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gman!

Tried Tileproxy Yesterday

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Thanks for the advice! I usually fly on the east coast of the USA. I haven't flown on the west coast with Tileproxy yet, but I start at KHEF most of the time. Good to hear it worked well for ya FlyandFight

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Ok guys, did some testing for 2 hrs today. I got AWESOME results, only thing is use this if you have 3GB or more of memory. I also recommend using a small utility called Cleanmem, and putting fsx.exe and proxuser.exe on the ignore list. This will free lots of RAM while running FSX and keep things running smooth. It will also prevent Out of memory errors! Here is my code. By the Way, the reason I recommend so much RAM, is because I upped the # of cache tiles that tileproxy should keep in memory and the number of BMP graphics tiles in RAM. I allocated 400MB of BMP cache, and 40,000 BMP tiles can be in the memory @ once. This will make flying at over 170 kts very smooth! 2GB users can also try this, but I'm not sure how well it will work out for you guys! :( I think the reason why you don't get blurry textures at altitudes as low as 2,000 ft is because almost all or maybe even all of the scenery gets to stay in the memory instead of being repeatedly downloaded and converted which takes more time, so having all the tiles in access in the RAM makes loading a lot faster!Here is the code:

# Start a line with # to comment it out.# Turn your text editor's Word Wrapping OFF for editing this document.## Read the manual for help with configuration. Do not contact the# author about the configuration for particular services. Thank you.#[TileProxy]# Enable or disable worldwide photographic scenery coverage (Yes/True/On to enable)master_enable=On# Write a logfile to disk. In recommend to only turn this on for debugging purposes.# When using FSX RTM or FS 2004, the logfile may grow VERY fast and affect performance.#logfile="C:\logfile.txt"# If you have concerns about possible copyright violations by caching JPEG and BMP tiles# on your hard drive, this switch is the solution. By enabling diskless mode, Tileproxy# will not store a single tile on your hard drive. Expect higher network usage though.# Note that offline mode will depend on tiles being available in the cache.diskless_mode=Off# Offline Mode - No network access will occur (Yes/True/On to enable)offline_mode=No# Resolution limiter: 17 = 30cm/pixel, 16 = 60cm/pixel, 15 = 1.1m/pixel, 14 = 2.3m/pixel, 13 = 4.75m/pixel# Lower resolutions load faster, but are visually less appealing. The 30cm resolution may only be feasible# if you have at least 2GB of system memory.max_lod=16# The following two settings allow you to tune Tileproxy to not preload specific LOD levels. This can# be used in conjunction with third party scenery products like "FS Altitude" that provides data only# up to a specific resolution. If you place this scenery higher than Tileproxy's world folders in the# scenery library then it will have precedence over Tileproxy for the specific LOD levels that it# contains. You can then instruct Tileproxy to not preload these low resolution LOD circles because# they are not needed anyway.# Lowest LOD ring to automatically preload tiles for. Must not be lower than 8.preload_min_lod=9# Lowest LOD ring to automatically preload tiles for. Must not be higher than 17.preload_max_lod=16# The maximum number of tile contexts that Tileproxy will send to the filter driver. A context# is essentially a very fast buffer for graphics data sitting in kernel memory that delivers# data right into FSX. Each tile context can hold an entire LOD 8...15 tile. Higher values# mean more use of your precious kernel memory though. The maximum number is 512. Lower if# you run out of RAM during flight and the PC starts to use the paging file a lot.max_contexts=512# Generate Water Mask. This brings back shader-rendered water and allows# for the use of planes with floats (Goose, Beaver, etc...). If you turn this# option off, you get the Tileproxy behavior of Beta 5 and earlier versions.water_mask=On# Recommendation: FSX users: Use water_blending=on, water_smoothing=off# to get soft land/water transitions## FS9 users: Use water_blending=off, water_smoothing=on# to get hard land/water transitions which# Tileproxy tries to match pixel-exact against coast-lines## Combining water_smoothing and water_blending is discouraged.