FSDreamTeam forum
General Category => General Discussion => Topic started by: fls on May 05, 2017, 05:22:27 pm
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Do you have plans to support IT? ::) ::)
Thanks Frank
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Steam is making a 64 bit version of FSX??
I hadn't heard about that. Cool!
Pat☺
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Steam is making a 64 bit version of FSX??
I hadn't heard about that. Cool!
Pat☺
No, Dovetail Games is making a new sim called Flight Sim World that will be 64bit, based off of FSX. See link.
https://flightsimworld.com
Steam doesn't make anything.
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Do you have plans to support IT? ::) ::)
That depends mainly by DTG, how the SDK will be and how their relationship with 3rd parties will work.
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Thanks I hope it works out. Really like my airports and GTX.
Thank you Frank
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Do you have plans to support IT? ::) ::)
That depends mainly by DTG, how the SDK will be and how their relationship with 3rd parties will work.
That's the part that has a lot of devs, namely PMDG concerned if you read their topic on Avsim about it. Of course they DTG said that 3rd party developers can sell their products from their own store as long as its available from their store as well, but as it has been mentioned, selling it via Steam and their store, FSDT could have to give as much as a 60% cut of the profits. If this happens, we won't be able to expect this Sim to go far if none of the top tier developers go for that. Guess we'll have to wait and see.
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That's the part that has a lot of devs, namely PMDG concerned if you read their topic on Avsim about it. Of course they DTG said that 3rd party developers can sell their products from their own store as long as its available from their store as well
I'm not too worried about this. The key sentence that everybody seems to be referring to, is this one, posted by DTG on the Avsim forum.
"In order to market as an official FSW add-on, you will be able to sell your add-ons on your own store as long as it is made available on the Dovetail channels as well."
I believe the most important part of the sentence is the "In order to market as an official FSW add-on", which I read to be some kind of DTG-sanctioned add-on, possibly advertised/published either on Steam, or as a DLC from within the sim user interface.
Nowhere it says this will be the ONLY way to market an add-on. DTG Train Simulator has both "official" and "unofficial" add-ons with their own installer, the product is not "locked" to 1st or 2nd party only products.
Now, I might be wrong, of course, and they might just do the same mistake Microsoft made with MS Flight, which happened to them as well with Flight School, so FSW will go the way of the Dodo just like all previous civilians flight sims that tried to lock-out independent 3rd party development but, really, why should they do this ? They have far worse to lose then we do, if the products fails. We'll always have P3D, and even X-Plane, both (soon) 64 bit...
Now, assuming they will allow free 3rd party development, the only thing that's really needed for us, is to have the Simconnect API, or a reasonable/similar replacement. With all these new platforms coming out, I think people will finally realize the advantage of our approach to software development, which will really payoff in the next months, when the two major sim platforms will be updated.
Consider how GSX it's made, for example:
It's an external program, written in Python language, with a custom interpreter (Couatl) we wrote ourselves, which doesn't interface directly with the sim and not even with Simconnect. As far as GSX code goes, it might just run on any simulator, because it's doing only Python calls we designed.
It's Couatl.exe which translates the Python commands made by GSX and then interfaces with the sim using Simconnect, but it might just as well interface with another API, provided it's at least conceptually similar. To GSX itself, it won't make any difference, even if Simconnect were to be replaced by a different API, GSX will still work the same. It doesn't interface with the sim in any way, not even for audio, since it uses its own sound engine.
The Addon Manager, it's the only .DLL that needs to be converted to 64 bit (already done...), but it's now only used as an user interface to the product registration, and it does a *few* things that Simconnect doesn't do but, assuming an eventual different API will offer the same capabilities, we might just update to use it and, again, it won't make any difference to GSX, which will continue to work running its own Python code, totally unaware that it might run under an entirely new sim.
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If Prepar3D would go 64bit It would a no brainer!!!
Frank :'( :'( :'(
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Now, assuming they will allow free 3rd party development, the only thing that's really needed for us, is to have the Simconnect API, or a reasonable/similar replacement. With all these new platforms coming out, I think people will finally realize the advantage of our approach to software development, which will really payoff in the next months, when the two major sim platforms will be updated.
Consider how GSX it's made, for example:
It's an external program, written in Python language, with a custom interpreter (Couatl) we wrote ourselves, which doesn't interface directly with the sim and not even with Simconnect. As far as GSX code goes, it might just run on any simulator, because it's doing only Python calls we designed.
It's Couatl.exe which translates the Python commands made by GSX and then interfaces with the sim using Simconnect, but it might just as well interface with another API, provided it's at least conceptually similar. To GSX itself, it won't make any difference, even if Simconnect were to be replaced by a different API, GSX will still work the same. It doesn't interface with the sim in any way, not even for audio, since it uses its own sound engine.
