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themachine

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Everything posted by themachine

  1. Joe, Any updates if this can make it in to the mu2? Own p3d myself and would like to have a radar option.
  2. @Rob, Would you mind sharing what your brightness, contrast, and gamma settings were for that video (in the NVIDIA control panel). I have my HDR setup similar to yours but no matter what I tweak in the control panel, cannot get the night (clouds) to come up that dark at night. I know it's monitor dependent, but am just curious for a starting point.
  3. themachine replied to a post in a topic in The Prepar3d Forum
    Thanks for the tip and website, turns out the gamma was too high. For me, clouds are still somewhat visible, but results are much better now.
  4. themachine replied to a post in a topic in The Prepar3d Forum
    The edits are great, works perfect during the day. At night, the ground textures are ok too, but for some reason the clouds are just always too bright (even without the moon). Have been noticing this since 2.3, it wasn't really an issue with 2.2. Any tips for the clouds? Thanks.
  5. I for one am completely stoked about this release...absolutely love the 182, would be the only airplane I would own if I could afford a real one. True 4 seated, great range, can get in and out of anywhere, good high altitude performance, etc, etc. Used the carenado 182q for years, then the 182tc, but this will be a step up in realism.. G
  6. Have not gone up to 2.3 yet, so haven't got tried with the beta version. Will let you know once I do, but I don't see any reason why it wouldn't work as it has been doing. Galen
  7. I have been doing the above (copying FXML file and renaming the extension only to FLT) for awhile now and confirm that it works. Galen
  8. One thing about the UTX roads is that there are a lot more of them than default, so that equals a lot more lights. This was a big issue for me before the first FTXG update was released, to the point where I stopped using the vector lights. After the update to 1.1 though, at least on my system, the lights are a lot more FPS friendly. UTX roads are separated between urban and rural. If you added the lights only to the urban roads (per my post earlier), you will see the lights stop where the road transitions from urban to rural. I believe that if you add them to the rural, they will show up everywhere.
  9. Glad everyone got it working, really makes a huge difference. A lot of credit to Orbx as well for having developed a vector light, that somehow, is extremely FPS friendly and looks good too. I can't be believe how smooth the sim is with all these lights. The FSX nights have just gained a ton of ground on the X-plane nights!
  10. Here is what I did to get them working with the UTX roads. Please do so at your own risk though and back-up the terrain.cfg file in the main FSX directory. Find the entries below in the terrain.cfg file and add these lines. The guid#'s point to 4 different vector autogen object entries (the vector lights) that FTXG inserts further up in the file. I'm not sure if these guid numbers vary system to system, so you may wish to check. You can use whichever ID for whichever road, set the density, ect.. You can also add them to the rural roads (I didn't in my case). [Texture.393] Name=UT_ROAD_3_T_URBAN guid={310896D3-A126-48b9-BDEF-416CAC59B368} Textures=UTAD3.BMP,UTAD3.BMP,UTAD3.BMP,UTAD3.BMP,UTAD3.BMP,UTCD3TL_LM.BMP Layout=3_PLUS_4 StripWidthMeters=25 FlattenMode=flat FlattenPriority=21000 LandClassRemapType=none VectorAutogen={24A157E8-59BA-7748-AB32-7A688036A873} (Large