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Tried Tileproxy Yesterday

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  • Commercial Member

Hey John, just took a flight out of Minden heading due north. using LOD radius 4.5, TBM 400, FFTF .99, and your level mapping settings of max lod 15, min/max preload 8/17, and 5,5,5,5,5,5,13,15,15,15,15,16,17, I have managed to not outrun the ovals. However, it is not quite that simple. In the first few minutes of flight, the last 2 ovals emptied and filled. Overall, texture loading was pretty much as before, Ie, start perfect , then after about 30 seconds, gradual dropping of a layer of resolution. As I flew on, it seemed to settle somewhat and after 15 minutes, the ovals did not empty, even at 150 kts. Ah ha !! you say, we have done it!!! Not so, unfortunately although still looking pretty darn good, even with the ovals filled, i am still getting less than max res textures displayed near the plane. Some areas after say 5 minutes flight , take up to 3 minutes to "snap" into focus, other areas, only 20 seconds. Its pretty wierd, as there does not seem to be a discernable pattern of behaviour. Iwas expecteing that if I could keep the ovals filled, the textures wouyld follow, but that is obviously not the case. Does that tell you something is holding back my texture loading? Here are some shots:Here you can see some areas with some full res tiles displayed, others not snapped in yet:2009-10-8_20-1-44-728.jpg2009-10-8_20-0-7-558.jpg2009-10-8_19-59-28-557.jpgAnd here you see it looking perfect: Pretty good detail for 1.2 resolution...2009-10-8_20-20-57-730.jpgSo, what do you think? Cheers, Mark

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Hey John, just took a flight out of Minden heading due north. using LOD radius 4.5, TBM 400, FFTF .99, and your level mapping settings of max lod 15, min/max preload 8/17, and 5,5,5,5,5,5,13,15,15,15,15,16,17, I have managed to not outrun the ovals. However, it is not quite that simple. In the first few minutes of flight, the last 2 ovals emptied and filled. Overall, texture loading was pretty much as before, Ie, start perfect , then after about 30 seconds, gradual dropping of a layer of resolution. As I flew on, it seemed to settle somewhat and after 15 minutes, the ovals did not empty, even at 150 kts. Ah ha !! you say, we have done it!!! Not so, unfortunately although still looking pretty darn good, even with the ovals filled, i am still getting less than max res textures displayed near the plane. Some areas after say 5 minutes flight , take up to 3 minutes to "snap" into focus, other areas, only 20 seconds. Its pretty wierd, as there does not seem to be a discernable pattern of behaviour. Iwas expecteing that if I could keep the ovals filled, the textures wouyld follow, but that is obviously not the case. Does that tell you something is holding back my texture loading? Here are some shots:Here you can see some areas with some full res tiles displayed, others not snapped in yet:So, what do you think? Cheers, Mark
Try using an LOD Radius of 3.5 or setting the Level of Detail Radius in FSX to medium just for a quick test. For me, this is the best option because I can still see the scenery out for many miles, but the textures update in FSX A LOT faster. Also try locking your frames between 20-35 FPS if that doesn't help. High LOD Radius will make texture "mips" updating to a higher resolution a lot slower which could cause lots of blurry scenery near you. I am pretty sure Medium will help you out, as the default scenery does not work like Tileproxy.Good luck!BTW What service are you using? Coverage of where your flying looks spectacular!

See You In The Skies...
gman!

"Impossible things are simply those which so far have never been done." - Elbert Hubbard

  • Commercial Member

Hey G-man, following your earlier post i tried out lod 3.5, but did not like the out of focus detail so close. 4.5 gave me not really noticable difference in performance but much more attractive visuals, specially on my new monster monitor, so I am working on that setting. I have just discovered however that upping the FFTF setting to 1.33 from .99 helped enormously, I just flew for 20 minutes at 150 without unloading the ovals and with crisp scenery below me, all other settings as described above unchanged. I am going to see if increasing the FFTf to 1.5 does anything.... will report back,,BTW, its service threecheers, MarkEdit: FFTF 1.50 works even better. The ovals never even lose one x, they stay completely filled with x's the whole time and you can see the tiles snapping into high res really quickly all around you as you approach. I think we cracked it!!!!Can someone who knows these things comment on the values for the FFTF setting? can they be any number ( I wonder why Christian for example gives the range to try as 0.33 to 1.33) or do they have to end in .33? and do they need to be to 2 decimal places?Despite the fact that Phil Taylor specifically said this setting does nothing after SP2, it clearly does affect the loading of photoscenery in FSX in a big way.

