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duke_sc

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Everything posted by duke_sc

  1. Hi, Followed your advice Beardysi and I've sorted out the problem with the default traffic. Also used FS GA-Traffic to put back in some Cessna's and stuff flying from EGPF to EGPG and back. A lot busier now Thanks a lot. Bob
  2. Hi again, Well I found and ran the AIFP converter program on the bgls in scenery/world/scenery but now I've got all the native FSX airlines (like soar and pacifica) all mixed in with the real world airlines at Glagow. :( I don't pretend to understand how this happened and I have even less of a clue how to get rid of them again! Hair pulling time!! :wacko: :Confused:
  3. Hi there, Thanks for the reply. First, I will say that I haven't got fs9 installed. Second, when I was using the woai installer I selected FSX from the drop down concerning which of the two I was producing files for. Now if I still need to do some converting after that I wasn't aware from the notes with woai. I do have a few planes of each airline showing up at egpf, it's just that I thought there would be a lot more toing and froing - as was the case with FSX's bog standard airlines before installing WOAI. I will look out the program you mentioned and run it over the files I have. Thanks again for taking the time to reply. Cheers, Bob
  4. Hi, I've installed WOAI along with about a dozen airlines that it says use Glasgow International. However, compared to the traffic at the real egpf, FSX egpf is really quiet, with hardly any traffic coming or going. Is there a 'simple' way to increase the woai traffic? Also there appears to be no ga traffic at all now. Before installing woai I had a busy airport, not any more :( Please bear in mind I'm a relative beginner at this stuff. Thanks Bob
  5. Hi, Used your posted info and when I run the program I got the following messages many times. Simulation is running. TileAPI: JPEG decoding problem at level 15 (15976,22542) - 02970000, len=4914! TileAPI: JPEG decoding problem at level 15 (15977,22542) - 02971332, len=4914! TileAPI: JPEG decoding problem at level 15 (15976,22543) - 02972664, len=4914! TileAPI: JPEG decoding problem at level 15 (15977,22543) - 02973996, len=4914! TileAPI: JPEG decoding problem at level 15 (15976,22544) - 02974CC8, len=4914! TileAPI: JPEG decoding problem at level 15 (15977,22544) - 02975FFA, len=4914! proxyUser: Individual tile accesses 0, 0.0 per second proxyUser: Preloaded: 50468, Hit: 0, Miss: 0, Messages: 185 Still no sign of the sattelite data within FSX. I think I'm going to thank you for your trouble and time, but give up on tileproxy now. it's just not worth the hassle. Pity none of the developers seem to be on here anymore, maybe they could have spotted what's gone wrong. Cheers, Duke
  6. Could you? that would be great! I'll PM you me email address. Thanks
  7. am going to try reinstalling again...i've mucked up the ini file with all the adjustments :(
  8. Sorry missed your message about ini file :) # # Start a line with # to comment it out. # Turn your text editor's Word Wrapping OFF for editing this document. # # Read the manual for help with configuration. Do not contact the # author about the configuration for particular services. Thank you. # [TileProxy] # Enable or disable worldwide photographic scenery coverage (Yes/True/On to enable) master_enable=On # Write a logfile to disk. In recommend to only turn this on for debugging purposes. # When using FSX RTM or FS 2004, the logfile may grow VERY fast and affect performance. #logfile="C:\logfile.txt" # If you have concerns about possible copyright violations by caching JPEG and BMP tiles # on your hard drive, this switch is the solution. By enabling diskless mode, Tileproxy # will not store a single tile on your hard drive. Expect higher network usage though. # Note that offline mode will depend on tiles being available in the cache. diskless_mode=Off # Offline Mode - No network access will occur (Yes/True/On to enable) offline_mode=No # Resolution limiter: 17 = 30cm/pixel, 16 = 60cm/pixel, 15 = 1.1m/pixel, 14 = 2.3m/pixel, 13 = 4.75m/pixel # Lower resolutions load faster, but are visually less appealing. The 30cm resolution may only be feasible # if you have at least 2GB of system memory. max_lod=15 # The following two settings allow you to tune Tileproxy to not preload specific LOD levels. This can # be used in conjunction with third party scenery products like "FS Altitude" that provides data only # up to a specific resolution. If you place this scenery higher than Tileproxy's world folders in the # scenery library then it will have precedence over Tileproxy for the specific LOD levels that it # contains. You can then instruct Tileproxy to not