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patrikmore

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  1. I'll give you below the best setting for clouds, borrowed from Driscoll's last setting for clouds, a tricky thing in FU3 indeed: UsePuffCloudModels ;--In hardware, smaller values make the clouds puff-out when further away, and ;--will adversely affect framerate (defaults min=150, max=200). model_puff_min 150 model_puff_max 200 ;--This will change the size of the "puffs" within a cumuliform cloud (default=2) model_puffscale 3 ;--One factor in determining "puff" size (default=0.05). CloudDeck_PuffOnlyRadiusRatio 0.050000 ;--Maximum size of "grid" element (in whole numbers, default=16). CloudDeck_PuffOnlyMaxQuadSize 32 ;--Maximum size of puff, in whole numbers (default=5). CloudDeck_PuffOnlyMaxPuffSize 8 ;--Other factors in puff size (defaults 2.5,0.1). PuffGrid_Scale 2.5 PuffGrid_TopScaleVariation 0.1 ;--Random puff placement (defaults 0.1, 0.1). puff_puffonlyx 0.1 puff_puffonlyz 0.1 ;--Values that affect puff placement and scale with distance (defaults 0.5, 0.5, 0.8). PuffGrid_TopOffset 0.5 PuffGrid_TopAdjust 0.5 PuffGrid_CosmicFudge 0.8 ;--Size, in whole numbers, of backdrop (default=4). PuffGrid_BackdropSize 4 ;--Decreasing this decreases framerate, but improves accuracy of puff sizes (default=0.1). PuffGrid_SquashIncrement 0.08 ;--Fade-in/out time for grid puffs (default=3). puff_gridstale 20 ;--Wait this long before puff dies (default=2). puff_griddelay 2 ;--Define this to turn off terrain height compensation. ;PuffGridIntersectTerrain ;--Haze calc frequency for puffs (default 4, 2). puff_gridHazeCalcTime 5 puff_gridHazeCalcTimeVariation 2 ;--Largest size of glommed non-puff grid elements (default=32). grid_MaxTileIncrement 32 ;--How quickly non-puff grid elements are glommed together with distance (default=1.6). grid_MinTexelScreenSize 1.6 ;--Fudgy things (defaults SubQuad 0.5, StandAlone 0.9). ;--I guess Threashold means threshold. grid_SubQuadThreashhold 0.5 grid_StandAloneThreashhold 0.9 ;--Various grid element sizes, in meters (defaults 64000,16000,16000,4096,4096,4096). grid_TileSize_Cirrus 64000 grid_TileSize_CirroCumulus 16000 grid_TileSize_AltoCumulus 16000 grid_TileSize_StratoCumulus 4096 grid_TileSize_NimboStratus 4096 grid_TileSize_Stratus 4096 ;--In Software (SW), how many grid elements are sorted. The more, the better ;--looking, but slower the framerate (defaults 25,50). CloudDeck_MinSWGridObjects 25 CloudDeck_MaxSWGridObjects 50 ;--How often backdrop haze is calculated (defaults 3, 1). Backdrop_HazeTimeDelta 10 Backdrop_HazeTimeVariation 3 ;--Large cloud models (aka cumulus clouds) may obscure other clouds, terrain, ;--and models. This behavior may be disabled. ;DisableCloudObscuration ;--Cumulus clouds may also "shade" depending on the sun's position relative to ;--the camera. This may be disabled. ;DisableCloudShading ;--In software, cumulus clouds are positioned near cloud decks, unless disabled. ;DisableCloudDeckModels ;--When under cumuliform clouds, their bases get hazed specially. When these ;--values are smaller, their update frequency increases, and framerate decreases. ;--Defaults Dist=1024, Time (seconds)=10, Delta=3 CloudModel_QuadRecomputeDist 1024 CloudModel_QuadRecomputeTime 5 CloudModel_HazeDistDeltaUpdateTime 4 ;--These define when vertical polygons alpha (fade) out, depending on angle to camera. ;--Smaller values yield tighter transitions (default Min=0.17, Max=0.34). CloudModel_AlphaValMin 0.17 CloudModel_AlphaValMax 0.34 ;--This defines the relative color intensity of the base, relative to the rest of ;--the cloud (default 0.6). CloudModel_BottomIntensity 0.8 ;--Smaller values here increase overall cloud haze calculation frequency, and ;--decrease performance (defaults Time=5, Var=2). CloudModel_HazeCalcTime 10 CloudModel_HazeCalcTimeVariation 2 ;--This defines the largest size chunk with which the base of the cloud may be ;--rendered (default=1024). CloudModel_MinBottomSize 1024 ;--Maximum number