  • Author
Hey G-man, following your earlier post i tried out lod 3.5, but did not like the out of focus detail so close. 4.5 gave me not really noticable difference in performance but much more attractive visuals, specially on my new monster monitor, so I am working on that setting. I have just discovered however that upping the FFTF setting to 1.33 from .99 helped enormously, I just flew for 20 minutes at 150 without unloading the ovals and with crisp scenery below me, all other settings as described above unchanged. I am going to see if increasing the FFTf to 1.5 does anything.... will report back,,BTW, its service threecheers, MarkEdit: FFTF 1.50 works even better. The ovals never even lose one x, they stay completely filled with x's the whole time and you can see the tiles snapping into high res really quickly all around you as you approach. I think we cracked it!!!!Can someone who knows these things comment on the values for the FFTF setting? can they be any number ( I wonder why Christian for example gives the range to try as 0.33 to 1.33) or do they have to end in .33? and do they need to be to 2 decimal places?Despite the fact that Phil Taylor specifically said this setting does nothing after SP2, it clearly does affect the loading of photoscenery in FSX in a big way.
Good to hear its working well for you. Phil Taylor said the fiber fraction frame doesn't do much, and it's true because he was talking about its relation to the default scenery... but for photoscenery, well... thats a different story :(

See You In The Skies...
gman!

"Impossible things are simply those which so far have never been done." - Elbert Hubbard

Looking at your pictures Mark I see what you mean. I tend to think it's not a tileproxy setting, but perhaps a video setting. One thing I did do on my video card is I throttled back the anti aliasing. I use the sim display option (application controlled), but have an override in my Nvidia settings to limit it to 4X. I notice since doing that a number of months ago FSX improved in smoothness for the better. Attached is a pic of my Nvidia settings:Nvidia.jpg

