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juvat

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Posts posted by juvat


  1. General Electric has provided an online flight simulator using the google earth plugin. Don't forget to install the google earth and the browser joystick plugins. At the moment I'm flying the 'Cub from Yeager (Charleston WVA) to Clendenin WVA VFR. Just following I-79 as I would when I drive there.Just wanted to share.jimbhttp://www.ge-flightsimulator.com/


  2. Rest your eyes and brain from FLED.Something to idle the time. Each puzzle is 100 piece, 10x10. Quite easy. They are flash basedand are opened with your favorite flash supported web browser. I usually open the jpg with onetab, and open the html file with another tab. That way I have my puzzle "box" available if needed.You will most likely recognize these images.I made these on my WinXp pc using Flash Jigsaw Producer. I hope you enjoy.jimb http://flightunlimit..._Splash_640.zip http://flightunlimit...es/Flt2_Map.zip http://flightunlimit.../Flt2_Setup.zip


  3. 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


  4. My a/c is still inop. On "cool" days I dare to turn on the laptop and pc. Today weather channel shows 80ish deg F so I turned it all on. Got my box fan blowing into this little room.As for my Sapphire x1950agp; the baking was a no go; made it worse actually. So I checked around on the net and got lucky someone had a Sapphire HD3850 512mb agp for sale- 100.00 (used). I have it installed and it seems to be working fine. I get a small green orb once in a while playing 3d graphics games but its rare. Searching around old forums-that seems to be something this particular card is known for. CCC reports 46 deg C. I'm using cat driver 8.9."Do you realise we could all combat global warming by the simple expedient of leaving our refrigerator doors open?"Heh. As the knuckle-heads in office have declared Co2 regs; we should all hold our breath a full 1 hour a day to save on harmful emmisions. All those who fail the requirement should be fined. Future further studies will require all of the discpicable human race be hooked to a breathing device on one end to control Co2 and the other end to control and recycle methane gas. Additionally; not only will fast foods be banned, but also consumption of all manner of bean and bear. "These new measures my fellow sheeples will ensure the continuing growth of green energy markets".Talk about a boring tail gate party. If a human becomes cold, they should wear a blanket woven from sand; if hot, go nude and remove all body hair. If a human wants to fly they  must run as fast as they can whilst flapping their arms wildly, remembering to hold their breath for the required 1 hour of course.:(  jimb


  5. Jim! Still here.Thanks from me too. I didn't know there were patches available for FU2.I tried FU2 for the first time a few months ago, intending to see if it would work with FU3 scenery. I gave up after a brief flirtation & cleaned the disc space as I couldn't even get any 2d panels to show up. I assume there ought to be 2d panels but I've never seen any screenies so didn't know what to expect.If the patch addresses odd faults like that, I may give it another go...... though it's months now since I ran even FU3...Regards,D
    I think running Flt2 at 800x600 and you should be able to see the panels.jimb

  6. http://flightunlimit...Flt2%20Patches/flt01-04.exeFlight Unlimited II v1.01 to v1.04 patch. Use this patch to update the original CD version to v1.04.flt02-04.exeFlight Unlimited II v1.02 to v1.04 patch. Use this upgrade only if you have previously patched your copy to v1.02.flt03-04.exeFlight Unlimited II v1.03 to v1.04 patch. Use this to upgrade only if you have already patched your copy to v1.03. Some people report problems with this patch; if it doesn't work for you re-install the original version from your CD and use the v1.01 to v1.04 patch instead.fu2patfx.zipFlight Unlimited 2 Patch Fix. This file should solve the patch problem many users had installing the patches to FU2. Simply replace your readme file in the fu2 directory with the readme.wri one and try again. It should now completely patch the game. From Looking Glass.

