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Naji

Back to FU3 skies

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Well, even though I have a fantastic setup for FSX with the most realistic scenery (Orbx) and a wonderful assortment of airplanes, here I am again setting up FU3 with the never-ending advances in hardware! I installed FU3 with FU2 scenery straight from Sold-Out disks. It all went perfectly on my system (i7 965, GTX 580, Win 7 64) The sim is running fine. I am still struggling with AA and somewhat blocky sky haze. AA is corrupting the panels. I tried different settings for the blocky haze in the cfg file without success. Any help is appreciated. Nice to be back in my home turf!

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Hello.I am not sure with todays hardware with the "AA" settings, but the FU3 is only supported to maximum 1024x768 screen resolution. Check your desctop and hardware setting depending installed monitor and Hardware settings. I have also installed the fu3 with windows.7.- 64 bits, and have to turn down the setting on the video card. I am using a Nvidia GTX 460 videocard. Be sure also to install the FU3 patch. Good luck.Lars Peter.smile.png. ..

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Hey Naji. Bush man as I recall... I have a few of your airfields in my installation. If you haven't been here for a few years (I'm not sure when you last dropped by) you need to alter the graphics rectangles that define the panels and interior views of the planes so they work in hi-res and with full AA and filtering. I'm not at my PC (no internet at home, how stone-aged is that?) but there's an app available, surely in the library here, called something like Cockpit Designer made by Gideon Pertzov. It allows the user to clean up all the rectangles that once defined where an old-fashined graphics card should draw the plane's interior. I suppose the point was to reduce the amount of drawing a GPU had to do. I don't think modern cards support such things as the issue became redundant when GPUs became powerful enough to do a whole screenin several layers in hi-res at a good framerate. It's necessary to remove all but one interior rectangle for each view, and to enlarge it to 800 × 600 px. Doing that prevents the jumbled panes and (if you've ever suffered it) also prevents the permanent mouse-trails. It also allows full AA and AF. Regards,D edit: sorry, not in the library, get it here: http://reocities.com/alive.geo/downloads.html

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Hello Lars and Dave, yes I am the bush man :). Thank you both for your answers. I have already gone through the pinned thread about the rects. Thanks to Hans and others who have figured this out. I can now apply full AA with perfect panels. I am still having the problem of banding in the sky and large jaggies in overcast clouds. Tried several cfg settings without success. Reduced them somewhat but they are still there and ruining a bit the environment. Any ideas? Kind regards

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Hi Naji. I'm not sure there's anything we can do about the banded sky. I had a great Nvidia card a couple of years ago that did full AA and smooth skies but I broke it updating the driver (corrupted the firmware... no way out). I swore I wouldn't use Nvidia again and bought an ATI. That was superb in FS9 but complete c**p with FU3 so I left FU3 for a while. Finally got another Nvidia which does well in both sims but I can't shake off the stripes across the sky. It's odd but at some camera angles and times of day they all smooth out then at others jump back into horrible focus. I think that too must be something to do with modern cards... All I can suggest is trying a little more haze. Also there's a good fu3.cfg file around somewhere, possibly in the library, that works wonders with weather specifically and everything else generally. If it's not there I can paste mine into a post. I think with a credit or two for the authors that ought to be acceptable. Cheers,D

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Well, guess what? We shifted house the last week and while opening carton boxes to arrange things in my study, I found the original Looking Glass boxes for FU2 and FU3, including map, keyboard shortcuts card, cd's, and the both original manuals! I had looked everywhere for the FU2 manual, couldn't find, and now it is in my hand, so new it is beautiful. I kissed my wife for that, even though she couldn't understand what is all that excitement about! Not only that, but guess again what? I found the computer that has the 3dfx Voodoo 5 5500 AGP in it!! I powered it up to see if it was still running and it was. I took it to a shop to clean it up (almost 5-8 years old I think) and reformat it. Now I am running FU3+FU2 woth a Voodoo 5. It took me some time to find the 3dfx Tools with which I can apply AA, and now the sim is as beautiful as it ever was. Sky so clean, night lights so stable. Spent hours just flying around in Seattle and San Francisco areas, admiring the crisp textures. Can't believe the Voodoo 5 is still working like a charm after what, ten years?! Fingers crossed. The motherboard is AMD Athlon 1.6 Ghz, 512 MB. I will try to find a faster motherboard but doubt it will have sockets suitable for the Voodoo AGP. Anyway I am having 12-14 flyable rates in heavy weather. Happy FU3'ing...

