 likes
    Actually, our plan is A319 (in progress), A321, A320 Sharklet, A318 (maybe).
  4. 22 likes
    Gents- this is not going to be product-related... and it's not going to be customer-related either. As it's a nice Sunday evening and I am sure everyone is now enjoying their favorite sim aircraft, I'd like to give a small word of thanks to the people who are selflessly answering your questions, queries and support requests. Our staff of volunteers who could actually be doing something else on their Sunday but instead they are here. Helping. Answering. Configuring. Managing the forums. Posting replies on FB. John. Tim. Karl. Norm. George. Fritz. Simon. You guys are awesome and I want to thank you... you deserve all our gratitude. The entire FSLabs development and QA team loves you... and I personally bow before you. Thank you again!
  5. 21 likes
    Hello all, I am happy to announce we have just made live our latest A320-X release v1.0.1.197 for P3D which should make it compatible with all Prepar3D v3 releases to-date, including the latest Hotfix 3 (v3.4.22.19868). In this release, apart from the usual compatibility update code additions, we have made several improvements and fixes on this already incredible product, as part of our promise for quality support and attention to customer needs. All these improvements, updates and fixes are also rolled into our A320-X release v1.0.1.197 for FSX which is also available immediately! ---- Here's what our team would like you to know is included in this update: AOC Service We noticed that on a few setups, the AOCService process would sometimes take up a lot of CPU processing power, resulting in stutters and performance drops. This is now improved - you should not see any significant AOCService CPU processing time any longer throughout the flight. Fuel Changes were made to prevent third-party applications from sensing refuelling during the flight. FMGC Logic fix for HDG on rollout and missing runway bumps Logic fix for Lateral T/D detection Logic fix for DEP RWY leg header naming structure Logic fix for shallow descent vertical path Fix for V1 / VR / V2 rounding errors (126 would sometimes show as 125 on PFD) Mach CRZ fuel predictions tuning Corrected interpretation of tailored data in Navigraph NAV Database sources Accurate handling of Circle-To-Land procedures now available through the NAV Database (this was originally going to be an SP1 item but we were able to include it in this release. Try some arrivals in LFMN - they are superb!) Engine Generators Logic fix for GEN FAULT failure FADEC Engine Anti-Ice logic improvements Logic fix for Bleed issues Sounds We added the ability to allow sounds to continue to play when P3D loses window focus, if the P3D "Mute On Lost Focus" option is unchecked, as this adds a lot to the immersion factor. We know a lot of you wanted this feature, so here it is! Doors Door disarming is now available through the PA push-button on the Audio Control Panel Brakes An additional MCDU OPTIONS page was added for BRAKES coefficients and factors. On top of this, the keyboard and joystick button brake handling logic was modified to allow the maximum toe brake deflection to be user-specified and to default to 28% of the full toe brake travel. This results in a much finer braking action when the keyboard "." brake (or joystick brake button) is used and we're very happy with the resulting smoothness that occurs in all surface conditions (the braking action is now dynamically controlled based on whether the runway surface is dry, wet, icy or snowy). Virtual Cockpit Auto Brake MAX key size is now fixed APU START key now returns even if the user accidentally moves the mouse away from the button while it was pushed in (which resulted in APU AUTO SHUTDOWN situations). External Model The Runway turnoff lights position is adjusted to match real world specs Miscellaneous fixes Several optimizations in the code resulting in smoother FPS performance in most conditions Memory leak fix for situations where the user would select an MCDU subsystem then return to the MCDU MENU page NOTE: Please make sure you backup any modified files you have made, like the A320ThrustLevers.ini or A320XGauges.ini files, which contain settings you might want to retain before you reinstall. --- As always, we are very appreciative of your feedback and we're constantly working towards bringing more improvements to you in our later versions. I will be sharing our plans for our next updates sometime soon, but until then, you are cleared directly to our Redownload area where you can download this new and very exciting update. Don't forget to also grab the latest FSLSpotlights v1.0.0.33 which bring compatibility with the latest P3D v3.4 HF3! Thank you once again for your continued support!
  6. 15 likes
    They will each be sold as expansions to our A320-X base product at a fraction of the cost. We have an opportunity to model each variant in the same detail as our A320-X: different engine performance models, flight performance, fuel burn and drag models, any variation in aircraft systems and components (newer versions). No one else has done that before. There are many intricate details that the flight crews are aware of when flying the A319/20/21 - we want to offer our customers these expansion titles so that they too can appreciate the differences between the variants of the A320 fleet.
