Jump to content

patrikmore

Members
  • Content Count

    97
  • Donations

    $0.00 
  • Joined

  • Last visited

Community Reputation

5 Neutral

Flight Sim Profile

  • Commercial Member
    No
  • Online Flight Organization Membership
    none
  • Virtual Airlines
    No

Recent Profile Visitors

474 profile views
  1. @jzimmerman12 - Alan For your FSS point try this link: https://library.avsim.net/search.php?SearchTerm=fss&CatID=lgfu3&Go=Search FSS is like a game inside a game. First you must have Internet Explorer 5.5 or higher installed on your computer because FSS uses the IE5.5 rendering engine. Make sure that the Media Player that comes with the browser is also installed. Unzip the zip file under the 'chalnges' folder in the Seattle region. Add 'challenge_cheat' to your flt3.cfg To play the game go to the dfx\client folder under 'chalnges' and click on the file flightdfx.hta to start. After the DexTechnologies logo fades away, you will see the main screen of FSS. You will be outside the terminal at Olympia airport. You'll need FU3 installed as described in this forum to play it under Windows10. Good luck! and tell us if it works.
  2. Hi. It's me the last Flight Unlimited 3 player on the world! Almost every day! I downloaded and tuned a few ". res" planes from two sites. I tuned dgvoodoo2 + Reshade, and that brings me stability (on Windows 11) and an astonishing picture quality. I created a land runway "Bodega Head" based on Bodega by Bogdan, extreme west on San Francisco map, modified recently with "manual" lights at night (activated with Q key).
  3. I suppose that if you have read this thread from the beginning, you achieved to install FU3 on Windows 10, a version of the game with no sound bugs on radio. Links were provided by me for more planes, more airports, better surroundings, better AI, etc.. After many months of testing, at an airport located between map and "outer" world, I reached a better setting for dgvoodoo2 (by the way dgvoodoo2 versions following 2.73 still gives me black and white surrounding) setting that enables maximum stability, no crash to desktop when you switch from an airport to another. VRAM -> 4096 MB ! (obviously I play the game at 1024x768 and dgvoodoo2 driver, with plenty of visual effects) anisotropic -> App driven but set 16x at PC level (graphic card setting) Resolution -> actual monitor resolution (for example 1366x768) ( [ ] Capture mouse at dgvoodoo2 setting ) [ ] Disable mipmapping Antialiasing -> 8x (all my 22 planes are edited to avoid "straight" lines) [ ] Bilinear blit stretch [ ] Apply Phong shading ✓ Force vSync [ ] Fast video memory access My previous ReShade setting provided above, is good but discreet, I provide this other one, more spectacular: Vibrance Levels LumaSharpen Pirate_LumaSharpen Pirate_Vibrance Pirate_Tonemap prod80_02_Bloom Unsharp
  4. The important thing for a good landing is speed. And a plane can't maintain a speed value stable, depending on if you go up or down, and wind. So for planes that aren't light weight it is very handy to use automatic pilot for maintain speed constant. And watch also the altitude. Put trimming neutral (center trim) on final. On big airports you can use ILS approach.
  5. I forgot to say that at controlled airports once the controller has given you the right taxi path, you can visualize it by striking the following key: alt_f12 Show_Taxi_Path And this key can be modified via joykeys.cfg file. I give you below the list for all "standard" keys available: x_up Zoom_Out_Done z_up Zoom_In_Done bs Toggle_Auto_Trim tab Activate_Radio enter Repeat_Message esc Exit_Screen space Communicate " Toggle_Navigation_Lights ' Toggle_Beacon , Left_Rudder . Right_Rudder / Center_Rudder ; Toggle_Anti_Collision_Lights < Rudder_Trim_Left > Rudder_Trim_Right ? Rudder_Trim_Center B Prop_Brake C Source_Next_Comm E Select_Engine F Flaps_Up I Source_Self L Toggle_Pulse_Lights O Source_Next_Ground_Object P Source_Next_Plane X Increase_Field_Of_View Z Decrease_Field_Of_View [ Elevator_Trim_Up \ Elevator_Trim_Center ] Elevator_Trim ` Toggle_AntiIce a Autopilot_OnOff b Toggle_Parking_Brakes c