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kjjj11223344

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  1. Hi
    I need to create scenery in FSEarthTiles with only one LOD level - without mipmaps - so, for example, I currently need Lp8 scenery and I want after opening bgl in: TmfViewer-View-Level of detail to also display only this level - in this case LOD 8.
    In the P3d v4 SDK documentation it is written that this is possible, I quote

    "LOD=Auto should be changed to provide a minimum and maximum level, or simply one level"

    https://www.prepar3d.com/SDKv4/sdk/world/terrain/terrain_overview.html#Performance Tips for Aerial Imagery

    What should be changed in the fsearthtiles.ini settings to make this possible? I have tried various UseLODLimits and MinimumDestinationLOD settings but nothing works.
    Regards

    1. kjjj11223344

      kjjj11223344

      This was programmed by hb-100, and frankly I don’t know how to achieve what you want. Looking at the manual, it seems the settings you modified are the right ones, but I don’t know the behavior programmed into FSET. I will look at the code and let you know how it works.

    2. m33

      m33

      Hi
      Thank you for your answer. Dropping an .inf file with a value such as Lod = 8 onto the resample.exe file is as it should be, only Lod 8 is displayed in tmfviewer. This means that FSET simply does not support single values yet.
      Regards

    3. kjjj11223344

      kjjj11223344

      You’re right, it doesn’t. I looked at the code, and the only time it writes an LOD line is when you use LOD limits, which doesn’t set a singular LOD.

       

      I would need to alter the code to support this.

  2. It was definitely the experience of a lifetime. The yoke was a lot heavier than I expected. I went from a Logitech extreme 3D to a thrustmaster hotas, but not even the thrust master comes close to how heavy the real yoke feels. I actually had to use both hands to pull back on the yoke after idling the engines on my first landing, as one hand wasn’t doing the job 🤣. Nevertheless, the precision of the real yoke is unparalleled. Much easier to get the plane to go where you want than in the sim… PMDG did a fantastic job on the trim. The trimming felt very close to what I feel on the PMDG.
  3. After many years of simming, I got the opportunity to go on a level d 737-800 sim today. All the years of playing flight sim payed off - all my landings were on the markers, smooth, and on centerline. The instructor was very impressed with my knowledge, and basically let me do whatever I wished as he didn’t have to instruct me :). Just writing this post to say - our home sims really are great training tools. In fact, the level d sim felt easier than my home cockpit (peripheral vision, g forces, more precise controls).
  4. I recommend using FSEarthTiles (FSET). It’s just better for fsx/p3d than ortho4xp_fsx_p3d (better quality, etc). I’ve also recently written a custom water masking solution. Before, FSET just used ortho4xp’s water masking code, which downloaded a lot of data not needed by FSX/P3D. My custom solution doesn’t do this and the result is much faster water masking, without as many timeouts from the OSM server (basically no time outs ever). Download it here: https://github.com/stackTom/FSEarthTiles/releases
  5. I have update FSEarthTiles to now support automatic water mask and seasons creation. I believe this is a much better suited program for FSX, P3D, and FS2004 than Ortho4xp for fsx/p3d as it produces better quality images and is more versatile. Check it out here
  6. I just updated the program with some optimizations that will make downloading/craeting autogen with Scenproc much faster: https://github.com/stackTom/Ortho4XP_FSX_P3D/archive/refs/heads/master.zip
  7. I have a small group of beta testers. I’ll send you a PM.
  8. Announcement - I have updated the latest program to support the "Write App Cfg" button, as well as fixed an incorrect error message that was confusing people. Download at the usual link: https://github.com/stackTom/Ortho4XP_FSX_P3D/archive/refs/heads/master.zip I am also working on adding automatic water masking and scenproc integration to FSEarthTiles, which I believe is better for fsx and p3d than ortho4xp.
  9. Please post your Ortho4XP.cfg file here.
  10. Hi, and thank you for your fantastic work !

    I used Ortho4Xp for XP-11, and it worked wonderfully..

    I wanted to have a try with FSX and I am at a loss with an unexpected issue. I use FSX SE. I installed FSX SDK out of a box version. I modified Oth4XP.cfg so as to add the path to resample.exe.

    But, when building imagery/DSF; I get the message ;  "resample doesn't exist at C:\Programs (x86)\\Microsoft Games\\Microsoft Flight Simulator X SDK\\Environment Kit\\Terrain SDK\\resample.exe, quitting", though it is really located there.