  7. 13 likes
    At the moment, one of the items we're working on is new/improved FMGS features (SEC FPLN etc). We're also improving our infrastructure to support a more automated install/update process in an effort to eradicate a number of configuration errors that we're seeing when customers install the A320-X. Another project that is ongoing is the Flight Sim Labs A319-111 and A319-131. That and a few other things...
  8. 13 likes

    Version 1.0.1

    526 downloads

    Two versions included ( Dirty / Very Dirty ) Painters are free to use them for their repaints by giving me credit ( psd kit with layers included )
  9. 12 likes
    Hello all, I have started putting together some video tutorials for various aspects of A320X operation. My list to do going forward includes control laws, autoflight modes, non-ILS and non-precision approaches, descent management, a closer look at some of the MCDU pages and functions and so on. Hopefully you find them useful and if there is anything you would particularly like to see, any suggestions would be welcomed. I have started with landing as this is a fairly commonly-asked question! Landing Circuits
  10. 12 likes
    Sorry, I meant how many hours do you have on the real A320? I only ask because on the 9th Jan you posted this: "I'm new to Airbus - the A320X is the first and only one I've flown apart from the awful default A321 in FSX - the less said about that cranky bird the better". So I was puzzled as to how you reached your conclusion, that all the real world pilots (over 30) which we have working with us, and provided feedback on our ground handling, are wrong? And that our friction models need redoing.
  11. 11 likes
    We are working on the update, folks. It's now in the hands of our beta testers, we hope to have something working within the next couple days. PS. There's some goodies in there too .
  12. 10 likes
    Knowing full well I am overstepping my boundaries here I will, nevertheless, make this post. The mods are free to delete it should they think so but I must express my indignation over someone complaining of lack of support yet turning it down when this is offered, especially from one of the lead developers. I find it unbelievable that you have an issue, bring it up and when help is offered you decline it and then turn on the devs and insult them with your utter drivel. Granted, I am no computer expert by any means and I'm willing to wager that most of the users of this product aren't either. While there have been issues, these have been brought forth by the customers and the FSL team works towards addressing those problems. The latest .197 update (right on the heels of the recently released .196) should be proof enough that the team is doing their best and working with the community to improve the product. It's known as give and take. The link that ai_ab posted earlier is a shining example of this. You claim to have a "non-consumer" hardware setup and you believe that this entitles you to assume / presume that no-one in this community is interested in that. How would you know? And that phrase..."you sent me your boy...". I am speechless at the audacity, brazenness and disrespect of that statement. You, sir, are a disgrace. Lastly, if you cannot address one of the lead devs by his correct name (which is clearly spelt out) adds another layer of insolence (unless, of course, you are fully aware of what your "misspelled" name means, which makes it even more of an affront to the said gentleman). Are you here to get help and help other users as well or is this an exercise in self promotion?
  13. 10 likes
    I'm not aware of any further performance gains in HF3 from LM. Since the last update we've been making some fixes, refinements and optimising the code a little further. Our testers are reporting that they're seeing a slight increase in fps. We'll include a list of changes in the release notes.
