<?xml version="1.0"?>
<rss version="2.0"><channel><title>Prepar3D Tips, Tricks and How To's Latest Topics</title><link>https://dev.avsim.com/forums/forum/657-prepar3d-tips-tricks-and-how-tos/</link><description>Prepar3D Tips, Tricks and How To's Latest Topics</description><language>en</language><item><title>FSHud and Ultimate Traffic Live 2</title><link>https://dev.avsim.com/forums/topic/694494-fshud-and-ultimate-traffic-live-2/</link><description><![CDATA[<p>
	Good morning,
</p>

<p>
	Has anyone tried (and hopefully succeeded) to use FSHud and UTL2 (the P3d5 version)? I gave it a try but no joy. It seems to me that it shoudl be possible fromwhat I understand of the FSHud documentation.
</p>

<p>
	Any help appreciated.
</p>

<p>
	Jean-Pierre Gagné
</p>
]]></description><guid isPermaLink="false">694494</guid><pubDate>Tue, 28 Apr 2026 15:49:33 +0000</pubDate></item><item><title>DO NOT ASK QUESTIONS IN THIS FORUM!</title><link>https://dev.avsim.com/forums/topic/435923-do-not-ask-questions-in-this-forum/</link><description><![CDATA[
<div style="background:rgb(255,255,51);padding:25px;border:1px solid rgb(0,0,0);color:rgb(0,0,0);">
	<span style="font-size:24px;"><span style="color:rgb(255,0,0);">Please do not ask questions in this forum. Only answers should be posted here!</span></span>
</div>

<p>
	<span style="font-size:16px;"><span style="text-align:center;">If you have a question to ask about any "Tip or Trick" posted, use the PM system (Private Message). That is what it is for. Alternatively, ask your question in the appropriate forum, with a link back to the original "Tip or Trick."Please note that any originating post that asks a question will probably be deleted. If I'm in a good mood I may move the question to the appropriate forum, but......don't count on that. </span> B)<br /><br /><span style="text-align:center;">If you wish to ask a question about darned near anything FS related, simply click over to the Main P3D Forum and have at it. </span><span style="text-align:center;">I am also quite sure that virtually no one will bother to actually read and adhere to this post...</span></span>
</p>

<p>
	 
	</p>
<p>
		 
	</p>
]]></description><guid isPermaLink="false">435923</guid><pubDate>Sun, 23 Feb 2014 18:07:57 +0000</pubDate></item><item><title>Lossless Scaling Frame-Gen setup and tips</title><link>https://dev.avsim.com/forums/topic/662429-lossless-scaling-frame-gen-setup-and-tips/</link><description><![CDATA[<p>
	1.) Multi monitor mode will allow lossless to retain focus and keep generating frames for you even when you are using windows on another monitor. 
</p>

<p>
	2.) Lossless obviously works better with a higher base frame rate, however, you could probably get away with 30, 40 would be preferred. Make sure you CAP your frame rate to 30/40 or whatever minimum you can achieve, you want frame pacing to be really good so that lossless can do its magic. Uneven frame pacing causes more artifacts. For best overall experience, locking the game frame rate is recommended. This helps to avoid 100% GPU load (reducing its impact on latency) and ensures smoother frame pacing.
</p>

<p>
	3.) Input lag?, the best way to eliminate it is to turn off V-Sync in game AND in losless AND in Nvidia control panel for THIS game only.  Screen tearing then? Not if you have your frame rate capped. For example 120 hz display, with G-Sync enabled. Cap your frames to 38 (using RTSS or whatever you prefer). 38x 3 (if you are using lossless frame gen X3) = 114. This allows a little head room incase of frame spikes, and will ensure you never go above 120hz, eliminating input lag and screen tearing. 
</p>

<p>
	You can change this depending on your monitor. 60 hz? Lock frames to 29. 29X2 = 58, gives you 2FPS headroom below the 60hz limit. Then set frame gen X2 mode. 
</p>

<p>
	There are lots of combinations depending on your monitor and frames generated, X2,X3,X4 etc...
</p>

<p>
	4.) Resolution scale = Set this at 50%.
</p>

<p>
	For higher resolution, use at higher than recommended frame rates or use the "Resolution Scale" option to downscale input to 1080p:<br />
	For 1440p, set it to 75%.<br />
	For 4K, set it to 50%.
</p>
]]></description><guid isPermaLink="false">662429</guid><pubDate>Mon, 20 Jan 2025 15:21:00 +0000</pubDate></item><item><title>SimDirector tutorial: create your own misssions/scenarios</title><link>https://dev.avsim.com/forums/topic/638737-simdirector-tutorial-create-your-own-misssionsscenarios/</link><description><![CDATA[
<p>
	Hi guys
</p>

<p>
	When I made my first steps in SimDirector in 2018, I would have liked to have a tutorial like this.
</p>

<p>
	Reason
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			I worked everything out myself and often got stuck on one problem for days.
		</p>

		<p>
			I don't speak English, which doesn't make things any easier.<br />
			The Prepar3D and SimDirector help page is only available in English.
		</p>

		<p>
			Sure, you can read everything in detail in the help page, but where do you start?<br />
			There is help for every topic....
		</p>

		<p>
			That's why I started by opening existing missions and analyzing them to find out:<br />
			- How did the creator monitor landing gear / flaps position, or altitude?<br />
			- How did the creator include mission picture, briefing and other.<br />
			- Where is the starting point of this mission?<br />
			- Where does this mission end?
		</p>

		<p>
			I found out:
		</p>

		<p>
			There is no clearly defined starting point, like a book that begins on page 1.<br />
			A mission starts exactly when the flight starts.<br />
			Nothing happens until the first active trigger is fired, and triggers some action.<br />
			In this example flight this is the "5s to start" trigger, if this would not be present, the "AreaTrigger", which starts the timer after the roll off, is the starting point.
		</p>

		<p>
			By the way, a fixed mission end is only available if Goals are present in the mission. As soon as all Goals have been evaluated as "fulfilled", a window pops up with the text "Mission fulfilled".
		</p>
	</div>
</div>

<p>
	Anyway, by now I have created over 30 missions / scenarios, which I make available to everyone for free download (<a href="https://dev.avsim.com/forums/topic/638534-missions-for-p3dv456-in-english-and-german/" rel="">see here</a>).
</p>

<p>
	I have created a detailed tutorial on how to create a mission.<br />
	The tutorial is available in English and German.
</p>

<p>
	Why create a mission at all? A simple flight will do the trick.
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			Good question, in my tutorial this question is answered and proven.
		</p>

		<p>
			Normal Flight:<br />
			The problem with a normal flight is that you don't have full control over flight and settings to the plane:
		</p>

		<p>
			You create a normal flight and want an oil leak to occur on the way.<br />
			So you set an oil leak under Vehicles / Failures in the category "Engines", which should occur 4 - 5 min. after takeoff.
		</p>

		<p>
			When testing the flight you will notice that a few seconds after the oil leak the engine stops.
		</p>

		<p>
			You don't have time<br />
			- to recognize the problem...<br />
			- to initiate appropriate countermeasures, or to react to it at all...<br />
			Not very realistic, is it? The oil flows out within seconds.
		</p>

		<p>
			Mission:<br />
			Here you have full control, you can set how big the oil leak is:
		</p>

		<p>
			At mission start you define that an oil leak occurs, but you can define how big the leak is.<br />
			100% = Maximum oil leak (same as normal flight)<br />
			0% = No oil leak (engine is 100% OK)<br />
			95% = Small oil leak (used like this in the mission, the oil drips out, takes about 5 minutes to empty).
		</p>

		<p>
			You have plenty of time:<br />
			- Identify the problem...<br />
			- To initiate appropriate countermeasures, or at least to look for a place to land.
		</p>
	</div>
</div>

<p>
	The tutorial is divided into 2 main parts:
</p>

<p>
	- Parts 1 through 4 create a simple flight in which an oil leak occurs.<br />
	You can rebuild this tutorial in less than an hour.<br />
	After that you have enough basic knowledge to create your own simple missions.
</p>

<p>
	- In part 5 to 10, the simple flight will be expanded a little more comfortable.<br />
	Instead of takeoff, climb, oil leak, landing, the flight will go longer:<br />
	1) If you take it easy on the engine, (propeller speed reduced) you can fly to the destination airport.<br />
	2) So that an oil leak can still occur, an oil leak will occur randomly.<br />
	How to install such a random generator and many other things is explained here.
</p>