  7. well...........I received the new psu, install went smooth. Didn't fix my issue. So, took the card out and disassembled.Cleaned off the gpu and the memory chips. The rams use pads so where ever it looked to me that a pad was "saggy", I "fluffed" them back up. Cleaned the chip, pads, cooler surfaces with coffee filter and alcohol. The new Zaward Vapor120 cpu cooler I mentioned previously had a small syringe of thermal paste in it so used a small dab of that for the gpu. Put all together and re-installed the card. Ran it through 3dMark06 but it wouldn't have none of that and crash about halfway through. Furmark the same. All my graphics intensive games said, "Huh?"So, I decided to take a crash course on gpu bios flashing for increasing cooler fan speed. Reflashed the card with fan speed set to 0-70c 70% fan rpm all the way up to 90c - 90% fan rpm. Man than fan was blowing its tail off; but really I knew it couldn't be that because with the ati ccc 9.3 I was able to observe the gpu temp and before I modded the fan speed, it would idle around 40 to 46c.So next step I think is to disassemble and bake it. The card has a rialto chip on the back that has a pink thermal pad stuck to it. I'll have to remember to remove that pad as well before I bake it. I've been putting off the baking though.Don't think getting vapors in fishsticks would garner me high praise from the kids. :( In meanwhile I decided what the heck and did a winxp repair install just for "funzies". 10 jillion hours later I'm back to where I was a week ago. :( I'm running on the little VisionTek X1600XT 256mb agp for now. She's slow, but functional. jimb


  8. The new psu should arrive this Friday evening. I am hoping that my psu is beginning to fail and is causing the video card to look bad. If the psu doesn't fix it, I think I'm going to try the "bake" method on the video card. That is, strip it down and bake it in the oven for a bit and see if it will magically repair itself. (As these folks are reporting at the below link.)http://www.overclock...t=606658&page=4Was working on my a/c unit in the back yard when a storm kind of blew up. Heard a muffled thud behind me. Ah yes, my chimney cap decides it could do a much better job of it embedded in the lawn. Raised%20Eyebrow.gifjimb


  9. Hi,Yes, very quiet for a while. Me personally, I'm out of "gaming" for a while as my video card is near at its end. Will be saving on a new one, but, that would have to be a 4650 agp from HIS which means I'd have to get a new psu first.Ordered the Antec Neo Eco 620c as I've read that its actually a repackaged Seasonic s12ii 620. Bad timing all this because I've been sssslowly buying parts for a "new" build.For the new build I had already purchased a gigabyte 790fxta-ud5, amd phenom II x2 555be calisto, zaward vapor120 cpu cooler. I had intended to purchase a psu for it next(I could've installed it right away)and later a pci-e gpu card (evga gtx460 maybe)and ram, but not this soon. But my agp graphics card started going out on me on this desktop, so went ahead and ordered that psu mentioned above. Probably will get a replacement agp card next couple of months. My "new build" is going to be an antique by the time I get done.For now I can for a short while get a 3d accelerated display but can't go no higher than 1024x764 60mhz refresh in games and I get sparkles and bands/stripe/tears at times.I took the card out and used a can of air on it to make sure the cooler and fan were clean but didn't help any.I have my 2 old agp cards nearby for backup when this card finally goes out all the way.and oh yes, not long after I ordered that psu, my home a/c went out. luvly. you all take care,jimb :( Johnny Cash: ....Well, It's a '49, '50, '51, '52, '53, '54, '55, '56, '57, '58' 59' ..........


