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Found 8 results

  1. Name: HD Mesh scenery 2 + SkyMaxx Pro Category: XP Scenery Date Added: 12 December 2013 - 12:23 PM Submitter: sharris Short Description: HD Mesh scenery 2 + SkyMaxx Pro View Video
  2. Andras Fabian, also known as alpilotx is a well-known developer in the X-Plane world. Andras, as well as working on the default global scenery inside X-Plane 10, is also responsible for the incredible HD Mesh, Tree Lines and Farms and New Zealand Pro. Luckily, I've managed to grab Andras away for a short while to ask him a few questions about his work, and also to clear up some common misconceptions and questions about the various scenery available. I also encourage everyone to visit Andras's website, and have a look through the gallery and articles posted there. Can you tell us briefly about what you do for Laminar Research? It's already quite a long time since I started to contribute to the Laminar team. It started many years ago during the XP8 run, when the world was quite empty, and not even forests were in it, but at least Ben Supnik has already added the technology for rendering forests ... well, at that time I started adding those forests to the scenery, and released them as - free - add-ons for Europe and the USA. This project was then extended to X-Plane 9, which already had some rudimentary forests, but they were not very accurate (and we could do better). At that time - X-Plane 9 - I realized, that the main reason for not so good forests, and a not so accurate landclass representation was that Laminar did not have good enough raw data to start with (better, free data really only became available somewhere around the first days of XP9). So I approached Ben Supnik, and asked if I could try to improve this. Luckily we already had a quite good working relationship at that point (through all my forest efforts), so he agreed and helped me a lot to get started. So, thats how things started. Then I have spent approximately 3 years with completely overhauling the raw data and processing rule system for XP10, which finally resulted in the default Global Scenery which ships with XP10. But I need to add at least two more names here, because the Global Scenery was not solely my work. There is Alex Gifford, who is the mastermind behind all urban things (urban transformation rules, complex autogen definitions and all the autogen artwork are all his baby), and also Albert Laubi, a very long time friend from Switzerland (we worked together on all the forest projects), who is "my" artist, and supplied me with gazillions of textures, terrain definitions (which defines how textures are applied and which shader tricks they use) and many ideas on the way to the Global Scenery (he has a very good knowledge of geography / geology and has seen lots of places on earth, so he always had great ideas and observations to share). Starting with HD Mesh, how does the HD Mesh differ from the default global scenery? What is included inside the HD Mesh? Well, first of all, the HD Mesh Scenery (currently v2) is NOT a photoscenery (which many users tend to misunderstand)! It is effectively the "big brother" of the default Global Scenery (shipping with X-Plane 10), and as such, it is - how should I call it - a scenery, which gains its visual appeal from employing a large set of generic textures based on landcover / landclass information (gained from a multitude of real world data sources). One of its big pluses compared to the default Global Scenery is - as its name suggests - the much higher density of its triangle mesh (about 2-3 times denser, which by the way is an irregular triangle mesh). This is very positive in at least two ways: First of all, it of course allows a much better representation of the underlying elevation raster data (a more detailed triangle mesh can represent much more elevation "points", much more accurately) Secondly, this also allows a much more accurate and detailed representation of the underlying landclass data! In X-Plane 10, the landclass information is - kind of - coupled with each triangle (or better, triangle patches) of the mesh. Thus, the more detailed the triangle mesh is, the more detailed the landclass data can be represented. Depending on the resolution of the source landclass data, this can be irrelevant or very important .... And indeed - at the moment - at least for Europe / North America / New Zealand and Japan the raw data is really detailed (even more detailed than the current HD Mesh Scenery v2 resolution is most of the time - yes, because the irregular triangle mesh has some denser and less dense areas ... within some configured limits) But, the HD Mesh Scenery v2 is much, much more than just a base triangle mesh (this is basically the same as with the default Global Scenery - just with lots of newer data). In X-Plane, the base mesh is effectively a combined data set of the base mesh (with its landclass information "bound" to it), water bodies, forest area polygons, autogen zoning information and all the vector data (like road, railroads, power lines). So, here is the list of improvements (over the default Global Scenery) which I just take from my website (in addition to the first two main points above!): It is based on a completely new Openstreetmap (OSM) data (from approximately the end of September 2013), which brings (compared to default Global Scenery - its OSM data was from mid 2011) a lot of improvements in: Water features (lakes, rivers, coastline) – many previously missing water features are now finally there Roads Railroads Power lines Urban park areas It includes line rivers from OSM (not just polygons as before) tagged waterway=river which improves the landscape in most regions quite a bit Uses improved urban zoning (thanks to improved algorithms in the scenery generator) Many smaller and larger landclass data improvements: Completely replaced the landclass data for Canada (big improvements) Improved forest density representation in Europe (changed the sparse / dense classification) Some new classes added (in many regions), like: moraines, riverbeds, mining/dump sites Added differentiation between ice (perennial) and snow (more temporal) to have an even more detailed representation of mountains. There is a nice description of this by Albert (the texture master) on x-plane.org: follow this link Added differentiation between irrigated / non-irrigated crops (in some regions – like the USA etc.) Completely replaced the elevation data with viewfinderpanoramas.org (if yew have a few cents, donate to that guy!). This doesn’t change much in areas which were already great, but fixes some which were really hosed. Latest airport data (2013.10) boundaries used, to have up to date airport areas. Does HD Mesh Scenery v2 contain buildings and forests from OpenStreetMap (OSM)? No, HD Mesh Scenery v2 (just like the default Global Scenery) does not include this type of information from OSM! The main reason is, that with its more global approach it needs to use data, which is available globally (whereas landclass / forest / building information in OSM is extremely varying with regions - some are fantastic, others are empty). That's why it uses the autogen approach, where urbanized areas are "approximated" with informations from landclass data (and generic / autogen objects are placed in those areas). It's the same with forests. They are not derived from OSM forests (again, because they are in many areas completely missing) but