# It's slow and gives weird results.# Use blending techniques to create a soft land/water transition with some# transparency effect near the shoreline. Compatible with FSX only.water_blending=On# The distance in meters that you want land/water blending to extend from the# shore line. Larger values require more processing. Large values are now possible,# useful values are up to 2000 meters. Very high values may be detrimental to water# mask resolution. Loading speed however remains mostly unaffected by this setting.blend_distance=100.0# The rate at which terrain is blended into the water color. 1.0 means a linear# blending, values > 1.0 blend faster. Values < 1.0 blend slower. This works# similarly to a Gamma Curve. An exponent of 2 gives a quadratic blend function,# an exponent of 0.5 results in a square root behavior.blend_exponent=1.0# The minimal and maximal transparency of the water. The lower you choose the min value,# the more reflective the deep water will be. The higher the max value is chosen, the less# reflective the water will be directly at the shore line. The reflectiveness transitions# linearly from max to min throughout the distance given by blend_distance from the shore.# Allowed values are between 0 and 1, and alpha_min should be smaller than alpha_max or# things may look weird.# The following alpha_min values will not give you any dithering artifacts on all-water tiles,# so the use of these is recommended. It is multiples of 16/239 (rounded up slighty)# 0.0700, 0.1339, 0.2009, 0.2678, 0.3348, 0.4017, 0.4687# 0.5356, 0.6026, 0.6695, 0.7365, 0.8034, 0.8703, 0.9373alpha_min=0.2678alpha_max=0.7# The water color in hexadecimal RGB notation. Prefix with #. This should be blue# or greenish blue or some shades of brown, depending on your preference.# Values of #000000 are discouraged when using water blending - it will result# in weird behavior at the shorelines.water_rgb=#000D1A# Try to smooth land/water boundaries by trying to match the water mask to the image content.# This is a a somewhat experimental algorithm.water_smoothing=Off# The decision threshold for water/land when water_smoothing is enabled. 0 means everything# will be turned to land, 1 means everything turns to water. Chose some value inbetween.water_threshold=0.33# Maximum number of bytes allocated to BMP graphics tiles in RAM at any time (0 for unlimited)# The value below states 400 MB.cache_bytes_limit=400000000# Maximum number of BMP tiles to cache in RAM at any time (0 for no limit).cache_tiles_limit=400000# The currently active service is configured here. Only ONE active source please.# The other source statements should be commented out.#source=Acme Globe Servicesource=Live Maps#source=Service Example 3#source=Service Example 4# The sources you want to be able to switch from the GUI menu.# Separate the list entries with | and enclose in quotes. Make sure the# names specified here are valid services which are defined below.# You may want to rename the services according to your preference,# but make sure you replace all occurences of the strings.menu_sources="Service Example 1|Service Example 3|Service Example 4"# Experimental API Hooking section. Disable if you see strange crashes and effects.