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FSEARTHTILES PROBLEM

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Hi Simmers.I tried fsearthtiles to cover some area around my city using google map.Downloading of tiles worked ok.But now i have only a bunch of "BITMAP IMAGES" in the work folder and nothing else in the fsx/addon/fsearthtiles scenery or texture.What am i doing wrong?Is it possible to make bgl files from my bitmap images and use them in fsx?Or do i have to start all over again?how can i use bitmap images in fsx?Thanks# FS Earth Tiles Pre Version V1.0 HB-100, July 2008## ****.*** you need to replace this with a service base address. # %s In the URL %s is the placeholder for the later on service access filled in Tile code## hint: Check Tile Proxy Project forums to figure out working service configurations# Also mind that a service URL often contains a map version number that you should update from time to time (try and err) ## check the user documentation (UserDocu.rtf) for help with the parameters in this file##-------------------------------------------------# WARNING!## Earth Services have copyright on their material! That means you may not distribute sceneries you create that includes such material!# You are also not really allowed to download such material and use it in FS or elsewhere without the permission of the services.## Also note that some services will not like you accessing their informations in this for them uncontrolled way# and temporary block and ban you.##-------------------------------------------------#--- Services Configuration --- # you can add up to 9 Services entries [service1]ServiceCodeing = qrtsServiceUrl = http://khm0.google.com/kh?t=t%s&n=404&v=83'>http://khm0.google.com/kh?t=t%s&n=404&v=83 #you need to replace the * with a service base url (universal map version v=1000)#Referer = http://khm0.google.com #optional,you can try with and without this to establish a connection#UserAgent = Mozilla/4.0 #optional, alternatives: MSIE 7.0; Windows NT 6.0; or any fictional nameServerVariations = khm0,khm1,khm2,khm3 [service2]ServiceCodeing = 0123ServiceUrl = http://a1.ortho.tiles.virtualearth.net/tiles/a%s.jpeg?g=172'>http://a1.ortho.tiles.virtualearth.net/tiles/a%s.jpeg?g=172 #you need to replace the * with a service base url#Referer = http://a1.ortho.tiles.virtualearth.net #optional (older versions g=104, g=52)#UserAgent = Mozilla/4.0 #optionalServerVariations = a0,a1,a2,a3[service3]ServiceCodeing = xyzServiceUrl = http://us.maps3.yimg.com/aerial.maps.yimg.com/img?%s&v=1.8&t=a'>http://us.maps3.yimg.com/aerial.maps.yimg.com/img?%s&v=1.8&t=a # You need to replace both groups of ****.***#Referer = http://us.maps3.yimg.com/ # (old versions v=1.7, v=1.5)#UserAgent = Mozilla/4.0[service4]ServiceCodeing = qrtsServiceUrl = http://khm0.google.com/kh?t=t%s&n=404&v=69#Referer = http://khm0.google.com #UserAgent = Mozilla/4.0 ServerVariations = khm0,khm1,khm2,khm3 [ProxyList] #if you want to use proxies (web/http) add them heredirect #use the word "direct" in the List to mark a connection without Proxy#127.0.0.1:8118 #local proxy (example for TOR net) #130.149.49.26:3124 #external proxy example#direct #you may enter the same Proxies more than one time in this list if you like#132.239.17.224:68664 #Use the next button to change cycle throughthe proxy list manualy. (note original I planed a proxy change automatisation but didn't implement it at the end) #---FS Earth Tiles Start up default values---[FSEarthTiles]WorkingFolder = E:\FSEarthTiles\work #working space folder.SceneryFolder = E:\Microsoft Flight Simulator X\Addon Scenery\FSEarthTiles #scenery folder. Note it stores the files in the texture and scenery Sub-folder (also creates any missing folders) DownloadResolution = 3 #-4...8StartWithService = Service1SelectedSceneryCompiler = Fsx #choose: FSX or FS2004 