are approximated from the landcover raw data. Depending on the raw data and the "simplification" by the scenery tool, the (larger) forests are still usually quite accurate (especially with HD Mesh Scenery v2). You usually only miss out on the very fine details or smaller forest stands (you will notice this difference when using highly accurate photoscenery). How often is the HD Mesh and X-Plane's global scenery updated? Currently I only had two versions of the HD mesh Scenery v2, but at least I have some ideas to maybe re-cut it yearly. This is not a final decision, neither cast in stone, but I think, that somewhere this autumn, it might be worth to release a new version. With fresh OSM data (so, people, don’t stop mapping!), bug fixes (yes, there is already a list of "known issues" on my website - most of them "fixed" internally) and other improvements which might come over the year (just a few days ago I experimented with more accurate forests in Europe etc.). I also plan to add new regions when good enough data becomes available (this is very important for those, who always ask, when I will do this or that region: it all depends on the availability of free, high quality raw data!!). At the moment, I have Japan in the pipeline, which might see a release over the coming months. Which regions does the HD Mesh cover? At the moment I have covered Europe and most of North America (+ Hawaii), and with a little luck I might also extend the coverage to Japan. How does it effect performance? This is a complex question. First of all, as it seems, the FPS hit is not very big ... almost neglectable (at least many users have confirmed this). Of course, as with other scenery, the more "stuff" it shows, the lower the FPS goes, so usually cities are on the lower-end and, while the wilderness is usually much faster (but where you have extensive forest coverage, that can hit FPS too - a bit). What is maybe more important is the memory hunger. Of course, the HD Mesh Scenery v2 needs more RAM than the default Global Scenery (of course, it has much more data in it :-) ). So, as of X-Plane 10.25 I highly recommend people to have at least 8 GB of RAM (which only works with X-Plane 10 64-bit!) to have a smooth flying experience. Also, with the upcoming - and announced - X-Plane 10.30, this will become even more critical. X-Plane 10.30 has a new feature, which allows much longer visibility (no blurry textures at high altitude etc.), but this feature comes at a cost. It needs to load twice the amount of scenery files to cover the long distance .... and this also means a doubling of RAM requirements. So, if you want to use HD Mesh Scenery v2, and want long range visibility, be warned! You better plan on having 16 GB of RAM, otherwise you might get nasty problems with swapping ... and with OSM (World2Xplane) scenery on top, even 16 GB might not be enough (it also depends on the region you fly in - but the more detail it has, the more data it has). But the good news with X-Plane 10.30 is, that at least, FPS is almost not hit, even with long range visibility (as far away, X-Plane draws much less of the data - only the textured mesh), and it also has a switch to turn off long range visibility, thus bringing you back to "normal" RAM usage just like it was with 10.25! What did you improve in the second version of the mesh? I think, this is more or less answered with my list of improvements. The reason is, that v1 had absolutely no new / different data than the default Global Scenery. With v1, I really only upped the triangle mesh density, but with v2, there is a big list of improvements (see above) Does HD Mesh change regionally Oh yes, and this is a feature which is identical with the Global Scenery (this one I didn’t change / improve for HD Mesh). We use a quite detailed climate model (from real climate data at quite high resolution, telling us mean annual rainfall and temperature) to make the scenery look more - uhm - regionalized. We cover climates from cold to hot trough dry and wet (in a multitude of combination). They are represented in many different terrain definitions (TER files - you can see them in "Resources/default scenery/1000 world terrain/terrain10/"), which also point to the right texture (which change with all these climates). This of course makes the entire scenery and terrain diversity quite complex. Additionally - to make things even more complicated :-), we have also mixed in some information about red/non-red rock formations (on a global level), or about irrigation / agricultural patterns. Finally, to make things even more complex, we also have a few, special regionalizations which are mapped in via the library system. Thats why there are a few more terain10_XXX folders in ""Resources/default scenery/1000 world terrain". Oh, and of course, just like the terrain itself, the forests react to the climate information equally. This means, that for example a broad-leaved forest has a lot of variants for all different "climate zones" :-), Thus, a broad leaved forest looks different in Norway than in South Italy, and yes, indeed - as my previous example shows - we do differentiate between broad leaved, coniferous, mixed forests, and also shrubs or orchards .... this is all thanks to the mostly quite detailed landcover raw data we use to generate the scenery. Where does the data come from to generate the scenery, and how do you get everything working together so nicely Oh, this is a quite long list (but you might have already guessed that after my explanations above, how this or that part of the scenery falls in place). The good thing is, that I do already have this list added to my website Data Sources / Acknowledgments Does the HD Mesh work with other scenery? Yes, quite well to my knowledge, and usually there is no reason for it not to work. But it's very important - and I emphasize this - that people do (pretty please!!!) conform to the short installation instructions on my website. Especially having the correct order of scenery in the scenery_packs.ini!, and it's also important to correctly add the Earth nav data" folder :-) ! http://www.alpilotx.net/downloads/x-plane-10-hd-scenery-mesh-v2/#Installation What are the differences between HD Mesh Scenery v2 and SimHeaven.com photoscenery? There still seems to be a great amount of confusion about the similarities / differences between the two scenery projects and when, how, and which one should or can be used: HD Mesh Scenery v2 (is what we we're talking about here) HDv2-based DSF for photo sceneries is what Simheaven offers So, I wanted to make some points clear here, because the former is NOT the latter, and the latter is NOT the former (while they still share a lot)! As the name already suggests, "HDv2-based DSF for photo sceneries" is based on the HD Mesh Scenery v2 (so, HD Mesh Scenery v2 is the source from which the photo scenery is derived!), and because of this, they are identical in many ways: They have exactly the same road, railroad, power line data (which comes from OSM) They have exactly the same water features like lakes, rivers, coastline (which is derived from OSM too) They have exactly the same autogen information (which is based on a mixture of 3rd party landclass data + OSM roads / railroads) They have exactly the same forest data (which in HD Mesh Scenery v2 is based on the landclass data, as described above and not from OSM!) The ONLY big – but important – DIFFERENCE is: HD Mesh Scenery v2 shows you generic textures (the same set which