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Everything posted by turbofandude

  1. That's very strange. Do you have any texture/shader mods enabled?
  2. Is that happening on every approach? If you start too close, it can sometimes struggle to find the sweet spot.
  3. Parts of that panel are lower resolution than others, but they do look a bit clearer here. What happens if you adjust your texture filtering options?
  4. That definitely does seem off. What are the settings of your cockpit texture resolution in Prepar3D?
  5. PACX has its own boarding simulation, so monitoring it may not be as practical. That said, writing to the GSX passenger count variable from PACX is definitely possible. I'll see about getting that added in. Regarding announcements, it aims for the specific airport first (there are only a few of those), then it'll try to find the city, then it'll go for the region (if possible).
  6. Hi there! I'll answer each of your questions in-line. Seatbelt sign: currently, it reads from the default seatbelt sign value, however, there is an option to manually adjust it should a third-party product not be compatible. We will also do our best to properly support these aircraft, but there is no guarantee that we can support them all. Regarding destinations: we currently have all 50 U.S. states, as well as over 100 various major cities/regions around the world. If your chosen destination isn't included in the current list, a generic variation of the announcement will be played. The ability to supply a custom .wav file for a safety video will be included in the initial release, yes. The announcement you hear will change based on this (if you have it selected, you will hear the flight attendant ask the passengers to direct their attention to the safety video). What sort of integration/support are you looking for from GSX? Thank you for the support!
  7. I will see about adding this! The text-portion of the interface already has the ability to display content like this, so it shouldn't be too much of a stretch.
  8. Blake, At this moment, exact details aren’t provided, but we could add that. That’d definitely add a bit of depth to the simulation. Odds are, we’d use the text portion of the interface to disclose the exact details.
  9. As it may conflict with other addons (FSPassengers, virtual airline software, etc.), PACX will not have "tycoon" like career mode. That said, it will report and save your flights, which can be used in conjunction with other systems to get that experience. Regarding network support, yes. PACX can be used across a network.
  10. The rendering technology the TFDi Design 717 uses (Direct2D) is not compatible with SGSS in the environment it's in within Prepar3D. In future products, we may refrain from using this technology. For now, SGSS is not compatible with the TFDi Design 717. More information is available here: https://tfdidesign.com/index.php/knowledgebase/36/TabletorInstruments-not-displaying-properly.html. The full, technical explanation is below. More specifically, SGSS isn't a native function of the official NVIDIA tools/drivers. It requires a third-party utility (NVIDIA Inspector) to enable. This already puts it a disadvantage. Beyond that, the problem exists, apparently, due to use of the Microsoft Direct2D 2D rendering library on our gauges. This decision was originally made (years ago) with the intent to offer better performance than GDI+ gauges (as it is more GPU based, and could offload some of the load from the CPU). Evidently, this was a mistake, as Direct2D has continually proven to be at the center of various complaints. In the future, we won't use it, but converting the TFDi Design 717's code from Direct2D to GDI+ (or another library) would require a major re-work of every single display (all 6 DUs, the tablet, the standby, MCDUs, and annunciators) to complete. The problem with SGSS seems to be due to multi-pass antialiasing/sampling between when our gauges are drawn and when the simulator renders them (as this happens in several steps). The reason other products on the market don't experience this is that we are one of very few who use Direct2D (again, now we have an idea why that might be). Other products outside of these simulators don't have this issue as they are in control of the rendering pipeline in a way that we are not. Versions of the product in Prepar3D v3, etc. did not experience this issue because there was the option to choose between hardware and software rendering on the displays. This allowed a user to circumvent the issue by changing the rendering pipeline. This option is no longer compatible with Prepar3D v4, as we've switched to using the PDK rendering surfaces. This was to increase visual fidelity (which it did) and improve performance (which it did). Unfortunately, removing this option also removed the workaround for SGSS. This leaves us with two choices: offer a less performant, lower quality version of our product or completely re-write our display system. Either of these choices seems unreasonable when the goal is to support an unofficial antialiasing method, especially when others are available.
  11. The displays do not appear properly when Sparse Grid Super Sampling (SGSS) is enabled.
  12. We are, and have been, aware of this issue for a considerable amount of time. We have spent hours working with entire teams of testers, worked with Lockheed Martin, and isolated every piece of our product, but have been unable to determine the cause. We will continue debugging, researching, and trying to resolve this issue, but no guarantees can be made. A workaround is described here: https://tfdidesign.com/index.php/knowledgebase/44/Simulator-Crashing-When-Changing-Views.html.
  13. The simulator sometimes crashes when switching views when flying the TFDi Design 717.
  14. This is a known issue. A workaround is described here: https://tfdidesign.com/index.php/knowledgebase/45/Flickering-on-Displays-Lighting-or-TrueGlass-with-SLI-Enabled.html We are aware of the issue and will do what we can to resolve it. No guarantees will be made.
  15. RealLight, TrueGlass, and PDK2D2D rendering technology cause flickering of night lighting, rain effects, and/or displays when using SLI.
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  17. Ah, yes. The "simple" banana. It requires a link into the predictions system and the display system, which they were not originally designed for. It's on the list, as it's always been, and it will get added at some point.
  18. Blake, First off, thank you for the information! The way it is now, we've got it that the flight attendant will inform you that it's happening and ask you what you'd like to do. You could, then, use the time after that to simulate the conversation with Medlink, etc. and answer the flight attendant once you've determined the right course of action.
  19. The TrueGlass shader is somewhat hard to read, but one way you could do it would be to edit the v.p and/or v.t coordinates in the GS function. Although it's not the easiest solution, applying a transformation to the vertex data before triStream.append(v) call could rotate it. Here is a stack overflow post that explains it better: https://stackoverflow.com/questions/28124548/rotate-quad-made-in-geometry-shader
  20. I'm glad we were able to get something sorted for you!
  21. Currently, these parameters aren't an option.
  22. Regarding VAPP, you should be able to manually edit the speed restrictions via the MCDU F-PLN or VERT REV page. If that's not working, please let me know. VAPP is also an editable field. Regarding extending the centerline, you can do this via a place, bearing, distance (PBD) waypoint off of the final fix. It's entered as FIX/BEARING/DISTANCE into the MCDU (i.e. KALB/5/10).
  23. Currently, it should begin decelerating when the slats or flaps are deployed.
  24. I'll see what we can make happen - winds likely won't ever happen, as there are a LOT of considerations to be made with it and the systems weren't designed with them in mind. The others should be a lot more doable.
  25. @Stefan888 thank you for the support! We're glad to get to be a part of the community we develop for. Regarding the aircraft, it's hard to say exactly what the future will look like. I know there are a few things we would like to do, but they're not super high priority. As time goes on, I could see periodic updates for quality of life/bug fixing, but I can't promise if/what major changes are coming.