Thanks for all of the tips in this thread. No matter what I try I can't seem to get this working right. No matter what I can't seem to get above 110-120 knots without everything going blurry. Earlier today I was getting an average of 600-700 tiles per second in the TP window and with spikes in the 1000 range. Tonight I am only getting 200 which I think was contributing to even more blurriness. Any Fiber_Frame additions bring stutters to my sim so I've omitted that line completely from the cfg. I've tried settings of 0.33 through 1.33 and even though 1.33 brings severe stuttering there are still stutters and low frames with a setting of 0.33. Setting my TBM value to 70 which is what I use with default scenery seemed to help earlier today and changing it back to 400 I see no differences. I've set my level mapping to the same settings that John recently posted. I really don't know what to do here. My system is comparable to many here (I think) and I should be getting better results. My goal is to get above 150 kts and really to 200 kts with crisp scenery. Seems like I will never get there! It seems also like whenever my tiles per second are high they are still only averaging about 500-600 with some higher spikes. I have a good internet connection and everything on my firewall is opened to Tile Proxy.Here's some information:My system Specs:Intel Q6600 Overclocked to 3.2 GHz8 GB XMS2 DDR2 PC2-6400 RAMNvidia GTX260 Video Card 896 Onboard MemoryWindows XP 64-BitRunning FSX SP-2 with AccelerationBelow are my fsx.cfg and tileproxy.ini filesThanks for any help anyone can 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X\Captain_sim\captain_sim.b757.menu.dll.ekkhkiiqecbbcohwzckathqukioorkuzoloaaitz=1[bUFFERPOOLS]Poolsize=5000000[JOBSCHEDULER]AffinityMask=7[FlightPlanMap]LineWidth=2SHOW_AIRPORTS=1SHOW_VORS=1SHOW_NDBS=1SHOW_APPROACHES=1SHOW_INTERSECTIONS=1SHOW_VICTOR=0SHOW_JET=0SHOW_AIRSPACE=1SHOW_FLIGHTPLAN=1SHOW_WEATHERSTATIONS=1SHOW_WEATHERSYSTEMS=1SHOW_DATATAGS=1SHOW_TERRAIN=1show_waypoints=1show_airways=1show_markers=1show_volume_boundaries=1show_ac_twr=1[MAPVIEW_MAP]SHOW_AIRPORTS=1SHOW_VORS=1SHOW_NDBS=1SHOW_APPROACHES=1SHOW_INTERSECTIONS=0SHOW_VICTOR=0SHOW_JET=0SHOW_AIRSPACE=1SHOW_FLIGHTPLAN=1SHOW_WEATHERSTATIONS=1SHOW_WEATHERSYSTEMS=1SHOW_DATATAGS=1SHOW_TERRAIN=1show_flight_history=1[TrafficExplorer]Placement=0,1,-1,-1,-1,-1,321,417,965,839CID=1,64FileNumber=1,40FilePath=0,100Key=1,64TailNumber=1,56Type=1,109Airline=1,224FlightNumber=1,50IFR_VFR=1,40From=1,45ETD=1,62To=1,45ETA=1,62State=1,60TouchAndGo=1,40AirportIdent=1,45RunwayIdent=1,45ParkingSpaceName=1,45Radius=1,45ParkingTypes=1,83ParkingCodes=1,45SortOrder=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20ColumnOrder=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19[RWW_WEATHER_MAP]SHOW_AIRPORTS=0SHOW_VORS=0SHOW_NDBS=0SHOW_APPROACHES=0SHOW_INTERSECTIONS=0SHOW_VICTOR=0SHOW_JET=0SHOW_AIRSPACE=0SHOW_FLIGHTPLAN=1SHOW_WEATHERSTATIONS=1SHOW_WEATHERSYSTEMS=1SHOW_DATATAGS=1SHOW_TERRAIN=1[WeatherMap]SHOW_AIRPORTS=0SHOW_VORS=0SHOW_NDBS=0SHOW_APPROACHES=0SHOW_INTERSECTIONS=0SHOW_VICTOR=0SHOW_JET=0SHOW_AIRSPACE=0SHOW_FLIGHTPLAN=1SHOW_WEATHERSTATIONS=1SHOW_WEATHERSYSTEMS=1SHOW_DATATAGS=1SHOW_TERRAIN=1[MULTIPLAYER]condAccoutPassword=0VoiceVolume=2.000000-----------------------------------------------------------------------------------------------------------------------------------------Tile Proxy INI## 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 will 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=15# 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=8# Lowest LOD ring to automatically preload tiles for. Must not be higher than 17.preload_max_lod=17# 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=500.0# 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 100 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 Service#source=Service Example 1source=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 2|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:\Tile Proxy\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:\Tile Proxy\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=9max_level=19map_version=330level_mapping=9,10,11,12,13,14,15,16,17,18,19#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:\Tile Proxy\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=17map_version=1.9level_mapping=5,5,5,5,5,5,13,15,15,15,15,16,17color_hack=Nocolor_level=0bulk_extend=50[service Example 4]cache_folder=C:\Tile Proxy\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

  • Commercial Member

Hi John, I use NickN's settings for enhancer, not the Nvidia controla panel. I adjusted the FFTF setting upwards and hey presto, problem is gone, I can now get 150 kts flights, no ovals unloading and super crisp scenery. :( :( :( B) B) Needless to say, I am very happy !! Thanks for the tips!To Brandon, alll I can say, is that it has just taken me about 3 or 4 weeks of continual tweaking and testing to find the right settings for my system. If you look at the two threads of mine in the tile proxy forum, you will get some usefull tips. Loyds suggested level mapping settings seemed to induce a stutter, when I tuned in the FFTF , so I am using Johns' suggested settings, with the 5;s at the start ( I think you are using the same ). The problem is that allthe settings are interdependant and with so many variables, its easy to miss the golden combination. Why dont you try copying my FSX .cfg and TP .ini file settings EXACTLY and see what happens. Important settings are:max texture loadTBMFFTFLod radiustexture resolutionAffinity maskI am at work now, but when I get home I will post my complete .cfg and .ini files for you, check every setting and then try. Thanks G-man, thanks John, I think I need to now actually do some flying, as I have been obsessively Tweaking for weeks now!!Cheers,Mark