<p>
	I hope my instructions were understandable and helpful.
</p>

<p>
	Have fun with the rebuilding.
</p>

<p>
	Greetings<br />
	Jörg
</p>

<p>
	<span style="background-color:#ffffff;color:#353c41;font-size:14px;">The instructions can be found here:</span><br style="background-color:#ffffff;color:#353c41;font-size:14px;" /><a href="https://andi20.ch/p3d/tut1.html" rel="external nofollow" style="background-color:#ffffff;color:#3d6594;font-size:14px;">https://andi20.ch/p3d/tut1.html</a>
</p>
]]></description><guid isPermaLink="false">638737</guid><pubDate>Sat, 21 Oct 2023 17:29:06 +0000</pubDate></item><item><title>How to install ANY addon to work in V6</title><link>https://dev.avsim.com/forums/topic/635878-how-to-install-any-addon-to-work-in-v6/</link><description><![CDATA[
<p>
	Every addon I have placed in my v6 using the official original installer/Orbx Central/PMDG OPS Global Centre work and can be updated/managed in the future and does work.
</p>

<p>
	The only difference is the brightness of the textures which can be managed by the tone mapping v6 provides at default. 
</p>

<p>
	It doesnt look good for Orbx updating their products as when they were asked outright over on their forums, will Orbx Central be updated for v6?
</p>

<p>
	<strong> Orbx replied with "We cant answer that question".</strong>
</p>

<p>
	Aerosoft Airbus planes sadly have stopped working in V5 now when they used to work, let alone in v6 and QW787 is the ONLY plane for v5 that has issues in v6 where the displays do not display during the day, only at night time will they display. 
</p>

<p>
	FsLabs planes sadly do not work either. So there is no Airbus planes at all in v6 it seems. 
</p>

<p>
	<u>Every other plane works fine as intended.</u> As does airports and addons following a video tutorial I made over on my YT channel just now to show you how you an install using original installers. 
</p>

<p>
	P3Dv6 | HOW TO INSTALL ADDONS SAFELY WORKING
</p>

<p>
	IF YOU FOLLOW THE ADVICE OF THE ORBX DEVELOPER WHERE HE SHOWS HOW TO SHARE ADDONS FROM V5 USING THE XML FILES, YOU WONT BE ABLE TO MANAGE YOUR SCENERY LIBRARY IN THE FUTURE AND EVENTUALLY YOUR P3D WILL LOCK AND NOT LOAD. So why Orbx are advising this to everyone is very surprising to me for v6 users. 
</p>

<p>
	Enjoy your v6 and have many happy, safe landings. 
</p>
]]></description><guid isPermaLink="false">635878</guid><pubDate>Tue, 11 Jul 2023 13:36:58 +0000</pubDate></item><item><title>Haze intensity fix for P3Dv5.3 HF2 (non-EA)</title><link>https://dev.avsim.com/forums/topic/628335-haze-intensity-fix-for-p3dv53-hf2-non-ea/</link><description><![CDATA[
<p>
	I modded the shaders in P3Dv5.3 HF2 to lower the haze density/Rayleigh scattering, as it's far too dense.  This is only for folks running with EA off--it won't have any effect if you are using EA.
</p>

<p>
	First make a backup copy of, and then open this file with a text editor:  &lt;your root P3Dv5 folder&gt;\ShadersHLSL\FuncLibrary.fxh
</p>

<p>
	In the vicinity of line 504, find and replace this text:
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted" id="ips_uid_8142_5" style="">
<span class="pln">#if !defined(SHD_ENHANCED_ATMOSPHERICS_BLEND) &amp;&amp; !defined(SHD_TO_FAR_CLIP) &amp;&amp; !defined(SHD_SKY_STARS)
    const float distanceFogTrans = min(transmittance, CalculateExponentialFogBlend(distanceSq, cb_View.mFogDensity));
    fogInscatter += cb_View.mFogColor.rgb * distanceFogTrans;
    transmittance = saturate(transmittance - distanceFogTrans);
#endif
    return float4(fogInscatter, transmittance);</span></pre>

<p>
	<br>
	with this text
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted" id="ips_uid_8142_9" style="">
<span class="pln">#if !defined(SHD_ENHANCED_ATMOSPHERICS_BLEND) &amp;&amp; !defined(SHD_TO_FAR_CLIP)
    const float haze_scalar = 0.8f;  //recommend values of 0.65 to 0.85
    const float distanceFogTrans = min(transmittance, CalculateExponentialFogBlend(distanceSq, (cb_View.mFogDensity * haze_scalar)));
    fogInscatter += cb_View.mFogColor.rgb * distanceFogTrans;
    transmittance = saturate(transmittance - distanceFogTrans);
#endif
    return float4(fogInscatter, transmittance);</span></pre>

<p>
	 
</p>

<p>
	A higher value of haze_scalar makes the haze thicker, a lower value fades it.  I've settled on 0.8 here.
</p>

<p>
	Once you've made the changes, you'll need to clear your shader cache before running P3D in order to effect the change.
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">628335</guid><pubDate>Wed, 21 Dec 2022 21:19:42 +0000</pubDate></item><item><title>How to find FS9 model files on your system</title><link>https://dev.avsim.com/forums/topic/633362-how-to-find-fs9-model-files-on-your-system/</link><description><![CDATA[
<p>
	FS9 model files can ruin your day, causing crashes of the sim, when loaded as a model to fly or worse, as AI traffic, just without warning somewhere when a traffic file is loading this file.
</p>

<p>
	Install filesearch named "Everything" on your system. Let it build its database of your files.
</p>

<p>
	Usually, you just can type in your search term with asteriks and the result will quickly been showed. This search goes into the file, therefore we need some more technique
</p>

<p>
	FS9 .mdl files look like this:
</p>

<p>
	<img alt="MfGb378.jpg" class="ipsImage" data-ratio="21.70" height="288" style="height:auto;" width="1200" data-src="https://i.imgur.com/MfGb378.jpg" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>

<p>
	FSX .mdl files like this
</p>

<p>
	<img alt="KmMsrtV.jpg" class="ipsImage" data-ratio="20.94" height="263" style="height:auto;" width="1200" data-src="https://i.imgur.com/KmMsrtV.jpg" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>

<p>
	The difference is MDL8MDLH vs MDLXMDLH
</p>

<p>
	There are more types, but you only need to recognize MDL8MDLH
</p>

<p>
	To search this, open Everything, go into search, then extended search:
</p>

<p>
	<img alt="TRnNxYX.jpg" class="ipsImage" data-ratio="82.71" height="689" style="height:auto;" width="833" data-src="https://i.imgur.com/TRnNxYX.jpg" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>

<p>
	In the first field add *.mdl, let's only search models.
</p>

<p>
	Next add the specific code for FS9 .mdl files MDL8MDLH in the fifth field. In the lowest field add the path to search. Click ok
</p>

<p>
	<img alt="xJ8VFAF.jpg" class="ipsImage" data-ratio="50.29" height="683" style="height:auto;" width="1200" data-src="https://i.imgur.com/xJ8VFAF.jpg" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>

<p>
	It's working some time ... shown in the lower edge comment
</p>

<p>
	<img alt="4p5uE0G.jpg" class="ipsImage" data-ratio="75.57" height="693" style="height:auto;" width="917" data-src="https://i.imgur.com/4p5uE0G.jpg" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>

<p>
	After a while you get results:
</p>

<p>
	<img alt="rgQtZrS.jpg" class="ipsImage" data-ratio="33.24" height="680" style="height:auto;" width="1200" data-src="https://i.imgur.com/rgQtZrS.jpg" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>

<p>
	The first result is astonishing. It is a converted Alpha C-141 Starlifter (P3D4) model. But the .mdl shown here is FS9. How does it come? Go into the directory and check the files. Right click on the file and select open directory to see it directly with other files there
</p>

<p>
	<img alt="9sHBoWG.jpg" class="ipsImage" data-ratio="26.78" height="207" style="height:auto;" width="773" data-src="https://i.imgur.com/9sHBoWG.jpg" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>

<p>
	So below are two converted models, exterior and interior, and also named FSX. The upper file is just the original FS9, left there for people who want to dig in deeper and modify something they need the original for. You can check model.cfg to make sure it is not called. If it was listed in the model.cfg, you could have problems when this model is loaded, usually a crash of the sim.
</p>

<p>
	Regards
</p>

<p>
	Dan 
</p>
]]></description><guid isPermaLink="false">633362</guid><pubDate>Tue, 25 Apr 2023 17:42:49 +0000</pubDate></item><item><title>New Global Atmospheric Pack for V5.3</title><link>https://dev.avsim.com/forums/topic/629464-new-global-atmospheric-pack-for-v53/</link><description><![CDATA[
<p>
	Ive created a new global atmospherics pack to compliment my three other packs available for free to increase the visual detail and quality.
</p>

<p>
	01. The Global Terrain Pack
</p>

<p>
	2. Oceanic Pack
</p>

<p>
	3. SkyPack
</p>

<p>
	The packs work alongside Orbx Global products although designed to be a replacement and to naturally work with the PBR/shaders of v5.3.
</p>

<p>
	  This is for the EA ON and Volumetric Clouds skies and is not compatible with the legacy textures skies. 
</p>

<p>
	Its designed to replicate the MFS look of the skies/lighting, which affects everything, even the height of the waves has been increased. 
</p>