preload these low resolution LOD circles because # they are not needed anyway. # Lowest LOD ring to automatically preload tiles for. Must not be lower than 8. preload_min_lod=9 # Lowest LOD ring to automatically preload tiles for. Must not be higher than 17. preload_max_lod=15 # The maximum number of tile contexts that Tileproxy will send to the filter driver. A context # is essentially a very fast buffer for graphics data sitting in kernel memory that delivers # data right into FSX. Each tile context can hold an entire LOD 8...15 tile. Higher values # mean more use of your precious kernel memory though. The maximum number is 512. Lower if # you run out of RAM during flight and the PC starts to use the paging file a lot. max_contexts=512 # Generate Water Mask. This brings back shader-rendered water and allows # for the use of planes with floats (Goose, Beaver, etc...). If you turn this # option off, you get the Tileproxy behavior of Beta 5 and earlier versions. water_mask=On # Recommendation: FSX users: Use water_blending=on, water_smoothing=off # to get soft land/water transitions # # FS9 users: Use water_blending=off, water_smoothing=on # to get hard land/water transitions which # Tileproxy tries to match pixel-exact against coast-lines # # Combining water_smoothing and water_blending is discouraged. # It's slow and gives weird results. # Use blending techniques to create a soft land/water transition with some # transparency effect near the shoreline. Compatible with FSX only. water_blending=On # The distance in meters that you want land/water blending to extend from the # shore line. Larger values require more processing. Large values are now possible, # useful values are up to 2000 meters. Very high values may be detrimental to water # mask resolution. Loading speed however remains mostly unaffected by this setting. blend_distance=500.0 # The rate at which terrain is blended into the water color. 1.0 means a linear # blending, values > 1.0 blend faster. Values < 1.0 blend slower. This works # similarly to a Gamma Curve. An exponent of 2 gives a quadratic blend function, # an exponent of 0.5 results in a square root behavior. blend_exponent=1.0 # The minimal and maximal transparency of the water. The lower you choose the min value, # the more reflective the deep water will be. The higher the max value is chosen, the less # reflective the water will be directly at the shore line. The reflectiveness transitions # linearly from max to min throughout the distance given by blend_distance from the shore. # Allowed values are between 0 and 1, and alpha_min should be smaller than alpha_max or # things may look weird. # The following alpha_min values will not give you any dithering artifacts on all-water tiles, # so the use of these is recommended. It is multiples of 16/239 (rounded up slighty) # 0.0700, 0.1339, 0.2009, 0.2678, 0.3348, 0.4017, 0.4687 # 0.5356, 0.6026, 0.6695, 0.7365, 0.8034, 0.8703, 0.9373 alpha_min=0.2678 alpha_max=0.7 # The water color in hexadecimal RGB notation. Prefix with #. This should be blue # or greenish blue or some shades of brown, depending on your preference. # Values of #000000 are discouraged when using water blending - it will result # in weird behavior at the shorelines. water_rgb=#000D1A # Try to smooth land/water boundaries by trying to match the water mask to the image content. # This is a a somewhat experimental algorithm. water_smoothing=Off # The decision threshold for water/land when water_smoothing is enabled. 0 means everything # will be turned to land, 1 means everything turns to water. Chose some value inbetween. water_threshold=0.33 # Maximum number of bytes allocated to BMP graphics tiles in RAM at any time (0 for unlimited) # The value below states 100 MB. cache_bytes_limit=100000000 # Maximum number of BMP tiles to cache in RAM at any time (0 for no limit). cache_tiles_limit=100000 # The currently active service is configured here. Only ONE active source please. # The other source statements should be commented out. #source=Acme Globe Service #source=Service Example 1 source=Service Example 3 #source=Service Example 4 # The sources you want to be able to switch from the GUI menu. # Separate the list entries with | and enclose in quotes. Make sure the # names specified here are valid services which are defined below. # You may want to rename the services according to your preference, # but make sure you replace all occurences of the strings. menu_sources="Service Example 1|Service Example 3|Service Example 4" # Experimental API Hooking section. Disable if you see strange crashes and effects. # Currently we only have the DirectX 9 hook. More hooks are planned. enable_hooking=No # The DirectX 9 hook enables the moving map overlay. More features are planned. enable_dx9hook=No # A flag whether to show the moving map overlay initially or not. enable_movingmap=No # Dimensions and overlay colors of the moving map. Positions are percentages of the screen. # Width and Height refer to the full 512x512 pixel texture used for the map. To get a round # map circle, the ratio of width and height should match your screen's aspect ratio (e.g. 4:3) # Radius is given in the map texture's pixels where one pixel represents a LOD 15 tile. A # radius of 0 disables the round stencil and shows the entire 512x512 texture. Color is given # in a hexadecimal ARGB notation. movingmap_alpha=255 movingmap_color=#ff000000 movingmap_xpos=88 movingmap_ypos=15 movingmap_width=60 movingmap_height=80 movingmap_radius=60 # # Here begin the service specific configurations # # This is new when you specify captcha_module # # On encountering HTTP 302 redirects the captcha module will send Internet Explorer's cookies # stored for the specified service domain to the web server. It will also display whatever web # page the service redirects you to. This could be a page requiring you to enter a so-called # captcha. After entering the captcha correctly, the resulting session cookie will be stored as # a permanent cookie (expiration 1 day) in your IE Cookies folder and sent to the service on # subsequent requests. You will then be able to use the service as long as you wish, given that # you correctly enter the captcha dialog which may nag you once every 20 minutes or so. # # Explaining the captcha_config arguments: # # cookiedomain from captcha_config specifies the domain name for which cookies are stored. # This might be the service name plus a top level domain like ".com" # # cookieurl specifies a HTTP url from which an identifying cookie will be retrieved first, if # no existing identifying cookie is found. This may be required sometimes to make the captcha # dialog appear in the first place. This could be the service's front page URL (e.g. a search # engine) [Acme Globe Service] cache_folder=D: ileproxy extra\cache.acme network_module=libnettile module_config="conn=20|rate=2.0|verbose=0|server=http://server*.acmeglobe.com|path=/terraintile?pos=%s&v=%v|quad=ABCD|balance=0123|agent=Mozilla/4.0 (compatible; The TileProxy Project)" captcha_module=captchaform captcha_config="cookiedomain=acmeglobe.com|cookieurl=http://www.acmeglobe.com" min_level=9 max_level=17 map_version=1 color_hack=No color_level=0 bulk_extend=25 [service Example 1] cache_folder=D: ileproxy extra\cache.service1 network_module=libnettile module_config="conn=20|rate=2.0|verbose=0|server=http://a*.ortho.tiles.figurethisoutyourself|path=/tiles/a%s.jpeg?g=%v|quad=0123|balance=0123|useragent=Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.0; SLCC1; .NET CLR 2.0.50727; .NET CLR 3.0.04506; .NET CLR 1.1.4322)" min_level=9 max_level=19 map_version=209 level_mapping=9,10,11,12,13,14,15,16,17,18,19 regular settting (use this with High Altitude mode) #level_mapping=9,10,11,12,14,14,15,16,17,18,19 more radius HQ (13->14) #level_mapping=9,10,11,14,14,14,15,16,17,18,19 even more radius in HQ (12,13->14) color_hack=Yes color_level=13 bulk_extend=50 [service Example 3] cache_folder=C:\Program Files\Microsoft Games\cache.service3 network_module=libnettile module_config="conn=20|rate=1.0|verbose=0|server=http://us.maps3.yimg.com|path=/aerial.maps.yimg.com/img?x=%x&y=%y&z=%z&v=%v&t=a|useragent=Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.0; SLCC1; .NET CLR 2.0.50727; .NET CLR 3.0.04506; .NET CLR 1.1.4322)" min_level=5 max_level=19 map_version=1.9 color_hack=No color_level=0 bulk_extend=50 [service Example 4] cache_folder=D: ileproxy extra\cache.service4 network_module=libnettile module_config="conn=20|rate=2.0|verbose=0|server=http://us.maps3.figurethisoutyourself|path=/aerial.maps.figurethisoutyourself/img?x=%x&y=%y&z=%z&v=%v&t=a|useragent=Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.0; SLCC1; .NET CLR 2.0.50727; .NET CLR 3.0.04506; .NET CLR 1.1.4322)" min_level=5 max_level=19 map_version=1.8 color_hack=No color_level=0 bulk_extend=50 [service Example 4] cache_folder=D: ileproxy extra\cache.service4 network_module=libnettile module_config="conn=20|rate=2.0|verbose=0|server=http://0*.tl.maptp42.map24.com|path=/lbsp/images?appkey=CJX2b227e1ef3fc2c0e596eb29921a0aX47&l=g1&v=%v&quadkey=%s|quad=0123|balance=123456789|useragent=Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.0; SLCC1; .NET CLR 2.0.50727; .NET CLR 3.0.04506; .NET CLR 1.1.4322)" min_level=9 max_level=17 level_mapping=11,11,11,14,14,14,15,17,17 map_version=1 color_hack=No color_level=12 bulk_extend=50 I'm using service 3
  9. :( Still no tiles appearing in FSX. In the Tileproxy window there were lots of error loading Lod 15, 16, 14 etc., Pity the developer doesn't seem to visit here anymore.