Hi John, I use NickN's settings for enhancer, not the Nvidia controla panel. I adjusted the FFTF setting upwards and hey presto, problem is gone, I can now get 150 kts flights, no ovals unloading and super crisp scenery. :( :( :( B) B)
I am glad you're getting good results with the FFTF at 1.5. I am not sure why I manage to slide by with mine set at .15, but thank goodness it works. I had tried the higher settings, but they had a marked impact on fps. I maintain 30 fps with my current settings and only see slight drops around the major FS-X cities (such as NYC, or London). But with the FFTF at 1.5 my fps would fall to 20 which is noticeably less smooth. They could still hit 30, but it seems the sim became more focussed on maintaining the perfect texture clarity and that's where it would get bogged down any time I'd shift views. I wasn't too concerned about an occasional texture popping down one level during flight. In my real world GA flight, even on a perfectly clear day sometimes the ground below may seem partially blurred over a one or two square mile swath. I often wondered why until I moved to Arizona and realized that dust, smoke, etc often gets stirred up on a localized basis. We see it more often here because there's uh....a lot of dust :) The good news is we both have settings we're happy with and gain us great results. -John
  • Author
I am glad you're getting good results with the FFTF at 1.5. I am not sure why I manage to slide by with mine set at .15, but thank goodness it works. I had tried the higher settings, but they had a marked impact on fps. I maintain 30 fps with my current settings and only see slight drops around the major FS-X cities (such as NYC, or London). But with the FFTF at 1.5 my fps would fall to 20 which is noticeably less smooth. They could still hit 30, but it seems the sim became more focussed on maintaining the perfect texture clarity and that's where it would get bogged down any time I'd shift views. I wasn't too concerned about an occasional texture popping down one level during flight. In my real world GA flight, even on a perfectly clear day sometimes the ground below may seem partially blurred over a one or two square mile swath. I often wondered why until I moved to Arizona and realized that dust, smoke, etc often gets stirred up on a localized basis. We see it more often here because there's uh....a lot of dust :) The good news is we both have settings we're happy with and gain us great results. -John
Same here, good to here a lot of people for getting awesome results. I too had good loading at FFTF @ 0.15, but whatever floats your boat in the FSX settings is good! After almost 3 weeks of tweaking I think its time for some flyin! :(Safe flying!!

See You In The Skies...
gman!

"Impossible things are simply those which so far have never been done." - Elbert Hubbard

  • Author

Tileproxy is getting a little shaky for me now. It was working great two days ago, but today my textures were loading too slow when I was flying @ 150 kts... I tried a combination of different settings and services today but all to no avail... Some days tileproxy works great, and others it will frustrate me. I think I'll just use default scenery for now, because I also like to fly with autogen, and like to see all the seasons in FSX and snow textures when its snowing! Thanks for all the help to both of you guys! I am keeping my fingers crossed that the Tileproxy developer is making Beta 0.9 so we can get cache management, and hopefully make Tileproxy less cumbersome and easy to get up and go flying with less tweaking :(. Wishing Happy & Safe Flights!

See You In The Skies...
gman!

"Impossible things are simply those which so far have never been done." - Elbert Hubbard

  • Author

After some improvement yesterday, I'm back to tweaking and starting back from the special level mapping to see if I can get the fast updating back!Currently testing an Affinity Mask of 12. Binary: 1100 (Read Backwards), Core 0: Off, Core 1: Off, Core: 2, On Core 3: On.Going to set Tileproxy to the first 2 cores! This should help FSX load faster as its not using Core 0 which is reserved for the OS, and Tileproxy will instead use Core 1 and 2, which isn't such a CPU intensive app as FSX. So therfore I have half for tileproxy and half for FSX, which should work out really well! :(

See You In The Skies...
gman!