AreaSnap = Off #Off/LOD13/LatLong/Tiles/Pixel, IMPORTANT: Select LOD13 for FS2004 to avoid water borders!CreateAreaMaskBmp = Yes #if Yes Area Mask Bitmap will be created that are used for Blend and Water and Seasons. (note FS2004 does not know blend)CompileScenery = Yes #Yes = Compile the Scenery, No = Download the Area only. AutoReferenceMode = 3 # 1..4 only active if AreaSnap is not off # 1 = match exact Area Dimensions, 2 = allow to go one large, 3 = maximum freedom in going larger (largest areas simular to Area Snap Off), 4 = divide into single unitsZoom = 16 # -4...18AreaDefinitionMode = 1Point #1Point / 2PointsAreaSizeX = 1 #[nm] Usage of this value depends on your AreaDefinitionMode setting (used on 1Point)AreaSizeY = 1 #0.6 #[nm] Use point for broken numbers here such as 1.5 or 0.75 no matter what language setting you useCenterLatitude = 60deg 25min 00sec north #Usage of this value depends on your AreaDefinitionMode setting (used on 1Point)CenterLongitude = 11deg 51min 00sec eastNorthWestCornerLatitude = 44deg 25min 00sec north #Usage of this value depends on your AreaDefinitionMode setting (used on 2Points)NorthWestCornerLongitude = 8deg 51min 00sec eastSouthEastLatitude = 44deg 25min 00sec north #Usage of this value depends on your AreaDefinitionMode setting (used on 2Points)SouthEastLongitude = 8deg 51min 00sec east#-- Additional Settings --TextureUndistortion = Perfect # choose: Off/Good/Perfect/PerfectHighQualityFSPreResampling. It corrects the texture to ensure accuracy on large areas and in best mode it heavy improves FSCompiler result but costs a lot memory # Off -> Not recommended (inaccurate on large areas) # Good -> Fast with Good Quality, small Memory usage # Perfect -> Remarkable slower but perfect accuracy, small Memory usage # PerfectHighQualityFSPreResampling -> Increase of Texture Quality through Pre-Resampling (Doing FS's job, just with much more quality result). Heavy Memory usage (6 times more). As slows as Undistortion Perfect.FSPreResampleingAllowShrinkTexture = No # Yes = Shrink the Texture on resampling instead enlarging. That generates one LOD Level less. Saves HD and memory space. Sharper but less Antialiasing effect. (only aktive if TextureUndistortion = PerfectHighQualityFSPreResampling)FSPreResampleingShrinkTextureThresholdResolutionLevel = 3 # Textures with selected Resolution Level less or equal this values becomes shrink instead enlarged. Usefull if HD space is limited to get the maximum quality for the highest LOD. # Example. The Default value 3 means: Dl Res 3 was earlier converted to one LOD up: LOD14, and with this it will be shrinked/converted in LOD13 (which match more with the table on the GUI). Dl Res 4 will still be converted upward to LOD13 (only active if FSPreResampleingAllowShrinkTexture = Yes)Brightness = 0.0 #-6.0 #[percent] Texture Color Enhancement. Brighness is best set to BrighnessValue = - 0.5 * ContrastValue; Contrast = 0.0 #+12.0 #[percent] Texture Color Enhancement.DownloadFailTimeOut = 1800 #Time out in seconds. If connection breaks and the tile flow stops this is the time after which the download attempts stops. MaxDownloadSpeed = 20 #Max download Speed in Tile per Seconds [Tile/Sec]. You can enter broken values like 0.1. One Tile is about 12kByte in transfear. 20 Tile/Sec is max (Internal hardcoded speed limit for fairness reason)MaxMemoryUsageFactor = 1.0 #Factor of Maximum of Memory Usage of detected allocable texture memory. (there is already a 5% marging).WebBrowserRecoverTimer = 15 #[sec] If the WebBrowser Tile flow stops due not accessible pages or redirected or user interruptuions etc the flow is auto restarted after this timeWebBrowserNoTileFoundKeyWords = Not Found,HTTP Error 404,Bad Request #If a WebPage with any of this KeyWords are found (seperated with comma) instead a Tile, The No Tile Found Tile will be used. (else it tries again and again and again..endless..a WebBrowser only problem...