# Currently we only have the DirectX 9 hook. More hooks are planned.enable_hooking=No# The DirectX 9 hook enables the moving map overlay. More features are planned.enable_dx9hook=No# A flag whether to show the moving map overlay initially or not.enable_movingmap=No# Dimensions and overlay colors of the moving map. Positions are percentages of the screen.# Width and Height refer to the full 512x512 pixel texture used for the map. To get a round# map circle, the ratio of width and height should match your screen's aspect ratio (e.g. 4:3)# Radius is given in the map texture's pixels where one pixel represents a LOD 15 tile. A# radius of 0 disables the round stencil and shows the entire 512x512 texture. Color is given# in a hexadecimal ARGB notation.movingmap_alpha=255movingmap_color=#ff000000movingmap_xpos=88movingmap_ypos=15movingmap_width=60movingmap_height=80movingmap_radius=60## Here begin the service specific configurations## This is new when you specify captcha_module## On encountering HTTP 302 redirects the captcha module will send Internet Explorer's cookies# stored for the specified service domain to the web server. It will also display whatever web# page the service redirects you to. This could be a page requiring you to enter a so-called# captcha. After entering the captcha correctly, the resulting session cookie will be stored as# a permanent cookie (expiration 1 day) in your IE Cookies folder and sent to the service on# subsequent requests. You will then be able to use the service as long as you wish, given that# you correctly enter the captcha dialog which may nag you once every 20 minutes or so.## Explaining the captcha_config arguments:## cookiedomain from captcha_config specifies the domain name for which cookies are stored.# This might be the service name plus a top level domain like ".com"## cookieurl specifies a HTTP url from which an identifying cookie will be retrieved first, if# no existing identifying cookie is found. This may be required sometimes to make the captcha# dialog appear in the first place. This could be the service's front page URL (e.g. a search# engine)[Acme Globe Service]cache_folder=C:\Tileproxy Photoreal & Cache\cache.acmenetwork_module=libnettilemodule_config="conn=20|rate=2.0|verbose=0|server=http://server*.acmeglobe.com|path=/terraintile?pos=%s&v=%v|quad=ABCD|balance=0123|agent=Mozilla/4.0 (compatible; The TileProxy Project)"captcha_module=captchaformcaptcha_config="cookiedomain=acmeglobe.com|cookieurl=http://www.acmeglobe.com"min_level=9max_level=17map_version=1color_hack=Nocolor_level=0bulk_extend=25[Live Maps]cache_folder=C:\Tileproxy Photoreal & Cache\cache.service1network_module=libnettilemodule_config="conn=20|rate=2.0|verbose=0|server=http://a*.ortho.tiles.virtualearth.net|path=/tiles/a%s.jpeg?g=%v|quad=0123|balance=0123|useragent=Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.0; SLCC1; .NET CLR 2.0.50727; .NET CLR 3.0.04506; .NET CLR 1.1.4322)"min_level=10max_level=18map_version=330level_mapping=10,11,14,14,14,17,17,17,18#level_mapping=9,10,11,14,14,14,15,16,17,18,19 even more radius in HQ (12,13->14)color_hack=Yescolor_level=13bulk_extend=25[Service Example 3]cache_folder=C:\Tileproxy Photoreal & Cache\cache.service3network_module=libnettilemodule_config="conn=20|rate=2.0|verbose=0|server=http://us.maps3.yimg.com|path=/aerial.maps.yimg.com/img?x=%x&y=%y&z=%z&v=%v&t=a|useragent=Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.0; SLCC1; .NET CLR 2.0.50727; .NET CLR 3.0.04506; .NET CLR 1.1.4322)"min_level=5max_level=19map_version=1.9color_hack=Nocolor_level=0bulk_extend=50[Service Example 4]cache_folder=C:\Tileproxy Photoreal & Cache\cache.service4network_module=libnettilemodule_config="conn=20|rate=2.0|verbose=0|server=http://mapcache*.ask.com|path=/sat/%Z/%X/%Y?partner=|balance=1234|useragent=Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.0; SLCC1; .NET CLR 2.0.50727; .NET CLR 3.0.04506; .NET CLR 1.1.4322)"min_level=5max_level=19map_version=1color_hack=Yescolor_level=12bulk_extend=50