"Impossible things are simply those which so far have never been done." - Elbert Hubbard

yeah, the thing about tilproxy is that if you fly faster than ~100 knots the scenery tends to become unbelievably blurry. this is a major no no for me.i wish there was an option to save the scenery offline and maybe that i'll make it stay shap when flying in higher speed.thanks.

  • Author
yeah, the thing about tilproxy is that if you fly faster than ~100 knots the scenery tends to become unbelievably blurry. this is a major no no for me.i wish there was an option to save the scenery offline and maybe that i'll make it stay shap when flying in higher speed.thanks.
If you try some of the scenery here and have a decent scenery, then you can get it working at over 200kts and even with airliners. I have gotten it working at 200+ knots with no blurriness before :(. If you have the time and patience try some of the level mapping tweaks and see how it goes :(

See You In The Skies...
gman!

"Impossible things are simply those which so far have never been done." - Elbert Hubbard

i wish there was an option to save the scenery offline and maybe that i'll make it stay shap when flying in higher speed.thanks.
John, you DO save the scenery automatically already.It remains exactly as you built it flying over it UNLESS and UNTIL you either FLUSH the World Scenery folders or ADJUST your .ini settings. If you adjust max lod, or level mapping, everything (scenery-wise) in range of the AC will be rebuilt according to the new settings. Changing the scenery range in FSX should not be a factor. Your FSX Texture resolution should have been set to match the TileProxy max settings (i.e. 1m resolution in FSX for tiles at 1.2m - "max_level=17" in the details section.The side effects are two: as you fly over a wider area at greater detail, the individual scenery tiles that you are making become larger with the detail imagery and there are more and more of them - they remain at the max resolution that they've ever been. You are still looking at essentially the same NUMBER of scenery tiles but - at 1.2m resolution - they've grown from 6K (out near the horizon) to just over 1M by time they get close to the aircraft. That's a lot of data to move around and a lot for FSX to extract imagery from.I do keep specific areas sometimes:The only practical way to really KEEP your scenery tiles is to Save a copy of the exact ini you were using and keep it with a "protected" scenery folder. By this I mean, if you fly in central USA, you will be storing all the scenery tiles you are making in the "TileProxy Photoreal World\202\TEXTURE" folder. When I am finished flying this area, I save a copy of the ini in the folder and then rename the folder TEXTURE-Kansas (or whatever), create a new empty TEXTURE folder in its place and go on with life. When I want to return, the newer TEXTURE folder becomes TEXTURE-default, TEXTURE-Kansas become just TEXTURE again, I load the exact (saved) ini I was flying before and I resume that environment with all the scenery intact. Assuming, of course, that I haven't accidently deleted some of the image tiles for that area.A little bit of a bother, but a whole lot faster than flying 1000nm over the next 10 hours to rebuild what I already had at some point previously.Loyd

Hooked since FS4... now flying: FSX Acceleration on Win7/64, Core Duo E8400; GA-EP45-DS3R; GTX 460-768MB; 4G RAM; Freezer 7 Pro

