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Hello all, As you are all well aware by now, our A320-X is available for Prepar3D V4, we’re working on the A320-X SP1 release for FSX and Prepar3D v3 and the rest of the A32X fleet is in the pipeline to be released in the coming months. We had promised that when that time came, we would take a closer look to the possibility of creating a new Concorde title, specifically designed for Prepar3D v4. Our existing Concorde-X title, developed in 2008 and released in 2010 was a huge success: It brought the thrill and excitement of Concorde to a desktop simulation and even today, almost 15 years after the last Concorde flight, the interest in Concorde remains very clear. Our Flight Sim Labs developer team feels there might still exist one more opportunity to see this aircraft take to the virtual skies in Prepar3D v4 - with the resources we have been acquiring since the days of the Altitude Concorde for FS9 back in 2002 up to today, we believe we are the single company uniquely fitted to undertake this quite significant task one last time, on the most recent flight simulation platform: Prepar3D v4. 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. Managing the forums. Posting replies on FB. You guys are awesome and I want to thank you. You deserve all our gratitude. The entire FSLabs development and QA team loves you.
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And I personally bow before you. Agilent 54825a Service Manual. Thank you again!
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! Hey guys, Installed the latest build and am happy to say was able to complete a flight from Fly Tampa's EHAM to ORBX ESSA with no issues. Even risked a few external shots and everything performed well.
I am using a heavily modified config file to pull back settings, but this 'test' flight is encouraging so I will play with these over the next few flights. This was also the first time I got to explore the cockpit lighting.
I don't use Spotlights as I found this to be a VAS killer, as it is what has been included is pretty impressive. Here are some shots of the flight. Rafal, thank you again for taking the time to post all this. While your settings seem to be rather high for your hardware, it shouldn't matter, because if you say that before V.191 you've never had an OOM, then that's basically a good sign for your settings. If you say since v.191 you sometimes even OOM when still on the departure runway, then yes something seems to be leaking. The problem is, so far, the team has been unable to replicate this. This might take some time to solve, but we're not giving up yet • •.
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. 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: [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. 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. Addressing each of your points: You can disable some of the green text bars if you want.
See this link. You additionally have the option to set the comma (tiller control) as a sticky key so you can press it once when you start taxiing and then once again once you're lined up on the runway. For braking with a joystick, you're applying a digital input to an analogue function. When you press the trigger, you're selling the aircraft you want full braking, which you get. We offer the option to modify some values to make braking more comfortable (look for the braking question in the FAQ The back fuse panel I've already answered - getting rid of it makes a negligible difference to both fps and VAS.
It's up to the ACARS program in question to check specific values. If you have a search around the forums you'll see a few posts about this - they have to check a certain type of value, not just the basic flight sim versions. I don't have any links to hand but you should be able to find the values needed. Hope this is helpful I'm in work so limited to how much I can search etc.
My settings in VECTOR are even lower but the VAS (with disabled shader on my GTX1070 and 193) remains high unfortunately. I have 3.1GB at FT EHAM. The PMDG777 at the same gate needs about 2,6GB.
But for now it seems like it is stable. Did a flight yesterday from LFPG (T2G) to EGPH (UK2000) were the VAS was about 3,2GB from gate to gate.
Even overflying UK2000 Stansted and beeing in the greater area ok UK2000 London city. So it is usable but it did mess with the simulator again. I cannot load stock planes anymore. Addon planes (at least the PMDG777) do work though. I assume spotlight has something to do with it.
Also the performance could be better. When installing the plane I got low 20 to mid 10s.
Even in cruise. Normally my frames skyrocket in cruise. Now the FPS on my end are in the mid to high 20s now since the stock planes cannot be loaded anymore. There should be no relation but somehow I can reproduce the issue. So there is a correlation at least.
Doing some research for a personal history and wonder if anyone can help. I flew on Concorde from Bahrain to London on June 17, 1978. Does anyone have information on the tail number and any other detail of this particular flight?
The captain invited me up to the flight deck shortly after the Concorde went subsonic while flying up the Adriatic Sea, approaching Italy. There was a check pilot in the jump seat who gave me a running commentary on what was happening (the flight engineer was furiously shifting the fuel load to change the trim). A great experience, but over the years and several moves, I have lost the details of the flight and would like to recreate it. I believe the flight number was BAW301/BAW16. Hey Rafal, I just completed a 2 hour flight with no OOM issues. I'm not sure why you get these but I have to comment on your settings. For such a weak video card/mid-range CPU you're running some pretty high (in my view) settings.