<p>
	The Envshade/EnvshadePlus program is required for the shaders, everything else comes within. Full details and a tutorial will be in a forthcoming video.
</p>

<p>
	This represents the final pack for P3Dv5.3 and the final tweaking I will do since I began back in V5.0 August 2020 with TrueSky. 
</p>

<p>
	<img alt="etxK8zp.jpg" class="ipsImage" data-ratio="54.92" height="1000" style="height:auto;" width="1200" data-src="https://i.imgur.com/etxK8zp.jpg" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>

<p>
	<img alt="XYbZXXn.jpg" class="ipsImage" data-ratio="54.92" height="1000" style="height:auto;" width="1200" data-src="https://i.imgur.com/XYbZXXn.jpg" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>

<p>
	<img alt="KMU1tpc.png" class="ipsImage" data-ratio="54.92" height="1000" style="height:auto;" width="1200" data-src="https://i.imgur.com/KMU1tpc.png" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>

<p>
	<img alt="gNDyOR1.jpg" class="ipsImage" data-ratio="54.92" height="1000" style="height:auto;" width="1200" data-src="https://i.imgur.com/gNDyOR1.jpg" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>

<p>
	<img alt="HlJ15JL.png" class="ipsImage" data-ratio="54.92" height="1000" style="height:auto;" width="1200" data-src="https://i.imgur.com/HlJ15JL.png" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>

<p>
	<img alt="oSGCNM6.png" class="ipsImage" data-ratio="54.92" height="1000" style="height:auto;" width="1200" data-src="https://i.imgur.com/oSGCNM6.png" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>

<p>
	<img alt="XW6d4qs.png" class="ipsImage" data-ratio="54.92" height="1000" style="height:auto;" width="1200" data-src="https://i.imgur.com/XW6d4qs.png" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>

<p>
	<img alt="zZsGMJJ.jpg" class="ipsImage" data-ratio="54.92" height="1000" style="height:auto;" width="1200" data-src="https://i.imgur.com/zZsGMJJ.jpg" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>

<p>
	<img alt="nfPGZWa.jpg" class="ipsImage" data-ratio="54.92" height="1000" style="height:auto;" width="1200" data-src="https://i.imgur.com/nfPGZWa.jpg" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>

<p>
	<img alt="Brt2jlh.png" class="ipsImage" data-ratio="54.92" height="1000" style="height:auto;" width="1200" data-src="https://i.imgur.com/Brt2jlh.png" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>

<p>
	<img alt="kUM56fu.png" class="ipsImage" data-ratio="54.92" height="1000" style="height:auto;" width="1200" data-src="https://i.imgur.com/kUM56fu.png" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>

<p>
	<img alt="2jkzFXy.png" class="ipsImage" data-ratio="54.92" height="1000" style="height:auto;" width="1200" data-src="https://i.imgur.com/2jkzFXy.png" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>

<p>
	<img alt="S5cwBK7.png" class="ipsImage" data-ratio="54.92" height="1000" style="height:auto;" width="1200" data-src="https://i.imgur.com/S5cwBK7.png" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>

<p>
	<img alt="0yEy79K.png" class="ipsImage" data-ratio="54.92" height="1000" style="height:auto;" width="1200" data-src="https://i.imgur.com/0yEy79K.png" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>

<p>
	<img alt="pp6z8sH.png" class="ipsImage" data-ratio="54.92" height="1000" style="height:auto;" width="1200" data-src="https://i.imgur.com/pp6z8sH.png" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>

<p>
	<img alt="gRYgc3a.png" class="ipsImage" data-ratio="54.92" height="1000" style="height:auto;" width="1200" data-src="https://i.imgur.com/gRYgc3a.png" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>

<p>
	<img alt="24Jt5fy.png" class="ipsImage" data-ratio="54.92" height="1000" style="height:auto;" width="1200" data-src="https://i.imgur.com/24Jt5fy.png" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>

<p>
	<img alt="Nzn8orT.png" class="ipsImage" data-ratio="54.92" height="1000" style="height:auto;" width="1200" data-src="https://i.imgur.com/Nzn8orT.png" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></p>
]]></description><guid isPermaLink="false">629464</guid><pubDate>Wed, 18 Jan 2023 00:11:44 +0000</pubDate></item><item><title>Optimizing Affinity Mask Settings for P3D v5.3 and Later</title><link>https://dev.avsim.com/forums/topic/615625-optimizing-affinity-mask-settings-for-p3d-v53-and-later/</link><description><![CDATA[
<p>
	Hi Ray      You had requested me to re-post this topic for use in the "Tips, Tricks and How To's" section of the forum.
</p>

<p>
	___________________________________________________________________________________________________
</p>

<p>
	 
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">The following is a summary of a post I recently made regarding the new Affinity Mask (AM) options within the P3Dv5.3 configuration file as an attempt to explain what the AM is doing. The P3D configuration file is located:</span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;"><span> </span>Users &gt; xxx &gt; AppData &gt; Roaming &gt; Lockheed Martin &gt; Prepar3D v5 &gt; <i>Prepar3D.cfg</i></span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">If you are not familiar with making edits to this file with something like Notepad++ I suggest you proceed with caution and make a backup of the file before proceeding. If something goes wrong you can always delete the file, when P3D is launched it will generate a new configuration file. However, preferred settings within the various options pages will have to be re-established that’s why a copy reinserted would be more advantageous if necessary. </span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">Before I start the following link will lead to a very useful tool developed by a fellow forum member </span><span style="color:#000000;"><a href="https://dev.avsim.com/profile/408621-mammyjammy/" rel=""><span style="font-size:10.5pt;">@mammyjammy</span></a></span><span style="color:#353c41;font-size:10.5pt;"> </span><span style="color:#000000;font-size:10.5pt;">This tool will enable you to make various choices for any processor and provide the AM values to insert in the P3D config file. This summary does not go into detail in the use of the calculator, but the author has given excellent instructions on its use.</span>
</p>

