My old machine did NOT have an Intel chip set so this issue seems to exist in many of not most existing chip sets.
Well...the prob is not only caused by disk loading. I'm sure of that because i moved the "Aircraft" directory to a ram drive and used that. ( how to do that on a linux sys. i'll describe at the end of this post )
This will reduce the prob. to a much more usable level though some 'freezes' still happen. So data parsing seems to take some notable time also.
I would be more inclined to look at the way FlightGear synchronizes multiple threads (i.e. via mutexes/semaphores) and check first if there's any kind of serialization taking place when that happens
Yes..i also think the prob is a result of either loading/parsing new data in the render thread or the render thread waiting for another thread that loads/parses the data. I'd love to hack in on the sources but i'm only fairly familiar with c and c++ is is just not my thing...at least at the moment. ( many times i started an online course..but....
).
it's an old code base that's been written by many people over time, many of whom are no longer actively involved in project, and who never really documented the whole FlightGear multi-threading "architecture"
Many open source projects suffer from lack of documentation and in-line comments and it takes much time to figure out how things work with just the code. And when a problem isn't hindering good operation or not irritating enough it won't be solved very fast.
All undestandable...
Hopefully, this is one of those things that will be solved over time by adopting HLA.
https://en.wikipedia.org/wiki/High_Level_Architecture_%28simulation%29That is very interesting. Is this change already decided and is it being discussed these days on the devel mailing list ?
If so i might subscribe to that list...
For more information on that see this post and the posts around there: Re: Plane & ground textures high or low resolution ?
Thanks for that. I havent' read it all yet but using simple Ai models sounds like a step foreward as not only the time to load but also the parsing time will be reduced a lot. Looks like the link and (more link there) provides enough inflo for me to try and cerate an AI model for 747 or cessna...I miss those two planes most, both to fly and see in MP.
If you have an SSD that's even better.
And ramdisk is the best
See end of this post.
There several levels of modding that you can do to stop MP airplanes from freezing your sim.
1) i did.
2) i'd really like to see the actual planes. I used a rafale as 'glider stand in' but a lot of rafales in stead of boeings is just no replacement.
3) that sounds like a usable solution a.t.m. see above.
4) -
Part of the prob can be solved by putting the Aircraft folder, or just some of the largest models, in memory.
On linux that is simple.
First take a look at the size of the directory :
- Code: Select all
du -ch /usr/share/fgdata/Aircraft
Mine is about 650 Mb and i have 8 Gigs of memory;
Check if there is shared memory available:
- Code: Select all
df -h
will print a line like :
- Code: Select all
tmpfs 3.9G 670M 3.3G 17% /dev/shm
So /dev/shm is available in the needed amount,
As you see 670 M is in use and that's my aircraft folder.
Now you should
-create a dir. on /dev/shm to use
-rename the aircraft dir. on disk
-copy the contents of that dir to /dev/shm and start fgfs with the option :
- Code: Select all
--fg-aircraft=/dev/shm/.../dir.
f.i.:
mkdir /dev/shm/fg/
mv /usr/share/fgdata/Aircraft /usr/share/fgdata/Aircraft1
cp -r /usr/share/fgdata/Aircraft1 /dev/shm/fg/Aircraft
And then start fg with
--fg-aircraft=/dev/shm/fg/Aircraft.
After a reboot this has to be done again
Of course YMMV.
Thanks.