Intro section last updated: September 2019It's a big guide, so we start with some 'quick wins' - mods that quickly reduce load on RAM, CPU and GPU. You will notice a performance improvement with those mods!The guide then goes in to detail on literally everything I've seen over the years about how to squeeze more performance out of the game. We look at hardware, graphics settings, lists of slow mods, loading process, and a plethora of other mods that can help reduce strain on your hardware to get faster gameplay. What to expect. Even on a top-end gaming rig, you're unlikely to see more than 30-40 fps in-game. This is due to the game engine, Unity, being a somewhat poor choice for a game like C:SL. The game engine does not make full use of CPU or GPU, even fast gaming rigs will not see much performance increase (some modders are working on fixing that though!).
On potato computers, the GPU (graphics card) is often the bottleneck. On fast gaming rigs, the CPU (processor) is often the bottleneck. As your city grows, performance will be reduced - particularly once you're above 40,000 population (for most users; top end systems can hold performance up to about 150k cims).
Camera facing downwards (less stuff in view) = faster than camera facing horizon (more stuff to render). More workshop assets/mods = lower fps.
Vne is a maximum speed that you can go through the air. If the air happens to be going an extra few hundred knots, then your ground speed will be faster than Vne. Say someone can run at a max of 15mph. Throw them on a plane going 500mph, now while they are running towards the front of a plane they are going 515 mph over the ground.
Colossal Order and Paradox have repeatedly stated that they do not intend to improve performance of the game, although the FPS Booster mod is likely to force them to reconsider.;). Last updated: July 2019If you are reading this guide to find ways to reduce load on your computer, for example because the game isn't running due to lack or RAM or graphics problems, you can skip this section.This section is for people who already have the game running, but want to make it run faster.When working through this guide it helps to have some sort of on-screen display showing fps and, ideally, CPU and GPU temperatures. That way you can see if changes are having any notable effect, and also see if hardware is overheating (which causes massive fps drop).
Last updated: September 2019Reduce RAM usage = faster loads and slightly faster gameplay.Loading Screen Mod (LSM) is a 'must have' mod regardless of your computer specs:It reduces strain on your RAM and Disk, massively reduces load times, and often improves performance in-game too. It also has really good error checking and can generate reports of broken assets.Example (2500 assets and 110 mods):.
On my potato PC loading went from 50 minutes → 25 minutes. On my new PC loading went from 10 minutes → 2 minutes. I saved about 15 GB of RAM too!If you're not using LSM, just turn everything off and go herd goats in the mountains or something.Let's look at the main options (more are listed later):⠀⠀. Reporting options (use periodically)The reporting features are really good and you should run reports every so often to check the health of your workshop assets. I always use both options together - both on, or both off.The broken asset report will tell you if textures are too big, or the wrong size, and all sorts of other useful information. You can use that information to unsubscribe bad assets.Another common problem is stations/buildings/etc. That can't load due to missing network prefabs (roads, rail tracks, pedestrian paths, etc).
If you want the building, subscribe the missing assets (sometimes those assets are in a mod; check the 'Required Items' listed on the buildings' workshop page). Otherwise just unsubscribe the building so it's not wasting time on the loading screen.I recommend ignoring warnings about missing 'Prop' assets. I purposefully don't subscribe all required props for many buildings - partly to save RAM, and partly because I like manually detailing buildings with different props.
Missing prop assets generally don't cause any problems. The same is true of missing 'Tree' assets.See for more details.Last thing to note: All the extra reporting slows the loading process a little. So once you're done with the report options, turn them off again until next time. Prefab skipping (recommended)You can set LSM to skip unwanted assets from the base game and even DLCs. That saves a load of RAM.It has to be configured manually, which requires some effort, but it is well worth it. As I prefer buildings from the Steam Workshop, rather than vanilla buildings, I skipped hundreds of vanilla houses, industry, office and commercial buildings, and even some service buildings.