  10. Hi, Still having no luck here. My tileproxy window is showing 8 lozenges - the first one is empty, the remaining 7 are full. When I goto FSX I'm still flying over default scenery - even if I do a refresh. My tileproxy folders are full of satellite pictures of the area I am flying over but they just aren't being loaded by FSX. Again, I'm clueless as to what I can do to make it work. Please, anyone who has this working shed any light on this - the author maybe????
  11. I'll give it another go and see what happens. Thanks for taking the time to reply :) Duke
  12. I see this topic has had 46 views. Is there no one among those 46 people who use TP and can help myself and Bill out? Hoping, Duke
  13. Should add that on the dos screen under individual accesses the number is 0 and the setting immediately after is also 0,0. I'm running FSX Acceleration on Win XP Pro Sp3. 2GB Ram, Intel Core 2 Duo 2.2 ghz. AMD HD 6750 1gb.
  14. Hi, I've just discovered TP (very late I know). I've tried to follow the instructions as best I can. Installed TP in default directory. Put the cache and BMP on a different drive but kept the directory name as advised. Used edtruthan's .ini file. Chose service 3. Started TP and successfully connected and began to download files (lot's of asterisks filling up the shapes on the screen). Started FSX checked the lod8 file was below the 0000 file. Went to Glasgow egpf and chose tp from the add on menu and refreshed the screen. Default scenery! alt-enter to see what TP was doing it said it was successfully connected to FSX and still seemed to be downloading lots of info. Back into FSX tried another refresh, tried disable and enable options. Still default scenery. Closed both programs down and checked to see what, if anything, was being downloaded to the cache - found lots of nice pictures of Glasgow area from the sky! Now I'm stumped. Can anyone think of a reason why I'm not seeing this gorgeous scenery from within FSX? If the cache had been empty I'd have guessed the server settings were wrong. My firewall is off and anyway I'm getting the pictures down the line just not into FSX. Any help would be gratefully received, Duke
  15. Hi,Despite not being able to find traffic.bgl it seems GA-Traffic is creating ai for egpf. Only problem is I can't seem to control how much. It's either not on at all or there are Cessna 172p's everywhere! They're taking up gates for the big airliners as well as the smaller gates and ramps. They're causing go-around's because there are so many of them doing t&g's and other stuff. I've tried changing the probability slider way down to 5% but it doesn't have any effect. Is there anyone out there who knows how this program works and how I can set it up properly :) lol.
  16. Hi,I've just tried running GA-Traffic again but with the 'Everything' window still open to show all files in order of creation. This shows files as they are made in real time and it shows all the model, sound, texture files etc that GA-Traffic is creating but at the end it doesn't show the Traffic.bgl that GA says is being created as having been created. At least that's my take on what GA is doing. Is this right? Does it create a traffic.bgl file. And if so what could be preventing it from being able to write it on my system? Do I need to reinstall FSX outside of the program files folder? Would that sort everything?Thanks again,Duke
  17. @AvianHi,Just run Everywhere to look for traffic.* and *.bgl. If found 26 entries of the form Traffic_000_WoA_aircrafttype.bgl and one Traffic_EGPF.bgl. The former being created by World of AI, and the latter I think is a leftover from Airport Enhancer X (which didn't work either :( )So I still don't know where my traffic.bgl file has gone or what to do about it.Thanks all for your help.Duke
  18. @awfHi,Checked my FSX.cfg and I've got an entry that readsSimObjectPaths.6=SimObjectsaiaircraftthis is in the [Main] section. Is this what you meant?I'm in the process of downloading 'Everything' to search for all bgl files, because I don't seem to have a traffic.bgl on the system and I certainly don't seem to have any bgl files created later than 2007 despite running GA-traffic like a gazillion times!Will keep you posted :)Duke
  19. Hi,In order...no FSX installed in program files - but not on Vista, XP Pro. Can't find any flight plan, but will give this 'everything' program a go to see if I can track it down. GA-Traffic is a free program off of Avsim's website that generates GA Ai for fs9 and fsx.thanks for the replies.Duke
  20. Hi,I'm running FSX Accelerator on WinXP sp3. I've successfully managed to get World of AI up and running after converting the files with aifpc. I wanted some small planes so thought I'd try GA-Traffic. Everything seems to work properly - I collect data check the settings - everything pointing where it should - select the planes I want to see - deselct the whole world and then choose UK airports only - then click on Generate Flightplans. It shows a blur of filenames being generated and then says generating bgl. Trouble is there is no bgl created in the scenery/world/scenery folder. All files are from 2006 approx. nothing from 2012. The aircraft are present in my simobjects\aiaircraft folder but there are no flightplans to go with them elsewhere.Can anyone help with this one,Thanks for looking,Duke

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