Enjoy! Respond back with your results please! :(

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Very, very nice. Just gave it a shot around northeast Florida at 60cm and the tiles loaded fast and smooth with great resolution above 2,000' in the Baron @ 170 kias. I think I'll try 30cm now to see if your new INI will let it work for me.

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Very, very nice. Just gave it a shot around northeast Florida at 60cm and the tiles loaded fast and smooth with great resolution above 2,000' in the Baron @ 170 kias. I think I'll try 30cm now to see if your new INI will let it work for me.
Great to hear its working! I say give 30cm a shot too, it will probably go pretty well I think. I think we have just deciphered the best freeware add-on for FSX! :(

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Great to hear its working! I say give 30cm a shot too, it will probably go pretty well I think. I think we have just deciphered the best freeware add-on for FSX! :(
Ran into a little hiccup at 30cm. For some reason the tiles directly below the aircraft were blurry, though the outer tiles were fine. I don't know enough about this department to ascertain why that was the case. Works perfect at 60cm though.

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Ran into a little hiccup at 30cm. For some reason the tiles directly below the aircraft were blurry, though the outer tiles were fine. I don't know enough about this department to ascertain why that was the case. Works perfect at 60cm though.
Hmmm, sounds like a level mapping problem perhaps, or max_lod. I don't know why, but my tiles are very blurry now, well.... after I installed cleanmem again. I'm not sure if reduces the memory of an important service tileproxy needs. I'm just going to recommend not to use it or download it, or use it at your own risk. I'm going to uninstall ok and see if it returns to normal...EDIT: It's working fine now. Just so people don't have problems, I recommend not to install cleanmem. Sorry

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Hmmm, sounds like a level mapping problem perhaps, or max_lod. I don't know why, but my tiles are very blurry now, well.... after I installed cleanmem again. I'm not sure if reduces the memory of an important service tileproxy needs. I'm just going to recommend not to use it or download it, or use it at your own risk. I'm going to uninstall ok and see if it returns to normal...EDIT: It's working fine now. Just so people don't have problems, I recommend not to install cleanmem. Sorry
I tested cleanmem today to see what to exclude to fix the problems. Make sure you put these processes under your ignore list (Start > All Programs > CleanMem > Cleanmem Ignore List)explorer.exe*proxyuser.exewinint.exe**firefox.exe**iexplore.exe*cmd.exe**svchost.exe(Don't add the asterisks)*Process is part of Tileproxy*Process might be part of Tileproxy. For Firefox and Internet Explorer Tileproxy may use the base browser as a agent to download tiles... (Check your services under Proxyuser.ini and see)Cleanmem will recduce memory usage a good deal so you can have better performance in FSX and also Tileproxy. I recommend this for all users now (since I found the problem) because even if your memory gets filled up a good deal, Windows does not reduce the memory usage of other process while their not in use, until the memory reachers very very close to max. Cleanmem will help a lot!EDIT: 8:20PM EST time. I'm now testing what happens if I disable the level mapping line in tileproxy (by putting '#' in front of it) . So far it seems like the tiles download faster in the start tileproxy window but I haven't flown with it yet...

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Ok, disabling level mapping didn't go too well, now I'm testing what happens if I make the lowest preload level 10. I think I might be getting close to jet speeds!Looks like lowering the Bulk Extend line in the services helps downloading a lot.

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Doing more testing today. First I set my LOD Radius to High instead of medium, and I'm testing a clean install with just 2 modifications on the BMP limits in memory.I read the manual, I found that the max for the number of BMP tiles is 250000. So make sure it's not over that. I also found that when I installed Tileproxy a 2nd time, I forgot to re-add the exclusions for my tileproxy directories! May WORLD_LOD8 in the scenery library was also not directly below the other WORLD_**** folders so I'm not sure if it had some effect on loading. Somehow I was still able to get clear scenery over 170 kts though! :(I'll keep you posted if I get good results.