comes with X-Plane 10.25/10.30) which are placed / spread out based on very detailed landclass data (see my descriptions on this topic above), whereas HDv2-based DSF for photo sceneries shows you photo textures usually derived from Google maps via the tool g2xpl!. There is a second, less know difference because of the way how textures are applied. The tool "slighty" re-cuts the irregular triangle mesh structure of HD Mesh Scenery v2 into rectangular patches, so it can apply the rectangular photo texture tiles onto those small rectangular triangle patches. Because of this – the changed triangle mesh structure – "HDv2-based dsf for photo sceneries" can sometimes have a little bit different elevation representation (usually only seen in mountainous areas with a lot of fine grained changes in elevation data). After all, this also has another important implication! Because both sceneries have a base triangle mesh included (a base mesh), they can only be used in X-Plane 10 exclusively! They can’t be mixed (for very good technical reasons)! If you have more than one of them (and the default Global Scenery counts too) installed in the same place, then X-Plane 10 will only show you the one with the highest priority in the scenery_packs.ini! , the other one(s) will just sit on your disk and take up place (but there are no other problems to be encountered)! So, in the end its quite easy. You have to decide if you rather would like to see photo textures or if you are much more happy with the (intricate, complex and usually good looking) generic texturing approach. Everything else is – usually – similar in both sceneries! New Zealand Pro The next scenery we'll discuss is New Zealand Pro, which offers a high definition mesh scenery for New Zealand, a beautiful but often neglected area of the world in flight simulation. What made you decide to create a separate scenery for New Zealand? Well, the main reason for New Zealand was data! As I pointed out above with HD Mesh, my work is always dependent on free, quality data sources, and New Zealand was/is very special in that it has a fantastic free data source, which far surpasses almost everything else I know. With that data, I had a long standing dream to bring it to X-plane ... which also needed some unique solutions, even some artwork additions (which I don’t do too often, as I am not the best artist) and other tricks. Technically, NZ Pro is very similar to HD Mesh Scenery v2 ... just with a lot of nice extra overlay data, like real world data based tree lines, gazillions of single building objects spread across the landscape, and some more special single objects (light houses etc. - those objects were my few own artwork creations, done with Blender) .... all thanks to fantastic source data. What data sources did you use for New Zealand? Its called LINZ! Is there any conflict if I have both NZ Pro and HD Mesh installed together? No, absolutely not, as neither of them covers the other's region, they do not collide in any way. So you not only can, but should have them side-by-side. Does NZ Pro work with other scenery? Yes, to my knowledge it works quite nicely with other NZ scenery packs. I have quite a few of them installed. I can highly recommend the additions from ISDG for example! Tree Lines and Farms The final scenery we'll discuss is Tree Lines and Farms v2 In brief, what does Tree Lines and Farms do? The "Tree Lines and Farms v2" scenery is a typical eye-candy scenery, which you can just add in, and get some nice extras (well, tree lines and farms that is - what else of course :-) ). Of course, it's best enjoyed in combination with HD Mesh Scenery v2 (but it is completely independent from it, and will also nicely work with default Global Scenery or any other photo scenery!) How does the scenery know where to place the trees and farms? It is kind of an "artificial" scenery which gets its data through some heuristics and algorithms, but it's still based on hints from Openstreetmap data (so it's definitely not entirely made up)! So, how does it work? Tree lines are generated along all OSM-based roads, railroads, rivers and lakes via some randomization. The algorithm also checks (using the same data as I already have for HD Mesh Scenery v2 / Global Scenery) if the landclass type is some open land (usually agriculture, grass) and only then does it add the tree lines, and it factors in climate data, so the tree lines get the same climate dependent forest definitions as the other forests around them have. Additionally, the algorithm tries to avoid airports (no one likes trees on airports :-) ) and clears roads for inadvertently placed tree lines. Farms are similarly placed heuristically. Here the algorithm checks for short, open ended roads ("antennas") in the OSM data, and if they end on grass or agriculture, then with some randomization, it places a farm object (again one of my few own artwork creations). Does this work with HD Mesh v2 and other scenery Yes, it works very well with other scenery. Its just very important, that you ALWAYS place it above any base mesh type scenery (Global Scenery, HD Mesh Scenery v2 or any photoscenery)! Otherwise you will not see it. Another problem can be, that objects (the trees or farms) can in some rare cases collide with other scenery (like airports) ... in those cases it's best to have some well-placed object and forest exclusions in the scenery (which anyway is highly recommended and good practice for any airport) Tony: I'd just like to add here that the tree lines provided by World2XPlane are different than the ones provided by Tree Lines and Farms. The tree lines inside World2XPlane follow the farms and river banks exactly as depicted and tagged solely in OSM, with a density dependent on the settings used to generate the scenery. Andras’s Tree Lines and Farms uses some clever algorithms to place trees and farms, as described above by Andras. Both sceneries can be used together, but please make sure Tree Lines and Farms is placed above any World2XPlane/Simheaven scenery, otherwise it won’t work. What can we expect future wise from the global scenery and HD Mesh? Well, I can’t say too much for the Global Scenery, as the decisions / planning for that are usually on Laminar's side. I just provide them with all the newest data, processing rule improvements, algorithm improvements etc.. etc... but they decide when to re-cut anything based on it. For the HD Mesh Scenery - as I hinted above - I think I might do some kind of yearly re-cut ... Though, I can’t promise it for many years in the future, so who knows, but at least I hope to do a re-cut sometime this autumn (2014) again ... (but no guarantees here). Also there are little HD Mesh additions like Japan in the pipeline. I'd like to thank Andras for taking the time to answer questions and talk about his work and scenery for X-Plane 10. If you haven't already, head over to alpilotx.net, and have a read through the information there and screenshots. I'm sure you'll be impressed with his work, and the difference it will make inside X-Plane. This post has been promoted to an article
