Re: P3D V2 installation
Posted: 17 Sep 2014, 11:01

I assume here that you need to have P3D installed to install the SDK, which is why I ask for the zip of the installed version.
The Home Base of Freeware Military AI Traffic for Flight Simulator and Prepar3D
https://militaryaiworks.com/phpBB3/
Ripcord wrote: Really wish we had the Traffic Explorer function in P3D like we had for FSX.
I tried and tried to get it to work, and then one day, it appeared. Not sure what it was that changed but I am obvious quite pleased.Dave YVR ATC wrote:Ripcord wrote: Really wish we had the Traffic Explorer function in P3D like we had for FSX.
The Traffic Explorer works in P3d very well. You just need the current SDK installed to gain access to it.
It might be that there is an FSX graphic conflict. Try checking to see if the ones supplied with the Blackbird are the same textures that you have installed. Just to rule that out.gsnde wrote:The Blackbird issue has nothing to do with the model itself. The root cause is somewhere within the fx file. Replacing it with any other afterburner effect file brings back the visual. That is very good news. I will try to figure it out a bit more.
I have asked for a process description / tool / script / formula to allow for an easier conversion of the FS9/FSX effects to the new P3D standard. Let's see.Quote from Beau on October 24, 2014, 09:50
We did reduce the scale because we had a report that wake and particle sizes were larger than those in v1 and FSX. We looked into the math in the v2 GPU particles and the scales were in fact too large. One thing to note is that effect and light scaling in FSX and v1 varies depending on the size and aspect ratio of your view. This is part of why the scales got off in the first place because the primary developer of the GPU particle system had his monitors rotated vertically when he was hand editing the scalars to match the old system. The oversized particles were also a performance issue when near the camera because there were 4x the pixels to shade and raster. We're sorry for anyone that hand tuned effect scales in content for 2.0-2.3. Now particles and extrusions scale relative to fixed scalar regardless of the aspect ratio, so it should be easier to ensure that effects look the same for all users. The current scalars were picked to line up with v1 and FSX in the most general use case. Since the scale is variable in the old system, we chose the aspect ratio of a standard 1080p monitor.