<p>
	<span style="color:#000000;"><a href="https://izn-flightsim.s3.amazonaws.com/affinity.html?cores=6&amp;threads=12&amp;affinity=4095&amp;coreAffinity=4084&amp;mainThread=0&amp;renderThread=1&amp;frameThread=3#presetAnchor" rel="external nofollow"><span style="font-size:10.5pt;">P3Dv5.3 Affinity Mask Calculator</span></a></span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">I also want to acknowledge Steve Waite </span><span style="color:#000000;"><a href="https://dev.avsim.com/profile/227433-stevew/" rel=""><span style="color:#000000;font-size:10.5pt;">@SteveW</span></a></span><span style="color:#000000;font-size:10.5pt;"><span>  </span>, a long-time key contributor to this forum, for providing great insights and valuable testing helping me to understand this complicated and sometimes confusing AM topic. </span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">Note when P3Dv5.3 was installed or upgraded on your PC a default AM was generated and exists in your config file at the top of the file already. Many people think they are not running an AM in P3Dv5.3 but in fact a default one exists. To be clear you do not have to change the default it will work as is. However, we have found it useful to modify the settings particularly if you are running a processor with Hyperthreading (HT) enabled as the P3D default AM settings don’t fully optimize the HT feature yet. Additionally, processors with more than 4 cores can benefit more because of the greater number of options.</span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">When assigning processor core AM settings, I recommend using the same core settings for "AffinityMask" and "P3DCoreAffinityMask" and not setting the "P3DCoreAffinityMask" as a subset of the “AffinityMask”. Different opinions can be found in the forum but my opinion is to set them the same, </span><span style="color:#000000;"><a href="https://dev.avsim.com/profile/227433-stevew/" rel=""><span style="font-size:10.5pt;">@SteveW</span></a></span><span style="color:#353c41;font-size:10.5pt;"> </span><span style="color:#000000;font-size:10.5pt;">has main posts on this subject if you want to research it.</span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">Also, there is discussion about leaving the first core free from P3D use so the Windows Operating System can use it to assign things, I have found no real benefit while testing both Windows 10 and recently Windows 11. Additionally, if you don’t have an abundance of cores, you may actually be hindering P3D performance. Again, I’m not saying you shouldn’t explore this I’m saying I found it to not be valuable on my system which can be seen in my signature at the bottom of the post.</span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">Assuming you have used the AM Calculator or another tool and have decided on the core assignments you want there will be 5 lines of code that need to be looked at. The following is a recommended example for a 6 core processor with HT enabled:</span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">[JobScheduler]</span><br /><span style="color:#000000;font-size:10.5pt;"><span>AffinityMask=4053</span><br /><span>P3DCoreAffinityMask=4053</span><br /><span>MainThreadScheduler=0</span><br /><span>RenderThreadScheduler=1</span><br /><span>FrameWorkerThreadScheduler=2</span></span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">For those of who like binary notation it would look something like this from right to left:</span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">11,11,11,01,01,01 = AffinityMask=4053</span><br /><span style="color:#000000;font-size:10.5pt;"><span>11,11,11,01,01,01 = P3DCoreAffinityMask=4053</span><br /><span>00,00,00,00,00,01 = MainThreadScheduler=0 </span><br /><span>00,00,00,00,01,00 = RenderThreadScheduler=1 </span><br /><span>00,00,00,01,00,00 = FrameWorkerThreadScheduler=2</span></span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">In simple terms (I hope) from right to left in the above example think of the logical processors as P1, P2, P3, P4 and so on to P12 for this 6 core with HT example </span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">MainThreadScheduler = 0  puts the MainThread on P1 which is on the first of 6 cores</span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">P3D is told with AM=4053 not to use P2 (HT of first core) therefore no scenery rendering etc. is put on the same shared core as MainThread</span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">RenderThreadScheduler = 1 puts the </span><span style="color:#000000;font-size:10.5pt;">RenderThread on P3 which is on the second of the 6 cores</span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">P3D is told with AM=4053 not to use P4 (HT of second core) therefore no scenery rendering etc. is put on the same shared core as RenderThread</span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">FrameWorkerThreadScheduler = 2  puts the</span><span style="color:#000000;font-size:10.5pt;"> FrameWorkerThread on P5 which is on the third of 6 cores</span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">P3D is told with AM=4053 not to use P6 (HT of third core) therefore no scenery rendering etc. is put on the same shared core as FrameWorker</span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">By doing this you are directing P3D where the main threads should be run <strong><span>and</span></strong> run on separate cores (new feature with v5.3) <strong><span>and </span></strong>keeping any other P3D activities or programs launched by P3D from using the "sister HT's" (in my terms P2, P4, and P6 with the AffinityMask and P3DCoreAffinityMask = 4053 in this example) of those three primary thread cores in use.</span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">Additionally, I recommend using a utility to coral (keep off) other high use add-ons off the first three cores including the "sister HT's". This prevents any sharing of the primary P3D threads with other apps. That would mean nothing else on P1, P2, P3, P4, P5, and P6 which is my "plain English" reference it's really C0, C1, C2, C3, C4 and C5 in things like Process Lasso if that makes sense.</span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">The following is a suggested example for an 8 core processor with HT enabled like my current i9-990ks:</span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">[JobScheduler]</span><br /><span style="color:#000000;font-size:10.5pt;"><span>AffinityMask=65493</span><br /><span>P3DCoreAffinityMask=65493</span><br /><span>MainThreadScheduler=0</span><br /><span>RenderThreadScheduler=1</span><br /><span>FrameWorkerThreadScheduler=2</span></span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">All the same logic as above applies this just utilizes more cores but assignments for the 3 primary P3D threads are the same first 3 cores. The AM=65493 prevents the same 3 “Sister HT” cores from being shared with the P3D primary threads. </span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">It’s important to realize when hyperthreading is used the number of cores does not physically double. Hyperthreading shares each physical core creating a virtual core so to speak. You want to assure the assigned cores for the 3 P3D primary threads are not shared by other P3D tasks or heavy hitting add-ons. If the loading of any of those cores reaches 100% with the additive combination of say P1 and P2 (C0 and C1) in my above example stutters may arise. </span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">Additionally, regarding HT on or off for use with P3D there are dozens of opinions, mine is if you overclock and it's stable and you don't have heat issues, I would use HT but as stated above keep things off the "HT portions" of the first three cores assigned for the three main threads of P3D. </span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">As mentioned above it is also beneficial but not essential to assign AM to heavy hitting add-ons that are still free to use any of the cores on your processor. I use Process Lasso to keep those apps off the assigned cores for the 3 P3D primary threads. When all the add-ons are launched with P3D running every app can be seen on the Process Lasso process page and each app can have a custom affinity mask (core assignment) assigned. If you use Process Lasso, be sure to use the “Affinity Always” assignment so it’s permanent and not a onetime assignment.</span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">The following are a few Process Lasso discussions on the forum but there are many other tools available. <span>  </span></span>
</p>

<p>
	<span style="color:#000000;"><a href="https://dev.avsim.com/forums/topic/612746-new-p3d-53-affinity-mask-calculator/?do=findComment&amp;comment=4728913" rel=""><span style="font-size:10.5pt;">Process Lasso Forum Topic</span></a></span>
</p>

<p>
	<span style="color:#000000;"><a href="https://dev.avsim.com/forums/topic/612746-new-p3d-53-affinity-mask-calculator/?do=findComment&amp;comment=4729446" rel=""><span style="font-size:10.5pt;">Continued Process Lasso Forum Topic</span></a></span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">I hope this helps. The complexity of understanding modern processors, all the terms and actual behaviors can be very confusing, I only hope I haven't added to the confusion.</span>
</p>

<p>
	<span style="color:#000000;font-size:10.5pt;">Joe</span>
</p>

<p>
	<span style="color:#353c41;font-size:10.5pt;"> </span>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">615625</guid><pubDate>Sun, 27 Feb 2022 18:07:56 +0000</pubDate></item><item><title>Registry keys for P3D v4</title><link>https://dev.avsim.com/forums/topic/614932-registry-keys-for-p3d-v4/</link><description><![CDATA[
<p>
	Here are the Registry keys required when installing software in P3D v5 originally designed for v4.
</p>

<p>
	Regedit. Locate HKEY_LOCAL_MACHINE\SOFTWARE\Lockheed Martin
</p>

<p>
	With Lockheed Martin selected right-click and create a new key and name it <b>Prepar3D v4</b>
</p>

<p>
	With that entry highlighted, over on the right window right-click and select New - String Value. Name it <b>Licence</b>. In the Value data field enter <b>Academic</b>.
</p>

<p>
	Create a second String Value. Name it <b>SetupPath</b>. In the Value data field enter the path to your v5 root folder.
</p>

<p>
	Now head over to:-
</p>

<p>
	HKEY_CURRENT_USER\Software\Lockheed Martin
</p>

<p>
	With Lockheed Martin highlighted create a new key and name it <strong>Prepar3D v4</strong>
</p>

<p>
	With that entry highlighted right click over on the right and select New - String Value. Name <b>it AppPath</b> then enter same installation path as under SetupPath above.
</p>

<p>
	Right click again on the right and choose New DWORD 32bit.  Name it <b>Installed</b>.  Then double click on that new entry. Change value data from 0 to 1.
</p>

<p>
	Then install the software.
</p>
]]></description><guid isPermaLink="false">614932</guid><pubDate>Sat, 12 Feb 2022 21:02:01 +0000</pubDate></item><item><title>Nice tree removal near runways</title><link>https://dev.avsim.com/forums/topic/612829-nice-tree-removal-near-runways/</link><description><![CDATA[
<div style="border:0px;color:#000000;font-size:12pt;padding:0px;vertical-align:baseline;">
	Nice tree removal near runways, it still works in P3D (all versions so far).
</div>

<div style="border:0px;color:#000000;font-size:12pt;padding:0px;vertical-align:baseline;">
	Much better and realistic than having them right up the threshold.
</div>

<div style="border:0px;color:#000000;font-size:12pt;padding:0px;vertical-align:baseline;">
	<span style="border:0px;color:inherit;padding:0px 1px;vertical-align:baseline;" title="Search for suggestions">Thanks</span> to Jim Keir for his outstanding job!
</div>

<div style="border:0px;color:#000000;font-size:12pt;padding:0px;vertical-align:baseline;">
	You can find them in the library under  AGExcl_3x or AGExcl_5x.
</div>

<div style="border:0px;color:#000000;font-size:12pt;padding:0px;vertical-align:baseline;">
	 
</div>

<div style="border:0px;color:#000000;font-size:12pt;padding:0px;vertical-align:baseline;">
	Without tree removal
</div>

<div style="border:0px;color:#000000;font-size:12pt;padding:0px;vertical-align:baseline;">
	 
</div>

<div style="border:0px;color:#000000;font-size:12pt;padding:0px;vertical-align:baseline;">
	<img alt="WITHOUT.jpg" class="ipsImage" data-ratio="58.53" height="295" style="height:auto;" width="504" data-src="https://i.postimg.cc/w3K6HRDt/WITHOUT.jpg" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></div>

<div style="border:0px;color:#000000;font-size:12pt;padding:0px;vertical-align:baseline;">
	 
</div>

<div style="border:0px;color:#000000;font-size:12pt;padding:0px;vertical-align:baseline;">
	<img alt="WITHOUT2.jpg" class="ipsImage" data-ratio="59.04" height="245" style="height:auto;" width="415" data-src="https://i.postimg.cc/N0G2ZZg3/WITHOUT2.jpg" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></div>

<div style="border:0px;color:#000000;font-size:12pt;padding:0px;vertical-align:baseline;">
	 
</div>

<div style="border:0px;color:#000000;font-size:12pt;padding:0px;vertical-align:baseline;">
	With tree removal
</div>

<div style="border:0px;color:#000000;font-size:12pt;padding:0px;vertical-align:baseline;">
	 
