Hi Folks
Pigwiggen -
My apologies for the long-windedness, but please bear with me.
During FSX's beta programme, I initially had the same problem with this mission.
Pretty certain your FSX's cfg slider settings were set too high,
for your PC's then available resources, to run this particular mission.
IIRC there's a lot of scenery objects in the viewport.
Does this happen to you -
a) In ALL default missions ? (not addon missions).
b) Just Tokyo Transport ?
For all the missions, and all their scripts,
the "dialog" can be presented through 3 mechanisms -
- Audio channel
- Onscreen display voiceover captioning, (Menu - Settings - General Settings - Mission Settings)
- Kneeboard's Messages pane.
If you are not hearing the audio,
is the "dialog"'s textual equivalent, being displayed in either of the latter 2 ?
When FSX encounters a resource problem, it attempts to fail gracefully.
For example, it'll load lower-res texture MIPs.
The Mission engine adds a further processing overhead, to FSX's normal loading.
i.e.
If your PC is already over/at/or near, its maximum currently available resources,
then running a mission's coding requirements, can push it over the edge.
Unfortunately, the Mission engine is also Asynchronous,
as such, a lower-priority process,
and if the PC doesn't have sufficient currently available resources,
some tasks may get dropped down the pending queue,
until they're eventually bumped off the end.
Particularly noticeable with AREA TRIGGERS,
i.e.
The CPU repeatedly asks - whether the origin of the user's model,
is within the bounding coordinates of the trigger area ?
Depending on the PC's available resources,
size of the trigger, speed of the user's aircraft, frequency of polling,
then between polls,
the user may have passed, from one side, through the trigger area, and out the other side,
before a subsequent successful poll action.
i.e.
That trigger never fires,
therefore nor does it's dependent action, (in this case audio).
For a PC with minimal available resources,
this dependency is more noticeable in rotorcraft missions, than in any for fixed-wing.
FW have a relatively high MOI, and consequently lower level of user input actions.
Whereas rotorcraft users, particularly when attempting landing, or hovering,
will be making far more user-inputs,
which on a PC with currently minimal available resources,
can potentially flood the bus, bumping non-effects audio down the queue.
Bottom Line -
Use SHIFT+Z to display "AverageFrameRate".
To enable, please follow the instructions in this section of the FSDeveloper wiki article
Problem Resolving FSX(A)
Your "AverageFrameRate" should be -
- sub 5% variance in normal flight mode,
- sub 1% before intending launching a mission.
Configure your FSX cfg's slider settings appropriately for normal FSX flying.
You'll find FSX far more responsive, and visually fluid.
Before running any mission, back of all your FSX cfg's slider settings by a notch.
Sub 1% variance is key to fluid rotorcraft flight,
with which you'll find those more-advanced hoist-type missions so much easier.
HTH
ATB
Paul