  3. After more than a year, the free (donationware) HD Mesh Scenery v3 replaces the previous v2 scenery package! Covered Regions (see coverage on the download map below): Europe (Canaries included) North America (USA, Alaska, Canada) Japan Hawaii NEW: Australia The HD Mesh Scenery v3 is a complete replacement for the default Global Scenery in X-Plane 10 for all covered regions (it includes mesh, landclass, forests, road/railroad networks, all water features and autogen data)! The v3 is an update of the previous v2 version (thus it includes all the improvements which were present there) and has notable improvements in the following areas: Australia as a new region has been added (with completely replaced, higher resolution landclass data)! Europe has received a complete overhaul - higher resolution, higher quality - of its forest data (part of the landclass information) Canada has received a massive improvement of its water features (replaced the partially - regionally - incomplete OSM water data with government data --> CanVec) Improved forest representation (better, more detailed reproduction of the raw forest landclass information) resulting in much more natural look of forests/forest variations in all regions Refreshed Oepnstreetmap (OSM) for all regions (except the before mentioned Canadian water data) to reference date 10th October 2014. This alone can improve many parts in the scenery. Used latest (September 2014) apt data for airport mesh smoothing / deforesting. Further increased the mesh resolution (by about 20-30%) Many other smaller / larger fixes listed here: http://www.alpilotx.net/downloads/x-plane-10-hd-mesh-scenery-v3/#Fixes-Imporvements-in-v3 Just like before, this scenery needs at least X-Plane 10.25 (or any later version) to work properly! With all the improvements and new a region, the overall file volume grew to a new record setting 99 GBytes (scattered over 98 distinct ZIP files, each covering a 10x10 degree area). Luckily, this year a few more parties (whom I would like to thank!) joined in to help in the distribution process (with servers and bandwidth). They are: flightsim.com (with direct download AND very important: BitTorrent seeding) isdg.com.au aerosoft.com x-plane.org (will have files online in a few days) All informations, possible updates, installation instructions, and download links (with a detailed dynamic map) can be found here: http://www.alpilotx.net/downloads/x-plane-10-hd-mesh-scenery-v3/ A large selection of screenshots can be found here: Normal: https://picasaweb.google.com/101666907909842492197/HDMeshSceneryV3FINAL?authuser=0&feat=directlink Comparison (default, v2, v3) : https://picasaweb.google.com/101666907909842492197/HDMeshSceneryV3FINALComparisonShots?authuser=0&feat=directlink I recommend all users (especially those who are new to the HD Mesh Scenery v3): first start with one or two small regions. Download them, install them, test if it works and then - slowly, step-by-step - get more regions! Use BitTorrent (via flightsim.com) if possible, to avoid traffic congestion at the download sites! PLEASE take the time to read the short but important instructions! They help you (and then me) to avoid the most common mistakes! Have a lot of fun! Andras Fabian www.alpilotx.net PS: I would like to ask all users, who are fluent in other languages than English or German (and have time), to please spread this news in other forums / new sites
  4. Name: F-16 over Alaska Category: XP Aircraft Date Added: 13 December 2013 - 07:37 AM Submitter: sharris Short Description: F-16 over Mt St Elias (Alaska) with HD Mesh v2 View Video
  5. Andras Fabian, also known as alpilotx is a well-known developer in the X-Plane world. Andras, as well as working on the default global scenery inside X-Plane 10, is also responsible for the incredible HD Mesh, Tree Lines and Farms and New Zealand Pro. Luckily, I've managed to grab Andras away for a short while to ask him a few questions about his work, and also to clear up some common misconceptions and questions about the various scenery available. I also encourage everyone to visit Andras's website, and have a look through the gallery and articles posted there. Can you tell us briefly about what you do for Laminar Research? It's already quite a long time since I started to contribute to the Laminar team. It started many years ago during the XP8 run, when the world was quite empty, and not even forests were in it, but at least Ben Supnik has already added the technology for rendering forests ... well, at that time I started adding those forests to the scenery, and released them as - free - add-ons for Europe and the USA. This project was then extended to X-Plane 9, which already had some rudimentary forests, but they were not very accurate (and we could do better). At that time - X-Plane 9 - I realized, that the main reason for not so good forests, and a not so accurate landclass representation was that Laminar did not have good enough raw data to start with (better, free data really only became available somewhere around the first days of XP9). So I approached Ben Supnik, and asked if I could try to improve this. Luckily we already had a quite good working relationship at that point (through all my forest efforts), so he agreed and helped me a lot to get started. So, thats how things started. Then I have spent approximately 3 years with completely overhauling the raw data and processing rule system for XP10, which finally resulted in the default Global Scenery which ships with XP10. But I need to add at least two more names here, because the Global Scenery was not solely my work. There is Alex Gifford, who is the mastermind behind all urban things (urban transformation rules, complex autogen definitions and all the autogen artwork are all his baby), and also Albert Laubi, a very long time friend from Switzerland (we worked together on all the forest projects), who is "my" artist, and supplied me with gazillions of textures, terrain definitions (which defines how textures are applied and which shader tricks they use) and many ideas on the way to the Global Scenery (he has a very good knowledge of geography / geology and has seen lots of places on earth, so he always had great ideas and observations to share). Starting with HD Mesh, how does the HD Mesh differ from the default global scenery? What is included inside the HD Mesh? Well, first of all, the HD Mesh Scenery (currently v2) is NOT a photoscenery (which many users tend to misunderstand)! It is effectively the "big brother" of the default Global Scenery (shipping with X-Plane 10), and as such, it is - how should I call it - a scenery, which gains its visual appeal from employing a large set of generic textures based on landcover / landclass information (gained from a multitude of real world data sources). One of its big pluses compared to the default Global Scenery is - as its name suggests - the much higher density of its triangle mesh (about 2-3 times denser, which by the way is an irregular triangle mesh). This is very positive in at least two ways: First of all, it of course allows a much better representation of the underlying elevation raster data (a more detailed triangle mesh can represent much more elevation "points", much more accurately) Secondly, this also allows a much more accurate and detailed representation of the underlying landclass data! In X-Plane 10, the landclass information is - kind of - coupled with each triangle (or better, triangle patches) of the mesh. Thus, the more detailed the triangle mesh is, the more detailed the landclass data can be represented. Depending on the resolution of the source landclass data, this can be irrelevant or very important .... And indeed - at the moment - at least for Europe / North America / New Zealand and Japan the raw data is really detailed (even more detailed than the current HD Mesh Scenery v2 resolution is