  14. 10 likes
    Hi guys, I can't resist to give you an insight of the continuous improvement work going on systems. Here is the Air Cycling Machine debug view unvailing intricates details of the hardcore thermodynamics calculations executed in real time. At FSLabs by models, we mean Physics !! Cheers ! Philippe
  15. 9 likes
    After several flights in Prepar3D, I would give you my opinion on this aircraft. The developer may know me form the spotlight - VAS topic moaning about the high VAS with spotlights installed. Neverthelesse I will make a review based on my experiences with this bird. Let me say thank you very very much for the A320, an aircraft we all have been waiting for. The dream to have the competitor of the 737 finally in our sim. Normaly I am a huge fan of the 737-800NG and I love this bird more than any other aircraft (and I still do!!), but you guys caught me with the A320, congratulations . The complexity of this aircraft is something I never thought would be ever possible in P3D. From "GSX loads the plane" over "visible APU exhaust" and other small things you put together to simulate every little detail of a real A320. And the sound, wow. You are the first one who blow me away with such an amazing sound system. Go to the cockpit. Every knob and button is there and it works!! Just like the real thing!! The first flight was amazing. Handflying this bird is a dream. I don't know if it behaves like a real A320, but I can imagine this is how the real thing feels (yeah I know, it is just a simulator ). Les come to a sensetive topic, the performance. After I bought the aircraft, I feared the FPS and VAS a little bit, and I was partly right. The first thing I noticed with 33% of AI enabled, very high settings in Prepar3D (autogen maxed out) and a 27" 4k monitor - very high FPS. 30 FPS and more in EDDM from Taxi2Gate in the cockpit of the A320 and a VAS of 2.6 GB, kudos. The first flight was without spotlights, so the VAS after the takeoff 3 GB and during the flight 2.86 GB to Palma de Mallorca. Arrived with 3.14 GB at the Gate in LEPA. This is how it's done and no problem whatsoever until I installed spotlights. I noticed some kind of missing lights during my flight back to Munich, so I looked around and someone said I should install spotlights to have a working lightsystem in my A320, so I did it. After this, every flight was horrible. After the takeoff 3.3 GB of VAS, 3.5 GB after one hour until OOM after 2,5h. Very strange. Only Matthias from the "spotlight topic" puzzled me, so I uninstalled spotlights again and oh look, the old VAS is back! The next thing. Nightlightning, or lightning in generall. Are you serious? I love it. With spotlights installed the lightning is amazing, and if I wouldn't have such problems with it, I would only fly at night because I love it. I don't know any other aircraft with such a lightningsystem. The outside lightning is great too. Reflecting beacon- / strobelights from fog or clouds and other little things. Some people complain about the modell itself or the textureing. For me, the A320 looks perfect. It looks like a "grown up" aircraft, and not like a toy falling out of a comicbook (you know what I mean). Some pictures*: *sorry, I had to lower the quality of the pictures. The price for this aircraft is high, very high, but worth every Cent so far!! Thank you FlightSimLabs for this aircraft. You can be sure that I will buy every other Airbus you will bring in the future! Bring it on, you guys rock! Sorry that I opend a new topic, but I had to write something "for my own". May the force be with you - Philipp S. PS: I know my english sucks, get over it. I am a mathematician (yes I really am) and I suck in languages.
  16. 9 likes
    Hello, It's not the braking system per se, it's what happens when you incorporate a realistic ground friction model. To put it another way -- what would happen if you were driving your car along at 30 mph and then suddenly stood on the brake pedal with all your effort? What would happen in a real aeroplane if you did the same thing? (there's a very good reason why it's essential to stay sat down and buckled up during the taxi out and in -- an 'emergency stop' on the taxiway would be a very violent event). That's what happens with a digital on/off input like a joystick button or a keyboard key press. Instant 3000 psi to the brakes, or zero. You don't notice it in aircraft that use a less accurate/default friction model because the wheels just lock. However, you also lose things like realistic single-engine taxi, realistic crosswind handling (ever noticed how other aircraft skid sideways in a strong crosswind, or done a V1 cut at the crosswind limit in a model that uses the default friction and tried keeping it on the runway, for instance? This is because, amongst many other flaws, there is no lateral tyre grip in the default FS friction model). So it's not just about putting in a custom braking system for the hell of it -- it's about the entirety of the way in which the aircraft handles and behaves on the ground, and finding ways to reconcile that with the wide range of hardware that people are going to use with the simulation. The latest set of options try and get around the issue by limiting the maximum amount of pedal deflection that can be applied when you use a joystick button or keyboard key to operate the brakes -- the default figure is I think 0.28 which essentially means that when you press your joystick button/keyboard brake key the pedals will only go to 28% of maximum deflection. We felt this was a reasonable compromise that provides smooth braking in most normal circumstances. There are multipliers that give extra braking action depending on the surface conditions so that you get roughly equivalent braking action in all conditions, but you will not get maximum braking via the keyboard (unless you set the option to 1.0). As I say, it's a compromise -- at the end of the day if you use a digital input for an analogue axis and you also want a realistic ground friction model, you have to sacrifice something somewhere. I hope that helps explain things somewhat and explains the new options a little.