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Hehe... sorry Dave, these days I am only enjoying simming; I have been flying in FSX all along, but from now on I will also fly in FU3/FU2. Scenery design takes time, so I am afraid no more from me. Safe simming!

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It might be worth mentioning "nHancer" again. It's an application that can be used to force various flavors of filtering and link them to a specified game / sim. So, the moment fu3.exe is launched the "nHancer" may be set to enhance the Nvidea card settings for our sim. This is particularly useful for FU III since the sim itself isn't capable of instructing the video card to use any fancy settings. Try various levels of antialiasing and anisotropic filtering to get rid of jaggies and banding.

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I agree the 8bit texture banding is terrible. I have found applying the LCDoering atmosphere settings in the flt3.cfg is very helpful in "masking-out" the sky color bands.http://www.geocities.ws/lcdoering/Photos.html Below I have cut-pasted a section from my flt3.cfg. containing the LCDoering entries and the Looking Glass Flt3 README.WRI entries.Anyone uses it, please look at it carefully as it might conflict with existing lines in your own flt3.cfg: ;Begin_LCDoering_Atmosphere_Line_131;;SkyandSunsets; how high the atmosphere existsAtmosphereThickness 250000; how quickly the atmosphere gets thin with altitudeAtmosphereDensityRatio 0.75; increase these values for finer sky renderingsky_Lats 128sky_Longs 128sky_GradientLats 720; this value defines the angle above the horizon where the "solid" sky color beginssky_GradientAngle 0.4; this computes the haze values constantlysky_refreshalways; decrease these values to increase the frequency of haze calculationsky_refreshtimedelta 5sky_refreshdistdelta 32sky_refreshhazedelta 0.1sky_distupdatetime 1.5; these affect the "clear air" absorptionsky_RayleighScatterRed 0.01sky_RayleighScatterGreen 0.023sky_RayleighScatterBlue 0.05; these affect the "clear air" scattersky_RayleighScatterRedScatter 0.0004sky_RayleighScatterGreenScatter 0.002sky_RayleighScatterBlueScatter 0.003; these affect how light is blended in low level hazesky_LowLevelScatterRedHW 0.6sky_LowLevelScatterGreenHW 0.8sky_LowLevelScatterBlueHW 1; these affect how light is scattered away in low level hazesky_LowLevelScatterRedScatterHW 0.075sky_LowLevelScatterGreenScatterHW 0.11sky_LowLevelScatterBlueScatterHW 0.2;;;Generating_Rainrain_MaxParticles 60000rain_TermVel -8.0rain_minOpacity 0.1rain_maxOpacity 0.3windshield_MaxDrops 100windshield_MaxSpecks 800windshield_MaxSplats 40windshield_VelAirspeedFactor 0.5windshield_CurvatureYFactor 0.75windshield_ForceFactor 6windshield_JitterFactor 0.5sky_RainOpticalDepthHW 50;;;Snow_and_Season_Temperatures;Here are the lines (below) that you can enter to adjust the Regional weather.;The K is for degrees in Kelvin;The F is for degrees in Fahrenheit;The ??? indicates a probability of the type of scale.reg_average_temperature 270;This line sets the average daily temperature in the region (K).reg_seasonal_temperature_variation 50;This line describes how much the temperature will vary from season to season ; (F)reg_daily_temperature_variation 263;This determines how much the temperature will vary over the course of the day ; (K)reg_daily_temperature_variation_summer 35;This describes how much the temperature will vary during winter (F???). Yes it ;appears to bereversed.reg_daily_temperature_variation_winter 25;This describes how much the temperature will vary during summer (F???). Yes it ;appears to bereversed.reg_random_temperature_variation 20;This basically describes how much randomness there is in temperature (F???).reg_frontal_temperature_variation 30;This determines how much the temperature can vary