(no proper HTTP error msg accessable or I found none)). #Note that the Words used here are Service dependent. Also make sure there is no collision with the Windows internal Page if connection breake. The Wordsyou use should not apear on the Windows connection lost info page else you get No Tile Founds on connection breake also which we don't want. #--- Yes/No Switches --UseCSharpScripts = No #If yes then the Scripts will be loaded and usesd. KeepAreaInfFile = Yes #if Yes then this keeps the Area.inf File (used for FS scenery compilation with resample.exe with no Water or Season Masks)KeepAreaMaskInfFile = Yes #if Yes then this keeps the AreaMasks.inf File (used for FS scenery compilation with resample.exe with Water Masks)KeepAreaMaskSeasonInfFile = Yes #if Yes then this keeps the AreaMasksSeasons.inf File (used for FS scenery compilation with resample.exe with Season Masks (and water))KeepAreaEarthInfoFile = Yes #if Yes then this keeps the AreaEarthInfo.txt File (used for Water and Season creation) required input file for FSEarthMasksKeepSourceBitmap = Yes #if Yes then this keeps the Area.bmp File (This is the original downloaded and assembled Area.bmp and is required for FSEarthMasks and scenery compilation with Area.inf)KeepSummerBitmap = Yes #if Yes then this keeps the AreaSummer.bmp File (used in AreaMask.inf for scenery compilation with Water/Season Masks. Can be recreated through FSEarthMasks)KeepMaskBitmap = Yes #if Yes then this keeps the AreaMask.bmp File (used in AreaMask.inf for scenery compilation with Water/Season Masks. Can be recreated through FSEarthMasks)KeepSeasonsBitmaps = Yes #if Yes then this keeps the Various Season Bitmaps Files (used in AreaMask.inf for scenery compilation with Water/Season Masks. Can be recreated through FSEarthMasks)FS2004KeepTGAs = Yes #choose: Yes or No (you will find them in the \yourscenery\texture\TgaSourceFiles folder)UseInformativeAreaNames = Yes #No -> Area.bmp, Yes -> Area_Lp2_SnapLatLong_N042470000_N042400000_E010050000_E010170000.bmpShuffleTilesForDownload = Yes #if you want the Tiles to be shuffeled downloaded instead in plain orderShuffleAreasForDownload = No #if you want the Areas to be shuffeled downloaded instead in plain orderAutoStartDownload = No #Automatical starts the download on application startAutoExitApplication = No #Automatical exits the application after the work is doneOpenWebBrowsersOnStart = No #Yes = Right open the WebBrowser Engine on Start of the Application.ShowDisplaySelector = No #Yes = shows the Display mode selector with the 2 modes Free/Tile. Usually of no use except for study/debug. SuppressPitchBlackPixels = No #Yes = All absolut black Pixels color(0,0,0) will be transformed into color(0x01,0x01,0x01) pixels. CompileWithAreaMask = Yes #Yes = Compiles the Scenery by useing AreaMasks (AreaFS..MasksInfo.inf) . Should best stay on yes. (only active when CreateAreaMaskBmp = Yes)#--- FS compiler ---UseLODLimits = No #Set to Yes to aktivate FSET's minimum destination LOD creation logic. (effects FSX only)MinimumDestinationLOD = 13 #Generates at least LOD's up to this LVL to avoid FS default scenery comeing through. Only active when UseLODLimits = YesCompressionQuality = 100 #FS default is 100%. Some like 80 better to generate smaller bgl's on cost of teh quality.#--- FS Compilers ---FSXSceneryCompiler = resampleFSXSP2.exeFS2004SceneryCompiler = resampleFS2004.exe FS2004SceneryImageTool = imagetoolFS2004.exe #if missing the FS2004 compilation stops with the .tga's (no complete FS2004 executable scenery!)