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Doing more testing today. First I set my LOD Radius to High instead of medium, and I'm testing a clean install with just 2 modifications on the BMP limits in memory.I read the manual, I found that the max for the number of BMP tiles is 250000. So make sure it's not over that. I also found that when I installed Tileproxy a 2nd time, I forgot to re-add the exclusions for my tileproxy directories! May WORLD_LOD8 in the scenery library was also not directly below the other WORLD_**** folders so I'm not sure if it had some effect on loading. Somehow I was still able to get clear scenery over 170 kts though! :( I'll keep you posted if I get good results.
I've been using an LOD radius of high for several weeks now with no bad effects. But I've also made a change that really adds to my tileproxy experience. My level mapping now reads:level_mapping=5,5,5,5,5,5,13,15,15,15,15,16,17Initially, it takes several moments for a flight to load. But once loaded, I can fly with my vis. at 50 miles and see seamless photoreal scenery to the horizon. Also, I have been able to fly up to and including commercial jet speeds, and the scenery loading stays caught up.One thing that may help is the way I have my affinity mask set for FSX. I know there's been a lot of discussion back and forth on this, but what works for *ME* is AffinityMask=6This puts the processing of FSX onto the last three cores while leaving the first core free to deal with the heavy i/o requirements of tileproxy. Before I made that change Tileproxy was more challenged when I tried to fly faster than 150 kts or so. After the change (which I've been running for almost nine months now) I was able to realize longer and faster flights. A couple weekends back I flew Phoenix to Orlando, real time and with an average ground speed of 480kts.I hope to post more pics in the screenshots forum tonight. Be on the look out for them, they will show what the scenery looks like with these new Tileproxy settings.-JohnEdit: The pics may be found here: http://forums1.avsim.net/index.php?showtopic=262677

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I've been using an LOD radius of high for several weeks now with no bad effects. But I've also made a change that really adds to my tileproxy experience. My level mapping now reads:level_mapping=5,5,5,5,5,5,13,15,15,15,15,16,17Initially, it takes several moments for a flight to load. But once loaded, I can fly with my vis. at 50 miles and see seamless photoreal scenery to the horizon. Also, I have been able to fly up to and including commercial jet speeds, and the scenery loading stays caught up.One thing that may help is the way I have my affinity mask set for FSX. I know there's been a lot of discussion back and forth on this, but what works for *ME* is AffinityMask=6This puts the processing of FSX onto the last three cores while leaving the first core free to deal with the heavy i/o requirements of tileproxy. Before I made that change Tileproxy was more challenged when I tried to fly faster than 150 kts or so. After the change (which I've been running for almost nine months now) I was able to realize longer and faster flights. A couple weekends back I flew Phoenix to Orlando, real time and with an average ground speed of 480kts.I hope to post more pics in the screenshots forum tonight. Be on the look out for them, they will show what the scenery looks like with these new Tileproxy settings.-JohnEdit: The pics may be found here: http://forums1.avsim.net/index.php?showtopic=262677
Wow thanks, I'll try that out. Only thing is if you use tileproxy it sets the affinity to the last 3 cores on a quad core. So then you have fsx and tileproxy on the last three! I will definitly try your settings. What are your max_lod and min_lod preload, etc settings.EDIT: I found a very useful program called Process Explorer and it can show you how much percentage a process is using and on which cores. I will try your affintymask tweak and see which cores its accessing. Thanks! I've always wanted to fly the 737 at high altitudes!

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Wow thanks, I'll try that out. Only thing is if you use tileproxy it sets the affinity to the last 3 cores on a quad core. So then you have fsx and tileproxy on the last three! I will definitly try your settings. What are your max_lod and min_lod preload, etc settings.
With the exception of the level mapping, all the settings are the defaults from Ed Truthan's sample proxyuser.iniI made the affinity changes myself, Tileproxy did not set it. There was a pronounced difference after I made my affinity change in the way FSX handled texture loads while Tileproxy was running.-John

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With the exception of the level mapping, all the settings are the defaults from Ed Truthan's sample proxyuser.iniI made the affinity changes myself, Tileproxy did not set it. There was a pronounced difference after I made my affinity change in the way FSX handled texture loads while Tileproxy was running.-John
Sounds good. Thanks for the excellent help, I was a bit busy, so I'm just about to try this out! :(EDIT: You are a GENIUS! Thank you so much, I can tell all that time you have had tileproxy payed off! I fired up FSX went 200 kts in a mooney (overspeed :() and it was crisp and smooth. I think I'll have to modify it a bit though for 60cm and 30cm. Thanks again :(