That saved me several GB of RAM, made loads faster, and meant I didn't have to wade through huge lists of vanilla buildings in mods such as 'Find It!' .See for details of how to set it up. Suppress reporting (recommended)I mentioned above I don't subscribe some required props on purpose. Each time I load a game, LSM will report them as missing in the sidebar - luckily, I can tell it not to.Load a game then go in to LSM mod options and click the 'Open text file' - you'll see some instructions on how to use it at the top.By suppressing warnings about stuff I chose not to subscribe, I get a cleaner loading screen. More importantly, when I subscribe something new it's much more obvious if it's missing something because it won't be buried in all the warnings of stuff I already know about. Safe mode (use to fix savegames)Note: At time of writing (early September 2019), the following options are only found in the TEST version of LSM.If you are getting errors in your save games, enable these three options and then try loading your save.
If it loads, save under a new file name, exit the game to desktop and then load it up again and it should work fine from that point onwards.If the options don't fix your save, then it's likely to be a broken mod or asset. See the broken/bloated asset guide linked below for how to start fixing those issues.
Last updated: September 2019Less CPU load = faster gameplay.This mod isn't released yet, just getting this section of the guide ready:)Just as the Loading Screen Mod reduces strain on your RAM and disk, FPS Booster reduces strain on your CPU.TODO: Link to workshop pageIt fixes a performance bottleneck in the game's UI framework, freeing about 15ms per frame (tested on mid-range hardware). After applying the booster, exit to desktop and then relaunch the game to make changes take effect.On small cities, you should see roughly 20-40 fps increase in-game. In some first-person camera mods (such as 'Autowalking' mod) you will see even faster performance. As the city grows other factors eat CPU time and the performance gain will drop to around 5 fps in late game. The mods' description page contains much more detail about what to expect.Note that the increased frame rate will put much more strain on your graphics card, increasing temperatures.
Monitor your temperature closely - overheats will cause CPU and Graphics to throttle to slower speed as they try to reduce heat, and that will make the game slow. You can use the in-built Frame Rate Limit (in the mod options) to keep temperatures and frame rate at more consistent level.If you don't see any improvement to your framerate with both Loading Screen Mod and FPS Booster mods active, your graphics card is likely the main performance bottleneck of your system.
If that's the case, reducing strain on your GPU becomes your primary goal. Section added: September 2019Reduce strain on GPU (Graphics) = faster gameplayULOD was developed to increase level of detail (more strain on GPU), however it lets you do the opposite too!Try these settings:. Tree LOD distance: 300m. Prop LOD distance: 750m. Decal prop fade distance: 750m.
Building LOD distance: Use game default. Network LOD distance: 750mObviously you can change the settings higher (more GPU strain) or lower (less GPU strain) as desired. The smaller the values, the less work your GPU has to do.While ULOD reduces complexity of stuff that is shown, Hide It mod allows you to completely remove stuff:The biggest gains come from hiding stuff that's very common, such as road-side props, billboards, etc. There's a huge long list of stuff - have a play with the settings to see what works best for you.Note that Hide It makes a load of other mods listed later in this guide somewhat obsolete. Normally I wouldn't recommend big 'do it all' mods like Hide It, but it's just so much easier to use than having dozens of 'fix one thing' mods. Sure, there's a few quirks - at time of writing the clouds and fog removal options aren't working (some issue with Daylight Classic mod?) but here I am, still using it. CPUThe main performance bottleneck for C:SL is speed of the primary CPU core.While the game does use some extra threads and sub-threads, it is still almost entirely dependent on the speed of the primary core and thus the main thread.
The faster that is, the better fps you get. You ideally want 3.8GHz or faster for 'best' performance.
Intel CPUs tend to have the fastest primary CPU cores (as of August 2019). However: If you use the computer for lots of other stuff, AMD CPUs are generally better value for money and beat Intel on just about everything except primary core speed. RAMIf game runs out of RAM and swap/page file, it will crash.The Steam store page for C:SL states the game will run in 4GB RAM - that's a joke.
Even the vanilla game, with the content added by free updates, will struggle to run in 4GB. It will be a laggy mess.You need at least 8GB of RAM.