    My ortho4XP.csg is :

    verbosity=1
    cleaning_level=1
    overpass_server_choice=DE
    skip_downloads=False
    skip_converts=False
    max_convert_slots=4
    check_tms_response=True
    http_timeout=10.0
    max_connect_retries=5
    max_baddata_retries=5
    ovl_exclude_pol=[0]
    ovl_exclude_net=[]
    custom_scenery_dir=
    custom_overlay_src=
    road_level=1
    road_banking_limit=0.5
    max_levelled_segs=100000
    min_area=0.001
    max_area=200
    clean_bad_geometries=True
    mesh_zl=19
    curvature_tol=2.0
    apt_curv_tol=0.5
    apt_curv_ext=0.5
    coast_curv_tol=1.0
    coast_curv_ext=0.5
    limit_tris=0
    hmin=0.0
    min_angle=10.0
    apt_smoothing_pix=8
    sea_smoothing_mode=zero
    water_smoothing=10
    iterate=0
    mask_zl=14
    masks_width=100
    masking_mode=sand
    use_masks_for_inland=False
    masks_use_DEM_too=False
    masks_custom_extent=
    cover_airports_with_highres=False
    cover_extent=1.0
    cover_zl=18
    ratio_water=0.25
    overlay_lod=25000.0
    sea_texture_blur=0.0
    add_low_res_sea_ovl=False
    experimental_water=0
    normal_map_strength=1.0
    terrain_casts_shadows=True
    use_decal_on_terrain=False
    ESP_scenproc_loc=C:\\Users\\UserPC\\Downloads\\scenproc_latest_development_release_x64\\scenProc.exe
    ESP_scenproc_script=default.spc
    max_resample_processes=8
    create_ESP_night=True
    create_ESP_summer=True
    create_ESP_spring=False
    create_ESP_fall=False
    create_ESP_winter=False
    create_ESP_hard_winter=False
    ESP_resample_loc=C:\\Programs(x86)\\Microsoft Games\\Microsoft Flight Simulator X SDK\\Environment Kit\\Terrain SDK\\resample.exe
     

    Maybe the path is wrong, but I can't say how.

    Thank you for your help.

    Best regards.

    Al

     

     

     

     

    1. Binouj

      Binouj

      Sorry for having disturbed you. Locating Terrain DSK out of Program Files (x86), directly at the root of 😄, it ran all right. Thank you again !

    2. Binouj

      Binouj

      of 😄

  11. Thanks for the feedback :). In regards to 1), this is unfortunately the nature of photoscenery in fsx/p3d. If you generate the same size photo scenery with FSET with 0% compression, you will get the same file sizes. A solution is to allow users to specify the amount of compression for resample to use, which is something I have planned to implement. Resample.exe is very slow - again, nothing I can really do about this, and I agree that creating scenery for XP is much, much faster. However, having a beefy multi core machine should speed things up, as you can specify how many resample instances to launch at once. In regards to 3) - Ortho4xp replaces tiles where it can't find Ortho daat with white. It should do the same thing with xplane as well. It is the way Oscar (the original author of ortho4xp() programmed it. I believe there is an option to change this within the GUI, but I have never used it, nor know what the implications are for the generated bgl's.
  12. Unfortunately, if the underlying vector data for fsx is wrong, it will not align with the generated photoscenery. You should take a look at a vector addon.
  13. Sorry I've disappeared guys. Been extremely busy with work. Yes. After you have "assembled vector data" and "triangulated 3D mesh", subsequent runs can be done with just "draw water masks" (optional) and "build imagery/dsf" (not optional), as well as the "build for esp" step (not optional, or it will build for xplane). However, you are correct. I did not implement recycling of the OSM data that is used for Scenproc. I will add this, good idea.
  14. Nice! Feel free to submit a pull request on github and I will accept the changes. Any help on development is appreciated 🙂 I want to be able to accept all sorts of slashes for paths in the future. Both / and \ and \\, as this seems to be a huge source of confusion for most users. PS - changing the python file with this will work if you are running the program with python. It won’t make any difference if you run through the provided .exe though. So the recommendation for users is to use two “\”s until I can get the program to accept any permutation of slashes for paths.
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