across a front (F???).snow_MaxParticles 50000precip_MaxRadius 15snow_TermVel -2.0snow_size 0.4snow_minOpacity 0.1snow_maxOpacity 0.5snow_minstreakdist 5snow_minstreakspeed 5sky_SnowOpticalDepthHW 50;;;Enhance_and_generate_StormsVirga_Dim 4Virga_MaxDistFactor 1.5Virga_MinDistFactor 0.5Virga_HazeCalcTime 5Virga_HazeCalcTimeVariation 2Virga_RainColor 0.6 0.7 0.8Virga_SnowColor 0.73 0.73 0.73Lightning_MinTime .5Lightning_MaxTime 30Lightning_MinColor 0.1 0.5 1Lightning_MaxColor 1 1 1Lightning_BoltProb 0Lightning_AttenuationModifier 5000000;;End_LCDoering_Atmosphere_Line_231;;;Begin_Looking_Glass_README.WRI_Weather Rendering and Sky Rendering plus **Expert Only** Config Settings_Line_234;===============================================================================; ; Weather Rendering and Sky Rendering plus **Expert Only** Config Settings;(A list of config settings, their default values, and a brief description of their function);;===============================================================================;The following determine how haze is rendered into the terrain, models, and sky.;A value of "Specular" is preferred, but not all cards support it. "MT" is the;best second option, though is slower than "Specular". "Fog" is the final last;option, but is least desired, cosmetically:;TerrainHazeMethod Specular ; ModelHazeMethod MT ; SkyHazeMethod MT;;===============================================================================;The haze cache will boost performance, at the cost of memory and aesthetics.;The larger the size, the better performance will be:; use_haze_cache haze_cache_size 102400;;===============================================================================;Large cloud models (aka cumulus clouds) may obscure other clouds, terrain,;and models. This behavior may be disabled via:;DisableCloudObscuration;;Cumulus clouds may also "shade" depending on the sun's position relative to;the camera. This may be disabled via:; ; DisableCloudShading;;In software, cumulus clouds are positioned near cloud decks, unless disabled;via:;DisableCloudDeckModels;;===============================================================================;A full haze recalculation is triggered when the local haze conditions change;by a "delta" value. The smaller the value, the more frequent the recalculation.;It is defined by:;MaxHazeDelta 0.05;;===============================================================================;Virga may exist under cumulus clouds. They are packed in rows and columns under;a cloud with a density defined by a value representing the number of virga;instances on the side of square defined by:; ; Virga_Dim 2;;Virga fades out when it is approached, defined by these min/max values, where;a small value yields a closer distance:; ; Virga_MaxDistFactor 1.5 ; Virga_MinDistFactor 0.5;;Virga gets recalculates its haze with a certain frequency, and random;variation, in seconds. The smaller the values, the more frequenct the;recalculations:; ; Virga_HazeCalcTime 5 ; Virga_HazeCalcTimeVariation 2;Virga may be colored depending on the type of precipitation within. The values are;0 to 1, each representing red, green, and blue:; ; Virga_RainColor 0.6 0.7 0.8 ; Virga_SnowColor 0.73 0.73 0.73;;===============================================================================;Lightning causes CB (cumulonimbus) clouds to flash, at a variety of locations.;The location changes randomly, governed by these min/max times, in seconds:; ; Lightning_MinTime 0.5 ; Lightning_MaxTime 20;;These lightning flashes may be disabled via:; ; DisableCumulusLightning;;Lightning has an engery range. At minimum energy it takes on one color, while;at max energy, it may have another. These values are defined by their red,;green, and blue components:; ; Lightning_MinColor 1 0.878431372549 1 ; Lightning_MaxColor 0.8117647058824 1 1;;When