16 GB or more is highly recommended.Loading Screen Mod is essential for reporting on, and reducing, the game's excessive RAM consumption.If you don't have enough RAM the game has no choice but to start pushing stuff out of RAM and on to disk (the 'swap file' or 'page file' depending on your operating system). Disk is always slow compared to RAM (even SSD is much slower than RAM).More RAM = less swapping to disk = faster performance.Faster RAM is better, but importantly RAM and CPU need to be tuned (synchronised) to each other for best results; if they're mismatched you'll lose lots of performance even if both RAM and CPU are fast.AMD Ryzen users: benzhaomin.github.io + www.overclock.net yw (. Swap/Page fileWindows always needs the page file, even if you have loads of RAM.To boost performance, the game tries to shove everything its not using in to the swap/page file on disk.
If the file is too small, you end up with unused junk hogging your RAM = slow. Windows: / www.thewindowsclub.com.
Always set the size manually = support.microsoft.com. Linux: Try en.wikipedia.org and wiki.archlinux.org, in that order, but do not use cryptswap as it causes problems (thanks @daniel.mantione and @flo for this info). Mac: Use Boot Camp to run Windows or Linux partition, then see above. Graphics (GPU)This game needs a dedicated GPU to work effectively, but it can sometimes be coerced in to running on Intel graphics (not recommended, but if that's all you have give it a try).Note: 'Integrated Graphics' (like Intel Iris) are not real graphics cards. They are designed for energy saving, not gaming.
How do they work? They run on your CPU and use normal RAM. That's like a triple disaster for gaming.
Not only will your graphics be weaker (and with less quality) but you just nerfed your CPU and RAM making everything else slower too! See for some tips on Intel graphics.On computers that have both integrated and dedicated graphics, particularly laptops but also some desktops, make sure you're using the dedicated graphics card:. Windows - use support.ubi.com. Windows - AMD: www.amd.com.
Apple Mac - use gfx.io (free, open souce). Linux - I've never used linux, if you know how to switch graphics let me know!Faster GPU = less chance of graphics causing lag, particularly on bigger screen resolutions.Graphics cards have a 'Shader version' - it determines what features they provide. You can find what version you have in the; search 'Shader version' to find it (usually near top of file).The game expects version 50 or above.If your graphics card has lower version, usually version 30, problems can occur (you'll see `d3dll` errors in the log). To fix, add the `-force-d3d9` (or sometimes `-force-opengl` is better, particularly on Macs).Graphics cards with lots of VRAM (2GB or more ideally) can handle more textures without relying on slower motherboard RAM. If you have low VRAM, to improve performance.Fast modern GPUs (eg.
Anything above GTX 1060) won't usually improve framerate, because CPU is the bottleneck. But you will get nicer looking graphics, less lag on big resolutions, etc.Use the latest drivers, direct from graphics card manufacturer website. Keep them up-to-date! CoolingIf your CPU or GPU overheat they will throttle down to a much slower clock speed, and everything will grind. There's no point overclocking if that overheats your rig and causes throttling = it will be even slower than before you overclocked!Make sure your fans, fins and air filters aren't clogged with dust! I've had to vacuum dust out of my rig several times already to keep the cooling working at full capacity. Liquid cooling is generally best option if you can afford it.To prevent throttling, limit the frame rate (yes, I know, crazy, right?) with the '-limitfps'.
Section added: August 2019If you have fast HDD or SSD just skip this section as you won't see any difference and it's best to keep log file turned on in case you need to report errors.If you have a slow HDD or potato computer, you might see some small (likely very small) performance increase while starting the game and loading saves by turning off the log file.As someone who regularly requests log files when tracking down bugs, the thought of this fills me with dread. However, I feel compelled to at least mention the fact you can turn off log file in case it helps anyone.To turn it off, add the following before starting Cities.exe. Section last updated: July 2019When C:SL app launches, it does lots of communications with Steam server - especially if you have lots of workshop stuff subscribed. Last updated: September 2019Mods alter game functionality (and sometimes add content too); assets only add content.More mods/assets = slower new/load game times, and slower performance while in-game.
Workshop can be addictive!Some general tips before clicking the Subscribe button:. Look at what other users are saying in the comments, and how the author responds to them.
![How To Speed Up Heathrow Fps P3d How To Speed Up Heathrow Fps P3d](/uploads/1/2/5/5/125580985/216442389.jpg)
Author name is in yellow text, so easy to spot in comments - if the author is still around answering questions, that's a good sign. Good ratings and lots of subscribers is generally a good sign, but not always. There's lots of broken stuff which used to work years ago (hence subscribers and ratings) but no longer works with current version of the game.
