Rob McCarthy wrote: ↑Thu Apr 16, 2020 3:19 pm
Thanks for the report. In previous versions the Select Vehicle UI, entering multiplayer and SimDirector, and a few other various cases would cause long loads due to populating entity lists.
We moved this to startup and also cache this list to improve the speed of accessing these parts of the system. Large numbers of AI could be impacting this initial load. We'll investigate this more on our end.
Ah! This answers one of the questions I posted here. I have a large hangar (not to be read in a music-hall voice) of something like 500 aircraft. It's a main part of the fascination of the sim for me. I have long found this to be unworkable in practice so have for some time been storing all aircraft in an external "hangar" folder and simply moving the ones I want to use in a session across to simobjects\airplanes or rotorcraft. The nice thing about this is that you can (could) simply pause the sim, switch to a file manager window, and then move additional aircraft in to simobjects and they would be available when you went back in to the sim. This of course no longer works in the new environment, and requires a restart of the sim. Which in turn takes longer.
A suggestion. How about making this caching and list population switchable? A simple "EntityCache [0/1]" in the prepar3d.cfg file could be defaulted to on (or omitted by default) for those with small lists/no AI/no inclination to fiddle, but allow the rest of us the freedom to revert back to the old technique.
Generally, the improvements from DX12 are better than the new problems, and I've no doubt it will all settle down in time, but I don't think this new feature is an improvement, by any means.