most of the time - yes, because the irregular triangle mesh has some denser and less dense areas ... within some configured limits) But, the HD Mesh Scenery v2 is much, much more than just a base triangle mesh (this is basically the same as with the default Global Scenery - just with lots of newer data). In X-Plane, the base mesh is effectively a combined data set of the base mesh (with its landclass information "bound" to it), water bodies, forest area polygons, autogen zoning information and all the vector data (like road, railroads, power lines). So, here is the list of improvements (over the default Global Scenery) which I just take from my website (in addition to the first two main points above!): It is based on a completely new Openstreetmap (OSM) data (from approximately the end of September 2013), which brings (compared to default Global Scenery - its OSM data was from mid 2011) a lot of improvements in: Water features (lakes, rivers, coastline) – many previously missing water features are now finally there Roads Railroads Power lines Urban park areas It includes line rivers from OSM (not just polygons as before) tagged waterway=river which improves the landscape in most regions quite a bit Uses improved urban zoning (thanks to improved algorithms in the scenery generator) Many smaller and larger landclass data improvements: Completely replaced the landclass data for Canada (big improvements) Improved forest density representation in Europe (changed the sparse / dense classification) Some new classes added (in many regions), like: moraines, riverbeds, mining/dump sites Added differentiation between ice (perennial) and snow (more temporal) to have an even more detailed representation of mountains. There is a nice description of this by Albert (the texture master) on x-plane.org: follow this link Added differentiation between irrigated / non-irrigated crops (in some regions – like the USA etc.) Completely replaced the elevation data with viewfinderpanoramas.org (if yew have a few cents, donate to that guy!). This doesn’t change much in areas which were already great, but fixes some which were really hosed. Latest airport data (2013.10) boundaries used, to have up to date airport areas. Does HD Mesh Scenery v2 contain buildings and forests from OpenStreetMap (OSM)? No, HD Mesh Scenery v2 (just like the default Global Scenery) does not include this type of information from OSM! The main reason is, that with its more global approach it needs to use data, which is available globally (whereas landclass / forest / building information in OSM is extremely varying with regions - some are fantastic, others are empty). That's why it uses the autogen approach, where urbanized areas are "approximated" with informations from landclass data (and generic / autogen objects are placed in those areas). It's the same with forests. They are not derived from OSM forests (again, because they are in many areas completely missing) but are approximated from the landcover raw data. Depending on the raw data and the "simplification" by the scenery tool, the (larger) forests are still usually quite accurate (especially with HD Mesh Scenery v2). You usually only miss out on the very fine details or smaller forest stands (you will notice this difference when using highly accurate photoscenery). How often is the HD Mesh and X-Plane's global scenery updated? Currently I only had two versions of the HD mesh Scenery v2, but at least I have some ideas to maybe re-cut it yearly. This is not a final decision, neither cast in stone, but I think, that somewhere this autumn, it might be worth to release a new version. With fresh OSM data (so, people, don’t stop mapping!), bug fixes (yes, there is already a list of "known issues" on my website - most of them "fixed" internally) and other improvements which might come over the year (just a few days ago I experimented with more accurate forests in Europe etc.). I also plan to add new regions when good enough data becomes available (this is very important for those, who always ask, when I will do this or that region: it all depends on the availability of free, high quality raw data!!). At the moment, I have Japan in the pipeline, which might see a release over the coming months. Which regions does the HD Mesh cover? At the moment I have covered Europe and most of North America (+ Hawaii), and with a little luck I might also extend the coverage to Japan. How does it effect performance? This is a complex question. First of all, as it seems, the FPS hit is not very big ... almost neglectable (at least many users have confirmed this). Of course, as with other scenery, the more "stuff" it shows, the lower the FPS goes, so usually cities are on the lower-end and, while the wilderness is usually much faster (but where you have extensive forest coverage, that can hit FPS too - a bit). What is maybe more important is the memory hunger. Of course, the HD Mesh Scenery v2 needs more RAM than the default Global Scenery (of course, it has much more data in it :-) ). So, as of X-Plane 10.25 I highly recommend people to have at least 8 GB of RAM (which only works with X-Plane 10 64-bit!) to have a smooth flying experience. Also, with the upcoming - and announced - X-Plane 10.30, this will become even more critical. X-Plane 10.30 has a new feature, which allows much longer visibility (no blurry textures at high altitude etc.), but this feature comes at a cost. It needs to load twice the amount of scenery files to cover the long distance .... and this also means a doubling of RAM requirements. So, if you want to use HD Mesh Scenery v2, and want long range visibility, be warned! You better plan on having 16 GB of RAM, otherwise you might get nasty problems with swapping ... and with OSM (World2Xplane) scenery on top, even 16 GB might not be enough (it also depends on the region you fly in - but the more detail it has, the more data it has). But the good news with X-Plane 10.30 is, that at least, FPS is almost not hit, even with long range visibility (as far away, X-Plane draws much less of the data - only the textured mesh), and it also has a switch to turn off long range visibility, thus bringing you back to "normal" RAM usage just like it was with 10.25! What did you improve in the second version of the mesh? I think, this is more or less answered with my list of improvements. The reason is, that v1 had absolutely no new / different data than the default Global Scenery. With v1, I really only upped the triangle mesh density, but with v2, there is a big list of improvements (see above) Does HD Mesh change regionally Oh yes, and this is a feature which is identical with the Global Scenery (this one I didn’t change / improve for HD Mesh). We use a quite detailed climate model (from real climate data at quite high resolution, telling us mean annual rainfall and temperature) to make the scenery look more - uhm - regionalized. We cover climates from cold to hot trough dry and wet (in a multitude of combination). They are represented in many different terrain definitions (TER files - you can see them in "Resources/default scenery/1000 world terrain/terrain10/"), which also point to the right texture (which change with all these climates). This of course makes the entire scenery and terrain diversity quite complex. Additionally - to make things even more complicated :-), we have also mixed in some information about red/non-red rock formations (on a global level), or about irrigation / agricultural