Products Support > GSX Support FSX/P3D

Issue with using mouse to place vehicles

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renzomarcus:

--- Quote from: virtuali on June 25, 2020, 03:28:12 pm ---I don't have any issues in either sim. This can be *possibly* caused by an interaction with other addons that might also use custom mouse handling.

And, when I use the mouse, I generally work in Top-down view because, in other views, depending on the angle, the standard routine from the SDK we call to convert mouse in Lat/Lon, might work less reliably, and can also be affected by other objects.

--- End quote ---

I only own P3dv4.5 (for now HF2 still) and have the issue.
I mostly configure when the FSLabs is loaded, however this issue is new and has worked perfectly before I think your last update.
I can also confirm the exact same issue occurs in topdown view.

airbadger:
Top-down view does seem to improve it (even just panning all the way up in outside view helps a bit), though it's still not 100%

virtuali:

--- Quote from: renzomarcus on June 25, 2020, 07:50:16 pm ---I mostly configure when the FSLabs is loaded, however this issue is new and has worked perfectly before I think your last update.
--- End quote ---

As I've said, nothing on our recent update can possibly have any effect on this, since we haven't changed anything related to mouse handling, or even the editor, since many months.

What is your frame rate in the editor ? In general, it's always best NOT to use a 3rd party aircraft heavy on frame rate, because the mouse is read at the fps rate ( it cannot be any different, of course ) so, the lower your fps, the less precise the mouse click detection might be.

There's no reason whatsoever to use a certain airplane model to customize a parking, just because you think you'll use that model in regular use. The way GSX works, makes entirely irrelevant which airplane use when customizing so, as long as you use a *similar* model ( like a default A321 ), for the only reason to give YOU some visual reference, it will be fine, and with an higher fps, the whole editor will also be much faster and easier to use, because even movement with keys and rotations are tied to the frame rate.

Whem we do our GSX customizations, we always use the default A321 from FSX on most gates, the default 747 on heavy gates, and the default CRJ for small/regional gates. This way, the fps is much higher ( usually in the 50-60s ), and the editor is way easier and faster.

renzomarcus:
Hi, I'm afraid I'll have to bust one of your theories, as I experience this with an average of 60fps. I'm sure this is plenty?
There must be some other underlying reason here.

virtuali:

--- Quote from: renzomarcus on June 28, 2020, 03:30:07 pm ---Hi, I'm afraid I'll have to bust one of your theories, as I experience this with an average of 60fps. I'm sure this is plenty?
--- End quote ---

That the movement and rotation speed IS influenced by the fps it's a fact, no a "theory", which you can obviously verify yourself, by capping the fps in the sim to, let's say, 10 fps, and see how much more slow moving and rotating objects it.


--- Quote ---There must be some other underlying reason here.
--- End quote ---

Which is why I said to try with a default airplane, to exclude some kind of conflict with it.

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