#--- FS Earth Masks ---FSEarthMasksTool = FSEarthMasks.exe #--- Earth Masks Config ---CreateWaterMaskBitmap = Yes # yes = create Water/Blend Mask. (An Area Vectors file (.Kml or .svg) is required for this!) CreateSummerBitmap = No # yes = create Summer Texture * Important! -> *, A summer Texture is required when you want to work with FSEM's Color Adaption for Water Regions. CreateNightBitmap = No # yes = create Night TextureCreateSpringBitmap = No # yes = create Spring TextureCreateAutumnBitmap = No # yes = create Autumn Texture (Thomas M. routines check FSEM Scripts)CreateWinterBitmap = No # yes = create Winter Texture (Thomas M. routines check FSEM Scripts)CreateHardWinterBitmap = No # yes = create Hard Winter Texture (Thomas M. routines check FSEM Scripts) BlendBorders = No # yes = auto blend Borders (Blend-Transition) of an (Multi-)Area#--- Third Party Tools ---UseAreaKMLFile = Yes #yes = an AreaKML.kml File is expected in the Work Folder used for Water and Blend Vectors. You need to create that File in advance! UseScalableVectorGraphicsTool = No #yes = Starts the SVG Tool for every Downloaded Area (Only if CreateAreaMaskBmp is on)ScalableVectorGraphicsTool = D:\Inkscape\inkscape.exe #Used for Drawing Water and Blend Vectors creating a .SVG FileAND HERE IS:using System;using System.Collections.Generic;using System.Text;using System.Threading;using System.Windows.Forms;using FSEarthTilesInternalDLL;namespace FSEarthTilesDLL{ public class CustomizedProcessesScript { //The following Methodes will be called by FSEarthTiles: //DoOneTimeOnlyWhenFSEarthTilesIsFiredUpAndReady //DoOnStartButtonEvent //DoOnAbortButtonEvent //DoWhenEverthingIsDone //DoOnFSEarthTilesClose //DoBeforeDownload //DoBeforeResampleing //DoAfterDownload //DoBeforeFSEarthMasks //DoAfterFSEarthMasks //DoBeforeFSCompilation //DoAfterFSCompilation //Note: //If you start applications from events that are called from FSET's Main Thread the FSET-GUI will frezze. Avoid doeing this. //The here passed input parameters are all copies or clones of internal object. There are Input Information only. public void DoOneTimeOnlyWhenFSEarthTilesIsFiredUpAndReady(EarthArea iEarthArea, String iAreaFileNameMiddlePart, EarthMultiArea iEarthMultiArea, AreaInfo iAreaInfo, Int64 iAreaNr, Int64 iDownloadedTilesTotal, Boolean iMultiAreaMode) { //(Is called from FSET's Main Thread) } public void DoOnStartButtonEvent(EarthArea iEarthArea, String iAreaFileNameMiddlePart, EarthMultiArea iEarthMultiArea, AreaInfo iAreaInfo, Int64 iAreaNr, Int64 iDownloadedTilesTotal, Boolean iMultiAreaMode) { //(Is called from FSET's Main Thread) } public void DoOnAbortButtonEvent(EarthArea iEarthArea, String iAreaFileNameMiddlePart, EarthMultiArea iEarthMultiArea, AreaInfo iAreaInfo, Int64 iAreaNr, Int64 iDownloadedTilesTotal, Boolean iMultiAreaMode) { //(Is called from FSET's Main Thread) } public void DoWhenEverthingIsDone(EarthArea iEarthArea, String iAreaFileNameMiddlePart, EarthMultiArea iEarthMultiArea, AreaInfo iAreaInfo, Int64 iAreaNr, Int64 iDownloadedTilesTotal, Boolean iMultiAreaMode) { //(Is called from FSET's Main Thread) } public void DoOnFSEarthTilesClose(EarthArea iEarthArea, String iAreaFileNameMiddlePart, EarthMultiArea iEarthMultiArea, AreaInfo iAreaInfo, Int64 iAreaNr, Int64 iDownloadedTilesTotal, Boolean iMultiAreaMode) { //(Is called from FSET's Main Thread) } public void DoBeforeDownload(EarthArea iEarthArea, String iAreaFileNameMiddlePart, EarthMultiArea iEarthMultiArea, AreaInfo iAreaInfo, Int64 iAreaNr, Int64 iDownloadedTilesTotal, Boolean iMultiAreaMode) { //(Is called from FSET's Main Thread) } public void DoBeforeResampleing(EarthArea iEarthArea, String iAreaFileNameMiddlePart, EarthMultiArea iEarthMultiArea, AreaInfo iAreaInfo, Int64 iAreaNr, Int64 iDownloadedTilesTotal, Boolean iMultiAreaMode) { //(Is called from FSET's After-Download-Processing Thread) //Download is finish but the Texture is still not undistorted or resampled and not stored as file. //You have no access to texture datas at this timepoint } public void DoAfterDownload(EarthArea iEarthArea, String iAreaFileNameMiddlePart, EarthMultiArea