lightning occurs there is a probability it will not have a bolt associated;with it. To reduce that probability (and thus increase the likelihood of a;bolt), define this 0-1 value, where 0 means "most likely":; ; Lightning_BoltProb 0;;The flash associated with lightning travels a distance, then tapers off. Define;the square of this value (dist x dist). The smaller the value, the less further;the flash will travel:; ; Lightning_AttenuationModifier 1000000;;===============================================================================;To define finer sky rendering increase the following values:;; sky_Lats 32; sky_Longs 32; sky_GradientLats 360;;In software, this value defines the angle above the horizon where the "solid";sky color begins:;; sky_GradientAngle 0.3490658503989;;Define this to compute haze values constantly:;; sky_refreshalways;;Define smaller values to increase frequency of haze calculation for the sky:;; sky_refreshtimedelta 10; sky_refreshdistdelta 64; sky_refreshhazedelta 0.1; sky_distupdatetime 3;;===============================================================================;Cloud "models", which are cumuliform clouds, have many settings.;;In hardware, smaller values make the clouds puff-out when further away, and;will adversely affect framerate:;model_puff_min 150model_puff_max 200;;This will change the size of the "puffs" within a cumuliform cloud:;model_puffscale 2;;When under cumuliform clouds, their bases get hazed specially. When these;values are smaller, their update frequency increases, and framerate decreases:;CloudModel_QuadRecomputeDist 1024CloudModel_QuadRecomputeTime 10CloudModel_HazeDistDeltaUpdateTime 3;;These define when vertical polygons alpha out, depending on angle to camera.;Smaller values yield tighter transitions:;CloudModel_AlphaValMin 0.17CloudModel_AlphaValMax 0.34;;This defines the relative color intensity of the base, relative to the rest of;the cloud:;CloudModel_BottomIntensity 0.6;;Smaller values here increase overall cloud haze calculation frequency, and;decrease performance:;CloudModel_HazeCalcTime 5CloudModel_HazeCalcTimeVariation 2;;This defines the largest size chunk with which the base of the cloud may be;rendered:;CloudModel_MinBottomSize 1024;;Maximum number of chunks for base of cloud. Must be a power of 2:;CloudModel_MaxBottomQuads 32;;Rate, relative to distance from camera, at which the cloud base is broken into;chunks. Large values yield higher rate:;CloudModel_MinBottomScreenSize 200;;Rate at which the chunks are computed. Smaller values yield more frequent;computation:;CloudModel_HazeTimeDelta 20CloudModel_HazeDistDelta 100;;Max number of cumuliform clouds whose visibility is calculated per frame:;CloudVisibilityMax 50;;===============================================================================;Wisps are a HW only effect that occur when inside, above, below cloud decks;;entering or existing a cumuliform cloud, or flying around an altocumulus or;cirrus deck.;;They may be disabled via:;; DisableWisps;;They may be disabled around cloud decks:;; Wisp_DisableNearDecks;;These define their density. Larger numbers result in slower framerate:;wisp_Max 30wisp_Size 150wisp_Dist 120;;Wisp translucency (0 to 1) is affected by its relative speed, measured in m/s:;wisp_MaxSpeed 6wisp_MinSpeed 0.3wisp_MaxSpeedAlpha 0.6wisp_MinSpeedAlpha 0.05;;Wisps are created this far from camera, in meters:;wisp_MinDist 10;;A value 0 to 1. The lower the value, the sooner the wisp density reaches;maximum:;wisp_MinHazeLevel 0.3;;===============================================================================;Here's how you tweak those marvelous windshield raindrops, which are really;composed of three separate effects:;;How many of each effect, when at max intensity:;; windshield_MaxDrops 20; windshield_MaxSpecks 240; windshield_MaxSplats 10;;How they respond to relative