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Sounds good. Thanks for the excellent help, I was a bit busy, so I'm just about to try this out! :(EDIT: You are a GENIUS! Thank you so much, I can tell all that time you have had tileproxy payed off! I fired up FSX went 200 kts in a mooney (overspeed :() and it was crisp and smooth. I think I'll have to modify it a bit though for 60cm and 30cm. Thanks again :(
Good and bad news, it was good but after a few minutes I was able to outrun the scenery! Thanks for the great help though! I have some new settings that I'll post below, I was able to get it smooth as fast as 200kts yesterday using this!---Code Starts Here---## Start a line with # to comment it out.# Turn your text editor's Word Wrapping OFF for editing this document.## Read the manual for help with configuration. Do not contact the# author about the configuration for particular services. Thank you.#[TileProxy]# Enable or disable worldwide photographic scenery coverage (Yes/True/On to enable)master_enable=On# Write a logfile to disk. In recommend to only turn this on for debugging purposes.# When using FSX RTM or FS 2004, the logfile may grow VERY fast and affect performance.#logfile="C:\logfile.txt"# If you have concerns about possible copyright violations by caching JPEG and BMP tiles# on your hard drive, this switch is the solution. By enabling diskless mode, Tileproxy# will not store a single tile on your hard drive. Expect higher network usage though.# Note that offline mode will depend on tiles being available in the cache.diskless_mode=Off# Offline Mode - No network access will occur (Yes/True/On to enable)offline_mode=No# Resolution limiter: 17 = 30cm/pixel, 16 = 60cm/pixel, 15 = 1.1m/pixel, 14 = 2.3m/pixel, 13 = 4.75m/pixel# Lower resolutions load faster, but are visually less appealing. The 30cm resolution may only be feasible# if you have at least 2GB of system memory.max_lod=16# The following two settings allow you to tune Tileproxy to not preload specific LOD levels. This can# be used in conjunction with third party scenery products like "FS Altitude" that provides data only# up to a specific resolution. If you place this scenery higher than Tileproxy's world folders in the# scenery library then it will have precedence over Tileproxy for the specific LOD levels that it# contains. You can then instruct Tileproxy to not preload these low resolution LOD circles because# they are not needed anyway.# Lowest LOD ring to automatically preload tiles for. Must not be lower than 8.preload_min_lod=9# Lowest LOD ring to automatically preload tiles for. Must not be higher than 17.preload_max_lod=16# The maximum number of tile contexts that Tileproxy will send to the filter driver. A context# is essentially a very fast buffer for graphics data sitting in kernel memory that delivers# data right into FSX. Each tile context can hold an entire LOD 8...15 tile. Higher values# mean more use of your precious kernel memory though. The maximum number is 512. Lower if# you run out of RAM during flight and the PC starts to use the paging file a lot.max_contexts=512# Generate Water Mask. This brings back shader-rendered water and allows# for the use of planes with floats (Goose, Beaver, etc...). If you turn this# option off, you get the Tileproxy behavior of Beta 5 and earlier versions.water_mask=On# Recommendation: FSX users: Use water_blending=on, water_smoothing=off# to get soft land/water transitions## FS9 users: Use water_blending=off, water_smoothing=on# to get hard land/water transitions which# Tileproxy tries to match pixel-exact against coast-lines## Combining water_smoothing and water_blending is discouraged.# It's slow and gives weird results.# Use blending techniques to create a soft land/water transition with some# transparency effect near the shoreline. Compatible with FSX only.water_blending=On# The distance in meters that you want land/water blending to extend from the# shore line. Larger values require more processing. Large values are now possible,# useful values are up to 2000 meters. Very high values may be detrimental to water# mask resolution. Loading speed however remains mostly unaffected by this setting.blend_distance=100.0# The rate at which terrain is blended into the water color. 