iEarthMultiArea, AreaInfo iAreaInfo, Int64 iAreaNr, Int64 iDownloadedTilesTotal, Boolean iMultiAreaMode) { //(Is called from FSET's After-Download-Processing Thread) //From this event on the Texture is downloaded resampled and the Area Bitmap File created and the Memory freed //So this is the best timepoint to start additional Applictaions //JustAnExampleOfAnApplicationStart(); //Starts Notepad with the Readme.txt //AnotherExampleOfAnApplicationStart(iAreaFileNameMiddlePart); //Starts MsPaint with our texture as parameter //Attention! MsPaint isn't doing well with large bitmaps (memory useage and crashes on modify and save) } public void DoBeforeFSEarthMasks(EarthArea iEarthArea, String iAreaFileNameMiddlePart, EarthMultiArea iEarthMultiArea, AreaInfo iAreaInfo, Int64 iAreaNr, Int64 iDownloadedTilesTotal, Boolean iMultiAreaMode) { //(Is called from FSET's After-Download-Processing Thread) } public void DoAfterFSEarthMasks(EarthArea iEarthArea, String iAreaFileNameMiddlePart, EarthMultiArea iEarthMultiArea, AreaInfo iAreaInfo, Int64 iAreaNr, Int64 iDownloadedTilesTotal, Boolean iMultiAreaMode) { //(Is called from FSET's After-Download-Processing Thread) } public void DoBeforeFSCompilation(EarthArea iEarthArea, String iAreaFileNameMiddlePart, EarthMultiArea iEarthMultiArea, AreaInfo iAreaInfo, Int64 iAreaNr, Int64 iDownloadedTilesTotal, Boolean iMultiAreaMode) { //(Is called from FSET's After-Download-Processing Thread) } public void DoAfterFSCompilation(EarthArea iEarthArea, String iAreaFileNameMiddlePart, EarthMultiArea iEarthMultiArea, AreaInfo iAreaInfo, Int64 iAreaNr, Int64 iDownloadedTilesTotal, Boolean iMultiAreaMode) { //(Is called from FSET's After-Download-Processing Thread) } protected void JustAnExampleOfAnApplicationStart() { try { System.Diagnostics.Process proc = new System.Diagnostics.Process(); proc.StartInfo.FileName = "notepad.exe"; proc.StartInfo.Arguments = "\"" + EarthConfig.mStartExeFolder + "\\" + "Readme.txt" + "\""; proc.Start(); proc.WaitForExit(); if (!proc.HasExited) { proc.Kill(); } } catch (System.Exception e) { String vError = e.ToString(); MessageBox.Show(vError, "Could not open Notepad! What to do now?"); Thread.Sleep(2000); //give user some time after a MsgBox ok click to react so in case of endless loop errors } } protected void AnotherExampleOfAnApplicationStart(String iAreaFileNameMiddlePart) { try { System.Diagnostics.Process proc = new System.Diagnostics.Process(); proc.StartInfo.FileName = "mspaint.exe"; proc.StartInfo.Arguments = "\"" + EarthConfig.mWorkFolder + "\\" + "Area" + iAreaFileNameMiddlePart + ".bmp" + "\""; proc.Start(); proc.WaitForExit(); if (!proc.HasExited) { proc.Kill(); } } catch (System.Exception e) { String vError = e.ToString(); MessageBox.Show(vError, "Could not open MsPaint! What to do now?"); Thread.Sleep(2000); //give user some time after a MsgBox ok click to react so in case of endless loop errors } } }}

Well...your scenery most likely compiled because "CompileScenery" is set to "Yes" in the FSET INI. You're probably not looking for it in the right place. Unless you changed the locations, open FSET and read the location listed and look for the BGLs there.If need be, you can recompile the scenery using resampleFSXSP2.exe (assuming we're taking FSX). Drop each Area.inf file (or is it AreaMasks.inf? I'll have to check when I'm home again) on it to compile its BMPs (Summer, Seasons masks, etc) into a BGL file.Rich

......CompileScenery = Yes #Yes = Compile the Scenery, No = Download the Area only. ....
...Drop each Area.inf file (or is it AreaMasks.inf? I'll have to check when I'm home again)...
It's the AreaFSXMasksInfo_xxxxxxxxxx.inf that is used.Rich
  • Author

Hi Rich and thank you for the perfect solutionApplause.gifRight now i am re-sampling the downloaded area and i must say it works perfectly.Thanks again

  • 1 month later...