of chunks for base of cloud. Must be a power of 2 (default=32). CloudModel_MaxBottomQuads 32 ;--Rate, relative to distance from camera, at which the cloud base is broken into ;--chunks. Large values yield higher rate (default=200). CloudModel_MinBottomScreenSize 200 ;--Rate at which the chunks hazes are computed. Smaller values yield more frequent ;--computation (defaults 20 sec and 100). CloudModel_HazeTimeDelta 20 CloudModel_HazeDistDelta 100 ;--Max number of cumuliform clouds whose visibility is calculated per frame (default=50). CloudVisibilityMax 70 ;--How important a contributor the sky as a whole is to lighting itself (default=0.5). Cloud_SkyWeight 0.5 ;--Says over what time, in seconds, does cumuliform haze interpolate (default=3). CloudHazeDeltaTime 8
  2. I'll give you below the best setting for clouds, borrowed from Driscoll's last setting for clouds, a tricky thing in FU3 indeed: UsePuffCloudModels ;--In hardware, smaller values make the clouds puff-out when further away, and ;--will adversely affect framerate (defaults min=150, max=200). model_puff_min 150 model_puff_max 200 ;--This will change the size of the "puffs" within a cumuliform cloud (default=2) model_puffscale 3 ;--One factor in determining "puff" size (default=0.05). CloudDeck_PuffOnlyRadiusRatio 0.050000 ;--Maximum size of "grid" element (in whole numbers, default=16). CloudDeck_PuffOnlyMaxQuadSize 32 ;--Maximum size of puff, in whole numbers (default=5). CloudDeck_PuffOnlyMaxPuffSize 8 ;--Other factors in puff size (defaults 2.5,0.1). PuffGrid_Scale 2.5 PuffGrid_TopScaleVariation 0.1 ;--Random puff placement (defaults 0.1, 0.1). puff_puffonlyx 0.1 puff_puffonlyz 0.1 ;--Values that affect puff placement and scale with distance (defaults 0.5, 0.5, 0.8). PuffGrid_TopOffset 0.5 PuffGrid_TopAdjust 0.5 PuffGrid_CosmicFudge 0.8 ;--Size, in whole numbers, of backdrop (default=4). PuffGrid_BackdropSize 4 ;--Decreasing this decreases framerate, but improves accuracy of puff sizes (default=0.1). PuffGrid_SquashIncrement 0.08 ;--Fade-in/out time for grid puffs (default=3). puff_gridstale 20 ;--Wait this long before puff dies (default=2). puff_griddelay 2 ;--Define this to turn off terrain height compensation. ;PuffGridIntersectTerrain ;--Haze calc frequency for puffs (default 4, 2). puff_gridHazeCalcTime 5 puff_gridHazeCalcTimeVariation 2 ;--Largest size of glommed non-puff grid elements (default=32). grid_MaxTileIncrement 32 ;--How quickly non-puff grid elements are glommed together with distance (default=1.6). grid_MinTexelScreenSize 1.6 ;--Fudgy things (defaults SubQuad 0.5, StandAlone 0.9). ;--I guess Threashold means threshold. grid_SubQuadThreashhold 0.5 grid_StandAloneThreashhold 0.9 ;--Various grid element sizes, in meters (defaults 64000,16000,16000,4096,4096,4096). grid_TileSize_Cirrus 64000 grid_TileSize_CirroCumulus 16000 grid_TileSize_AltoCumulus 16000 grid_TileSize_StratoCumulus 4096 grid_TileSize_NimboStratus 4096 grid_TileSize_Stratus 4096 ;--In Software (SW), how many grid elements are sorted. The more, the better ;--looking, but slower the framerate (defaults 25,50). CloudDeck_MinSWGridObjects 25 CloudDeck_MaxSWGridObjects 50 ;--How often backdrop haze is calculated (defaults 3, 1). Backdrop_HazeTimeDelta 10 Backdrop_HazeTimeVariation 3 ;--Large cloud models (aka cumulus clouds) may obscure other clouds, terrain, ;--and models. This behavior may be disabled. ;DisableCloudObscuration ;--Cumulus clouds may also "shade" depending on the sun's position relative to ;--the camera. This may be disabled. ;DisableCloudShading ;--In software, cumulus clouds are positioned near cloud decks, unless disabled. ;DisableCloudDeckModels ;--When under cumuliform clouds, their bases get hazed specially. When these ;--values are smaller, their update frequency increases, and framerate decreases. ;--Defaults Dist=1024, Time (seconds)=10, Delta=3 CloudModel_QuadRecomputeDist 1024 CloudModel_QuadRecomputeTime 5 CloudModel_HazeDistDeltaUpdateTime 4 ;--These define when vertical polygons alpha (fade) out, depending on angle to camera. ;--Smaller values yield tighter transitions (default Min=0.17, Max=0.34). CloudModel_AlphaValMin 0.17 CloudModel_AlphaValMax 0.34 ;--This defines the relative color intensity of the base, relative to the rest of ;--the cloud (default 0.6). CloudModel_BottomIntensity 0.8 ;--Smaller values here increase overall cloud haze calculation frequency, and ;--decrease performance (defaults Time=5, Var=2). CloudModel_HazeCalcTime 10 CloudModel_HazeCalcTimeVariation 2 ;--This defines the largest size chunk with which the base of the cloud may be ;--rendered (default=1024). CloudModel_MinBottomSize 1024 ;--Maximum number of chunks for base of cloud. Must be a power of 2 (default=32). CloudModel_MaxBottomQuads 32 ;--Rate, relative to distance from camera, at which the cloud base is broken into ;--chunks. Large values yield higher rate (default=200). CloudModel_MinBottomScreenSize 200 ;--Rate at which the chunks hazes are computed. Smaller values yield more frequent ;--computation (defaults 20 sec and 100). CloudModel_HazeTimeDelta 20 CloudModel_HazeDistDelta 100 ;--Max number of cumuliform clouds whose visibility is calculated per frame (default=50). CloudVisibilityMax 70 ;--How important a contributor the sky as a whole is to lighting itself (default=0.5). Cloud_SkyWeight 0.5 ;--Says over what time, in seconds, does cumuliform haze interpolate (default=3). CloudHazeDeltaTime 8
  3. Clarification on dgVoodoo2 ¡! The last version that works with FU3 is dgVoodoo 2.73 (2.74 and further gives black and white outcome) For stable performance and no crashes to desktop (but great graphic quality) with a medium processor (Intel 4th generation) I came up with these settings: VRAM 512 MB anisotropic 16x Antialiasing 8x [ ] Disable mipmapping ✓ Bilinear blit stretch ✓ Apply Phong shading [ ] Force vSync ✓ Fast video memory access Clarification on ReShade ¡! The last version that works with FU3 is ReShade 4.7.0 After many months without needing to tweak configuration I came up with these astonishing settings: Vibrance LumaSharpen Pirate_LumaSharpen Pirate_Tonemap prod80_02_Bloom Unsharp
  4. Some computers have two graphic cards. Don't let Windows decide. Under WINDOWS 10 -> problems that could cause low frame rates Some games are under-utilizing the graphic card. This can be fixed in Windows 10: 1. Go to Windows Settings, then -> “Gaming”. 2. On “Xbox Game Bar page” go to “Related Settings” -> “Graphics”. 3. On drop down menu, select -> “Desktop app”. 4. Browse to your folder where Flight Unlimited III is installed (Flight3) and select (double click) “FLIGHT3.EXE”. 5. Once selected, click “Options”, and then select “High Performance”.
  5. Sorry, again the link to the new "FU3 manual" improved, to the Fokker and to the GeeBee R2 (photo of Mooney Bravo was wrong, GeeBee cockpit bugs removed). I added PDFs with Seattle and San Fran airports adjusted to what you have after installing Chris Low "packages" SanFran 2006 and Seattle 2006, also "port angeles" airport (NorthWest of Seattle map) and an airport suited for gliding. https://library.avsim.net/esearch.php?CatID=lgfu3&DLID=222150
  6. Hi, it's lonely here! I must be the only person in the planet playing Flight Unlimited III. Today is a great day. Following my experience with the Beechejet, TODAY I MANAGED TO LAND THE ANSGAR AVERMEYER BOEING 747. Doing a traffic pattern almost perfect, of course with radio communication. At Sanderson! That is to say without automatic approach APR and without proper runway. To taxi I had to be careful to avoid control tower! 747 is so large! To take off at full engine and flaps 20 the runway was used in its entirety! I locked speed at 160 kias and flaps at 25. (AT 30 THE GAME CRASHES TO DESKTOP when you change view from IFR to VFR). To land I didn't used vertical speed. I went down to height 500 with autopilot. Juste before landing, less than 1 nm, as in the beechjet, Autopilot off and speedbrake on at the same time. Autoreverse and gear brake as usual.