velocity. Higher numbers make faster movements:;; windshield_VelAirspeedFactor 0.3;;Fudgy thing that makes them curve:;; windshield_CurvatureYFactor 0.60;;Fudgy thing that makes them affected by gravity:;; windshield_ForceFactor 6;;Fudgy thing that makes them move randomly:;; windshield_JitterFactor 0.1;;===============================================================================;Here's how the falling rain and snow is defined:;;How many:;; rain_MaxParticles 400; snow_MaxParticles 400;;How far out they can be created (meters):;; precip_MaxRadius 10;;Terminal velocity, in m/s:;; rain_TermVel -6.0; snow_TermVel -1.0;;How see-through precipitation is when moving slow or fast:;; rain_minOpacity 0.1; rain_maxOpacity 0.7; snow_minOpacity 0.1; snow_maxOpacity 0.7;;Size, in inches, a snowflake is:;; snow_size 0.5;;How far and how slow a snowflake must be to be rendered as a single flake:;; snow_minstreakdist 10; snow_minstreakspeed 4;;===============================================================================;How see-through altocumulus decks are:;ThinGridAlpha 0.8;;===============================================================================;Here's a bunch of random stuff relating to sky coloration, and other;miscellany.;;Red, Green, Blue with which city lights light the sky, and their brightness;Sky_CityLights 0.714286 0.857142 1 0.02;;Radians, representing when night begins:;Haze_NightZ 0.2588190451025;;How high the atmosphere exists:;; AtmosphereThickness 50000;;How quickly atmosphere gets thin with altitude:;; AtmosphereDensityRatio 0.4;;Size, in radians, sun and moon appear:;moon_size 0.08726646259972sun_size 0.08726646259972;;How important a contributor the sky as a whole is to lighting itself:;Cloud_SkyWeight 0.5;;Fudgy thing to make moon look right:;moon_maxscatter 0.9;;Fudgy thing for how much the moon lights the sky:;MoonIntensityModifier 3;;Bunch of numbers we made up for software (SW) and hardware (HW) that let;sun and moon get hazed correctly in different conditions:;sky_SunBlendFudge 0.5sky_SunBlendFudgeHW 0.5sky_SunLowLevelHazeModifier 0.02sky_SunRayleighHazeModifier 0.2sky_SunPrecipHazeModifier 0.8sky_MoonLowLevelHazeModifier 0.02sky_MoonRayleighHazeModifier 0.2sky_MoonPrecipHazeModifier 0.8sky_SunLowLevelHazeModifierHW 0.0015sky_SunRayleighHazeModifierHW 0.2sky_SunPrecipHazeModifierHW 1sky_MoonLowLevelHazeModifierHW 0.02sky_MoonRayleighHazeModifierHW 0.2sky_MoonPrecipHazeModifierHW 1sky_MaxGridDepthHW 300sky_MaxGridDepth 300;;===============================================================================;Says how things get lit when not illuminated by sun:;SkyPal_ObscurationSunWeight 0.3SkyPal_ObscurationSkyWeight 0.8SkyPal_ShadeWeightModifier 0.5;;===============================================================================;Says over what time, in seconds, does cumuliform haze interpolate:;CloudHazeDeltaTime 3;;How cumuliform haze is colored:;CloudHaze_MaxDepth 10000CloudHaze_MaxDepthColor 0.4666666666667 0.5294117647059 0.6274509803922;;How flying through cirrus or altocumulus creates haze:;CloudHaze_MaxThinGridHazeDepth 150CloudHaze_MaxThinGridHazeModifier 1;;===============================================================================;Large cloud decks are rendered using "puffs", arranged in a grid, and have a;"backdrop" when viewed from above or below.;;How often haze is calculated:;Backdrop_HazeTimeDelta 3Backdrop_HazeTimeVariation 1;;One factor in determining "puff" size:CloudDeck_PuffOnlyRadiusRatio 0.050000;;Maximum size of "grid" element (in whole numbers):;CloudDeck_PuffOnlyMaxQuadSize 16;;Maximum size of puff, in whole numbers:;CloudDeck_PuffOnlyMaxPuffSize 5;;Random puff placement:;puff_puffonlyx 0.1puff_puffonlyz 0.1;;Other factors in puff size:;PuffGrid_Scale 2.5PuffGrid_TopScaleVariation 0.1;;Values that affect puff placement and scale with distance:;PuffGrid_TopOffset 