  • Author

I am rushing a bit so I didn't read the above post... but...... I have some very AWESOME news. I got tileproxy working at. over 250 kts and I couldn't outrun the scenery no matter what I did. J I was flying a Mooney so it was a bit hard getting over 250 kts when already going 50kts overspeed lol. I flew in some cached and unchached areas and it was GREAT, tiles were crisp and updated fast even with a high LOD (4.5) I used Service Example 1 (Bing Maps) since they had the best color and coverage of most areas. Yahoo Maps also worked really great, but I didn't like how it looked like they took their satellite imagery in winter! So if you can try out Service 1 too and see, the coverage and color is great and 1M looks like scenery a lot sharper than 1M! I'm off to flying now to start my around the world flights. Here are my settings so you can try them out...----CODE STARTS HERE----Tileproxy ProxyUser.ini## 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=15# 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=17# 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=75.0# 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 500 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 Scenery\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 Scenery\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=5max_level=17map_version=330level_mapping=5,5,5,5,5,5,13,15,15,15,15,16,17#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 Scenery\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=17level_mapping=5,5,5,5,5,5,13,15,15,15,15,16,17map_version=1.9color_hack=Nocolor_level=0bulk_extend=50[service Example 4]cache_folder=C:\Tileproxy Scenery\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------------------------------------------------------FSX.CFG:----CODE STARTS HERE----[bufferPools]PoolSize=5000000[GRAPHICS]TEXTURE_MAX_LOAD=4096SHADER_CACHE_PRIMED_10=1693458432SHADER_CACHE_PRIMED=1693458432D3D10=0NUM_LIGHTS=8AIRCRAFT_SHADOWS=1AIRCRAFT_REFLECTIONS=1COCKPIT_HIGH_LOD=1LANDING_LIGHTS=1AC_SELF_SHADOW=0EFFECTS_QUALITY=2GROUND_SHADOWS=0TEXTURE_QUALITY=3IMAGE_QUALITY=0See_Self=1Text_Scroll=1[sOUND]AmbientUIMusicVolume=-6.000000PrimaryDevice={DEF00000-9C6D-47ED-AAF1-4DDA8F2B5C03}VoiceDevice={AE03D5AA-9D92-4571-A9A3-152250592A7B}SOUND=1SOUND_QUALITY=2SOUND_LOD=0UISound=1AmbientUI=0SOUND_FADER1=0.550000SOUND_FADER2=0.500000SOUND_FADER3=0.500000SOUND_FADER4=1.000000AmbientUIMusic=FSX01[Display]ChangeTime=4.000000TransitionTime=4.000000ActiveWindowTitleTextColor=255,255,255ActiveWindowTitleBackGroundColor=0,28,140,64NonActiveWindowTitleTextColor=255,255,255NonActiveWindowTitleBackGroundColor=24,33,87,64InfoUpperRightTextColor=255,0,0InfoUpperRightBackGroundColor=0,0,0,0InfoLowerLeftTextColor=255,255,255InfoLowerLeftBackGroundColor=255,0,0,128InfoLowerRightTextColor=255,255,255InfoLowerRightBackGroundColor=255,0,0,128InfoBrakesEnable=TrueInfoParkingBrakesEnable=TrueInfoPauseEnable=TrueInfoSlewEnable=TrueInfoStallEnable=TrueInfoOverspeedEnable=TrueBLOOM_EFFECTS=0SKINNED_ANIMATIONS=1TEXTURE_BANDWIDTH_MULT=40UPPER_FRAMERATE_LIMIT=32WideViewAspect=True[Main]DisablePreload=1User Objects=Airplane, HelicopterSimObjectPaths.0=SimObjects\AirplanesSimObjectPaths.1=SimObjects\RotorcraftSimObjectPaths.2=SimObjects\GroundVehiclesSimObjectPaths.3=SimObjects\BoatsSimObjectPaths.4=SimObjects\AnimalsSimObjectPaths.5=SimObjects\MiscProcSpeed=7562PerfBucket=7HideMenuNormal=0HideMenuFullscreen=1Location=200,42,1240,818,\\.