divided highway with road signs and generic signs and large billboards and median barrrier and middle lights) ExcludeAutogen=Yes RenderToTexture=Yes RenderPriority=104255 Water=No [Texture.394] Name=UT_ROAD_3_F_URBAN guid={320B8490-1CA5-4736-9622-3B837460821C} Textures=UTAD3.BMP,UTAD3.BMP,UTAD3.BMP,UTAD3.BMP,UTAD3.BMP,UTCD3FL_LM.BMP Layout=3_PLUS_4 StripWidthMeters=25 FlattenMode=flat FlattenPriority=21000 LandClassRemapType=none VectorAutogen={24A157E8-59BA-7748-AB32-7A688036A873} (Large divided highway with road signs and generic signs and large billboards and median barrrier and middle lights) ExcludeAutogen=Yes RenderToTexture=Yes RenderPriority=104255 Water=No [Texture.398] Name=UT_ROAD_2_B_URBAN guid={200F151C-1600-428d-868A-483E906C0A42} Textures=UTCU2.BMP,UTCU2.BMP,UTCU2.BMP,UTCU2.BMP,UTCU2.BMP,UTCU2AL_LM.BMP Layout=3_PLUS_4 StripWidthMeters=25 FlattenMode=flat FlattenPriority=21000 LandClassRemapType=none VectorAutogen={079F0A35-198F-AC4B-B5BF-BD27A1462736} (Large divided highway with road signs and generic signs and large billboards and median barrrier and middle lights) ExcludeAutogen=Yes RenderToTexture=Yes RenderPriority=103250 Water=No [Texture.399] Name=UT_ROAD_2_T_URBAN guid={210896D3-A126-48b9-BDEF-416CAC59B368} Textures=UTAD2.BMP,UTAD2.BMP,UTAD2.BMP,UTAD2.BMP,UTAD2.BMP,UTCD2TL_LM.BMP Layout=3_PLUS_4 StripWidthMeters=13 FlattenMode=flat FlattenPriority=21000 LandClassRemapType=none VectorAutogen={079F0A35-198F-AC4B-B5BF-BD27A1462736} (Large divided highway with road signs and generic signs and large billboards and median barrrier and middle lights) ExcludeAutogen=Yes RenderToTexture=Yes RenderPriority=103255 Water=No [Texture.400] Name=UT_ROAD_2_F_URBAN guid={220B8490-1CA5-4736-9622-3B837460821C} Textures=UTAD2.BMP,UTAD2.BMP,UTAD2.BMP,UTAD2.BMP,UTAD2.BMP,UTCD2FL_LM.BMP Layout=3_PLUS_4 StripWidthMeters=13 FlattenMode=flat FlattenPriority=21000 LandClassRemapType=none VectorAutogen={079F0A35-198F-AC4B-B5BF-BD27A1462736} (Large divided highway with road signs and generic signs and large billboards and median barrrier and middle lights) ExcludeAutogen=Yes RenderToTexture=Yes RenderPriority=103255 Water=No [Texture.404] Name=UT_ROAD_1_B_URBAN_MAJOR guid={100F151C-1600-428d-868A-483E906C0A42} Textures=UTCU1.BMP,UTCU1.BMP,UTCU1.BMP,UTCU1.BMP,UTCU1.BMP,UTCU1AL_LM.BMP Layout=7_PLUS_4 StripWidthMeters=13 FlattenMode=flat FlattenPriority=21000 LandClassRemapType=none VectorAutogen={81F596DE-70CF-DC43-BFCC-6F64A456DB23} (Medium road with light poles and telephone poles) ExcludeAutogen=Yes RenderToTexture=Yes RenderPriority=102250 Water=No [Texture.405] Name=UT_ROAD_1_F_URBAN guid={120B8490-1CA5-4736-9622-3B837460821C} Textures=UTAD1.BMP,UTAD1.BMP,UTAD1.BMP,UTAD1.BMP,UTAD1.BMP,UTCD1FL_LM.BMP Layout=7_PLUS_4 StripWidthMeters=13 FlattenMode=flat FlattenPriority=21000 LandClassRemapType=none VectorAutogen={1D64764E-9F03-894D-AA40-847233974C2C} (Small road with telephone poles only) ExcludeAutogen=Yes RenderToTexture=Yes RenderPriority=102255 Water=No [Texture.406] Name=UT_ROAD_1_T_URBAN guid={110896D3-A126-48b9-BDEF-416CAC59B368} Textures=UTAD1.BMP,UTAD1.BMP,UTAD1.BMP,UTAD1.BMP,UTAD1.BMP,UTCD1TL_LM.BMP Layout=7_PLUS_4 StripWidthMeters=13 FlattenMode=flat FlattenPriority=21000 LandClassRemapType=none VectorAutogen={1D64764E-9F03-894D-AA40-847233974C2C} (Small road with telephone poles only) ExcludeAutogen=Yes RenderToTexture=Yes RenderPriority=102255 Water=No [Texture.408] Name=UT_ROAD_1_B_URBAN_MINOR guid={7938B3BF-2CE6-4204-A1CB-B72382FC4D23} Textures=UTCU1.BMP,UTCU1.BMP,UTCU1.BMP,UTCU1.BMP,UTCU1.BMP,UTCU1AL_LM.BMP Layout=7_PLUS_4 StripWidthMeters=7 FlattenMode=none