  17. 9 likes
    Good point - I noticed this as well (especially in winter ) I will add this to our internal bug tracker. I will suggest not to add a option in the MCDU but to have a higer drop when both left doors are openend. Logic: 1L openend = jetway mode = minimal temp drop 1L and 2L opened = ramp parking mode = normal temp drop (reduced compared to todays version)
  18. 9 likes
    DISCLAIMER: Just because it works for me doesn't mean it works for everybody. Only use it at your own risk!!! How did I test it: I made two flights with the A320 from Taxi2Gate EDDM to FlyTampa EKCH. Weather was provided by AS16+ASCA and I have FTX Global+Vector+OpenLC EU + Envtex installed. My P3D settings are much higher compared the recommended settings and I did not disable any other scenery. I reduced FTX Vector quite a bit, but did not disable it completly. Both flights were done using the same livery, same P3D settings, same scenery, same flight plan and same time of the day (dawn). I am using P3D v3.2 On the first flight, I got an OOM during descend at 21000 feet. I was able to complete the second flight without any problem and without any problem. What I did: Just a simple option: I disabled the shader cache with NVidia Inspector. Thats all. This setting did not change my FPS, my loading time, etc. It just reduced the VAS usage of P3D itself. Where can I change the option? Two ways: You can disable the Shader Cache inside the normal NVidia Control Panel or by using NVidia Inspector. What does this option do? I don't know what the NVidia Driver does with this cache internally. But for one thing I am sure: it creates a cache during the execution time (implemented not very memory friendly) and the cache lives inside the P3D memory address space. It used about 350 MB of VAS on my side. The cache content is also stored on your hard disk and you can find it here: %localappdata%\Temp\NVIDIA Corporation\NV_Cache. (open the file explorer and paste the bold text in the location text field on the top - including the %localappdata%). After disabling the option, I removed everything from the folder (not every file was deletable, but I just skipped these). I would not recommend doing this immediately, too. The NVidia driver should recreate every needed file automatically (source: https://forums.geforce.com/default/topic/805794/is-there-a-way-to-clear-refresh-the-nvidia-shader-cache-/ ), How can I quickly test if it works for me? First: before you change the option, load up P3D and load the A320 on any airport you want. Wait until everything is loaded, look up the VAS and note it down. Then close P3D, change the option and load the exact same scene as you did before. Hopefully this works for you
  19. 8 likes
    We are working on a more automated solution. No ETA yet, but we also agree with you.
  20. 8 likes
    Hello all, with today's release of the P3D v3.4 HF3, we wanted to let you know that we will be issuing a new release of our P3D products as soon as our beta testers had a chance to ensure there's nothing breaking in our updates. We have not seen something in the latest HF3 to warrant an imminent need to upgrade (unless you are running SLI cards), but in any case, we anticipate this process not to take longer than a couple days. As such, expect more news very soon.
  21. 8 likes
    Gents- I edited the topic to reflect that we've refreshed the latest update with v.197 Binaries (Resources stay at v.196). The reason for this is a small fix in our FMGC which was not picking up some STARs for a few US airports correctly. If you are affected by this issue, please download the latest version (197) from our Redownload area here.
  22. 8 likes
    We've added an option to the CIDS page that now allows you to disable the notifications for the slides. Also - you'll be able to disarm the slides by pressing and holding the PA Transmit button on the ACP for a couple of seconds - simulating the 'Doors to manual' call some airline's do on the taxi in. These features will be available in the next update.
  23. 7 likes
    Did a quick test flight with v97 yesterday and it seems that those microstutters i got since v92 are largely gone. I can finally enjoy driving the bus again! Experience is smooth enough given the complexity of the system. Also PFPX OFP import worked flawless, which is a first time for me. Before it was kind of a try&error excercise and i had to restart AOCService several times before it got fed into the MCDU. well done guys! here's a happy customer
  24. 7 likes
    Hector- your last post is quite unintelligible, I am afraid. You are talking about some "batch for cheats Win 10 Enterprise" without mentioning exactly what software it is, yet you are complaining that you are not receiving support you asked for, even though I am here, discussing, offering support and you are denying it because of - what reason exactly you didn't say. You reverted to 193, because that does not do what you think we do in 196 (which we have not changed to do something different anyway). Unless you are willing to accept support, you are actually making everyone think that it's you who is trying to hide something, not us. That's very unfortunate, because I actually believe you have NOTHING to hide... To further this discussion in a productive manner: 1) Provide the batch file that you claim is causing the issue, so others can verify it's a problem for them too. A batch file is tiny enough that you can copy/paste its contents here. If indeed there is a problem, you have provided the community with a great service! 2) If you are so proficient in tuning FSX legacy DX9, I am sure others will benefit from your tweak / batch file, so that would be excellent for the community. 3) We hope you understand support is only provided for latest updates.