</div>

<div style="border:0px;color:#000000;font-size:12pt;padding:0px;vertical-align:baseline;">
	<img alt="WITH.jpg" class="ipsImage" data-ratio="53.21" height="298" style="height:auto;" width="560" data-src="https://i.postimg.cc/kGS2xmcb/WITH.jpg" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></div>

<div style="border:0px;color:#000000;font-size:12pt;padding:0px;vertical-align:baseline;">
	 
</div>

<div style="border:0px;color:#000000;font-size:12pt;padding:0px;vertical-align:baseline;">
	<img alt="WITH2.jpg" class="ipsImage" data-ratio="54.53" height="253" style="height:auto;" width="464" data-src="https://i.postimg.cc/1zz4v6BP/WITH2.jpg" src="https://dev.avsim.com/applications/core/interface/js/spacer.png" /></div>
]]></description><guid isPermaLink="false">612829</guid><pubDate>Sun, 02 Jan 2022 01:00:21 +0000</pubDate></item><item><title>IMPORTANT: If you have terrible looking v5.2 EA clouds</title><link>https://dev.avsim.com/forums/topic/601741-important-if-you-have-terrible-looking-v52-ea-clouds/</link><description><![CDATA[
<p>
	<strong>Please read carefully!</strong>
</p>

<p>
	Due some testing I´ve did,<strong> I´ve found some strange differences between the new volumetricclouds.cfg file, LM delivered with P3D V5.2, and my prior files </strong>which I´ve got during BETA testing and even had before with 5.1.
</p>

<p>
	12th Jun 2021 12:00 AM (German time): 
</p>

<ul>
<li>
		<s>As I see this,<strong> at the moment and without having a feedback from LM yet</strong>, there are some missing lines in the config. At least this <strong>COULD be the PARTLY</strong> the cause some of you are having strange looking clouds!</s>
	</li>
	<li>
		<s>I´ve informed LM about this and will provide you feedback as soon as I know if my assumptions are correct or not.</s>
	</li>
</ul>
<p>
	12th Jun 2021  01:47 PM (German time):
</p>

<ul>
<li>
		<strong>LM has confirmed that the volumetriccloud.cfg is correct and the changes are also correct!</strong>
	</li>
</ul>
<p>
	<strong>Conclusion:</strong> Gerards changes have a positive influence on the overall look of clouds. 
</p>

<p>
	<strong>If you give Gerard (The Autor of this file) and me (positive enough) feedback here</strong>, I will parse the file to LM and ask them politely to use this and make it "the standard". 
</p>

<p>
	<strong>How to proceed:</strong>
</p>

<ol>
<li>
		Download his file here: <a href="https://we.tl/t-Q2cto1tJ7W" rel="external nofollow">Link to Volumetricclouds.cfg by GSalden provided</a>
	</li>
	<li>
		Head to the directory: C:\Users\YOURUSERNAME\AppData\Roaming\Lockheed Martin\Prepar3D v5 and find the file called: VolumetricClouds.CFG
	</li>
	<li>
		Rename this file in VolumetricClouds.CFG.OFF (This makes sure you don´t loose the original file)
	</li>
	<li>
		Copy and Paste GSalden file at the directory as named at 2
	</li>
	<li>
		Delete your Shaders at: C:\Users\YOURUSERNAME\AppData\Local\Lockheed Martin\Prepar3D v5
	</li>
	<li>
		Run P3D and test please (First without ASP3D or any other weather injector!
	</li>
	<li>
		Then test with ASP3D
	</li>
	<li>
		Provide screenshots and feedback in this thread please
	</li>
</ol>
<p>
	These Sceenshots I´ve made while using <a contenteditable="false" data-ipshover="" data-ipshover-target="https://dev.avsim.com/profile/128236-gsalden/?do=hovercard" data-mentionid="128236" href="https://dev.avsim.com/profile/128236-gsalden/" rel="">@GSalden</a> his recently posted volumetriclouds.cfg and I find it really excellent work he did!
</p>

<p>
	I know how many hours it takes to change and tests in small incremental steps.
</p>

<p>
	I will do some further testing to make sure, visuals and performance are in balance (this seems to be the case with this cfg. file).
</p>

<p>
	<strong>First Two shots with GSalden his profile:</strong>
</p>

<ol>
<li style="background-color:rgb(255,255,255);color:rgb(53,60,65);font-size:14px;">
		FL 400
	</li>
	<li style="background-color:rgb(255,255,255);color:rgb(53,60,65);font-size:14px;">
		Volumetricclouds slider at MEDIUM
	</li>
	<li style="background-color:rgb(255,255,255);color:rgb(53,60,65);font-size:14px;">
		3 layers OC 1st Picture
	</li>
	<li style="background-color:rgb(255,255,255);color:rgb(53,60,65);font-size:14px;">
		2 layer OC 2nd picture
	</li>
</ol>
<p style="background-color:#ffffff;color:#353c41;font-size:14px;">
	<strong>Less  waffles (not 100% eliminated but better)</strong>
</p>

<p style="background-color:#ffffff;color:#353c41;font-size:14px;">
	<strong>Enlarge the Pictures for full resolution please (Click on it)</strong>
</p>

<p style="background-color:#ffffff;color:#353c41;font-size:14px;">
	<a href="https://i.imgur.com/eZvVahz.jpeg" rel="external nofollow" style="background-color:transparent;color:#3d6594;" title="Enlarge image"><img alt="eZvVahz.jpeg" data-ratio="73.47" height="1000" style="border-style:none;vertical-align:middle;" width="1200" src="https://www.avsim.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/eZvVahz.jpeg"></a><a href="https://i.imgur.com/CPYSN5t.jpeg" rel="external nofollow" style="background-color:transparent;color:#4588c5;" title="Enlarge image"><img alt="CPYSN5t.jpeg" data-ratio="73.47" height="1000" style="border-style:none;vertical-align:middle;" width="1200" src="https://www.avsim.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/CPYSN5t.jpeg"></a>
</p>

<p>
	<img alt="ia0AJik.jpeg" data-ratio="73.47" height="1000" width="1200" src="https://www.avsim.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/ia0AJik.jpeg"><img alt="0dQfqmt.jpeg" data-ratio="73.47" height="1000" width="1200" src="https://www.avsim.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/0dQfqmt.jpeg"><img alt="oECLdQ4.jpeg" data-ratio="73.47" height="1000" width="1200" src="https://www.avsim.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/oECLdQ4.jpeg"><img alt="f8wTiv2.jpeg" data-ratio="73.47" height="1000" width="1200" src="https://www.avsim.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/f8wTiv2.jpeg"><img alt="nXufhXc.jpeg" data-ratio="73.47" height="1000" width="1200" src="https://www.avsim.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/nXufhXc.jpeg"><img alt="9TaoxhE.jpeg" data-ratio="73.47" height="1000" width="1200" src="https://www.avsim.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/9TaoxhE.jpeg"><img alt="YeqLOZJ.jpeg" data-ratio="73.47" height="1000" width="1200" src="https://www.avsim.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/YeqLOZJ.jpeg"><img alt="yZ36Opm.jpeg" data-ratio="73.47" height="1000" width="1200" src="https://www.avsim.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/yZ36Opm.jpeg"><img alt="NwfeTkm.jpeg" data-ratio="73.47" height="1000" width="1200" src="https://www.avsim.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/NwfeTkm.jpeg"><img alt="PwElcn5.jpeg" data-ratio="73.47" height="1000" width="1200" src="https://www.avsim.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/PwElcn5.jpeg"><img alt="l5pUAyo.jpeg" data-ratio="73.47" height="1000" width="1200" src="https://www.avsim.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/l5pUAyo.jpeg"><img alt="PD8uFrK.jpeg" data-ratio="73.47" height="1000" width="1200" src="https://www.avsim.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/PD8uFrK.jpeg"><img alt="QVGkzFw.jpeg" data-ratio="73.47" height="1000" width="1200" src="https://www.avsim.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/QVGkzFw.jpeg"><img alt="Xg7OmN2.jpeg" data-ratio="73.47" height="1000" width="1200" src="https://www.avsim.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/Xg7OmN2.jpeg"><img alt="fkZwIIF.jpeg" data-ratio="73.47" height="1000" width="1200" src="https://www.avsim.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/fkZwIIF.jpeg"></p>
]]></description><guid isPermaLink="false">601741</guid><pubDate>Sat, 12 Jun 2021 10:50:24 +0000</pubDate></item><item><title>How to get Taxi2Gate MMMX working correctly in P3Dv4/v5</title><link>https://dev.avsim.com/forums/topic/601541-how-to-get-taxi2gate-mmmx-working-correctly-in-p3dv4v5/</link><description><![CDATA[
<p>
	Hello everyone!<br />
	Taxi2Gate MMMX is a scenery originally released for FSX but with these few tricks you will be able to use this scenery in P3Dv4/v5.<br /><br /><u>Installation</u>:
</p>