patterns. Finally, to make things even more complex, we also have a few, special regionalizations which are mapped in via the library system. Thats why there are a few more terain10_XXX folders in ""Resources/default scenery/1000 world terrain". Oh, and of course, just like the terrain itself, the forests react to the climate information equally. This means, that for example a broad-leaved forest has a lot of variants for all different "climate zones" :-), Thus, a broad leaved forest looks different in Norway than in South Italy, and yes, indeed - as my previous example shows - we do differentiate between broad leaved, coniferous, mixed forests, and also shrubs or orchards .... this is all thanks to the mostly quite detailed landcover raw data we use to generate the scenery. Where does the data come from to generate the scenery, and how do you get everything working together so nicely Oh, this is a quite long list (but you might have already guessed that after my explanations above, how this or that part of the scenery falls in place). The good thing is, that I do already have this list added to my website Data Sources / Acknowledgments Does the HD Mesh work with other scenery? Yes, quite well to my knowledge, and usually there is no reason for it not to work. But it's very important - and I emphasize this - that people do (pretty please!!!) conform to the short installation instructions on my website. Especially having the correct order of scenery in the scenery_packs.ini!, and it's also important to correctly add the Earth nav data" folder :-) ! http://www.alpilotx.net/downloads/x-plane-10-hd-scenery-mesh-v2/#Installation What are the differences between HD Mesh Scenery v2 and SimHeaven.com photoscenery? There still seems to be a great amount of confusion about the similarities / differences between the two scenery projects and when, how, and which one should or can be used: HD Mesh Scenery v2 (is what we we're talking about here) HDv2-based DSF for photo sceneries is what Simheaven offers So, I wanted to make some points clear here, because the former is NOT the latter, and the latter is NOT the former (while they still share a lot)! As the name already suggests, "HDv2-based DSF for photo sceneries" is based on the HD Mesh Scenery v2 (so, HD Mesh Scenery v2 is the source from which the photo scenery is derived!), and because of this, they are identical in many ways: They have exactly the same road, railroad, power line data (which comes from OSM) They have exactly the same water features like lakes, rivers, coastline (which is derived from OSM too) They have exactly the same autogen information (which is based on a mixture of 3rd party landclass data + OSM roads / railroads) They have exactly the same forest data (which in HD Mesh Scenery v2 is based on the landclass data, as described above and not from OSM!) The ONLY big – but important – DIFFERENCE is: HD Mesh Scenery v2 shows you generic textures (the same set which comes with X-Plane 10.25/10.30) which are placed / spread out based on very detailed landclass data (see my descriptions on this topic above), whereas HDv2-based DSF for photo sceneries shows you photo textures usually derived from Google maps via the tool g2xpl!. There is a second, less know difference because of the way how textures are applied. The tool "slighty" re-cuts the irregular triangle mesh structure of HD Mesh Scenery v2 into rectangular patches, so it can apply the rectangular photo texture tiles onto those small rectangular triangle patches. Because of this – the changed triangle mesh structure – "HDv2-based dsf for photo sceneries" can sometimes have a little bit different elevation representation (usually only seen in mountainous areas with a lot of fine grained changes in elevation data). After all, this also has another important implication! Because both sceneries have a base triangle mesh included (a base mesh), they can only be used in X-Plane 10 exclusively! They can’t be mixed (for very good technical reasons)! If you have more than one of them (and the default Global Scenery counts too) installed in the same place, then X-Plane 10 will only show you the one with the highest priority in the scenery_packs.ini! , the other one(s) will just sit on your disk and take up place (but there are no other problems to be encountered)! So, in the end its quite easy. You have to decide if you rather would like to see photo textures or if you are much more happy with the (intricate, complex and usually good looking) generic texturing approach. Everything else is – usually – similar in both sceneries! New Zealand Pro The next scenery we'll discuss is New Zealand Pro, which offers a high definition mesh scenery for New Zealand, a beautiful but often neglected area of the world in flight simulation. What made you decide to create a separate scenery for New Zealand? Well, the main reason for New Zealand was data! As I pointed out above with HD Mesh, my work is always dependent on free, quality data sources, and New Zealand was/is very special in that it has a fantastic free data source, which far surpasses almost everything else I know. With that data, I had a long standing dream to bring it to X-plane ... which also needed some unique solutions, even some artwork additions (which I don’t do too often, as I am not the best artist) and other tricks. Technically, NZ Pro is very similar to HD Mesh Scenery v2 ... just with a lot of nice extra overlay data, like real world data based tree lines, gazillions of single building objects spread across the landscape, and some more special single objects (light houses etc. - those objects were my few own artwork creations, done with Blender) .... all thanks to fantastic source data. What data sources did you use for New Zealand? Its called LINZ! Is there any conflict if I have both NZ Pro and HD Mesh installed together? No, absolutely not, as neither of them covers the other's region, they do not collide in any way. So you not only can, but should have them side-by-side. Does NZ Pro work with other scenery? Yes, to my knowledge it works quite nicely with other NZ scenery packs. I have quite a few of them installed. I can highly recommend the additions from ISDG for example! Tree Lines and Farms The final scenery we'll discuss is Tree Lines and Farms v2 In brief, what does Tree Lines and Farms do? The "Tree Lines and Farms v2" scenery is a typical eye-candy scenery, which you can just add in, and get some nice extras (well, tree lines and farms that is - what else of course :-) ). Of course, it's best enjoyed in combination with HD Mesh Scenery v2 (but it is completely independent from it, and will also nicely work with default Global Scenery or any other photo scenery!) How does the scenery know where to place the trees and farms? It is kind of an "artificial" scenery which gets its data through some heuristics and algorithms, but it's still based on hints from Openstreetmap data (so it's definitely not entirely made up)! So, how does it work? Tree lines are generated along all OSM-based roads, railroads, rivers and lakes via some randomization. The algorithm also checks (using the same data as I already have for HD Mesh Scenery v2 / Global Scenery) if the landclass type is some open land (usually agriculture, grass) and only then does it add the tree lines, and it factors in climate data, so the tree lines get the same climate dependent forest definitions as the other forests around them have. Additionally, the algorithm tries to avoid