  25. 7 likes
    We will release an update for the new version very soon.
  26. 7 likes
    We'll need to issue an update in order for the A320-X to work in P3D v3.4 HF3. Now that the HF has been released, we can release our build to the beta team for testing.
  27. 7 likes
    Thank you gentlemen regained a staggering 400 mb of vas from 1.1 to 1.55 gb free of vas :-) at FT EHAM even more as the 777
  28. 7 likes
    @AlphaIndiaRomeo Thanks for your post. Let's clear up a few things (addressing some of your points directly, and some other VAS ones in general): We do offer a VC-only install (we have 2D/VC+2D/VC-only). The VC-only option includes a 2D popup of the MCDUs and the four displays, and nothing else - if you've installed the 2D+VC option, it will use more VAS. This whole circuit breaker thing from the German forum - we'd already ran various VC models through testing, one of which had just a flat panel and texture. The overall saving was negligible (we're talking approx 1fps and a couple of megabytes of VAS). Two more general points about VAS: Where we've recommended people to turn down settings (both via our published PDF and forum posts) it has been to try to establish a reasonable baseline that we could all work from to keep VAS usage balanced between scenery/other add-on usage and aircraft usage. Everyone using FSX or P3D is bound by the same 4GB limit - no matter what our hardware we cannot escape it. Yes, the A320X is more complex than almost anything put out for the flight sim platforms before, and yes, this makes us a little heavier on resources. This is a difficult thing to have to deal with when everyone has their own viewpoints on exactly where they want to "spend" this 4GB VAS. Consider these two viewpoints: Person A: They don't place much value in visuals and therefore prioritise the aircraft before scenery. This person takes the remaining 2.5GB VAS (P3D seems to use about 1.5GB just by being alive) and first adds in a complex aircraft which takes anywhere up to 1GB VAS. They now have 1.5GB remaining, in which they might add in a couple of airport sceneries (let's say one of them is the new FlyTampa EHAM which uses 500MB on its own, and another like the new UKV2000 EGCC, which seems to use about 150-200MB). We're now down at 800MB of remaining VAS, which is a level were some people get worried. People will likely want to start using camera add-ons too which also take up a little VAS (and in the case of some of the new VR stuff, many 100s of MB), and something like GSX which also needs some room in the VAS Person B: They place much greater value in visuals and therefore prioritise the scenery before the aircraft. This person takes the remaining 2.5GB VAS and starts to add in some of the more popular sceneries. They start with some of the ORBX stuff, including Vector and some of the other landclass stuff - this takes about 800MB-1.0GB (from what we can see from peoples reports). They then add in a couple of airports for the flight they're about to do (let's use the two from the previous example - 500+200). Here, they've already added in a potential 1.5-1.9GB of sceneries, leaving themselves only 1GB in the best case, and 800MB in the worst case in which to "squeeze" a complex aircraft, which could use anywhere up to 1GB VAS. -- With these two scenarios, we see both Persons leaving themselves with little headroom in the platform and this is where OOM start coming in. Our recommended settings were made in the hope that the happy medium could be found that could satisfy the majority of people with a large number of addons, and one that would allow some people to then experiment in slowly raising or lowering their settings from this baseline until their own compromise was made. Second point is those who are having quite dramatic memory leaks. We have not seen this in any of our testing configurations, and we are certainly looking through all the reports we can (and interacting with some members privately) in order to pinpoint exactly what configurations or interactions are causing this. In addition to these points, we have to deal with the following: Lockheed Martin recommend that all users use the latest 3.4HF2, so realistically we have to give that same recommendation too. However, as we've seen through increasing reports, many people are seeing VAS and FPS improvements by switching back to the slightly older 3.3.5 version. These VAS savings seem to be ranging from 200-600MB of VAS, which in our limited world are actually very significant. This means we're also fighting against the platform. We'd ask that, once again, you please bear with us for those with the apparent memory leak, we're working really hard on pinpointing this. This last paragraph will make me very unpopular but it has to be said: For those who are having generally high VAS usage, you must understand that we're a bit heavier on resources than what some people are used to, and users will have to balance some settings to use it. It is every simmers responsibility to know exactly where they are spending their limited VAS budget. For those who are using a large number of sceneries, the blame cannot solely be put on the A320X. If you want the complexity and sheer systems-depth that we're offering, you have to balance your machine in order to use it which, once again, is what our initial P3D recommended settings document is attempting to help with. Thanks for taking the time to read this huge post, of which I hope you understand the points contained within. We'll keep everyone updated as new findings or fixes are made.