<ol><li>
		Run the exe and locate your simulator folder.
	</li>
	<li>
		Install the scenery anywhere within your Prepar3D/Prepar3D v5 folder (make sure to remember where you installed it!)
	</li>
	<li>
		Go to <strong>C:\Program Files (x86)\Microsoft Games\Microsoft Flight Simulator X </strong>and copy both the <strong>Effects </strong>and <strong>Texture </strong>folder
	</li>
	<li>
		Go to your Prepar3Dv4/Prepar3Dv5 root folder (e.g. <strong>C:\Program Files\Lockheed Martin\Prepar3D v4</strong>)
	</li>
	<li>
		Paste the two folders (<strong>Effects </strong>and <strong>Texture</strong>) into the root Prepar3D directory - <u><strong>you should not be asked to overwrite any files!</strong></u>
	</li>
	<li>
		Launch Prepar3Dv4/Prepar3Dv5
	</li>
	<li>
		Go to the <strong>Scenery library</strong>
	</li>
	<li>
		In there you have to manually add all three layers of the scenery within the <strong>MMMX-T2G folder </strong>(<strong>MMMX</strong>; <strong>MMMX-city</strong>; <strong>MMMX-terrain</strong>) - <u><strong>the layers should be in this exact order!</strong></u>
	</li>
	<li>
		Restart Prepar3Dv4/Prepar3Dv5
	</li>
	<li>
		Settle down in MMMX and make sure you don't have any black buildings and everything looks fine!
	</li>
	<li>
		Download the <strong>MMMX_AF.BGL</strong> file either for Prepar3Dv4 or Prepar3Dv5 from this Google Drive link: https://drive.google.com/drive/folders/1-jn1fNZmyyW3vgJKmGD9pJcPECkYceJK?usp=sharing
	</li>
	<li>
		Once you have downloaded the file go to <strong>...MMMX-T2G\MMMX\Scenery</strong> and paste the BGL file in there. <u><strong>Overwrite!</strong></u>
	</li>
	<li>
		That's it! Runway lights/Taxi lights/default buildings should be working/gone now! Have fun! <span>:)</span>
	</li>
</ol><p>
	<u>Optional (RECOMMENDED!):</u>
</p>

<p>
	We will be adding better Dynamic Lighting as well as GSXv1/v2 compatibility
</p>

<ol><li>
		All rights go to inibuilds!
	</li>
	<li>
		Dynamic lighting for MMMX: https://forum.inibuilds.com/files/file/761-taxi2gate-mexico-city/
	</li>
	<li>
		GSX-profile for MMMX: https://forum.inibuilds.com/files/file/929-taxi2gate-mexico-city/
	</li>
	<li>
		<strong>follow given instructions carefull!</strong>
	</li>
</ol><p>
	 
</p>

<p>
	<strong>Alright folks! I hope this helped and you managed to fix Taxi2Gate MMMX!</strong>
</p>

<p>
	Cheers,
</p>

<p>
	Niels
</p>
]]></description><guid isPermaLink="false">601541</guid><pubDate>Mon, 07 Jun 2021 21:16:49 +0000</pubDate></item><item><title>SIMCONNECT ERROR  FIX</title><link>https://dev.avsim.com/forums/topic/601021-simconnect-error-fix/</link><description><![CDATA[
<p>
	IF YOU EVER GET THIS ERROR ON STARTING<br />
	P3D4 THE SOLUTION MAYBE THAT YOUR<br />
	IP ADDRESS HAS CHANGED! 
</p>

<p>
	
</p>

<p>
	<span style="font-size:18px;"><strong>Can't Init SimConnect - error code 0x80004005</strong></span>
</p>

<p>
	Check your IPADDRESS Via CMD.EXE and "IPCONFIG"
</p>

<p>
	Check two files : Simconnect.cfg in c:\users\name\Documents
</p>

<p>
	                               Simconnect.xml in c:\Users\name\AppData\Roaming\Lockheed Martin\Prepar3D v4
</p>

<p>
	 
</p>

<p>
	-Spent a day trying to find out what was wrong.  My internet provider change my IP Address.
</p>

<p>
	-Rich
</p>
]]></description><guid isPermaLink="false">601021</guid><pubDate>Thu, 27 May 2021 20:31:57 +0000</pubDate></item><item><title>PMDG Touchdown Lag Solutions</title><link>https://dev.avsim.com/forums/topic/590815-pmdg-touchdown-lag-solutions/</link><description><![CDATA[
<p>
	I've never seen a comprehensive thread on solving this issue, so I will have a go at compiling one here.
</p>

<p>
	The problem: in an aircraft (mostly PMDG, it would seem), the split second your main wheels touch the ground, there is a microstutter between 1/4 and 1 second long. Then, you hear the aircraft touchdown, and everything is normal afterwards.
</p>

<p>
	The potential solutions to try:
</p>

<p>
	1. For PMDG airplanes, go to PMDG Setup -&gt; Options -&gt; Sounds, and set "preload sounds" to "ALL." "Selective" may also help with touchdown lag, but this hasn't been tested by anyone specifically.
</p>

<p>
	2. Make sure your audio device is processed through a sound card (onboard or add-on) rather than your CPU. Verify this by making sure that your sound device is plugged into a port supported by your onboard audio (lots of mainstream motherboards have one, i.e. Realtek etc.). An example problem in this case is when you plug in your headset through the front port but only the rear ports connect to your motherboard Realtek sound.
</p>

<p>
	(These two options should solve your issue, as these are the primary causes of the lag. If not, try these less consistently effective options.)
</p>

<p>
	3. In Prepar3D, go to Options -&gt; Sound, and set the three dropdown menus on the left to your intended audio device (ideally going through a soundcard as outlined in step 2). By default, the existing setting should be &lt;Default XXXX Device&gt;.
</p>

<p>
	4. In older versions, deleting fx_skidmark.fx from the "effects" folder has helped the performance. This file is not directly related to the split second of touchdown, but has helped some users in resolving their issue.
</p>

<p>
	5. If you use an USB headset, try deleting your headset's software. Corsair's iCUE software has been shown to take up CPU usage as well as inducing touchdown lag. Simply uninstalling the software removed the touchdown lag.
</p>

<p>
	6. Various FIBRE_FRAME_TIME_FRACTION settings have alleviated the issue for a few users in early Prepar3D/FSX days, but the effectiveness of this method is debatable.
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">590815</guid><pubDate>Thu, 03 Dec 2020 01:27:37 +0000</pubDate></item><item><title>Installing Hotfix Guide</title><link>https://dev.avsim.com/forums/topic/590383-installing-hotfix-guide/</link><description><![CDATA[
<p>
	There is a good guide to installing v5.1 hf1 posted on Orbx Prepar3D forums 
</p>

<p>
	It is by Nick Cooper -Orbx Administrator 
</p>

<p>
	Posted May 1st 2020
</p>

<p>
	Obviously Orbx oriented but a good general guide nonetheless 
</p>

<p>
	I miss Poppets posts and this might be a Tip to add to list that is in current time 
</p>

<p>
	Sorry at not being abler to post link-could someone do it?
</p>

<p>
	xxd09
</p>

<p>
	PS of course I have used it and it worked for me
</p>
]]></description><guid isPermaLink="false">590383</guid><pubDate>Fri, 27 Nov 2020 10:47:10 +0000</pubDate></item><item><title>Improving FPS in P3Dv4 during sunset with heavy clouds (AS)</title><link>https://dev.avsim.com/forums/topic/588757-improving-fps-in-p3dv4-during-sunset-with-heavy-clouds-as/</link><description><![CDATA[
<p>
	A lot of you who use P3Dv4 with Active Sky have probably experienced the problem that when flying during sunset/sunrise with a thick overcast cloud layer, your frame rate tanks to unacceptable levels.
</p>

<p>
	<span style="color:rgba(0,0,0,.87);font-size:15px;">More than four years ago, I made a video, in which I showed how to improve the performance in P3Dv3 during such conditions. In the following new video, I will revisit this problem, but this time I am using P3Dv4. You will learn how to improve the cloud performance under critical cloud conditions in a very quick, flexible and convenient way. Highly recommended!</span>
</p>

<p>
	 
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="270" width="480" data-embed-src="https://www.youtube.com/embed/frcMnUegddc?feature=oembed"></iframe>
	</div>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">588757</guid><pubDate>Thu, 05 Nov 2020 15:44:23 +0000</pubDate></item><item><title>Preventing ucrtbase.dll errors in P3D v5.1</title><link>https://dev.avsim.com/forums/topic/588726-preventing-ucrtbasedll-errors-in-p3d-v51/</link><description><![CDATA[
<p>
	From Jeffrey Stahl, the creator of SODE, in <a href="https://dev.avsim.com/forums/topic/588259-ucrtbasedll-ctd-with-p3dv51-sode-171-and-aigaim/page/3/" rel="">https://www.avsim.com/forums/topic/588259-ucrtbasedll-ctd-with-p3dv51-sode-171-and-aigaim/page/3/</a>:
</p>