I heard they're keeping Simconnect in FSW in today's livestream.
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I love all of yours and flight beam airports. As far as 64bit sim I go where FSDT and FLIGHT BEAM GOES!!!!! Just want to know which to buy or wait for??
Frank
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Just tried FSW :(
Slow , shockingly slow for a 64 bit program.
I'll try again in 6 months.
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Slow , shockingly slow for a 64 bit program.
Just because it's 64bit doesn't mean it's going to be faster, it just isn't going to have the VAS issues that have plagued FSX and P3d.
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Consider how GSX it's made, for example:
It's an external program, written in Python language, with a custom interpreter (Couatl) we wrote ourselves, which doesn't interface directly with the sim and not even with Simconnect. As far as GSX code goes, it might just run on any simulator, because it's doing only Python calls we designed.
If it's this simple, any plans for GSX for X-Plane? It sure could use it.
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If it's this simple, any plans for GSX for X-Plane? It sure could use it.
Well, theoretically it would be possible but, it will be a big project so, we are not really sure if the time spent there would pay-back as just doing a whole new version for FSX/P3D because, whole FSX, P3D and FSW all share some commonality in the SDK, X-Plane is quite different.
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If it's this simple, any plans for GSX for X-Plane? It sure could use it.
Well, theoretically it would be possible but, it will be a big project so, we are not really sure if the time spent there would pay-back as just doing a whole new version for FSX/P3D because, whole FSX, P3D and FSW all share some commonality in the SDK, X-Plane is quite different.
I moved from FSX to X-Plane 11. The closest thing to GSX, still lack important features. So I would repurchase GSX for X-Plane.
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I moved from FSX to X-Plane 11. The closest thing to GSX, still lack important features. So I would repurchase GSX for X-Plane.
The same is true for me, so you already have 2 customers in the blink of an eye!
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what I am very interested in as I will be moving from P3D v3.4 to P3D v4 this week is when approaching any FSDT airport there is that little pause on approach for when the scenery loads. It drives me crazy!!! will we see this disappear in V4? I've read somewhere that you are working on some tweaks that may eliminate this?
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when approaching any FSDT airport there is that little pause on approach for when the scenery loads. It drives me crazy!!!will we see this disappear in V4? I've read somewhere that you are working on some tweaks that may eliminate this?
There's no way to remove the initial pause that happens at about 10-15 NM out ( depending on the scenery ), because at some point the scenery MUST be loaded.
It would be wrong, not very honest, and a WASTE of resources, even with more RAM available on 64 bit, if we loaded it, let's say, 300 NM out, so you wouldn't even *think* it wan an FSDT scenery loading, as if we loaded KLAX as soon as you start your flight at KSFO...
What 64 bit will allow, is to remove ANY of the small pauses *after* the initial one, because nothing else will unloaded/reloaded: the whole scenery will be loaded only once, and will stay that way until you go away from it.
Of course, there IS some price to pay for this (there's no free lunch, as they say) because this HAS an impact on frame rate, but at least you can probably buy better hardware to fix this, while on 32 bit, there were no way to fix the memory problems regardless how much money you spent on hardware.
So, the setting will be user-controllable. If you find the fps impact too much for your liking, you will be able to adjust it with the Anti-pop slider in the Addon Manager, which will control now every single object created in an FSDT scenery, not just the ones made by the Addon Manager, which are very few today, as explained here:
http://www.fsdreamteam.com/forum/index.php/topic,15592.0.html
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I should have watched your video of KCLT in P3D v4 first. I am at ease with what I saw and thank you for the explanation. I just upgraded my CPU and put in a ton of ram so I am prepar3d for V4. Looking forward to buying KCLT.
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what I am very interested in as I will be moving from P3D v3.4 to P3D v4 this week is when approaching any FSDT airport there is that little pause on approach for when the scenery loads. It drives me crazy!!! will we see this disappear in V4? I've read somewhere that you are working on some tweaks that may eliminate this?
just did a short hop from ktki to fsdt kdfw. didn't experience the dreaded pregnant pause when approaching kdfw from northeast on the f16. rendering may take some few seconds but smooth. p3dv4 is looking good so far. only thing is autogen still pops on/off instead of using alpha fade.
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I moved from FSX to X-Plane 11. The closest thing to GSX, still lack important features. So I would repurchase GSX for X-Plane.
The same is true for me, so you already have 2 customers in the blink of an eye!
I moved to X-Plane 11 too however I still miss the fantastic GSX