  29. 6 likes
    OK - I think the parody has continued longer than necessary. "HectorCross" - or shall I reveal your name, actually, Enrico Brozzu? (or, even better "Enri" as your previous forum username was) You had been banned permanently for behaving very disrespectfully in our forum. You came back with an alias, so I let you "happen" to see if you had actually learned your lesson and you would start behaving. You are a very sad and lonely person, unfortunately, whose life consists of spending time in front of a computer with lack of anything better to do. You also use pirated crackers to refrain from paying for software (that your FELLOW Italians have developed) and you know it. So much for Italian solidarity. At least "Raul" (who was also using false details and had shared his serial number with others) was man enough to admit this in his PM to me. Shame on you, Enrico. No balls. Oh - and by the way - if you really are in your 50s, I feel very sorry for you... as your behavior is less mature than 15 year olds... Don't bother re-registering in our forum. Go to other forums where you can exhibit this immature behavior and they will not mind.
  30. 6 likes
    What is wrong with allowing people the 2D option? You'll be surprised how many users actually like flying 2d panels... even though we do offer the VC-only option too... isn't that called "the best of both worlds"?
  31. 6 likes
    Hi there I noticed that the cabin temps drop significantly when opening the passenger doors during pre-flight setup. While i appreciate the realism, they drop really quick, didnt take more than 2 minutes until my cabin temp was matching the outside temp which was -7 degrees Celsius at this time. Can this be reviewed please? It should take much longer for the inside temp to match the outside temp, even when both doors are opened. Furthermore, would it be possible to implement a "jetway mode", meaning that the cabin temps shouldnt be much affected when door 1L is connected to a jetway, as most jetways are air conditioned nowadays? I guess its not possible to auto-detect jetway connections, so this could be a setting in the MCDU that can be activated manually, depending on the current gate/stand Thanks for considering Lars
  32. 6 likes
    You'd be surprised at how many people just kick the tires, jump in and blast off into the wild blue yonder without a modicum of studying (despite the fact that this product has been advertised as and is considered a STUDY LEVEL sim) and then expect it to behave either like (worst case scenario) the default aircraft or (best case scenario) like a PMDG boeing. They also do not stop to consider that this is still very much a work in progress or bother to read the forums which are a treasure trove of information and advice. It simply may be a symptom of today's "I want it all and I want it now" mentality. There is a wonderful saying in Ancient Greek which loosely translated means: "ask for help but also help yourself first" (συν Αθηνά και χείρα κίνει - but don't bother pasting that into google translate because you'll get a garbage return which had me chuckling for a good minute ) I would have thought that anyone willing to part with US$100 / US$140 for an FSX / P3D add-on would be a little more serious about their simming than the casual user. Different strokes for different folks.
  33. 6 likes
    I've spent a couple of hours attaching some (basic, 6 button * 3) hardware controls to the A320. For controlling 2 thirds of what I do (doors and flight controls), there are defaults and key commands you can tag up to FSUIPC easily using documented functions. For the lights, not so much. If you're using FSUIPC you can assign the following parameters to "Custom Control" number 66587 (rotor_brake): Beacon light on: 72477 Beacon light off: 72476 Nose light increment (i.e move up from Off>Taxi>TO): 72512 Nose light decrement: 72511 Runway turnoff On: 72492 Runway turnoff Off: 72491 Strobe increment (i.e. move up from Off>Auto>On): 72472 Strobe decrement: 72471 Wing light On: 72482 Wing light Off: 72481 Left Landing Light increment (i.e from Retract>Off>On): 72497 Left Landing Light decrement: 72496 Right Landing Light increment: 72507 Right Landing Light decrement: 72506 For beacon, rwy turnoff and wing lights, I was able to use 72476, 72491, 72482 and repeat press to make it act as a toggle, which suggests that sending either on or off commands repeatedly for those would do the job. I haven't tested anything else yet and am unlikely to take it much further with my Saitek yoke, but hopefully this will help some people get started. Edit: Seatbelt switch up: 72547 Seatbelt switch down: 72456 No smoking up: 72549 No smoking down: 72548 Seatbelt/smoke switch note: again, you can use either of the up/down keys here to act as a toggle. So pressing belts on twice will turn them off. Not sure why that is.