Let's start with: Scenery Complexity Mesh Resolution Texture Resolution I would set these to what FSLabs recommends on this forum. You could also get away with 2x SSGS because you're running a pretty hi-rez monitor. If anything, doing the above will at least you get a load of additional FPS/smoothness.
Hope they figure out the OOM situation for you. That is not true. In the Connected Flight Deck options you can setup whether the displays are mirrored or independent from each other, which will work flying solo too. But that is not the point. The FSL Bus is by far way more in depth than the Aerosoft one. Both products have their purpose, you need to decide for youself what features you need. Pretty much what Norman said, the FSL Bus is a luxury Mercedes, the Aerosoft Bus may Volkswagen Golf.
Both are great cars that are able to drive you from A to B, but you need to descide yourself how much features you need. VAS with the AS bus is lower because the right hand seat and its displays aren't simulated, for example. The displays on the RHS are only mirrored from the Captain's side. The FSL bus simulates both sides and the sides are independent from each other. The AS bus also has much less system depth.
Differences in FPS can be quite interesting: The FSL bus has the option to install a complete 2D cockpit, for example, which has higher FPS compared to a VC. This option is not present in the AS bus. If you're interested in additional windows (popups), the AS bus only offers one (the Captain's) MCDU, the FSL bus has quite a number of possible 2D popups. If you open additional windows in the AS bus, these have to be VC views which will dramatically lower your FPS. Also the AS weather radar has been reported by a significant percentage of users to reduce FPS severely. This effect is unknown in wx radars based on AS16/ASN data interface like in the FSL bus.
Very low FPS in the AS bus can cause their fly-by-wire to go mad, the FSL bus will still be smooth and reliable. So, better VAS in the AS bus due to *much* lighter systems, for the FPS my answer is 'it depends'. Most of the time FPS will be lower in the FSL bus, though, but with a still smooth user experience.
BTW, I'm talking FSX (mostly SE) here, have no experience with those numerous P3D versions. 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. 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: ), 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 • •. For those who were in the Discord prior FlyPrdu's stream last night (which unfortunately ended prematurely due to an ISP issue) it was apparent that there are significant memory issues present between the current FSL A320 build and modest scenery settings on West Coast of the US running in P3D 3.4 HF2. SoCal in particular posed a real challenge in the current state of affairs. In fact I would like to propose to the development team that they use the LAX or NYC area as a test bed for memory optimizations as both are notoriously heavy on resources in P3D.
Internet Download Manager Keygen 2012 Serial Key Crack Free Full Download 2012. The time FSL are taking to optimize the A320 for a general P3D release is very welcome regardless of what LM ultimately do with P3D 3.4. If there is any additional optimization that can be squeezed out of this aircraft now before any additional fixes to the underlying platform are made, then it will undoubtably benefit us all. Ensuring a smooth P3D release also ensures that FSL can move onto further platform improvements sooner than spending the next quarter fire fighting and supporting the product. How to install the A320-X if you are having issues The below process was a repetitive thing we did on every new beta version of what you now enjoy and it always made sure there were no remainders from previous versions.
Keep your serial number handy in a text file or similar for the installation. Uninstall both Resources and Binaries if you have installed them before.
Go and delete manually any remaining stuff from FSLabs folder in FSX and the A320-X aircraft folders if it still exists in SimObjects Airplanes folder. No need to Delete saved flights in Documents (as long as you have kept back up of same filename panel states FSLabs Data folder) 5. This is not a must but just a health check just in case: Check C: AppData Roaming file DLL.XML C: ProgramData file DLL.XML that there are no remaining FSL.DLL entries in the.XML file. If there are delete their portion of the.XML and resave it. If you have two DLL.XML files in the two above locations make sure there are no entries for same DLL in both (general rule, not FSL related). Temporarily disable any antivirus or blocking software.
Install new version of A320-X Resources and then Binaries (right click ->as administrator). Pay attention to Installer instructions on its screen regarding folders and what is destined for the simulator folder and what not.
Install FSLSpotlights (right click ->as administrator) 10. Since you have rebooted, the antivirus or blocking software is now active. Go ahead and exclude the following from the antivirus checking process: Simobjects Airplanes FSLabs A32X FSL_A32XX.dll c: users appdata Local FlightSimLabs folder 11. [Just a housekeeping thing] Delete the C++ Redist installation remainder junk files (careful not any folders from C:!, the junk files only) that reside in the root of your C: drive. These are useless remaining files from installation that cannot be avoided in being created during the A320-X installation.