  7. I made a new manual based on the official one, completely rewritten by me for your enjoyment, I made also a new Fokker, a new GeeBee R2, easier to fly; I give you also my flt3.cfg and my joykeys.cfg files and a new sunset weather profile. This is the link to download: https://library.avsim.net/esearch.php?CatID=lgfu3&DLID=221962
  8. On dgVoodoo2 I realized this combination is good: DisableMipmapping = true PhongShadingWhenPossible = true On ReShade I realized this combination is good: DELC_Sharpen instead of Pirate_LumaSharpen and Vibrance ----> off On joykeys.cfg file these are my settings: ; following assigns both brakes to joystick trigger - a la MSFS joy_1 console func left_brake_on && func right_brake_on joy_1_up console func left_brake_off && func right_brake_off ; joy_2 to show green lines for taxi path at unfamiliar airport -- Alt F12 joy_2 Show_Taxi_Path ; uses joy 3 to look left joy_3 console func Look_Left || func Look_Left_Done && func Look_Ahead ; uses joy 4 to look right joy_4 console func Look_Right || func Look_Right_Done && func Look_Ahead ; uses ` to start radio communication ` Communicate ; Use W for Autopilot Hold Air Speed w Autopilot_HoldAirspeed ; Use R for Rate of descent - Autopilot Hold Vertical Speed r Autopilot_HoldVerticalSpeed ; Use T for ALT - Autopilot Hold Altitude t Autopilot_HoldAltitude ; Use S to toggle SpeedBrakes - same as kp_/ s SpeedBrakes ; Use D for Direction - Autopilot Approach and Heading d Autopilot_ToggleApr ; uses up and down for throttle up_rep_5 Throttle_Increase 2 down_rep_5 Throttle_Decrease -2 ; uses space for toggle between IFR cockpit view & VFR cockpit view space console func Camera_IFR_Cockpit || func Camera_VFR_Cockpit ; uses N for reverse thrust (only when on ground) - same as kp_* n Reverse_Thrust ; tab (tune) key to auto Tune radio -- same as Alt f tab Auto_Tune_Radio ; uses \ for navigation lights \ Toggle_Navigation_Lights ; uses keys Z or X to trim up or down and C to center trim z_rep_10 Elevator_Trim_Up 3 x_rep_10 Elevator_Trim_Down -3 c Elevator_Trim_Center ; uses key V to put flaps up (restore default position) v Flaps_Up
  9. Installation notes on Windows 10. <> Problem number one - the FU2 installer refused to start because it "sensed" Windows NT (Windows 10 is a worthy successor to the NT kernel). The problem is solved very simply. The developers initially provided for the -lgntforce command line switch. By running setup with this switch, we bypass the installer's OS check. <> Problem number two - my FU3 installer "didn't start". To be more precise, the setup.exe process just hung. In any case, it was just such an impression. The problem is solved as follows. In the task manager, go to "Details" tab, and find the running setup.exe there. Right-click the context menu and select the "analyze wait chain" item. In my case, setup.exe was blocked by NVidia utilities. In the same place, we find by the "process ID" (PID) the process that is blocking setup. We select and end this process. Voila, the installation of the game has continued. <> The last problem is that the game starts and ends immediately. In order to fix this we will use the wonderful dgVoodoo2 wrapper . Copy files DDraw.dll , D3DImm.dll , dgVoodooCpl.exe , dgVoodoo.conf from the wrapper archive to the folders where FU3 is installed. If you want, run dgVoodooCpl and adjust the parameters to your liking. In the DirectX tab, you can force x16 anisotropic filtering.