  34. 6 likes
    The first flights in P3d an I just can tell u ... this plane has a personality
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    Gents- We have now collected diagnostic logs from two individuals and are in the process of determining the cause. We will inform you of our progress asap!
  36. 5 likes
    Hello everyone, I am the admin of the 'FlightSimLabs A320x' group and welcoming everyone to join and just to note this is an unofficial group that is not managed by FlightSimLabs staff. We currently have over 2,500 members+ and is a fantastic place to receive help by our great members who don't mind helping each other out and to share screenshots and videos of the FlightSimLabs A320. Don't forget to read the pinned post, it contains the group rules and some useful links. Link to the group is here : https://www.facebook.com/groups/331927310305665/ Enjoy your stay
  37. 5 likes
    At 37 you will be and old man?!??!?!??!?!???! OK - I might as well go start digging my own grave now...
  38. 5 likes
    No official word has been provided by LM has it? unless I've missed it? As and when information on the next P3D version or update is available and ready to be announced - I'm sure Lefteris will, make it so!
  39. 5 likes
    Yep I know exactly what you mean. We'll add (brake application/release + whirring).
  40. 5 likes
    Hi! Just updated the bus and had a flight from Linate to Gatwick. A beautful sunset and all went well. What more can be asked for? Here are some images from the flight.
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    Okay we all know everyone is hurting badly with VAS. These tweaks are only valid for 3.4 (RED) However they may work for other versions of P3D (Orange) as well but most of these tweaks will work for all versions. Please also make sure each of these tweaks I recommend you also copy into your own configuration file for P3D for example if you changed any settings within p3d it's self and saved it a new file for example Myconfig.cfg put the tweaks in there also, if the area for example [Graphics] doesn't exist simply make it etc. MAKE SURE ALL OF YOUR LAND & SEA TRAFFIC IS OFF! This greatly causes a VAS LEAK, does not affect vatsim so don't panic. Okay! so let's get started. [MAIN] AlwaysFullLoad=1 [TERRAIN] UseGlobalTerrainView=True Benefit: Less VAS and improvement to performance when multi-view present, also helps reduce texture flashing and terrain spikes. [JOBSCHEDULER] AffinityMask= Benefit: Less stutters, higher FPS, less VAS usage. Tool to determine best value: http://www.gatwickfsg.org.uk/affinitymask.aspx?SubMenuItem=hardware [SIM] OPTIMIZE_PARTS=0 Benefit: Increased performance (improves FPS). CON: set to 0 you can loose FPS in favour of gaining VAS in some odd cases Caution: Rob Ainscough Discovered That Using Value 1 Can Oddly Cause HIGH VAS USAGE So it's experimental, By default this is 1 so try 0 [SCENERY] MaxRegionsPurgePerFrame=16 Description: To reduce stalls was to put a limit on the number of scenery regions purged per frame. This was part of the big updates we made to optimize trees. As you fly around, scenery regions get requested based on distance from the camera. Scenery regions hold model placements, auto-gen, etc. The terrain mesh/texture data is handled through a totally different system though which relies on the LOD radius. The scenery database loads modes based on your scenery complexity, and makes auto-gen requests based on auto-gen settings, etc. The regions represent 64km, 16km, 4km, and 1km tiles with 16 children. These are loaded as needed and stay in memory until purged. Because of parent/child dependencies, the system only purges by distance at the 64km level. When a top level region is removed, it then recursively removes its children. Autogen tree data is stored in 1k cells, so there could be up to 4,096 tiles worth of three placement data to free up. This would cause very noticeable hangs. So, rather than remove all the tiles, we que them up for remove and remove a few every frame. Originally this was set to something low like 4. We raised it during the last round of memory optimizations to help speed up the process of clearing memory and avoid potential edge cases where fly fast at a low framerate might allocate memory faster than it gets freed. Benefit: Decrease value to reduce long frames (stutters), but VAS usage could increase. Increase value to reduce VAS usage but will increase long frames (stutters). [GRAPHICS] ENABLE_MEMORY_OPTIMIZATION=1 Description: 1. Performs periodic cleanup of the geometric cache which stores buffers used for batched buildings. If you have high autogen settings and move spin the camera around, the geometric cache can get quite big. Looking strait up at the sky for a few seconds may get you back 100+ MB of VAS. This change doesn't really help with the worst case scenarios where 200+ MB of memory is needed for the current scene, but it could help a great deal if you were to start in london where autogen is very taxing and switch to FlyTampa Dubai, where autogen is mostly disabled and replaced with pre-batched placed models. 