If there is a yellow 'This item is incompatible with Cities: Skylines' banner across the top of a workshop page, DO NOT SUBSCRIBE (or, if you already did, unsubscribe it). It will literally break your game. ModsEach mod (generally speaking) adds more load to your CPU.Some mods cause lots of lag or bugs (which also cause lag), especially older mods that are no longer maintained. While there's no guaranteed way to determine if a mod is good, here are some things to consider when deciding whether to use a mod:.
Mods that are regularly updated are generally better than those that aren't. Some simple mods work fine for years without any changes, but more advanced mods need regular updates stay compatible with the game. If you have any of docs.google.com, unsubscribe them!Someone tested 50 popular mods to see what effects they had on fps,.Tip: You can sort mods alphabetically making them easier to work with using either the mod or the mod. RecommendationsIf you overburden your hardware with too many assets/mods, the game will grind.
But what sort of numbers are we talking about here? It's difficult to quantify, because no two assets, mods or computers are alike - but here's a rough guide based on RAM:. 8GB RAM: 100 assets, 5 mods. 16GB RAM: 500 assets, 20 mods. 32GB RAM: 2000 assets, 50 mods.
64GB RAM: 4000 assets, 100 modsObviously, RAM is not the only factor but it's a good reference point. If you have powerful graphics card (with lots of VRAM) you can handle more assets. If you have powerful CPU, you can handle more mods. And, as mentioned elsewhere, a fast SSD drive helps reduce lag in all aspects of the game. Originally posted by CODae:The model size is not limited other than by Unity's limit of about 65000 vertices per mesh, but even approaching that is too much for single assets. To give some rough guidelines, the triangle count of the building models in the stock game ranges from less than 1000 triangles for the smallest and simplest buildings to about 5000 for large and complex buildings.
A few exceptional buildings use up to 10-15k triangles. Vehicles typically have 500-1000 triangles, while trees vary from a few hundred for simple bushes to about 2000 for the more complex ones. Also note that a large number of props can also make the asset rendering slower, which is why there is a limit in the asset editor.Please post details of your asset stats (triangles, texture sizes, etc) on your workshop pages so users don't need to guess what impact your asset will have on their game. Taking a screen shot of your asset stats shown by Mesh Info mod is a quick way to achieve that. Last updated: September 2019If you aren't developing mods, you can skip this section.Make sure you're not using a github.com of mono dll.And check you don't have any DEBUG builds of mods installed.
In particular, per-frame log file spamming can decimate frame rate.Avoid using the `Update` method of UI components if you want your mod to be compatible with the FPS Booster mod above. See GitHub repo for that mod for more detailed information and workarounds.Even with FPS Booster mod, the games' UI component system is still very poorly optimised, so please do everything possible to avoid per-frame updates to your UI.If you want to speed up testing of your mod in-game, here are some suggestions:. LSM 'Load enabled assets' option, but keep the 'Load used assets'. This will greatly reduce loading time.
See 'Launching the App' section below to reduce app launch time. Bugfixing saves from users? See github.com. Section last updated: August 2019'Grind' mods that make loading much slower (timings based on mid-range PC):. Network Extensions 2 (+3 minutes) There are lots of similar roads in the 'Roads' section of workshop. Roads Options / Road Colors Changer (+2 minutes) Network Skins 2 = faster at changing road colors. Also see 'Prop Removal' section later in this guide for alternate ways to remove road props.
Metro Overhaul Mod (+1-2 minutes) Could you use trams instead? Last updated: September 2019Out of every improvement I achieved, shrinking game loading times had by far the biggest impact on my enjoyment of the game. I used to wait up to an hour for a save to load, now I wait less than 2 minutes. It means I can dip in to the game any time I want, rather than having to plan a session in advance.Loading Screen Mod is essential. I will assume you are using it.The game fist loads vanilla assets (those made by CO), then workshop assets. Assuming you have Loading Screen Mod, that will be fast as it will spread the load over all your CPU cores and threads. At roughly 50% on the loading bar, textures get crunched and some mods run.
