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Divij

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  1. That’s interesting. Would you be able to check if this setting is there in the VR Graphics section as well? Or is this only in the regular graphics section?
  2. Yes will spread the word about PSXT 🙂 I do have that folder installed in the community, still no effects with PSXT. I do see a slight water effect when the runway is wet and an AI plane lands. Just no tire smoke. Which is there with AIG Traffic Controller. Strange.
  3. Hello, Been using PSXT since this month with MSFS 2024 and really really liking it. Great job! Noticed however that landing planes when using PSXT for injection don’t have the smoke effect. I’m using AIG as the traffic source. When I use the AIG Traffic Manager without PSXT for traffic injection, the smoke fx is there on touchdown. Am I doing something wrong?
  4. Thank you for clearing that up! And also for this incredible utility!
  5. Hello, New user for PSXT with MSFS 2024 and really enjoying it. I have a couple of questions which I couldn’t find the answer to (even in the manual). I use the Sim Time feature with the RT Pro license. Usually about 2-3 hours behind. Am I right in understanding that I need the pro license to use Sim Time? Or is this feature available in the standard RT license as well? Also I read on RT’s website that I need the pro license to use PSXT’s destination pre-filling. Is this feature not there on the Standard license? Any help will be appreciated, thanks!
  6. This is a good idea I've noticed in EGPH the movements are truly immaculate. Any others to add to this list? Especially in the UK?
  7. Really looking forward to performance improvement in V2!
  8. Apologies for hijacking this with another issue, but using AiGround in grass strips with ForcedTaxiOut mode, I have noticed that AI disappear if they have to cross a runway to get to the assigned runway using ForcedTaxiOut. A lot of good third party scenery have intersecting grass runways so if this could be looked at it would be amazing. Thanks!
  9. I’ve been finding the yaw axis quite squirrelly so looking forward to trying this! What deadzone setting do you use? Also what are your sidestick settings? Thanks for the help 🙂
  10. Hello, I seem to be having an issue with the latest test version in VR, where even though TLOD Min on Gnd / Landing is not checked, when entering VR the tlod is set to minimum. This does not happen when I exit VR back to 2D where the TLOD starts rising. Also an issue with it not setting the FPS target at 33 for VR as I had under Expert Settings. I had to change this in the configuration file. Here is the log file: 2024-02-27 19:38:58.376 [INF] [ ServiceController:ServiceLoop ] Starting Service Loop 2024-02-27 19:38:58.377 [INF] [ ServiceController:ServiceLoop ] Initial LODs PC 90 / 100 and VR 90 / 100 2024-02-27 19:38:58.377 [INF] [ ServiceController:ServiceLoop ] Initial cloud quality PC 1 / VR 1 2024-02-27 19:38:58.377 [INF] [ ServiceController:ServiceLoop ] Setting TLOD Min on ground 50 2024-02-27 19:38:58.378 [INF] [ ServiceController:ServiceLoop ] Setting OLOD @ Base on ground 150 2024-02-27 19:58:02.375 [INF] [ MainWindow:LoadSettings ] Expert: True Mode: VR Target: 40 Tol: 5 TMin: 50 TMax: 140 CloudQ: False CRecovT: 100 Pause: True TMaxGL: False 2024-02-27 19:58:21.364 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: -0 Clouds: Medium 2024-02-27 19:58:30.373 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: -0 Clouds: Medium 2024-02-27 19:58:39.370 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: -0 Clouds: Medium 2024-02-27 19:58:48.361 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: -0 Clouds: Medium 2024-02-27 19:58:57.372 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: -0 Clouds: Medium 2024-02-27 19:59:06.373 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: -0 Clouds: Medium 2024-02-27 19:59:15.392 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: -0 Clouds: Medium 2024-02-27 19:59:24.381 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: 0 Clouds: Medium 2024-02-27 19:59:33.385 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: 1 Clouds: Medium 2024-02-27 19:59:42.379 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: 1 Clouds: Medium 2024-02-27 19:59:51.379 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: 3 Clouds: Medium 2024-02-27 20:00:00.379 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: -5 Clouds: Medium 2024-02-27 20:00:09.388 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: 0 Clouds: Medium 2024-02-27 20:00:18.380 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 50 OLOD: 150 AGL: 9 FPM: 1 Clouds: Medium 2024-02-27 20:00:19.387 [INF] [ MainWindow:LoadSettings ] Expert: True Mode: PC Target: 33 Tol: 5 TMin: 50 TMax: 140 CloudQ: False CRecovT: 100 Pause: True TMaxGL: False 2024-02-27 20:00:27.391 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 54 OLOD: 150 AGL: 9 FPM: 1 Clouds: Medium 2024-02-27 20:00:36.385 [INF] [ MainWindow:UpdateLiveValues ] FPS: 36 TLOD: 72 OLOD: 150 AGL: 9 FPM: 1 Clouds: Medium 2024-02-27 20:00:58.856 [INF] [ ServiceController:ServiceLoop ] ServiceLoop ended
  11. This sounds interesting. I run an FPS cap so was wondering how this might change things.
  12. I can confirm I am seeing the DX12 texture bug with SU15 beta using the latest version (3.7Reset)
  13. Yes in theory this should cut scenarios where adaption kicks in for those 1 second fps drops. Looks good to me! Would like to give it a go and see if it works as we think it should ..
  14. Fantastic. Look forward to trying this out!
  15. I do use LOD Step Max set at a value of 10 so I don’t actually notice the adaption kicking in visually. But when I look it at the log I see that it did kick in so I did some testing and narrowed it down to GSX events being called in my case. Sometimes it could also be due to Vatsim traffic being loaded in. Basically a one second dip in FPS due to being CPU limited. Yes it would be fantastic if we can iron out these one second dips. Your idea of setting the number to 120 seems to make a lot of sense and in theory could work really well by removing unnecessary instances of FPS Adaption kicking in.

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