0.5PuffGrid_TopAdjust 0.5PuffGrid_CosmicFudge 0.8;;Size, in whole numbers, of backdrop:;PuffGrid_BackdropSize 4;;Decreasing this decreases framerate, but improves accuracy of puff sizes:;PuffGrid_SquashIncrement 0.1;;Define this to turn off terrain height compensation:;PuffGridIntersectTerrain;;Fade-in/out time for grid puffs:;puff_gridstale 3;;Wait this long before puff dies:;puff_griddelay 2;;Haze calc frequency:;puff_gridHazeCalcTime 4puff_gridHazeCalcTimeVariation 2;;===============================================================================;;Largest size of glommed non-puff grid elements:;grid_MaxTileIncrement 32;;How quickly non-puff grid elements are glommed together with distance:;grid_MinTexelScreenSize 1.6;;Fudgy things:;grid_SubQuadThreashhold 0.5grid_StandAloneThreashhold 0.9;;Various grid element sizes, in meters:;grid_TileSize_Cirrus 64000grid_TileSize_CirroCumulus 16000grid_TileSize_AltoCumulus 16000grid_TileSize_StratoCumulus 4096grid_TileSize_NimboStratus 4096grid_TileSize_Stratus 4096;;In SW, how many grid elements are sorted. The more, the better looking, but;slower the framerate:;CloudDeck_MinSWGridObjects 25CloudDeck_MaxSWGridObjects 50;;===============================================================================;;Haze calculation stuff here.;;Higher the number, the more calculations:;Haze_NumSubSegments 1;;Smaller the number, the more calculations:;Haze_RemainingChunkSize 20000;;Night-time transition angle;Haze_AmbientFudge 0.1736481776669;;Fudge:;haze_LowLevelModifier 0;;How far out we can break into chunks and calculate:;haze_MaximumDistance 350000;;How thick cloud haze is (0-1):;haze_foghazelevel 1;;Fudge:;Haze_GlobalNonLowLevelHazeWeight 1;;When scatter is considered total:;Haze_ST_Threashhold 0.0001;;The higher the number, the slower the framerate:;Haze_MaxBlendSumIts 50;;===============================================================================;Haze profiles here. A haze profile is defined for HW and SW independently. It's;HW if it has an 'HW' postfix. A profile defines it's blend r,g,b (all 0 to 1),;and its scatter r,g,b (0 to 1), and an optical depth (in meters).;;How many low level haze profiles we defined: sky_NumLowLevelHazeProfiles 2;;Define this specify which profile to use, else one is chosen randomly:;; sky_UseLowLevelProfile (1 to sky_NumLowLevelHazeProfiles);;To define a specific low level profile, use # for profile number, and HW postfix;where needed:;; sky_LowLevel#ScatterRed(HW); sky_LowLevel#ScatterGreen(HW); sky_LowLevel#ScatterBlue(HW); sky_LowLevel#ScatterRedScatter(HW); sky_LowLevel#ScatterGreenScatter(HW); sky_LowLevel#ScatterBlueScatter(HW); sky_LowLevel#OpticalDepth(HW);;// In absence of any low level profile, these defaults are used: sky_LowLevelScatterRedHW 0.6 sky_LowLevelScatterGreenHW 0.8 sky_LowLevelScatterBlueHW 1 sky_LowLevelScatterRedScatterHW 0.075 sky_LowLevelScatterGreenScatterHW 0.11 sky_LowLevelScatterBlueScatterHW 0.2sky_LowLevelOpticalDepthHW 2000;sky_LowLevelScatterRed 0.075sky_LowLevelScatterGreen 0.4sky_LowLevelScatterBlue 0.5sky_LowLevelScatterRedScatter 0.015sky_LowLevelScatterGreenScatter 0.11sky_LowLevelScatterBlueScatter 0.2sky_LowLevelOpticalDepth 5000;;Other haze types here:;sky_RayleighScatterRedHW 0.01sky_RayleighScatterGreenHW 0.023sky_RayleighScatterBlueHW 0.05sky_RayleighScatterRedScatterHW 0.0004sky_RayleighScatterGreenScatterHW 0.002sky_RayleighScatterBlueScatterHW 0.003sky_RayleighOpticalDepthHW 5000;sky_RainScatterRedHW 0.3sky_RainScatterGreenHW 0.35sky_RainScatterBlueHW 0.45sky_RainScatterRedScatterHW 0.95sky_RainScatterGreenScatterHW 0.93sky_RainScatterBlueScatterHW 0.91 sky_RainOpticalDepthHW 50;sky_SnowScatterRedHW 0.7sky_SnowScatterGreenHW 0.72sky_SnowScatterBlueHW 0.75sky_SnowScatterRedScatterHW 0.95sky_SnowScatterGreenScatterHW 0.93sky_SnowScatterBlueScatterHW 0.91 sky_SnowOpticalDepthHW 