At roughly 97% on the loading bar, huge amounts of game code and mod code kick in. Slow disk = slow loadThe vanilla game loads well over a thousand assets (and their textures, tool tip images, etc) from disk. If your disk is slow, it makes every single asset take longer to load. Start adding workshop assets and you will obviously increase the loading time.To fix: A fast SSD (ideally m.2 or better) massively, massively reduces load times. Not only will it load stuff faster, but if the game has to swap to disk (due to lack of RAM) that will be faster too.
Otherwise, reduce number of assets. Insufficient RAM = huge slow downWorkshop assets eat the most RAM. If you have too many, you will fill the RAM and the game will swap to disk = super slow. So, if the game suddenly started taking longer to load, it's probably a RAM issue. This is very common after updates to the base game - when a new DLC is released, they add free content too = uses more RAM.If you completely run out of RAM and swap/page file, the game will crash.
You'll see lots of users reporting crash bugs after new DLCs come out because they ran out of RAM.To fix: Loading Screen Mod will massively reduce RAM usage, if set up properly, but if you keep subscribing more and more stuff you'll still eventually push over the limit.So, and, if you can afford it, get more RAM.Note: Mods generally don't use much RAM. For example, TM:PE is one of the biggest mods (in terms of code size), but it uses only a tiny fraction of the RAM compared to a single unique building asset. However, if you have mods that re-texture roads, or add new roads, those often do use lots of RAM. They will often cause delays at around 50% or 97% on the loading bar. More mods = slower loadMost mods tend to kick in at around 50% or 90% (and above) on the loading bar.Loading Screen Mod has to run those mods sequentially, one at a time, to avoid multiple mods updating the same thing at the same time (which would cause crashes). Those mods generally run on your primary CPU core.The more mods you have, the longer the loading time, even if they are relatively basic mods, because they run one at a time.
Despite that, most mods do very little during the loading process. I've got over 100 installed and they maybe add total of 10-20 seconds to the loading time; I can live with that.To fix: Faster CPU, if you can afford it. Unsubscribe mods you don't use. Test to find which mods slow down loading and find alternatives. Grind mods = big slow down (progress bar freeze at 97%)If loading bar stops for a few minutes at roughly 97%, you've probably got some grind mods.
![Fps Fps](/uploads/1/2/5/5/125580985/670876860.jpg)
I've listed several in the 'Problematic Mods' section earlier in this guide, each one can add a minute or more depending on your hardware due to a multiplying effect: The game just loaded thousands of assets, and now a grind mod has to trawl through all of them looking for a certain type of asset to update, and then update those assets. Altering assets eats RAM and CPU.Add more assets of any type, you make grind mods slower. Add more assets of the type those mods alter = eat more RAM and CPU = even slower. Add more grind mods, which run one after the other, and you start doubling up the delays.To fix:. Unsubscribe grind mods and/or find faster alternatives. For example, I replaced NExt2 mod with workshop road assets (like.). Reduce number of assets, particularly those processed by grind mods.
That generally means 'fewer road, rail and vehicle assets'. Texture crunching = big slow down (progress bar freeze at 50%)There's a few different 'categories' of texture, but to keep things simple we'll think of it like this:. Asset textures - what stuff looks like when zoomed in. LOD textures - what it looks like zoomed outTextures take up huge, huge amounts of RAM while loading.If you have assets with big textures (usually they'll have big file size shown in the Workshop), you will eat up lots of RAM - and we've already discussed what issues that can cause.But with textures, it's not just RAM that's the issue.
It's also VRAM: Video RAM, the super-fast RAM of your graphics card. You fill that up and suddenly everything is going to get real slow in-game. So having more VRAM helps a lot. However, if you keep adding assets. You'll fill that too.If you don't have enough VRAM, the way to fix that is reducing texture quality in the games' graphics settings. What does that actually do? It makes the game scale down all the textures so they take up less space.
And when does that happen? At about 50% on the loading bar.If you want to see how much grind resizing textures takes, you can change the setting whilst in-game. The game will basically freeze for several seconds to a few minutes (depending on your hardware and number of assets, etc).To fix asset texture: Loading Screen Mod will do a great job of filtering out all the duplicate stuff, but if you keep adding more and more stuff you'll fill up the RAM.