Target_Next_Comm d Increment_Time_Of_Day e Start_Engine f Flaps_Down g Toggle_Landing_Gear h Toggle_Carb_Heat i Target_Self j Panel_Main_Backlighting k Toggle_Taxi_Lights l Toggle_Landing_Lights m Inflight_Map o Target_Next_Ground_Object p Target_Next_Plane q PCL r Toggle_Comm_Radio s Increment_Time_Of_Year u Toggle_Right_Landing_Light w Wax_Moon x Zoom_Out y Toggle_Left_Landing_Light ctrl_D Dump_Crashbox ctrl_M Toggle_Models ctrl_R Toggle_Blackbox_Record ctrl_d Decrement_Time_Of_Day ctrl_e Shutdown_Engine ctrl_f Toggle_Frame_Rate ctrl_l Toggle_Labels ctrl_p Toggle_Blackbox_Pause ctrl_p Pause ctrl_s Blackbox_Save_Edit ctrl_s Decrement_Time_Of_Year ctrl_v Debug_Voice_Log ctrl_w Wane_Moon ctrl_z Toggle_Zoar_Mode alt_enter Full_Screen alt_M Add_Auto_Marker alt_a Autopilot_HoldAltitude alt_d Toggle_PropDome alt_f Auto_Tune_Radio alt_g Mayday alt_h Autopilot_HoldHeading alt_m Autopilot_ToggleApr alt_n Autopilot_ToggleNav alt_o Options alt_r Change_Resolution alt_s Autopilot_HoldAirspeed alt_t Reload_Voice_Timings alt_v Autopilot_HoldVerticalSpeed alt_w Autopilot_LevelWings alt_x Quit_Game alt_y Toggle_YawDamper ctrl_alt_A Add_Hoop ctrl_alt_G Toggle_Grid_Textures ctrl_alt_H Toggle_Hoop_Stats ctrl_alt_T Cycle_Forced_Grid_Textures ctrl_alt_g Start_Grid_Test ctrl_alt_p Print_Screen ctrl_alt_q QA_Print_Screen kp_8_up Look_Up_Done kp_4_up Look_Left_Done kp_6_up Look_Right_Done kp_2_up Look_Done kp_0_up Left_Brake_Off kp_del_up Right_Brake_Off f1 Camera_Forward f2 Camera_VFR_Cockpit f3 Camera_IFR_Cockpit f4 Camera_Virtual_Cockpit f5 Camera_External f6 Camera_Chase f7 Camera_Spinning f8 Camera_Taxi f9 Camera_MTV f10 Camera_RC kp_7 Look_Left_45 kp_8 Look_Up kp_9 Look_Right_45 kp_4 Look_Left kp_5 Look_Ahead kp_6 Look_Right kp_1 Look_Left_135 kp_2 Look_Down kp_3 Look_Right_135 kp_0 Blackbox_Toggle_User_Controls_Camera kp_0 Left_Brake_On kp_, Right_Brake_On f11 Camera_Still f12 Toggle_Tape_Strip ctrl_kp_5 Center_Controls ctrl_f12 Cycle_Active_Tapestrip alt_f5 Camera_Inverse_External alt_f7 Camera_Above alt_f12 Show_Taxi_Path kp_enter Target_Next_Internal kp_* Reverse_Thrust kp_+ Throttle_Increase kp_- Throttle_Decrease kp_/ SpeedBrakes ctrl_kp_+ Mixture_Increase ctrl_kp_- Mixture_Decrease alt_kp_+ Prop_Deploy alt_kp_- Prop_Retract up_up Pitch_Off left_up Left_Roll_Off right_up Right_Roll_Off down_up Pitch_Up_Off home Target_Next_Internal2 up Blackbox_Play_Forward up Pitch_On pageup Miracle_Up left Blackbox_Frame_Backward left Left_Roll_On right Blackbox_Frame_Forward right Right_Roll_On down Blackbox_Play_Backward down Pitch_Up_On pagedown Miracle shift_kp_+ Prop_Increase shift_kp_- Prop_Decrease shift_up Blackbox_Play_Faster shift_down Blackbox_Play_Slower
  6. I found a PDF document for Seattle airports. https://www.flightsim.com/vbfs/fslib.php?searchid=89425165&page=4 Anyway it's not so important. If the airport is small you'll find your way. Look at the numbers of runways. This give you with the help of compass how the runway is placed (the heading). If the airport is controlled, just listen to the radio, identify yourself, and one controller will give you the taxi path to runway. Also after landing.
  7. It is fixed ! https://library.avsim.net/esearch.php?CatID=lgfu3&DLID=223892
  8. @Lastvka I guess this is an unusual issue. The file has been downloaded several times. If this continues I'll ask to change file name. You're right. I'll upload the file again this afternoon. It seems the only way.
  9. @Naji You seem to be the last person in the world playing flight unlimited III, excepted me. The rain sound from Hennie van Rooyen is not posted anymore. Impossible to find. It's a pity. Related with Reshade and DGvoodoo2 I prefer to use versions prior to the latest ones. It works wonderfully for me. See my post.
  10. 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
  11. 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
  12. 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
  13. 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”.
  14. 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
  15. 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.
×
×
  • Create New...