  10. Aargh I'm such an awful pilot. Crashing right before the pad at Luray Caverns. Hopefully someone who knows how to fly proper will run your fine mission. Shame on me." juvat slinks away to helicopter training school"jimb"huh? yea, I can fly, landing, nope"


  11. Hi lilgus. I started your mission. I liked the use of the voice pack. Is that att? The area and time of the mission is very scenic. I got almost to the helipad when my engine quit on me and I had to land her kind of hard. Man, that 'pad was so close. Was the engine cutting out part of mission design, or did I screw up my chopper somehow. I almost always fly fixed wing (I'm more of a Janes Longbow guy when it comes to choppers), so not sure if there was something I did wrong when flying the bell. I tried to restart the engine but she wouldn't turn over. I saved the mission point and thought I'd post here.Shame the van was on time this flt, 'cause I'm delayed. Batting%20Eyelashes.gifThank You for the mission,JimBMaybe post your mission notice over at the Avsim rotor forum and maybe get more responses? Just an idea. Anyways, adios again. jimb


  12. In the root installation of your Flight3 there is a file flt3.cfg. Open it with a text editor such as NotePad and add the line iworkheresave it.Now you should be able to edit the existing airports within the hi-res and within the outer terrain.Links do go bad after a bit, as many are not for permanent locations. If a link in question is for a Flt3/Flt2/Flt1 file located in our library; that file could very well be one of the many causalities of the attack on our Avsim library not to long ago.We all welcome you here to the forum.Take Care,jimb


  13. I've only been able to catch just one episode.The episode where a new pilot was on his last flt eval. At the dest airfield the two elderly passengers asked about their luggage. The poor new pilot had left them at the dep airport and promised to bring them the next day.The camera crew fades back to their filming of the departure and of the new pilot loading the luggage. It seemed they knew he had missed loading those two bags because they zoomed in on them in the cart after the pilot thought he had loaded everything.That was pretty crappy on the camera crews part. They could've just as easily pointed the bags out to the instr pilot and the couple would not have had to wait on the bags and the new guy would still have been fairly eval'd. Thankfully the new guy was hired on.All in all a great program and I hope to watch more episodes.jimb


  14. 1- Can WinXp explorer read the disks individually? If it can, maybe copy the cds to your hd if you have the room and install from your hd.2- Perhaps you need to "force" the setup.exe. (something needed for another Looking Glass Studios game)"Go to Start, then Run, then type d:\setup.exe -lgntforce, where d:\ is your CDrom/DVDrom drive. (note: that's -lgntforce, lowercase "L". If you're unsure, copy and paste it from here.) This problem arises because Win2K, WinXP and Vista are based on the NT kernel, which had DirectX support which was flaky at best. Thief needs DirectX to run, so, when the installer sees the NT kernel, it assumes that the game isn't going to be able to run and quits the installation. The -lgntforce switch tells the installer to ignore the NT kernel and install anyway."Please feel free to drop by our Flt3 forum for more assistance. Those guys are quite savvy at solving Flt3 issues. goodluck and take care,jimbThe Avsim Flight Unlimited 3 forum location: * Other Forums * > Other Flight Simulation Software * > The Flight Unlimited Series


