Search found 678 matches
- Thu Nov 22, 2018 11:44 am
- Forum: Multiplayer Specific Questions
- Topic: Multiplayer in 4.3
- Replies: 9
- Views: 49948
Re: Multiplayer in 4.3
Does P3D now allow a connection via the Internet, and allow a host session and clients from all over the world? FSX did, P3D did when 1st launched. Then it got broken. Then "Beatles" fixed it. Now it seems that someone else has "broken" it again. A few months ago I wrote a detai...
- Sun Dec 18, 2016 10:23 am
- Forum: Multiplayer Specific Questions
- Topic: geting frstrated with multi player
- Replies: 14
- Views: 31181
Re: geting frstrated with multi player
I believe that if you contact/ask PMDG, they will inform you that the PMDG 737 does NOT support Multiplayer, and that you will find significant issues, if you try to use the PMDG 737 in a multiplayer session (as you seem to have experienced already).
Geoff
Geoff
- Thu Feb 04, 2016 11:11 pm
- Forum: Prepar3D Feature Requests
- Topic: Better (non Fatal) Out of memory handling
- Replies: 11
- Views: 16954
Re: Better (non Fatal) Out of memory handling
Ok I've given this more thought and it's not as simple as you think. When an application requests memory, it might be only 128 bytes of memory... but the system doesn't do allocations that small. It grabs it in much larger blocks, setting them aside and then pulling out pieces as they're requested ...
- Mon Feb 01, 2016 11:22 pm
- Forum: Prepar3D Feature Requests
- Topic: Better (non Fatal) Out of memory handling
- Replies: 11
- Views: 16954
Re: Better (non Fatal) Out of memory handling
<-------- and introduce some better memory management, that can monitor memory usage, and if still needed, release some of the allocated memory that is being used up by non-essential resources (ie High slider settings), and in real time, sacrifice some performance/resolution/etc, and keep the simul...
- Thu Jan 28, 2016 2:27 pm
- Forum: Prepar3D Feature Requests
- Topic: Better (non Fatal) Out of memory handling
- Replies: 11
- Views: 16954
Better (non Fatal) Out of memory handling
Surely, something can be done to improve P3D's behavior when it starts to run out of memory. ?? Just "Giving up" and terminating the application with the pitiful "Out of memory" message, is really now unacceptable in a simulator of this class, and appears to be an inherited act o...
- Thu Jan 28, 2016 2:34 am
- Forum: Multiplayer Specific Questions
- Topic: [RESOLVED] Spoiler variable not transmitted in MP (v2 and v3)
- Replies: 21
- Views: 50742
Re: Spoiler variable not transmitted in MP (v2 and v3)
Tested last night - guests cannot see the host's spoilers. As guests cannot even see the Host's Spoilers, then there must be some issue with either the Transmission of the spoiler information in the packet going from the Host to the Guests, or some issue with the Guests being able to interpret the ...
- Sat Jan 23, 2016 6:53 pm
- Forum: Multiplayer Specific Questions
- Topic: [RESOLVED] Spoiler variable not transmitted in MP (v2 and v3)
- Replies: 21
- Views: 50742
Re: Spoiler variable not transmitted in MP (v2 and v3)
Clifton, our MilViz team tested three default aircraft (Mooney, F-22, Learjet) and all had the same problem. They tested in v2 and saw exactly the same symptoms that I've seen in v3 multiplayer. Guests see no spoiler movement when others deploy or retract, and can see their own correctly moving whe...
- Mon Jan 11, 2016 1:32 am
- Forum: Prepar3D Client Application Questions
- Topic: Bug discovered in P3D v3.1 (locale settings and inputting coordinates)
- Replies: 7
- Views: 12483
Re: Bug discovered in P3D v3.1 (locale settings and inputting coordinates)
Maybe it would it be possible, for LM, in future releases of P3D, to compile P3D with Localization forced to USA within P3d ?
- Thu Dec 17, 2015 1:03 am
- Forum: Multiplayer Specific Questions
- Topic: Shared Cockpit - Spontaneous Time Acceleration
- Replies: 26
- Views: 59451
Re: Shared Cockpit - Spontaneous Time Acceleration
I am watching this thread with interest. As the OP is able to reproduce the Spontaneous Time Acceleration with some degree of reputability, when they have installed both FSXFlight app and the required FSUIPC4 v4.948e, maybe they could test again with just FSUIPC, to help narrow down what product is ...
- Wed Dec 02, 2015 8:51 pm
- Forum: Multiplayer Specific Questions
- Topic: any public sessions?
- Replies: 1
- Views: 10995
Re: any public sessions?
Try joining Digital Theme Park
http://www.digitalthemepark.com/teamspe ... 0Setup.pdf
They have a 24/7 P3D version 3 Server.
Good bunch of FS guys ....
http://www.digitalthemepark.com/teamspe ... 0Setup.pdf
They have a 24/7 P3D version 3 Server.
Good bunch of FS guys ....
- Sun Nov 22, 2015 2:56 am
- Forum: Multiplayer Specific Questions
- Topic: in game comm in MP
- Replies: 16
- Views: 37013
Re: in game comm in MP
12,000 Audio rate in Dovetail's "Steam" build of FSX ??
http://www.prepar3d.com/forum/viewtopic ... 16&t=99208
http://www.prepar3d.com/forum/viewtopic ... 16&t=99208
- Sat Nov 21, 2015 4:11 pm
- Forum: Other Support Questions
- Topic: system reboot
- Replies: 5
- Views: 10163
Re: system reboot
Hello all i am new to these forums. i will try and explain my problem : after a few weeks in to the sim suddely my system reboots randomly without anny blue screen or what so ever.tried to fully resinstall the sim but no luck it can happen within 5 min or after 3 hours.in the windows logs i cant fi...
- Fri Nov 20, 2015 11:30 pm
- Forum: Multiplayer Specific Questions
- Topic: [RESOLVED] Spoiler variable not transmitted in MP (v2 and v3)
- Replies: 21
- Views: 50742
Re: Spoiler variable not transmitted in MP (v2 and v3)
CORRECTION.FSMP wrote:
In hindsight, MS might have done better to have included the Spoiler Value, in the Packet structure of the packet that send other analogue values, such as elevator, rudder etc, that is send every 5 seconds.
should have been "that is sent 5 times / second"
- Thu Nov 19, 2015 8:51 pm
- Forum: Multiplayer Specific Questions
- Topic: in game comm in MP
- Replies: 16
- Views: 37013
Re: in game comm in MP
oops should have been "128", "8" got left off:( Yes, while 128K is "HIGH QUALITY" ( approx CD quality), it is both UNREALISTICALLY "CLEAR", as well as being a very high "Internet" Bandwidth Hog. May be acceptable for a LAN setup (10MB or 100MB or 10...
- Wed Nov 18, 2015 3:32 am
- Forum: Multiplayer Specific Questions
- Topic: in game comm in MP
- Replies: 16
- Views: 37013
Re: in game comm in MP
There's a section in our Learning Center under Product->Multiplayer all about comms in multiplayer! If there's something not clear in there, let us know so we can fix it. I do not see the Voice Compression selection list, in the Docs. Might help to have the options listed, and a general recommendat...