airports (no one likes trees on airports :-) ) and clears roads for inadvertently placed tree lines. Farms are similarly placed heuristically. Here the algorithm checks for short, open ended roads ("antennas") in the OSM data, and if they end on grass or agriculture, then with some randomization, it places a farm object (again one of my few own artwork creations). Does this work with HD Mesh v2 and other scenery Yes, it works very well with other scenery. Its just very important, that you ALWAYS place it above any base mesh type scenery (Global Scenery, HD Mesh Scenery v2 or any photoscenery)! Otherwise you will not see it. Another problem can be, that objects (the trees or farms) can in some rare cases collide with other scenery (like airports) ... in those cases it's best to have some well-placed object and forest exclusions in the scenery (which anyway is highly recommended and good practice for any airport) Tony: I'd just like to add here that the tree lines provided by World2XPlane are different than the ones provided by Tree Lines and Farms. The tree lines inside World2XPlane follow the farms and river banks exactly as depicted and tagged solely in OSM, with a density dependent on the settings used to generate the scenery. Andras’s Tree Lines and Farms uses some clever algorithms to place trees and farms, as described above by Andras. Both sceneries can be used together, but please make sure Tree Lines and Farms is placed above any World2XPlane/Simheaven scenery, otherwise it won’t work. What can we expect future wise from the global scenery and HD Mesh? Well, I can’t say too much for the Global Scenery, as the decisions / planning for that are usually on Laminar's side. I just provide them with all the newest data, processing rule improvements, algorithm improvements etc.. etc... but they decide when to re-cut anything based on it. For the HD Mesh Scenery - as I hinted above - I think I might do some kind of yearly re-cut ... Though, I can’t promise it for many years in the future, so who knows, but at least I hope to do a re-cut sometime this autumn (2014) again ... (but no guarantees here). Also there are little HD Mesh additions like Japan in the pipeline. I'd like to thank Andras for taking the time to answer questions and talk about his work and scenery for X-Plane 10. If you haven't already, head over to alpilotx.net, and have a read through the information there and screenshots. I'm sure you'll be impressed with his work, and the difference it will make inside X-Plane.
  6. hey, I use x-plane 11. I did not know if i should put this here or in addon section. Before i start, i want to say that; yes i did already check ###### tons of other guides and installation protocols. Specs: I7-6700HQ GTX 1060 16 Gb 2133Mhz ram 1Tb hdd + 256 SSD (where x plane is installed) My HD scenery mesh is not working, i did what the installation guide said i should, multiple times, i also follow two different youtube videos and a forum post on avsim. W2XP is not working either but i still have some ideas to why that is not working, so i am still trying to figure that out. But regarding HD scenery mesh, which is what i really need help for (i just really want it to work), i am out of ideas, the log looks correct (it is loading the mesh), but i am 100% sure that the mesh is NOT there (aka its not just me flying in the wrong region). Not much else to say, i will give you the logs and scenery_packs.ini and a pic of my scenery folder. I hope someone can help!! Here is the picture of my folder: https://gyazo.com/a9851a17eb8819533aa94877e9851a69 While we are at it, maybe someone could figure out why W2XP is not working either And here is scenery_packs.ini: I 1000 Version SCENERY SCENERY_PACK Custom Scenery/EHAM_Scenery_Pack/ SCENERY_PACK Custom Scenery/EDDF_Scenery_Pack/ SCENERY_PACK Custom Scenery/LOWW Wien Schwechat 1.1/ SCENERY_PACK Custom Scenery/EDDH_Scenery_Pack/ SCENERY_PACK Custom Scenery/EDDK_Scenery_Pack/ SCENERY_PACK Custom Scenery/EDDL_Scenery_Pack/ SCENERY_PACK Custom Scenery/EDDM_Scenery_Pack/ SCENERY_PACK Custom Scenery/EKCH_Scenery_Pack/ SCENERY_PACK Custom Scenery/EKRK_Scenery_Pack/ SCENERY_PACK Custom Scenery/LSZH_Scenery_Pack/ SCENERY_PACK Custom Scenery/Aerosoft - EBBR Brussels/ SCENERY_PACK Custom Scenery/Aerosoft - EDDF Frankfurt/ SCENERY_PACK Custom Scenery/Aerosoft - EDLP Paderborn-Lippstadt/ SCENERY_PACK Custom Scenery/Aerosoft - EGBB Birmingham/ SCENERY_PACK Custom Scenery/Aerosoft - EGKK London-Gatwick/ SCENERY_PACK Custom Scenery/Aerosoft - EGLL Heathrow/ SCENERY_PACK Custom Scenery/Aerosoft - EGPF Glasgow/ SCENERY_PACK Custom Scenery/Aerosoft - EGSS London-Stansted/ SCENERY_PACK Custom Scenery/Aerosoft - LEBL Barcelona/ SCENERY_PACK Custom Scenery/Aerosoft - LEMD Madrid/ SCENERY_PACK Custom Scenery/Aerosoft - LFMN Nice Cote d Azur X/ SCENERY_PACK Custom Scenery/Aerosoft - LFPG Paris CDG/ SCENERY_PACK Custom Scenery/Aerosoft - LFPO Paris Orly/ SCENERY_PACK Custom Scenery/Aerosoft - LPFR Faro/ SCENERY_PACK Custom Scenery/Aerosoft - LSGG Genf/ SCENERY_PACK Custom Scenery/LOWI Demo Area/ SCENERY_PACK Custom Scenery/Global Airports/ SCENERY_PACK Custom Scenery/KSEA Demo Area/ SCENERY_PACK Custom Scenery/w2xp_Europe_mix_epic/ SCENERY_PACK Custom Scenery/ff_library_extended_LOD/ SCENERY_PACK Custom Scenery/OpenSceneryX/ SCENERY_PACK Custom Scenery/R2_Library/ SCENERY_PACK Custom Scenery/world-models/ SCENERY_PACK Custom Scenery/zzz_hd_global_scenery3/ Here is my log (looks like this everytime, from what i know, this is how it is supposed to look): log.txt for X-Plane 11.00pb8 (build 110014 64-bit) compiled on Jan 21 2017 01:00:08 X-Plane started on Sat Jan 28 15:58:19 2017 This log file is generated automatically by Laminar Research applications and contains diagnostics about your graphics hardware, installation, and any error conditions. If you need to contact tech support or file a bug, please send us this file. NOTE: this file is rewritten every time you start ANY of your X-System applications. Windows 10.0 (build 14393/2) This is a 64-bit version of Windows. CPU type: 8664 Physical Memory (total for computer): 17132421120 Maximum Virtual Memory (for X-Plane only): 140737488224256 CPU 0: Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz Speed (mhz): 2592 CPU 0: Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz Speed (mhz): 2592 CPU 0: Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz Speed (mhz): 2592 CPU 0: Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz Speed (mhz): 2592 CPU 0: Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz Speed (mhz): 2592 CPU 0: Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz Speed (mhz): 2592 CPU 0: Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz Speed (mhz): 2592 CPU 0: Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz Speed (mhz): 2592 X-System folder:'C:\Program Files/Xplane/X-Plane 11/', case sensitive=0 WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_context_flush_control WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_colorspace WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_copy_image WGL_NV_delay_before_swap WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle OpenGL Vendor : NVIDIA Corporation OpenGL Render : GeForce GTX 1060/PCIe/SSE2 OpenGL Version : 4.5.0 NVIDIA 376.33 (450/0) OpenGL Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float 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GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control threaded_avail : 1 aniso_avail : 1 