2. Clear textures out when changing airports. Going to a new airport would trigger loading of new texture before the current area's textures had been given their 10-seconds to page out. Clearing out textures on airport change, helps prevent a spike in texture memory related to this. Note that with MaintainSystemCopyOfDeviceTextures enabled, this is less important as the bulk of the memory associated with these textures should already be freed up before the switch. Benefit: Reduce VAS USAGE [DISPLAY] TextureMaxLoad=9 MaintainSystemCopyOfDeviceTextures=0 Description: With this option disabled, the system memory copy of all textures loaded from files are cleared out as soon as the memory has been copied to the GPU. The only real downside to this is in certain multi-gpu use cases. If the texture is later requested for another GPU, it must be reloaded off disk. The clear happens after textures have been given a chance to copy to all GPUs in-use, so the most likely time this would affect the end user is when dragging the application window to a new monitor for the first time. In that case, all textures are being reloaded off disk rather than simply copied to the GPU. Default Setting is 0 Benefit: Significant reduction in VAS usage (as much as 600MB or more) Notes: All of these tweaks I personally use are from Rob Ainscough Tweak Guide & has significantly helped me with less OOMS, It's all thanks to Rob Ainscough for the great guide he has created. Without Rob Ainscough, We would be stuck! Please do post your results after you have tried these tweaks and let me know of the results! A few tips: If you are using Orbx Vector, Disabling it will not be enough, you must uninstall it, I've been reading reports most of the morning that people have gotten 700mb back after uninstalling it. If you are not using Chase Plane or any other 3rd party camera addon, find your cameras.cfg in C:\Users\Username\AppData\Roaming\Lockheed Martin\Prepar3D v3 and make a backup of it and delete the original, P3D will rebuild it automatically, its been discovered that oddly this causes a heavy VAS issue as well. If you are using an Intel PC and are using hyperthreading turning it OFF could additionally save you 500mb of VAS. You can search google.com on how to disable hyperthreading.
  42. 5 likes
  43. 5 likes
    My bad chaps - I broke this in v193. It's fixed in the next update. Sorry!
  44. 5 likes
    Come on - the answer is right there in my quote that you actually included in your post.
  45. 5 likes
    You should experiment with LCDColors.ini and LCDPens.ini located in \Lockheed Martin\Prepar3D v3\FSLabs\A320\Data Modify the values for Green, Green_dim. Yesterday, I have spent the evening with these experiments and came to the conclusion that SkyBlue should also be modified as the colour seems to be too bright and the contrast between the sky and FD bars makes it very hard to notice FD bars unless you make them very dark. Brown is for the ground, however, I like the original brown colour as well as I prefer the original Grey. If you want to make FD bars thicker you can tweak this value in the LCDPens.ini file: 2_50 = 2.50. The values that I am currently using for the colours: Green = 0x40FF00 Green_Dim = 0x208000 SkyBlue = 0x1E64B9 This way I can clearly see FD bars even with the default thickness. Setting thickness of the lines to 3.50 seems to make them a little bit too thick though compared to the images/videos of the real PFDs. So I am going to try the values between 2.50 and 3.50 to see whether they will look better. Alternatively, you can check these parameters, however, the Green is shifted towards the "Blue" there, while I have added "Red" to the FD bars colour making them slightly yellowish:
  46. 5 likes
    We have been throwing some ideas around. Not ready to disclose yet... Will do when ready...
  47. 5 likes
    That quote is 2 weeks old almost. The bigger fish was released two days ago and the update was released today. We're working on things. Not have a schedule date for them, but we're working on them!
  48. 5 likes
    As a 2D panel driver in FSX I would assume this update wasn't exactly directed at me, but: This really looks like awesome support by the whole FSL team - a new full installer within a couple of days, with devs and testers all working their rears off over a weekend, just after a long period of hard work for the P3D version. But then again this is FSL, so why should we expect anything less?
  49. 5 likes
    It's online.
  50. 4 likes
    You're only basing this assumption upon the development time for the A320-X, in which the majority of our R&D was concentrated on the underlying infrastructure needed to support the aircraft systems specific to the Airbus family. Now that this architecture is in place, any future development will utilise this technology.