1.0 means a linear# blending, values > 1.0 blend faster. Values < 1.0 blend slower. This works# similarly to a Gamma Curve. An exponent of 2 gives a quadratic blend function,# an exponent of 0.5 results in a square root behavior.blend_exponent=1.0# The minimal and maximal transparency of the water. The lower you choose the min value,# the more reflective the deep water will be. The higher the max value is chosen, the less# reflective the water will be directly at the shore line. The reflectiveness transitions# linearly from max to min throughout the distance given by blend_distance from the shore.# Allowed values are between 0 and 1, and alpha_min should be smaller than alpha_max or# things may look weird.# The following alpha_min values will not give you any dithering artifacts on all-water tiles,# so the use of these is recommended. It is multiples of 16/239 (rounded up slighty)# 0.0700, 0.1339, 0.2009, 0.2678, 0.3348, 0.4017, 0.4687# 0.5356, 0.6026, 0.6695, 0.7365, 0.8034, 0.8703, 0.9373alpha_min=0.2678alpha_max=0.7# The water color in hexadecimal RGB notation. Prefix with #. This should be blue# or greenish blue or some shades of brown, depending on your preference.# Values of #000000 are discouraged when using water blending - it will result# in weird behavior at the shorelines.water_rgb=#000D1A# Try to smooth land/water boundaries by trying to match the water mask to the image content.# This is a a somewhat experimental algorithm.water_smoothing=Off# The decision threshold for water/land when water_smoothing is enabled. 0 means everything# will be turned to land, 1 means everything turns to water. Chose some value inbetween.water_threshold=0.33# Maximum number of bytes allocated to BMP graphics tiles in RAM at any time (0 for unlimited)# The value below states Unlimited MB.cache_bytes_limit=0# Maximum number of BMP tiles to cache in RAM at any time (0 for no limit).cache_tiles_limit=0# The currently active service is configured here. Only ONE active source please.# The other source statements should be commented out.#source=Acme Globe Servicesource=Service Example 1#source=Service Example 3#source=Service Example 4# The sources you want to be able to switch from the GUI menu.# Separate the list entries with | and enclose in quotes. Make sure the# names specified here are valid services which are defined below.# You may want to rename the services according to your preference,# but make sure you replace all occurences of the strings.menu_sources="Service Example 1|Service Example 3|Service Example 4"# Experimental API Hooking section. Disable if you see strange crashes and effects.# Currently we only have the DirectX 9 hook. More hooks are planned.enable_hooking=No# The DirectX 9 hook enables the moving map overlay. More features are planned.enable_dx9hook=No# A flag whether to show the moving map overlay initially or not.enable_movingmap=No# Dimensions and overlay colors of the moving map. Positions are percentages of the screen.# Width and Height refer to the full 512x512 pixel texture used for the map. To get a round# map circle, the ratio of width and height should match your screen's aspect ratio (e.g. 4:3)# Radius is given in the map texture's pixels where one pixel represents a LOD 15 tile. A# radius of 0 disables the round stencil and shows the entire 512x512 texture. Color is given# in a hexadecimal ARGB notation. movingmap_alpha=255movingmap_color=#ff000000movingmap_xpos=88movingmap_ypos=15movingmap_width=60movingmap_height=80movingmap_radius=60## Here begin the service specific configurations## This is new when you specify captcha_module## On encountering HTTP 302 redirects the captcha module will send Internet Explorer's cookies# stored for the specified service domain to the web server. It will also display whatever web# page the service redirects you to. This could be a page requiring you to enter a so-called# captcha. After entering the captcha correctly, the resulting session cookie will be stored as# a permanent cookie (expiration 1 day) in your IE Cookies folder and sent to the service on# subsequent requests. You will then be able to use the service as long as you wish, given that# you correctly enter the captcha dialog which may nag you once every 20 minutes or so.