Hi guys,I am fighting 3 days now but i downd see anything. I try but i am not abble to see one tile. Also in the program i dowd see any image ( no tiles found). It takes aboud 35 minutes for the program to get all te things ready than it says done.But stil shows no tliles found?????. So is Tileproxy better? TP is working but the scenery is very blury some plases ar a litte better. In the flightsim i see only one grey aeria arround my arcraft in top down view and i zoom out i see the text no tile found????. wat do i do nowe? Please is er somebody with the info how to do it?My service settings ar:[service1]ServiceCodeing = 0123ServiceUrl = http://a1.ortho.tiles.virtualearth.n...a%s.jpeg?g=104 #you need to replace the * with a service base url#Referer = http://server0.acmeglobe.com/terraintil ... ACBCA&v=10 #optional,#UserAgent = Mozilla/4.0 #optionalServerVariations = a0,a1,a2,a3 #Server variations that all have to contain the same Tiles[service2]ServiceCodeing = xyzServiceUrl = http://us.maps3.yimg.com/aerial.maps...g?%s&v=1.7&t=a # You need to replace both groups of ****.***#Referer = http://us.maps3.yimg.com"target="_blank"target="_blank#UserAgent = Mozilla/4.0[service3]ServiceCodeing = ServiceCodeing = qrtsServiceUrl = http://kh1.google.com/kh?t=t%s&n=404&v=17 #you need to replace the * with a service base urlReferer = http://kh1.google.com #optional,you can try with and without this to establish a connectionUserAgent = Mozilla/4.0 #optional, alternatives: MSIE 7.0; Windows NT 6.0; [service4]ServiceCodeing = qrtsServiceUrl = http://kh0.******.***/kh?t=t%s&n=404&v=26 #you need to replace the * with a service base urlServerVariations = kh0,kh1,kh2,kh3 #Server variations that all have to contain the same Tiles (old versions v=24, v=20)System is:AMD 4 cores 3.5 Ghz/ 8 GIGS DDR3 Ram/ ASUS GTX560ti overclocked by the factory/2 650GB HDD/ W7 64bit/FSX/SP1/ACC. Internet speed is 120Mbit downstream/10Mbit upstream...

.....[service1]ServiceCodeing = 0123ServiceUrl = http://a1.ortho.tile....a%s.jpeg?g=104 #you need to replace the * with a service base url#Referer = http://server0.acmeg....com/terraintil ... ACBCA&v=10 #optional,#UserAgent = Mozilla/4.0 #optionalServerVariations = a0,a1,a2,a3 #Server variations that all have to contain the same Tiles[service2]ServiceCodeing = xyzServiceUrl = http://us.maps3.yimg....g?%s&v=1.7&t=a # You need to replace both groups of ****.***#Referer = http://us.maps3.yimg.com"target="_blank"target="_blank#UserAgent = Mozilla/4.0....
Looks like you're trying to download tile versions that might no longer be on their servers:For the [service 1] ServiceUrl, try: g=172 :for the versionFor [service2] ServiceUrl, try: v=1.8 :for the versionThere might be even more current version #s now but those still work.Neither TP nor FSET are better. They are designed to do different things. If you want to fly over photoscenery without altering the tiles in any way, then TP will probably be your better bet. If you want to add water effects, alter coloration, seasonal changes, etc to the imagery, then FSET is what you should be using. TP is for the more casual user. FSET is for someone who wants to get more involved with scenery creation.Rich
  • 3 weeks later...
Looks like you're trying to download tile versions that might no longer be on their servers: For the [service 1] ServiceUrl, try: g=172 :for the version For [service2] ServiceUrl, try: v=1.8 :for the version There might be even more current version #s now but those still work. Neither TP nor FSET are better. They are designed to do different things. If you want to fly over photoscenery without altering the tiles in any way, then TP will probably be your better bet. If you want to add water effects, alter coloration, seasonal changes, etc to the imagery, then FSET is what you should be using. TP is for the more casual user. FSET is for someone who wants to get more involved with scenery creation. Rich
Sorry for the late response but its works thanks ....
  • 1 month later...

What is the best method to find out what service url's are current in google and other providers? I read someone saying to switch quickly to a different part of GE, but that' a bit unclear to me.Does someone have a step by step "to do" list of how to accurately find out which service URL is current?

Eric [FSX on Windows7 64-bit]

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