50;sky_CloudScatterRedHW 0.8sky_CloudScatterGreenHW 0.8sky_CloudScatterBlueHW 0.8sky_CloudScatterRedScatterHW 0.95sky_CloudScatterGreenScatterHW 0.95sky_CloudScatterBlueScatterHW 0.95sky_CloudOpticalDepthHW 10;sky_RainMinOpticalHW 0.7sky_SnowMinOpticalHW 0.7sky_CloudMinOpticalHW -0.2; sky_RayleighScatterRed 0.01 sky_RayleighScatterGreen 0.023 sky_RayleighScatterBlue 0.05 sky_RayleighScatterRedScatter 0.0004 sky_RayleighScatterGreenScatter 0.002 sky_RayleighScatterBlueScatter 0.003;;;;sky_RayleighOpticalDepth 5000;sky_RainScatterRed 0.3sky_RainScatterGreen 0.35sky_RainScatterBlue 0.45sky_RainScatterRedScatter 0.95sky_RainScatterGreenScatter 0.93sky_RainScatterBlueScatter 0.91sky_RainOpticalDepth 50;sky_SnowScatterRed 0.7sky_SnowScatterGreen 0.72sky_SnowScatterBlue 0.75sky_SnowScatterRedScatter 0.95sky_SnowScatterGreenScatter 0.93sky_SnowScatterBlueScatter 0.91sky_SnowOpticalDepth 50;sky_CloudScatterRed 0.8sky_CloudScatterGreen 0.8sky_CloudScatterBlue 0.85sky_CloudScatterRedScatter 0.95sky_CloudScatterGreenScatter 0.94sky_CloudScatterBlueScatter 0.90sky_CloudOpticalDepth 10;;Defines how haze behaves around light vector. 'Optical' is -1 to 1. 'Mie' is;0 to 1.;sky_RainMinOptical -1sky_SnowMinOptical -1sky_CloudMinOptical -0.2;sky_HazeMieMin 0.8sky_HazeMieFront 1sky_HazeMieBack 0.9;;min/max optical values, 0 to 1:;; sky_HazeOpticalMin 0.8; sky_HazeOpticalMax 1;;Fudge:;sky_AmbientSquash 0.5;;;End_Looking_Glass_README.WRI_Weather Rendering and Sky Rendering plus **Expert Only** Config Settings_Line_864;;;Begin_Looking_Glass_README.WRI_Unsupported_Config_Settings_Line_867;;gives "old" throttle behavior, where throttle is not read until it is touched for the;first time. Current new behavior is to read it upon entering fly modeavoid_throttle_jump;in fly mouse, the mouse will disappear after # seconds of inactivity. Moving it;will bring it back.;mouse_vanish #;gets rid of opening loud movienomovie;gets rid of brakes message;no_brakes_message;gets rid of the "e to start engine" message on window ;no_engine_message;Specify whether to use fog, specular lighting, or multi-pass effects for rendering haze on clouds. Its value may be fog", "specular" or "multipass". Specular is the fastest method, followed by fog then multipass. In terms of visual quality, specular is best, followed by multipass then fog. For compatibility with 3D drivers, multiSkyHazeMethod Specular;Same as above, but controls the haze on the terrain. Its default value is specular, as specular is more compatible with terrain than with models and clouds.TerrainHazeMethod Specular;Same as above, but controls the haze on 3D models. Its default value is multipass. ModelHazeMethod Specular;Set this to the size, in bytes, you want to use for your haze cache. Higher numbers will use more of your system resources in exchange for better performance, especially in moderate to severe weather conditions. Its default is 512000.haze_cache_size 512000,This represents how often, in seconds, the terrain will recompute its haze and shadi;terrain_delta_time;The represents how often, in seconds, haze in general is recomputed. Higher numbers will improve your performance at the cost of "jumpy" haze effects.;haze_delta_time;Having this line in your cfg file will enable you to fly freely throughout the world using your joystick "Zoar mode" is toggled in-game by pressing control-Z.zoar;Remove this line to enable single-pass multitexturing on 3D cards that support it. We have found that many 3D drivers misreport their ability to do the kind of multitexturing we request and so this is on by default. Single-pass multitexturing will increase your performance in nighttime, urban scenes.;punt_single_pass_multitexturing;Flight Unlimited 3 may use per-vertex fog effects. If your 3D driver misreports its ability to do this feature, place this line in your cfg file to disable