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Everything posted by kjjj11223344

  1. For anyone in the future wondering: purchased a thrust master warthog and I can now fly smoothly in msfs just like in p3d.
  2. I have an old Logitech extreme 3d pro that’s now 14-15 years old. In p3d it still does a great job. However, in Msfs, I can’t seem to figure out how to make smooth inputs. I’ve tried various sensitivity curves and null zones, but none provide smooth inputs… the joystick is incredibly noisy and twitchy inside Msfs. In pmdg 737 in p3d - smooth inputs. In Msfs - my approaches look like a drunk pilot is behind the controls. Ditto for the FSLabs a320 in p3d and the just released Fenix a320. Anyone have success with this joystick in MSFS? I know my joystick is old and noisy, but it simply works great in p3d. Not sure why it doesn’t in Msfs. If it’s time to replace it, then what’s the highest accuracy/precision stick you guys recommend buying?
  3. Unfortunately, I can't find the code included with those downloads on source forge. Been trying to find it on Github, but haven't been successful either. Would you happen to have the link?
  4. I recommend using the updated FSEarthTiles to make photoreal for FS9/FSX/P3D. Orth4XP for FSX/P3D is nice, but I am personally using the latest FSEarthtiles (v1.3.1) on my own machine 🙂 (due to better quality, more flexibility, etc).
  5. Does anybody know where I can find a copy of the TileProxy source code? Or, can anyone send it to me if they have it? I see the source is supposedly GPL license, but I am not sure as to the accuracy of that.
  6. I am not using EA nor any traffic. However, these are the same settings as I had in 5.2.
  7. I am getting way better performance in v5.3. At latinvfr kfll with the FSLabs 321 SL, a scenario which would give me an average of 22 FPS in 5.2 is now giving me an average of 35 FPS with the same settings. Another scenario - Latin vfr kfll, FSLabs 321 SL, VR enabled, I’d get 11 FPS average (unflyable). Now I am getting a solid 23 FPS average. I am amazed at the performance increase on my old i7 2600k overclocked to 4.5 ghz. I fully uninstalled v5.2 as well as all of my addons and re-installed from a clean slate. I usually just update, but I had some corrupt scenery files from orbx, so decided to start fresh. Not sure if this might make the difference between those suffering from performance issues vs those that see big performance gains. Note - I have all traffic disabled. But these are the same settings I used to use in v5.2.
  8. Use FSLabs with experimental channel until they release their update on the public channel. The new update fixed this issue for me.
  9. V 1.3.1 is out. Improvements are: “ This releases adds a new parameter to FSEarthTiles.ini called SkipAllWaterTiles, which, when set to "Yes", will not create BGLs for tiles which contain solely water. Also, this releases fixes a crash that could occur when downloading very large files from OSM for scenProc autogen creation. ”
  10. I've updated the program to v1.3. Here are the changes: Added support for .lay provider files from Ortho4XP Added masks width parameter to enable using Ortho imagery near the shoreline for more realistic coasts Added ability to control number of image processing threads that run at a time (before, it defaulted to 4) Fixed miscellaneous bugs (such as www button not working like it used to in FSET 1.03B)
  11. It is working for me. Any error messages? I recommend downloading the latest release, v1.3.
  12. Blend borders now works in the latest release, v1.2.1: https://github.com/stackTom/FSEarthTiles/releases/tag/v1.2.1
  13. I have updated FSET to version 1.2. It supports multithreaded downloading (up from the default of 4) as well as multithreading resample.exe (up from the default of 1), as well as fixes some bugs. The result is much faster scenery creation. Check it out: https://github.com/stackTom/FSEarthTiles/releases/tag/v1.2
  14. Hello, blend borders doesn't work currently. It is a side effect of the new water masking. I might or might not add it in the future. The code is on github, so maybe someone else adds it as well.
  15. I have updated FSEarthTiles (FSET) to version 1.1. It supports automatic water masking and autogen creation while creating photo scenery for FS2004, FSX, and P3D. Check it out:
  16. 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
  17. I have updated FSEarthTiles from the current version 1.03B to 1.1. It now supports automatic water masks creation as well as autogen creation utilizing Scenproc. Users of FSET may know that FSET is also able to create night and season masks automatically. This builds upon HB-100’s original FSET. It couldn’t have been possible without his original work. Also, much thanks to all my beta testers. Here is where to get it: https://github.com/stackTom/FSEarthTiles
  18. 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
  19. I have a small group of beta testers. I’ll send you a PM.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
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