\DISPLAY1Maximized=1FIBER_FRAME_TIME_FRACTION=0.66[PANELS]IMAGE_QUALITY=1DEFAULT_VIEW=0QUICKTIPS=1PANEL_OPACITY=100PANEL_MASKING=1PANEL_STRETCHING=1UNITS_OF_MEASURE=0[Weather]WindshieldPrecipitationEffects=1MinGustTime=10MaxGustTime=500MinGustRampSpeed=1MaxGustRampSpeed=200MinVarTime=5MaxVarTime=50MinVarRampSpeed=10MaxVarRampSpeed=75TurbulenceScale=1.000000WeatherServerAddress=fs2k.zone.comWeatherServerPort=80WeatherGraphDataInDialog=0AdjustForMagVarInDialog=1DynamicWeather=3DownloadWindsAloft=1DisableTurbulence=0CLOUD_DRAW_DISTANCE=3DETAILED_CLOUDS=1CLOUD_COVERAGE_DENSITY=7THERMAL_VISUALS=0[DISPLAY.Device.ATI Radeon HD 3800 Series .0]Mode=1440x900x32[CONTROLS]Controls_Default=StandardControls_Current=StandardKBDAIL=64KBDELEV=64KBDRUD=64[TextInfo.1]Latitude=1,1Longitude=1,2Altitude=1,3Heading=1,4AirSpeed=1,5WindDirectionAndSpeed=1,6[TextInfo.2]FrameRate=1,1LockedFrameRate=1,2GForce=1,3FuelPercentage=1,4[TextInfo.3]Latitude=1,1Longitude=1,2Altitude=1,3Heading=1,4AirSpeed=1,5WindDirectionAndSpeed=1,6FrameRate=2,1LockedFrameRate=2,2GForce=2,3FuelPercentage=2,4[slewTextInfo.1]Latitude=1,1Longitude=1,2Altitude=1,3Heading=1,4AirSpeed=1,5[slewTextInfo.2]FrameRate=1,1LockedFrameRate=1,2[slewTextInfo.3]Latitude=1,1Longitude=1,2Altitude=1,3Heading=1,4AirSpeed=1,5FrameRate=2,1LockedFrameRate=2,2[Trusted]D:\Programs\Microsoft Games\Microsoft Flight Simulator X\modules\pdfkneeboard.dll.zuttnelnrlelkrwzannwbrlnbnkqchulqirokrnu=1D:\Programs\Microsoft Games\Microsoft Flight Simulator X\GAUGES\apchart.DLL.zarullreelcltenrbneaclezikbkqihqkbroklbc=2D:\Programs\Microsoft Games\Microsoft Flight Simulator X\GAUGES\Bendix_King_Radio.DLL.auiirucbotkrehcnzcwtbhntkwrhkbltnztchhou=2D:\Programs\Microsoft Games\Microsoft Flight Simulator X\GAUGES\Mooney_Bravo.DLL.cnzbokwbltuzrrntoqccohabohqueeabutukoliq=2D:\Programs\Microsoft Games\Microsoft Flight Simulator X\GAUGES\Cessna.DLL.wluroeenkunicciwoulrbantaiczbekrtekibnun=2D:\Programs\Microsoft Games\Microsoft Flight Simulator X\GAUGES\Cessna172.DLL.lozcotnutlkkonaechiwatwtckatioznrziboclr=2D:\Programs\Microsoft Games\Microsoft Flight Simulator X\GAUGES\Bell_206B.DLL.burwzenockeioawchtrezucrnuochlnnblohbuhl=2[DynamicHeadMovement]LonAccelOnHeadLon=-0.020000LonAccelOnHeadPitch=-0.010000RollAccelOnHeadLat=0.010000YawAccelOnHeadLat=-0.100000RollAccelOnHeadRoll=0.100000MaxHeadAngle=5.000000MaxHeadOffset=0.300000HeadMoveTimeConstant=1.000000[VirtualCopilot]VirtualCopilotActive=0[uSERINTERFACE]PageID=1SHOW_MISSION_CAPTIONS=0PAUSE_ON_LOST_FOCUS=0PROMPT_ON_EXIT=1SITUATION=C:\Users\Default User\Documents\Flight Simulator X Files\Cessna @ KHEFMap_Orientation=0ShowAllACPaintSchemes=1SelectAircraftManufacturer=AllSelectAircraftPublisher=AllSelectAircraftType=AllOpenATCOnCreate=0DisplayFuelAsWeight=1[ATC]ShowATCText=1COMM_MSG_NONE_COLOR=FFFFFFFFCOMM_MSG_ATC_USER_COLOR=FFB6FFB6COMM_MSG_USER_ATC_COLOR=FFFFD21BCOMM_MSG_ATC_AI_COLOR=FF00FF00COMM_MSG_AI_ATC_COLOR=FFFF7840AutoOpenAirTrafficWindow=1UsePilotVoice=1PilotVoice=0[PointOfInterestSystem]CycleSetting=0[sCENERY]LENSFLARE=1DAWN_DUSK_SMOOTHING=1IMAGE_COMPLEXITY=4[TrafficManager]AirlineDensity=20GADensity=20FreewayDensity=10ShipsAndFerriesDensity=30LeisureBoatsDensity=30IFROnly=0AIRPORT_SCENERY_DENSITY=4[TERRAIN]LOD_RADIUS=4.500000MESH_COMPLEXITY=75MESH_RESOLUTION=22TEXTURE_RESOLUTION=25AUTOGEN_DENSITY=4DETAIL_TEXTURE=1WATER_EFFECTS=4[AContain]ShowLabels=1ShowUserLabel=0ShowLabelManufacturer=1ShowLabelModel=1ShowLabelTailNumber=1ShowLabelDistance=1ShowLabelAltitude=1ShowLabelAirline=0ShowLabelAirlineAndFlightNumber=1ShowLabelFlightPlan=0ShowLabelContainerId=0ShowLabelAirspeed=1ShowLabelHeading=1LabelDelay=1000LabelColor=FFFF0000[iNTERNATIONAL]ASLAT=2ASLON=1MEASURE=0[REALISM]PFactor=1.000000Torque=1.000000GyroEffect=1.000000CrashTolerance=1.000000General=1.000000UnlimitedFuel=FalseTrueAirspeed=FalseAutoCoord=FalseRealMixture=TrueStressDamage=FalseGEffect=FalseManualLights=TrueGyroDrift=FalseCrashWithDyn=FalseCrashDetection=FalseAutoTrim=False[sIM]SYSCLOCK=1[sTARTUP]DEMO=0SHOW_OPENING_SCREEN=1STARTUP_DEMO=LoadWindow=1[FACILITIES]COUNTRY=STATE=CITY=GTL_BUTTON=1417[Misc]Com_Rate=7[RWW_WEATHER_MAP]SHOW_AIRPORTS=0SHOW_VORS=0SHOW_NDBS=0SHOW_APPROACHES=0SHOW_INTERSECTIONS=0SHOW_VICTOR=0SHOW_JET=0SHOW_AIRSPACE=0SHOW_FLIGHTPLAN=1SHOW_WEATHERSTATIONS=1SHOW_WEATHERSYSTEMS=1SHOW_DATATAGS=1SHOW_TERRAIN=1[FlightPlanMap]LineWidth=2SHOW_AIRPORTS=1SHOW_VORS=1SHOW_NDBS=1SHOW_APPROACHES=1SHOW_INTERSECTIONS=1SHOW_VICTOR=0SHOW_JET=0SHOW_AIRSPACE=1SHOW_FLIGHTPLAN=1SHOW_WEATHERSTATIONS=1SHOW_WEATHERSYSTEMS=1SHOW_DATATAGS=1SHOW_TERRAIN=1show_waypoints=1show_airways=1show_markers=1show_volume_boundaries=1show_ac_twr=1[MAPVIEW_MAP]SHOW_AIRPORTS=1SHOW_VORS=1SHOW_NDBS=1SHOW_APPROACHES=1SHOW_INTERSECTIONS=1SHOW_VICTOR=0SHOW_JET=0SHOW_AIRSPACE=1SHOW_FLIGHTPLAN=1SHOW_WEATHERSTATIONS=1SHOW_WEATHERSYSTEMS=1SHOW_DATATAGS=1SHOW_TERRAIN=1show_flight_history=1[MULTIPLAYER]AccoutUsername=condAccoutPassword=DefaultLobby=Free FlightGameName=VoiceVolume=2.000000----CODE STARTS HERE----Make note that I only had my Texture_Bandwidth_Mult at 40 too!EDIT: I forgot to add here is what I did.FSX.CFG has no affinity mask tweak, since after the Service Packs, its supposed to detect the # of cores automatically, and I also got better FPS somehow after using 6,7,12,14,15?FSX in the task manager had an affinity on all cores. Tileproxy's Proxuser.exe and cmd.exe processes were only on Core 2 and Core 3, at an priorty of "Normal", to prevent loading both cores to much and doing the opposite of making things slower, when its supposed to try and make it faster.FSX framerate was locked at 30 FPS. Scenery was 1M (Meter):(Good luck, and safe flights!

See You In The Skies...
gman!

"Impossible things are simply those which so far have never been done." - Elbert Hubbard

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