  10. ReShade 4.7.0 settings of previous post are "discreet". For more vivid outcome, I achieved another set of settings. I share these "new" ReShade 4.7.0 settings, and I explain each one. Unsharp ----> dramatically enhances color saturation. It has to be corrected with the other settings. Pirate_Tonemap ----> without this setting you have a pinkish color bias I personally don't like. Pirate_LumaSharpen ----> impacts on detail level, it's necessary and has to be not too apparent. Pirate_Bloom ----> you need bloom and choose the better one. Vibrance ----> Pirate_Vibrance ----> yes , two settings for vivid colors, it's a manner to compensate the other settings. The result is so good that after that you understand what do the three settings of DGvoodoo2 related with graphic rendering, just looking at them when working. I explain: Disable mipmapping ----> sharper picture but overall worse image quality Bilinear blit stretch ----> nice and smooth rendering Apply Phong shading ----> enhances 3D feeling, surfaces are more "solid" Finally I stick to "Apply Phong shading" the other two settings deactivated. At this stage graphic card rendering is so good (it surpass Flight Unlimited I) you don't believe that the game is from 1999. Add to that clouds settings in flt3.cfg (I have a mix between Driscoll and P.James settings) and the game is utterly immersive. Play with weather settings, intensity and hour, or leave it at random, and be impressed. Leave your parking, and ATC radio speaks to you. (instead of space bar to activate radio, I use key next to "1" key on the upper left, my joykeys.cfg file is amazing). To me is like an "infinite" game (22 planes). The drawback, I agree, just Seattle and San Francisco regions.
  11. I'm still here. My links on this page are still valid, and also are my sky settings. I give below last advises you can use, if you managed to install Flight3: Use a virtual CD/DVD - I recommend the following free option: Virtual CloneDrive - https://www.elby.ch/en/products/vcd.html In a run box execute X:\setup.exe -lgntforce replacing X by your virtual CD drive letter. I have found a problem that was causing low frame rates. This problem is caused by the game under utilizing the graphics card. This can be fixed in Windows 10: 1. Go to Windows Settings, then “Gaming”. 2. On the “Xbox Game Bar page” go to “Graphics Settings” (Right hand side, below “Related Settings”). 3. From the “Choose an app to set preference” drop down menu, select “Desktop app”. 4. Browse to your folder where Flight Unlimited III is installed (Flight3) and select (double click) “FLIGHT3.EXE”. 5. Once selected, click “Options”, and then select “High Performance”. DGvoodoo2: leave all settings in DirectX tab as default except: VRAM 512MB Force anisotropic 16x MSAA 8x Bilinear blit stretch activated ReShade 4.7.0 (it has to be this version) After a lot of weeks of testing I finally came up with this setting: Techniques=Pirate_LumaSharpen,Pirate_Vibrance,Pirate_Bloom,Pirate_Tonemap,Unsharp I made a new manual based on the official one, I made also a new Fokker, a new GeeBee R2, easier to fly, and a new sunset weather profile, also 20 planes with the white lines appearing on cockpit (when applying MSAA on DGvoodoo2) removed. If someone is interested, let me know.
  12. Just one last commentary: I guess that your Windows 7 DirectX installation is not in good shape. Another forum participant (Ansgar) achieved to play the game on Windows 7 with Voodoo.
  13. Did you read: "It's just to copy ddraw.dll, D3DImm.dll and dgVoodooCpl.exe into the game directory." These DLLs are picked from the x86 folder (32 bits) for DirectX. In the game options I have 1024x768 and accelerated 3D card.
  14. Hi, I give here just the following tips: For no video intro put this entry in flt3.cfg: ;--Gets rid of opening loud movie nomovie For a proper install, do it always from the ISOs: install Virtual CloneDrive 5.5.2.0 from this site https://www.elby.ch/en/products/vcd.html Insert the first ISO file into your Virtual CD drive. In the Windows run box (you go there through Windows key plus X) execute D:\setup.exe -lgntforce (instead of D put your first Virtual CD drive letter if different) After that, the game could work, but in an unstable way (and bad graphic quality). So please, install DGVoodoo2 from this site http://dege.freeweb.hu/dgVoodoo2/dgVoodoo2/ It's just to copy ddraw.dll, D3DImm.dll and dgVoodooCpl.exe into the game directory.
  15. I propose you execute the game as an administrator. If there is still an issue deactivate the intro video to play in FLT3.cfg (lgvid.ax error).
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