  15. Hello and Happy New Year, hopefully these will help:1- check in Flt Unlimited 3 options, graphics that 3d accelerated driver is selected. Options are Off or 3d accelerated driver2- Is your Flt3 installation set to run with the cd installed? If its set to run without the cd, your installation should have a cdrom folder in the main Flt3 install path that you created. Within the cdrom folder should be the seattle folder from the cd Scenery Disc_1 (also Sanfran if you've installed the sanfran region).Back to the Flt3 install path: There is a folder there named Regions. Within the folder you'll see another folder named Seattle (also Sanfran if you've installed the sanfran region). Open up Seattle folder and within is a file named regions.cfg. Open region.cfg and make sure the correct install path is there for reg_cd_path. Here is my region.cfg for seattle in its entirety. The second line is the one of interest.I also pasted my sanfran region.cfg encase its your sanfran region that is blurry:reg_name Seattle-Tacoma Metropolitan Areareg_cd_path C:\Program Files\Flight3\cdrom\seattle\mapsreg_cd_levels 2reg_terrain_disk_name Flight Unlimited III Scenery Disk 1reg_icon sanfran.gifreg_north 1.27409035reg_utm_zone 10reg_utm_offset 480905.14 5177413.47reg_width 10reg_height 10reg_airport seareg_sealevel 109reg_timezone -8; These are the mappings from world; to pixel coords for region map and vice versareg_map_col1 0.0092163 0.000290412 0reg_map_col2 0.000290412 -0.0092163 0reg_map_col3 809.584 1745.74 1reg_imap_col1 108.396 3.41563 0reg_imap_col2 3.41563 -108.396 0reg_imap_col3 -93718.3, 186466.0, 1; These are the mappings from world; to pixel coords for outer terrain map and vice versareg_omap_col1 0.000815094 0.000248067 0reg_omap_col2 0.000248067 -0.000815094 0reg_omap_col3 934.231 224.149 1.0reg_iomap_col1 1122.84958664767797 341.728967661259552 0reg_iomap_col2 341.728967661259552 -1122.84958664767797 0reg_iomap_col3 -1.1255990315571922e6 -67567.8409982979744 1.0; These are the zoom and built in offsets for each levelreg_fbo_map_zoom 4.0 2.0 1.0reg_fbo_map_offset 0 0 0 0 0 0; These are for terrain mirroringreg_mirr_x 1 1reg_mirr_y 1 1; These are for terrain resizing from its compressed formreg_reng_scale 0.0762939453 reg_reng_base 0; These are the time of day values: 24hr time, Season; 0=Summer, 1=Winter, 2=Spring, 3=Fall.reg_DayTime 14 0reg_NightTime 3 0reg_DawnTime 5 0reg_DuskTime 21 0reg_SunriseTime 6 0reg_SunsetTime 20 0*********************************reg_name San Francisco Bay Areareg_cd_path C:\Program Files\Flight3\CDROM\sanfran\mapsreg_terrain_disk_name Flight Unlimited II Disk 2 (Game Disk)reg_cd_levels 2reg_icon sanfran.gifreg_north 1.27409035reg_utm_zone 10reg_utm_offset 473088 4096000reg_width 10reg_height 11reg_airport sforeg_sealevel 100reg_timezone -8; These are the mappings from world; to pixel coords for region map and vice versareg_map_col1 0.00825624 0.000104323 0reg_map_col2 0.000127584 -0.00821266 0reg_map_col3 463.773 1501.57 1reg_imap_col1 121.097 1.53826 0reg_imap_col2 1.88124 -121.739 0reg_imap_col3 -58986.2 182086 1; These are the mappings from world; to pixel coords for outer terrain map and vice versareg_omap_col1 0.000815094 0.000248067 0reg_omap_col2 0.000248067 -0.000815094 0reg_omap_col3 659.597 1103.66 1.0reg_iomap_col1 1122.84958664767797 341.728967661259552 0reg_iomap_col2 341.728967661259552 -1122.84958664767797 0reg_iomap_col3 -1.11778203155719224e6 1.01384562900170194e6 1; These are the zoom and built in offsets for each levelreg_fbo_map_zoom 3.1668 1.5834 1.0reg_fbo_map_offset 48 0 0 0 0 0; These are for terrain mirroringreg_mirr_x 0 1reg_mirr_y 1 1; These are for terrain resizing from its compressed formreg_reng_scale .03051757;reg_reng_base -33.0reg_reng_base 0; These are the time of day values: 24hr time, Season; 0=Summer, 1=Winter, 2=Spring, 3=Fall.reg_DayTime 14 0reg_NightTime 3 0reg_DawnTime 5 0reg_DuskTime 21 0reg_SunriseTime 6 0reg_SunsetTime 20 0


  16. I agree, AC3D is a very nice modeling program. I've topped out my free upgrades at v6.1 or v6.2. I ever get my financial situation straightened out i intend to purchase the latest version of AC3D, amongst other things. I remember that someone had done a very nice step-by-step tutorial for modeling an aircraft. I think it was that long ago tutorial that hooked me to go ahead and purchase AC3D. Its an old tutorial now, but I imagine its still out on the web somewhere.jimb

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