<p>
	 
</p>

<p>
	V5.1 added a new feature called "Adaptive Simulation Group“, mainly intended to reduce visual jittering when flying in close formation with other traffic (multiplayer or AI).
</p>

<p>
	Due to the way SODE works internally (it basically injects AI objects...), Prepar3D picked them up into that new simulation group and when SODE tried to remove the injected object, the sim crashed. This is going to be fixed within Prepar3D.
</p>

<p>
	Until then, there is a workaround (hoping you don‘t do much close formation flying), courtesy of P3Ds dev team: You can disable this new adaptive simulation group system in the Prepar3D.cfg
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted">
<span class="pln">[SIM]

AdaptiveSimGroupEnable=False</span></pre>

<p>
	 
</p>
]]></description><guid isPermaLink="false">588726</guid><pubDate>Thu, 05 Nov 2020 00:20:39 +0000</pubDate></item><item><title>Aircraft lights inop for P3D Maule M7 260C paint 1</title><link>https://dev.avsim.com/forums/topic/580099-aircraft-lights-inop-for-p3d-maule-m7-260c-paint-1/</link><description><![CDATA[
<p>
	Maule M7 260C Paint 1, aircraft lights not working as installed in P3D v4.5. I'm surprised that P3Dv5 failed to fix this.
</p>

<p>
	Find your Aircraft.cfg file in your P3d installation directory and open it with text document editor. Scroll to near bottom of file and look for [Lights] which will look like this:
</p>

<p>
	[LIGHTS]<br />
	//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=Landing, 6=taxi        <br />
	//light.0 = 3,  -1.23, -16.61, 3.08, fx_navred<br />
	//light.1 = 3,  -1.23,  16.61, 3.08, fx_navgre<br />
	//light.2 = 3, -17.05,   0.00, 4.85, fx_navwhi<br />
	//light.3 = 2,  -1.23, -16.61, 3.08, fx_strobe<br />
	//light.4 = 2,  -1.23,  16.61, 3.08, fx_strobe<br />
	//light.5 = 4,  -2.24,   0.00, 2.20, fx_vclight
</p>

<p>
	<br />
	The table above was provided by P3D's aircraft.cfg file, version Prepar3D_v4_Professional_4.5.13.32097 and also in V5. Light switches on Saitek switch panel operated properly with programming provided by SpadneXt. However, switches failed to illuminate lights on aircraft because all six lighting lines (above) were commented (with //) and therefore failed to execute. Removed slashes and lights then illuminated with the Saitek panel switches.
</p>

<p>
	I modified the above table in aircraft.cfg with the following table:<br />
	[L[LIGHTS]<br />
	//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing, 6=taxi           <br />
	//  Axis:          Lon      Lat      vert       Measured in feet from aircraft CG. Reset P3D profile after changes.<br />
	light.0   = 3,  -1.23, -16.61,  2.60, fx_navred<br />
	light.1   = 3,  -1.23,  16.61,  2.60, fx_navgre<br />
	light.2   = 3, -17.05,   0.00,  4.85, fx_navwhi<br />
	light.3   = 2,   1.50, -11.80,  2.00, fx_strobe      //Left<br />
	light.4   = 2,   1.50,  11.80,  2.00, fx_strobe      //Right<br />
	light.5   = 4,  -2.24,    0.00,  2.20, fx_vclight      //Cockpit panel<br />
	light.6   = 6,   0.00,    0.00,  2.80, fx_taxiBlue<br />
	light.7   = 5, 16.00,    0.00, -4.08, fx_landing<br />
	light.8   = 1,  -14.50,  0.00,  4.50, fx_beacon    //Upper<br />
	light.9   = 1,  -8.00,    0.00, -1.00, fx_beacon    //Lower
</p>

<p>
	The following light circuit codes apply per <a href="http://www.prepar3d.com/SDKv3/LearningCenter/simobjects/aircraft_configuration_files.html#lights." rel="external nofollow">http://www.prepar3d.com/SDKv3/LearningCenter/simobjects/aircraft_configuration_files.html#lights.</a>
</p>

<p>
	Code     Switch<br />
	1     Beacon<br />
	2     Strobe<br />
	3     Navigation or Position<br />
	4     Cockpit<br />
	5     Landing<br />
	6     Taxi<br />
	7     Recognition<br />
	8     Wing<br />
	9     Logo<br />
	10     Cabin<br />
	11     General<br />
	12     Headlight<br />
	13     Brake
</p>

<p>
	The first entry of the line (light.0 to light.n) defines which light circuit, or switch, that<br />
	the light is connected to (see the code table above). Multiple lights<br />
	may be connected to a single switch. The next three entries Longitudinal,<br />
	lateral and height, respectively) are the position relative to datum reference point.<br />
	The final entry is the special effect file name that is triggered (for example, fx_navred).<br />
	These files have .fx extensions and are located in my P3D installation folder:<br />
	    H:\P3Dv4.5\Prepar3D_v4_Professional_4.5.13.32097\Effects
</p>

<p>
	<br />
	Positions of aircraft components are given relative to the datum reference point for the aircraft, in the order: longitudinal, lateral, vertical. The convention for positions is positive equals forward, to the right, and vertically upward. Units are in feet. you may want to tweak the exact position of the red Beacon light since I don't know exactly where the upper and lower lights belong.<br />
	The datum reference point itself is specified in the weight_and_balance section of the SDK document.
</p>
]]></description><guid isPermaLink="false">580099</guid><pubDate>Mon, 17 Aug 2020 15:37:41 +0000</pubDate></item><item><title>DO NOT ASK QUESTIONS IN THIS FORUM!</title><link>https://dev.avsim.com/forums/topic/554541-do-not-ask-questions-in-this-forum/</link><description><![CDATA[<p>
	Bump to top
</p>]]></description><guid isPermaLink="false">554541</guid><pubDate>Thu, 16 May 2019 16:19:16 +0000</pubDate></item><item><title>Settings : Tesselation Factor from LOW to ULTRA</title><link>https://dev.avsim.com/forums/topic/573665-settings-tesselation-factor-from-low-to-ultra/</link><description><![CDATA[
<p>
	Where to set Tesselation Factor with high end sceneries. I test Tesselation factor from low to ultra with UHD Mesh and...
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="270" width="480" data-embed-src="https://www.youtube.com/embed/oDnj60LvXSE?feature=oembed"></iframe>
	</div>
</div>

<p>
	  
</p>
]]></description><guid isPermaLink="false">573665</guid><pubDate>Mon, 20 Apr 2020 10:45:01 +0000</pubDate></item><item><title>What do I need for an good AI Traffic System (v4+v5)</title><link>https://dev.avsim.com/forums/topic/573485-what-do-i-need-for-an-good-ai-traffic-system-v4v5/</link><description><![CDATA[
<p>
	Hello,
</p>

<p>
	I'm a hugh fan of AI. It makes my sim always looking much more realistic. In this topic I provide (for beginners) the necessary thing (in my eyes) for an good AI-Traffic System (what I use - what I think).
</p>

<p>
	This can be used of course for your flying experiences also for spotting. A lot of you guys like Aircraft's and like spotting on airports, but with an good AI System you can do this also from your PC at home.
</p>

<p>
	 
</p>

<p>
	<strong>Main Package (AI-Aircraft, Sounds, Flightplans): </strong>
</p>

<p>
	the AIG AIM (OCI)
</p>

<p>
	<em>Link:</em> <a href="https://www.alpha-india.net/forums/index.php?topic=28686.0" rel="external nofollow">https://www.alpha-india.net/forums/index.php?topic=28686.0</a>
</p>

<p>
	---&gt; this link will maybe change when V1 is released
</p>

<p>
	<em>Flightplans:</em> They use schedules (no Live Data), these are updated from time to time and provide realistic flightplans for Airlines (Passenger and Cargo), GA Flightplans will follow in some time
</p>

<p>
	<em>Aircraft:</em> High quality AI Aircraft will be installed with every installed Flightplan
</p>

<p>
	<em>AI Aircraft Flightdynamics:</em> will be automatically updated via the OCI to become much more realistic (Approach Speed, Landing Speed, Braking Distance, ... ). Exclusivly for the OCI, not puplic!
</p>

<p>
	<em>Sound: </em>AI Traffic Sound will be installed automatically
</p>

<p>
	<em>which SIM's are supported:</em> at the moment Prepar3dv4 (but you can add it via the the add-on.xml to v5 - but not 100% compatible at night at the moment) - but it will be updated for sure for v5 in the next few days/weeks. I don't post an explained instruction how to bring it manually over to v5, when you guys have some experience with the sim structure you know how to handle the add-on.xml. It's your own risk, don't expect any support.
</p>

<p>
	<em>Costs:</em> FREEWARE
</p>

<p>
	 
</p>

<p>
	<strong>Forum Login for the Alpha India Group:</strong>
</p>

<p>
	they provide the most immersive (and free) things for AI (including the OCI Installer),
</p>