it.;punt_vertex_fog;FLED normally won't let you edit objects that shipped with Flight Unlimited 3. If you place "IWorkHere" in your cfg file, you will be able to modify the placement of shipping objects in the game, but your work will not be saved in an exportable package.IWorkHere;to the average number of hours between failures you want.for example:;engine_mtbf 2.5;electric_mtbf 3.5;would cause an electric failure about once every 3.5 hours and an engine failure once every 2.5 hours when failures are enabled. The default for each is 24 hours.;electric_mtbf;engine_mtbf;If this line is present, large clouds will cast shadows on the terrain and on models. It is absent by default.enable_cloud_shadows;adds "other" airports to the scenery area.extra_airports;This will stop Approach from screaming at you on guard;no_approach_on_guard;This will prevent tower controllers from screaming at you on guard;no_tower_on_guard;(where # represents the amount of time, in seconds, you spend waiting to intercept the localizer) is available. 300 is the suggested default. If you are having trouble intercepting the localizer, you can decrease the amount of time. For a more realistic experience, we suggest that you leave it set at 300ils_delay_time_max 300.;this means the game will never accept any rudder commands from a joystick ;has_no_rudder;this will make the game ignore any improper throttle commands it hears.(Some joysticks have issues with occasionally sending rudder or throttle messages eve;has_no_throttle;if you see mysterious green lights on the tops of buildings, or if buildings mysteriously change colors at a distance, place this line in your flt3.cfg. It will work around a common problem with 3D drivers.;no_single_texel_textures;it puts a big triangle wherever there is a challenge marker.show_challenge_marker;gives your plane a shadowEnablePlayerShadow;disables caution and warning systems;no_warnings;enables the grids button in flight planner, inflight, quick flight and FBO map screens. Grids may also be cycled through with the 'g' hotkey in the map screensuse_map_grids;enables the player plane to become partially transparent. Set the level of transparency with the console command set_stealth which takes a percentage parameter (0 = solid, 100 = invisible);enable_stealth;marquee_text, marquee_background & marquee_border-- these set the color of the marque text (radio messages), and take r,g,b triplet arguments where r, g and b have to be in the range 0 through 255. For example would give you bright green text on a purple background with a yellow border.marquee_text 0 255 0;jimb changed to black backgroundmarquee_background 0 0 0marquee_border 255 255 0;if this line is present, the game will make a flight recording whenever you fly a challenge. The challenge blackbox file is put in the recs directory with the name "lastchal.bbx". The description text of the challenge is the name of the challenge (like "hoops1"). Note that only a single challenge is saved this way, you must renam;record_challenges;if this line is present, the blackbox recording and playback use real world time, rather than game time. Game time and real time drift apart when rendering slows down, such as when you switch views rapidly. Using this config variable will make your recordings stay in better sync with any .wav files they reference.blackbox_real_time;End_Looking_Glass_README.WRI_Unsupported_Config_Settings_Line_943

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Out of interest, I thought I'd share a screenie or two with you. I tried LC Doering's cfg file a couple of years sgo with this result. Yes that's right. It's my wing. That's what happens when you stop paying attention to where you're going and just look at the scenery. Even Mexico City doesn't have sunsets like this.

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