# # Explaining the captcha_config arguments:## cookiedomain from captcha_config specifies the domain name for which cookies are stored.# This might be the service name plus a top level domain like ".com"## cookieurl specifies a HTTP url from which an identifying cookie will be retrieved first, if# no existing identifying cookie is found. This may be required sometimes to make the captcha# dialog appear in the first place. This could be the service's front page URL (e.g. a search# engine)[Acme Globe Service]cache_folder=C:\Tileproxy Photoreal & Cache\cache.acmenetwork_module=libnettilemodule_config="conn=20|rate=2.0|verbose=0|server=http://server*.acmeglobe.com|path=/terraintile?pos=%s&v=%v|quad=ABCD|balance=0123|agent=Mozilla/4.0 (compatible; The TileProxy Project)"captcha_module=captchaformcaptcha_config="cookiedomain=acmeglobe.com|cookieurl=http://www.acmeglobe.com"min_level=9max_level=17map_version=1color_hack=Nocolor_level=0bulk_extend=25[service Example 1]cache_folder=C:\Tileproxy Photoreal & Cache\cache.service1network_module=libnettilemodule_config="conn=20|rate=2.0|verbose=0|server=http://a*.ortho.tiles.virtualearth.net|path=/tiles/a%s.jpeg?g=%v|quad=0123|balance=0123|useragent=Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.0; SLCC1; .NET CLR 2.0.50727; .NET CLR 3.0.04506; .NET CLR 1.1.4322)"min_level=10max_level=18map_version=330level_mapping=10,11,12,13,14,15,17,18,18#level_mapping=9,10,11,12,14,14,15,16,17,18,19 more radius HQ (13->14)#level_mapping=9,10,11,14,14,14,15,16,17,18,19 even more radius in HQ (12,13->14)color_hack=Yescolor_level=13bulk_extend=50[service Example 3]cache_folder=C:\Tileproxy Photoreal & Cache\cache.service3network_module=libnettilemodule_config="conn=20|rate=2.0|verbose=0|server=http://us.maps3.yimg.com|path=/aerial.maps.yimg.com/img?x=%x&y=%y&z=%z&v=%v&t=a|useragent=Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.0; SLCC1; .NET CLR 2.0.50727; .NET CLR 3.0.04506; .NET CLR 1.1.4322)"min_level=5max_level=19map_version=1.9color_hack=Nocolor_level=0bulk_extend=50[service Example 4]cache_folder=C:\Tileproxy Photoreal & Cache\cache.service4network_module=libnettilemodule_config="conn=20|rate=2.0|verbose=0|server=http://mapcache*.ask.com|path=/sat/%Z/%X/%Y?partner=|balance=1234|useragent=Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.0; SLCC1; .NET CLR 2.0.50727; .NET CLR 3.0.04506; .NET CLR 1.1.4322)"min_level=5max_level=19map_version=1color_hack=Yescolor_level=12bulk_extend=50---Code Ends Here---

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Good and bad news, it was good but after a few minutes I was able to outrun the scenery! Thanks for the great help though! I have some new settings that I'll post below, I was able to get it smooth as fast as 200kts yesterday using this!
I am using Service example three. I had tried service one but it seems that source can get bogged down bandwidth wise. Service example three isn't quite as nice or current, but it keeps up even at the fastest of speeds. Also it probably does not matter, but I am running Vista 64 and my g-card, albeit slow, has 1GB. Last bit, I have a system more or less dedicated for MSFS. I've bumped off every last process that isn't needed for maintaining MSFS and I did it manually (I have to configure systems almost daily as part of my job, I don't trust tools to kill process or identify them for me). I do have other applications I run, but my general rule is if they install junk that runs in the background, that junk is disabled unless I need it. Also your level mapping differs from mine, there is a reason I set mine up the way it is. It maximizes texture quality out to 50 miles and sacrifices everything beyond. I have found even if vis. is set 50 miles or less, there is still something happening when I am telling tileproxy to use better textures. I had level mapping similar to yours, but I don't now. In the flight levels (or even at 2000 feet) I feel I have the best of all worlds.-John

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