FlattenPriority=21000 LandClassRemapType=none VectorAutogen={1D64764E-9F03-894D-AA40-847233974C2C} (Small road with telephone poles only) ExcludeAutogen=Yes RenderToTexture=Yes RenderPriority=102250 Water=No [Texture.412] Name=UT_ROAD_RAMP_T guid={12C2D8CD-71FF-48df-816B-63BA782DE639} Textures=UTAD1.BMP,UTAD1.BMP,UTAD1.BMP,UTAD1.BMP,UTAD1.BMP,UTCD1TL_LM.BMP Layout=7_PLUS_4 StripWidthMeters=13 FlattenMode=flat FlattenPriority=21000 LandClassRemapType=none VectorAutogen={079F0A35-198F-AC4B-B5BF-BD27A1462736} (Large divided highway with road signs and generic signs and large billboards and median barrrier and middle lights) ExcludeAutogen=Yes RenderToTexture=Yes RenderPriority=101250 Water=No [Texture.413] Name=UT_ROAD_RAMP_F guid={22C2D8CD-71FF-48df-816B-63BA782DE639} Textures=UTAD1.BMP,UTAD1.BMP,UTAD1.BMP,UTAD1.BMP,UTAD1.BMP,UTCD1FL_LM.BMP Layout=7_PLUS_4 StripWidthMeters=13 FlattenMode=flat FlattenPriority=21000 LandClassRemapType=none VectorAutogen={079F0A35-198F-AC4B-B5BF-BD27A1462736} (Large divided highway with road signs and generic signs and large billboards and median barrrier and middle lights) ExcludeAutogen=Yes RenderToTexture=Yes RenderPriority=101250 Water=No
  11. Hello,I was a Flight skeptic, but I'm trying to give it a fair shot. There are some things that I really like about Flight, such as the wind / cross-wind modelling and airport textures (no longer being able to see airport from 20 nm away as in FSX). But I have two questions:1. When doing jobs, is there a way to turn off the direction indicator / marker? Kind of defeats the purpose of having realistic airport visiblity from the distance.2. Can you exit Flight half way through a job and come back later to finish it? I tried this once, and it dumped me back in the same location but not within the actual job.Thanks in advance.Galen
  12. I'm going to guess Cessna 190/195.
  13. Seems like the putting the OS on the SSD is the most popular method. I would entertain option 4, but I'm not sure about Newegg's return policy. Is anybody here actually using SSD's as a cache instead?? I understand the limit is 64gb and why wouldn't you want to make use of the newer technology?
  14. Hi all and Happy New Year,Long time reader, first time poster. I just ordered the modest system listed below in my signature after reading about every post in this forum. This is my first build, so I'm a bit of a newbie in this area. I'm comfortable with everything except the SSD. My orginal plan was to put the OS on it, but I did some further digging after ordering and have found people saying that with smaller drives, it is pretty complicated to move all of the user data files, modify the page file limits, ect, ect. I probably would have been better off with 80gb or 120gb so I wouldn't have to worry about those issues, but I'm on a pretty tight budget. The way I see it, and since this is a brand new build, I have three options:Option 1: Stick with the orginal plan and put the OS on the SSD and modify / move whatever it takes to make the 60gb work.Option 2: Put only FSX on the SSD (my current FSX install is less than 30 GB and probably won't grow at this point). Whenever Flight comes out, I'd have to get another one.Option 3: Take advantage of the Z68 chipset and use the SSD as a cache drive. This seems to make the most sense, but I'm not sure what the feedback is on this with respect to FSX performance? Also, is the actual drive ok for this?Which of these options would be the best for running FSX, and everything else for that matter? Any ideas or advice would be greatly appreciated.Thanks.

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