So, and if you can afford it get more RAM and a graphics card with more VRAM.Why did I bother splitting in to two categories? Because there's something extra happening with LOD textures.Thale5, who develops the Loading Screen Mod, that LOD textures have significant impact on game performance.
Also, if there are too many LODs, they fill up their texture atlases and the whole atlas has to be scaled down = takes time and makes LODs look worse.To fix LOD texture. Section last checked: September 2019If you have weak graphics card, getting rid of unwanted props can boost fps.As mentioned earlier in the guide, Hide It is a great way to remove lots of clutter from the map and user interface.If there's a vanilla or DLC prop you never want to see anywhere, use the 'Skip assets' feature of Loading Screen Mod. That way, it won't even get loaded in to RAM = faster loading timeLikewise, if there's a workshop prop you don't ever want to see, you can disable it - even if it's part of another workshop asset that you want to keep.
Main Menu → Content Manager → Assets. Then find and disable the props you don't want; they won't even get loaded = faster loading time.Roads have a load of props, and your map has a load of roads. People have actually taken time to comment saying this helped increase their fps. It's particularly effective on potato computers:Removes grass tufts and cliff boulders:Removes ferry route buoy props:Remove lots of ugly props from buildings to declutter residential and commercial zones:Remove pretty much any prop or tree from any building or even whole map (Increases game load time, but can boost in-game performance):Remember, always test! Use the fps counter stuff at top of guide - if something doesn't improve fps on your computer, ditch it. Section updated: September 2019These mods are useful for reducing load for older computers or weak graphics cards.An extreme way to reduce GPU load is to render the world at a lower resolution (less than 100%) and then scale it up to fit the screen. The graphics will look awful, but it will greatly increase frame rate if your GPU is the bottleneck:Turning off tree movement may improve fps if your graphics card is weak:On potato computers, pausing game on load seems to give the game engine time to churn through whatever it does just after the game loads.
Leave it paused for 30 seconds after loading a save, then unpause. It will still lag for a bit, but the lagging will dissipate faster and game seems to run a few fps faster for remainder of game.
I suspect it lets the game finish swapping stuff to disk sooner, which causes smaller backlog of all the other stuff it needs to do on game load:Note: If you have potato computer, pausing the game every 30 mins or so (press `space bar` or click button on the time bar) gives pathfinder chance to clear its backlog.Turning off the clouds and fog can help with weak graphics cards. Although some users report this mod actually reduces fps so make sure you test what effect it has on your computer:Turning off problem notifications might help with weak graphics cards or older computers. Section last checked: April 2019'GeForce Experience' app supports C:SL, you can see recommended settings for your specific NVIDIA-based graphics card in the app. Note that you can customise the settings via the tool icon on the Cities Skylines 'Details' screen within the app.' NVIDIA Control Panel' app (usually accessed from '^' button in system tray) allows you to set additionaal app-specific settings under 'Manage 3D settings'.If using Zotac editions of NVIDIA cards, the 'Zotac Firestorm' app has some tuning and OC functions. Section last checked: April 2019If you have two NVIDIA cards, you can use the following settings to boost performance of the game (thanks to for this tip):.
Install www.guru3d.com. If you haven't used NVIDIA Inspector before, wiki.step-project.com.
Use these settings for your Cities:Skylines profile:. SLI Compatiblity Bits (DX1x): 0x202121F5. Nvidia Predefined # of GPUs to use on SLI for DX10: SLIPREDEFINEDGPUCOUNTDX10FOUR. NVIDIA Predefined SLI mode on DX 10: SLIPREDEFINEDMODEDX10FORCEAFR2. Section last checked: August 2019This is not for the feint hearted and you should take a complete system backup before doing it.
Doing this may cause problems with other games or applications (although you can usually follow normal upgrade/update steps to get back to more recent versions).Do not use the VC files the game came with. They are outdated and have security issues.