<p>
	here you get support, more infos and much more
</p>

<p>
	<em>Costs:</em> FREEWARE
</p>

<p>
	 
</p>

<p>
	<strong>Payware AI Aircraft:</strong>
</p>

<p>
	FSPX available at Simmarket <a href="https://secure.simmarket.com/fspxai-(de_1118).mhtml" rel="external nofollow">https://secure.simmarket.com/fspxai-(de_1118).mhtml</a>
</p>

<p>
	I'd like to have these in my sim, they will be automatically installed via the OCI if you have purchased them
</p>

<p>
	<em>Necessary:</em> NO / Recommended: YES
</p>

<p>
	<em>Costs:</em> ok, not cheap
</p>

<p>
	 
</p>

<p>
	<strong>ATC Sound:</strong>
</p>

<p>
	at the moment I use EditVoicePack for the default ATC. Much more realistic. Maybe this will change in some time to get some freeware stuff via AIG
</p>

<p>
	<em>Basepack:</em> <a href="https://secure.simmarket.com/bevenel-editvoicepack-(de_8767).phtml" rel="external nofollow">https://secure.simmarket.com/bevenel-editvoicepack-(de_8767).phtml</a>
</p>

<p>
	<em>Soundfiles:</em> available at AVSIM, JCAI.DK and the AIG Forum
</p>

<p>
	<em>Link for JCAI.DK Voicepacks:</em> <a href="https://jcai.dk/category/editvoicepack/" rel="external nofollow">https://jcai.dk/category/editvoicepack/</a>
</p>

<p>
	 
</p>

<p>
	<strong>updated ADE's (provided from me via JCAI.DK):</strong>
</p>

<p>
	they provide much more realistic data then the default (in your Payware Scenery included) ones
</p>

<p>
	<span>more Parkingsposts, adjusted Parkingspots, Gate Assignments, updated AI-Aircraft Trafficflow, updated Approaches, and much more</span>
</p>

<p>
	<span><em>Link:</em> </span><a href="https://jcai.dk/category/afcad/" rel="external nofollow">https://jcai.dk/category/afcad/</a>
</p>

<p>
	Some more are available in the AIG Forum and in the AVSIM Forum (not 100% compatible with the OCI!)
</p>

<p>
	<em>Costs:</em> FREEWARE
</p>

<p>
	 
</p>

<p>
	<strong>AI-Aircraft Lights:</strong>
</p>

<p>
	I use FS Reborn Lights, much more realistic
</p>

<p>
	<em>Link:</em> <a href="https://www.fsreborn.com/" rel="external nofollow">https://www.fsreborn.com/</a>
</p>

<p>
	<em>Costs:</em> ok, not cheap - but highly recommended
</p>

<p>
	 
</p>

<p>
	<strong>SODE:</strong>
</p>

<p>
	I suggest to enable AI Traffic Detection in your SODE Manager, the the SODE-Jetways will dock automatically to all of your AI-Aircraft, much more realistic
</p>

<p>
	 
</p>

<p>
	<strong>SuperTrafficBoard:</strong>
</p>

<p>
	I suggest to use the SuperTrafficBoard for controlling you AI. You can see which AI is around you, an Departure / Arrival Board for your Airport, AI - Aircraft can be put on hold or be deleted if you want, AI will be hold away from your aircraft when you are on approach.
</p>

<p>
	I love it - it's fantastic!
</p>

<p>
	<em>Link:</em> <a href="http://www.supertrafficboard.com/" rel="external nofollow">http://www.supertrafficboard.com/</a>
</p>

<p>
	<em>Costs:</em> ok, not cheap - but highly recommended
</p>

<p>
	 
</p>

<p>
	<strong>Little Navmap:</strong>
</p>

<p>
	highly recommended! You can see on a map which aircraft is around you, which ADE's are installed, you see the Airport Layout with parking - taxiways - and everything else, you have an flightplanner, and much much more!
</p>

<p>
	<em>Link:</em> <a href="https://albar965.github.io/littlenavmap.html" rel="external nofollow">https://albar965.github.io/littlenavmap.html</a>
</p>

<p>
	 
</p>

<p>
	<strong>AI Ships:</strong>
</p>

<p>
	personally I use the fantastic AI Ship Package from Hendrik Nielsen
</p>

<p>
	<em>Download:</em> <a href="https://www.flightsimnorway.com/addons/?funct=dl&amp;pack=aishipsn" rel="external nofollow">https://www.flightsimnorway.com/addons/?funct=dl&amp;pack=aishipsn</a>
</p>

<p>
	<em>Costs:</em> FREEWARE
</p>

<p>
	 
</p>

<p>
	I'm using always 100% AI, and I'm fine with it. I have an really old PC (4770K, GTX 1080) and it runs fine, even with High End Payware Aircraft. It will be much better with Prepar3dv5 (I've already tested it in the new FlyTampa EKCH with 100%AI - I'm getting always between 25 and 60 FPS at this airport -  flying with the default Carenado in low circles over the airport - much more than I get normally in v4)
</p>

<p>
	 
</p>

<p>
	Have fun with your AI
</p>

<p>
	Urmel!
</p>

<p>
	 
</p>

<p>
	<img alt="AyPFFMx.jpg" class="ipsImage" src="https://www.avsim.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/AyPFFMx.jpg"></p>

<p>
	<img alt="Gdar2zU.jpg" class="ipsImage" src="https://www.avsim.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/Gdar2zU.jpg"></p>

<p>
	<img alt="f7PhyQr.jpg" class="ipsImage" src="https://www.avsim.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/f7PhyQr.jpg"></p>

<p>
	<img alt="BgUftGD.jpg" class="ipsImage" src="https://www.avsim.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/BgUftGD.jpg"></p>

<p>
	<img alt="4j4odFv.jpg" class="ipsImage" src="https://www.avsim.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/4j4odFv.jpg"></p>
]]></description><guid isPermaLink="false">573485</guid><pubDate>Sat, 18 Apr 2020 09:00:28 +0000</pubDate></item><item><title>P3Dv4 - Setting "Favorite" Vehicles - stop the scroll / jump</title><link>https://dev.avsim.com/forums/topic/572140-p3dv4-setting-favorite-vehicles-stop-the-scroll-jump/</link><description><![CDATA[
<p>
	When on the "Select Vehicle" screen, you'll notice a column entitled "Favorite".  This is handy for many reasons, not to mention simply hiding those that are not frequently used.  
</p>

<p>
	Ever notice the jumping / scrolling that occurs when marking a vehicle as 'favorite' , causing you to have to re-locate the group of aircraft you were at ?   I just discovered that by holding down &lt;shift&gt; while clicking your favorite, causes the screen / column to stay put, avoiding the need to re-scroll for the next selection.  
</p>

<p>
	 
</p>

<p>
	cheers, 
</p>
]]></description><guid isPermaLink="false">572140</guid><pubDate>Thu, 26 Mar 2020 17:22:26 +0000</pubDate></item><item><title>ATC Window dissapear in VR - Workaround</title><link>https://dev.avsim.com/forums/topic/569946-atc-window-dissapear-in-vr-workaround/</link><description><![CDATA[
<p>
	Hi! Just wanted to share a problem I came across and the solution I found.
</p>

<p>
	When flying using Oculus Rift VR headset, sometimes when you activate the ATC window it does not appear on the screen. Sometimes it just dissapear and it's difficult to bring it back. Sometimes you bring it back by  press a lot of times the key for activation/desactivation. Sometimes that doesn't work either.
</p>

<p>
	So my workaround is to change the view, let's say to the Aircraft's tail, then activate the ATC window there. It almost always work! Then you can change the view to Virtual Cockpit again and your ATC window will still be there for you.
</p>

<p>
	These seems to be a problem related to the complexity of the scene + aircraft. So, in case it doesn't your by changing to the tail, try change the view to the tower or some view with less complexity, then activate ATC Window, then change to Virtual Cockpit view.
</p>

<p>
	This problem happens to me in Prepar3D v4.5 with Oculus Rift crash patch installed + ORBX + Some addons more like airports, etc.
</p>

<p>
	Hope it hepls!
</p>
]]></description><guid isPermaLink="false">569946</guid><pubDate>Wed, 29 Jan 2020 03:23:20 +0000</pubDate></item><item><title>How to Fully Update Navdata in Prepar3d and in Addons</title><link>https://dev.avsim.com/forums/topic/555443-how-to-fully-update-navdata-in-prepar3d-and-in-addons/</link><description><![CDATA[
<p>
	This video may be helpful if you are confused how to update your navigational data in p3d and in your addons.
</p>

<p>
	 
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="270" src="https://www.avsim.com/applications/core/interface/js/spacer.png" width="480" data-embed-src="https://www.youtube.com/embed/VfLhwJF5lJ8?feature=oembed"></iframe>
	</div>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">555443</guid><pubDate>Thu, 06 Jun 2019 09:54:38 +0000</pubDate></item></channel></rss>