Instead go to support.microsoft.com and download the latest version of every single one of the VC runtime that match the ones you already have installed (google to work out how to determine which ones you have installed).There is no benefit to using the ones that came with the game unless something else has downgraded them to a previous version, which does happen with Steam because it doesn't properly version check anything it installs and the VC files aren't on the WFP list.(Thanks to SteelRodent for this). And since you're looking for CPU stats:Bought headspreaders for VRMs, could add another 300MHz to my R7 2700 non-x, running at 4,2GHz on all 8 cores/16 threads, no boost.Had to buy new memory for this game, went from Single Rank Dual Channel 16GB 2933MHz 16-18-18-18-38-60 to currently Dual Rank Dual Channel 32GB 2400 MHz (CPU specific limitation) 10-13-12-12-26-44.126 mods, 4000 assets:CPU utilization went from 100% in a 10k city on 2 cores and VERY LOW usage on other threads, 25 fpstoCPU utilizaion of 70% in a 10k city on 2 cores and about 40-50% on all other threads. Still 25 fps.freaky.The 2 cores that are utilized the most are the ones rated as the fastest of either of the 4 core CPUs the CPU consist of. What I meant was different but it doesn't matter much.Does TM:PE v11 alpha contain the feature of priority for service/emergency verhicles?
The page (which I've already seen) doesn't say anything about new features but rather some major code cleanup.And since I can talk to you here. A suggestion would be minimum speed limits (especially on highways).Suggestion for this topic: SpeedSlider V2 - it let's you change the game simulation speed from 1% to 300% (with x2 and x3 multiplier still working, up to 900% speed).INTERESTINGLY the fps is exactly the same at 1% as at 900% which is exactly the same as at any speed WITHOUT this mod installed, meaning the system utilization of this game is GARBAGE:(. BUT it won't speed up to more than 2XY% in larger cities, meaning it will give you some HEADROOM until fps drops start IF you set the game speed below 100%, CONSIDERING that exactly 46% game speed is realistic (1km/ in game ^= 1,0036 km/h real life; closest values at 46%).
If you watched the last video, you’ll know that Singapore had some pretty god awful weather. Well, 1hr after landing that flight, I departed Singapore (WSSS) bound for Heathrow (EGLL) in the now working PMDG Boeing 777-300ER and almost died.Pro tip: never fly into pink weather. Hard.As always, constructive feedback/comments always appreciated ?JOIN MY Discord ?:projectFLY:Development Blog:Tip Jar (appreciated but NEVER required):Facebook:Twitch Livestream:Twitter:Discord:Chillblast PC’s:My P3D CFG:My PTA preset:Flightplan: 20WSSS-EGLL%20%2826%20Nov%202018%29%20%231.pdf?dl=0(0). Mattwhat we would have done in real life is either taken a vector left of the cell or waited to take off until the cell was out of the way. If I had gotten a vector off the SID, I would have TOGA'd out, climbed to the accel altitude, then gone HDG mode, VS +500fpm at MCT and cleaned up as quickly as possible to gain speed. The faster you go, even at lower altitudes, the better chance you have of not stalling the airplane.Keeping the flaps out helps with lift, but creates a LOT of drag.
Because of your weight, the drag created by the configuration kept you from speeding up. The other thing that was happening to you is that when you flew through the cell, you were getting severe up/downdrafts which was bleeding airspeed while you were trying to climb. 1500fpm was too much for the airplane to handle.If you could have gotten above the MSA and just level and cleaned up at MCT, you would have gotten out quicker and not 'hit the bricks'.The other thing I noticed, and this might be sim related, is that where the cloud was relative to your view was not where the cell was on the radar. Now while airborne radar is not the greatest (I have vastly better radar products on the ground dispatching, which is why I guide my pilots through heavy weather), it should have been reasonably close to what you saw out the window. It wasn'tunlessDid you have the tilt up on your WX radar?
If not, then you might not have seen an anvil which would explain why when you skirted the cell you encountered such severe vertical shearwe NEVER fly under an anvil of a CB, because the vertical shear is more severe than the airplane can handle.The good news is you can reproduce the situation and apply these tactical actions and see if it makes a difference. Let me know if it works for youjust comment here and I'll see it. BTW, PTA is the bomb! FlightSim Planet is a website for flight sim enthusiasts. A great collection of nice videos only about flying: FSX, XPlane, Prepar3D, etc.Enjoy your time using our website.FlightSimPlanet.com is supported by a team of aviation enthusiasts.
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