timer_avail : 1 sync/fence : 1 pbo_avail : 1 frameblit_avail : 1 gpu_shad4_avail : 1 shad_lod_avail : 1 array_tex_avail : 1 texture_rg : 1 tex_float_avail : 1 seamless_avail : 1 drawbuf2_avail : 1 packed_stencil : 1 framebuffer_srgb : 1 copy_buf_avail : 1 ubo_avail : 1 gshader_avail : 1 base_vert_avail : 1 instance_avail : 1 tess_avail : 1 pinned_avail : 0 debug_avail : 1 max tex units : 32 (32/8) max iso filtering: 16.000000 max texture size : 32768 (hardware limit) max point size : 189.875000 idx in vram : 1 GLSL Version :4.50 NVIDIA/450 (16/4096/124/192/32/4096/4096) This video card is: DX10 or 11 - With instancing CPU count : 8 OpenAL loaded: Resources/dlls/64/openal32.dll OpenAL devices: OpenAL Soft Open AL default device:OpenAL Soft OpenAL vendor : OpenAL Community OpenAL renderer : OpenAL Soft OpenAL version : 1.1 OpenAL hardware : OpenAL Soft OpenAL extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_DEDICATED ALC_EXT_disconnect ALC_EXT_EFX ALC_EXT_thread_local_context ALC_SOFTX_device_clock ALC_SOFTX_HRTF ALC_SOFT_loopback ALC_SOFTX_midi_interface ALC_SOFT_pause_device AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_block_alignment AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length 0:00:00.000 D/TRN: Unable to determine default language. May need to prompt the user to select. Fetching plugins for C:\Program Files/Xplane/X-Plane 11/Resources/plugins Loaded: C:\Program Files/Xplane/X-Plane 11/Resources/plugins/PluginAdmin/64/win.xpl (xpsdk.examples.pluginadmin). C:\Program Files/Xplane/X-Plane 11/Resources/plugins/X-IvAp-32.xpl : Error Code = 193 : %1 er ikke et gyldigt Win32-program. Failed: C:\Program Files/Xplane/X-Plane 11/Resources/plugins/X-IvAp-32.xpl. (This file is missing, not a DLL or could not be loaded due to another missing DLL.) My resources directory is: C:\Program Files\Xplane\X-Plane 11\Resources\plugins\X-IvAp Resources\ My AirlinesDB is: C:\Program Files\Xplane\X-Plane 11\Resources\plugins\X-IvAp Resources\airlines.dat My liveries is: C:\Program Files\Xplane\X-Plane 11\Resources\plugins\X-IvAp Resources\liveries.txt SoundInit done Graphics Init done Loaded: C:\Program Files/Xplane/X-Plane 11/Resources/plugins/X-IvAp-64.xpl (ivao.xivap). Loaded: C:\Program Files/Xplane/X-Plane 11/Resources/plugins/BluFX/64/win.xpl (de.bwravencl.blu_fx). G64: 0.000: Gizmo64 Script Engine v16.11.03 Windows G64: 0.000: built: Nov 3 2016, 16:46:14 Loaded: C:\Program Files/Xplane/X-Plane 11/Resources/plugins/Gizmo64.plugin/64/win.xpl (gizmo.x-plugins.com). Loaded: C:\Program Files/Xplane/X-Plane 11/Resources/plugins/XPUIPC/64/win.xpl (XPUIPC/XPWideFS.). Loaded: C:\Program Files/Xplane/X-Plane 11/Resources/plugins/efassxpsm/64/win.xpl (efass.xpsm.connection). C:\Program Files\Xplane\X-Plane 11\Resources\plugins\X-IvAp Resources\Doc8643.txt returned valid fp I found now17-17 files to load XSB WARNING: package 'C:\Program Files\Xplane\X-Plane 11\Resources\plugins\X-IvAp Resources\CSL\AIRBUS' could not be opened. XSB WARNING: package 'C:\Program Files\Xplane\X-Plane 11\Resources\plugins\X-IvAp Resources\CSL\x-csl-indexes.idx' could not be opened. XSB: Loading package: C:\Program Files\Xplane\X-Plane 11\Resources\plugins\X-IvAp Resources\CSL\A320w\xsb_aircraft.txt XSB WARNING: package 'C:\Program Files\Xplane\X-Plane 11\Resources\plugins\X-IvAp Resources\CSL\AIRBUS' could not be opened. XSB: Loading package: C:\Program Files\Xplane\X-Plane 11\Resources\plugins\X-IvAp Resources\CSL\AT75\xsb_aircraft.txt XSB: Loading package: C:\Program Files\Xplane\X-Plane 11\Resources\plugins\X-IvAp Resources\CSL\B738\xsb_aircraft.txt XSB: Loading package: C:\Program Files\Xplane\X-Plane 11\Resources\plugins\X-IvAp Resources\CSL\B77L\xsb_aircraft.txt XSB: Loading package: C:\Program Files\Xplane\X-Plane 11\Resources\plugins\X-IvAp Resources\CSL\C208\xsb_aircraft.txt XSB: Loading package: C:\Program Files\Xplane\X-Plane 11\Resources\plugins\X-IvAp Resources\CSL\CARS\xsb_aircraft.txt XSB: Loading package: C:\Program Files\Xplane\X-Plane 11\Resources\plugins\X-IvAp Resources\CSL\FOKKER\xsb_aircraft.txt XSB: Loading package: C:\Program Files\Xplane\X-Plane 11\Resources\plugins\X-IvAp Resources\CSL\HELI\xsb_aircraft.txt XSB: Loading package: C:\Program Files\Xplane\X-Plane 11\Resources\plugins\X-IvAp Resources\CSL\IL\xsb_aircraft.txt XSB: Loading package: C:\Program Files\Xplane\X-Plane 11\Resources\plugins\X-IvAp Resources\CSL\Jets\xsb_aircraft.txt XSB: Loading package: C:\Program Files\Xplane\X-Plane 11\Resources\plugins\X-IvAp Resources\CSL\MD80\xsb_aircraft.txt XSB: Loading package: C:\Program Files\Xplane\X-Plane 11\Resources\plugins\X-IvAp Resources\CSL\Props\xsb_aircraft.txt XSB: Loading package: C:\Program Files\Xplane\X-Plane 11\Resources\plugins\X-IvAp Resources\CSL\SU27\xsb_aircraft.txt XSB: Loading package: C:\Program Files\Xplane\X-Plane 11\Resources\plugins\X-IvAp Resources\CSL\T160\xsb_aircraft.txt XSB: Loading package: C:\Program Files\Xplane\X-Plane 11\Resources\plugins\X-IvAp Resources\CSL\TU\xsb_aircraft.txt XSB WARNING: package 'C:\Program Files\Xplane\X-Plane 11\Resources\plugins\X-IvAp Resources\CSL\x-csl-indexes.idx' could not be opened. G64: 0.385: Boot Count: 1 G64: 0.742: Plugin Enabled. I found the following scenery packages (prioritized in this order): 0 Custom Scenery/EHAM_Scenery_Pack/ 1 Custom Scenery/EDDF_Scenery_Pack/ 2 Custom Scenery/LOWW Wien Schwechat 1.1/ 3 Custom Scenery/EDDH_Scenery_Pack/ 4 Custom Scenery/EDDK_Scenery_Pack/ 5 Custom Scenery/EDDL_Scenery_Pack/ 6 Custom Scenery/EDDM_Scenery_Pack/ 7 Custom Scenery/EKCH_Scenery_Pack/ 8 Custom Scenery/EKRK_Scenery_Pack/ 9 Custom Scenery/LSZH_Scenery_Pack/ 10 Custom Scenery/Aerosoft - EBBR Brussels/ 11 Custom Scenery/Aerosoft - EDDF Frankfurt/ 12 Custom Scenery/Aerosoft - EDLP Paderborn-Lippstadt/ 13 Custom Scenery/Aerosoft - EGBB Birmingham/ 14 Custom Scenery/Aerosoft - EGKK London-Gatwick/ 15 Custom Scenery/Aerosoft - EGLL Heathrow/ 16 Custom Scenery/Aerosoft - EGPF Glasgow/ 17 Custom Scenery/Aerosoft - EGSS London-Stansted/ 18 Custom Scenery/Aerosoft - LEBL Barcelona/ 19 Custom Scenery/Aerosoft - LEMD Madrid/ 20 Custom Scenery/Aerosoft - LFMN Nice Cote d Azur X/ 21 Custom Scenery/Aerosoft - LFPG Paris CDG/ 22 Custom Scenery/Aerosoft - LFPO Paris Orly/ 23 Custom Scenery/Aerosoft - LPFR Faro/ 24 Custom Scenery/Aerosoft - LSGG Genf/ 25 Custom Scenery/LOWI Demo Area/ 26 Custom Scenery/Global Airports/ 27 Custom Scenery/KSEA Demo Area/ 28 Custom Scenery/zzz_hd_global_scenery3/ 29 Custom Scenery/w2xp_Europe_mix_epic/ 30 Custom Scenery/OpenSceneryX/ 31 Custom Scenery/world-models/ 32 Custom Scenery/R2_Library/ 33 Custom Scenery/ff_library_extended_LOD/ 34 Global Scenery/X-Plane 11 Global Scenery/ 35 Resources/default scenery/1000 autogen/ 36 Resources/default scenery/1000 decals/ 37 Resources/default scenery/1000 forests/ 38 Resources/default scenery/1000 roads/ 39 Resources/default scenery/1000 urban terrain/ 40 Resources/default scenery/1000 world terrain/ 41 Resources/default scenery/700 roads/ 42 Resources/default scenery/900 beaches/ 43 Resources/default scenery/900 europe objects/ 44 Resources/default scenery/900 forests/ 45 Resources/default scenery/900 roads/ 46 Resources/default scenery/900 us objects/ 47 Resources/default scenery/900 world object placeholders/ 48 Resources/default scenery/airport decals/ 49 Resources/default scenery/airport scenery/ 50 Resources/default scenery/default apt dat/ 51 Resources/default scenery/default atc/ 52 Resources/default scenery/sim objects/ 53 Resources/tutorials/tutorials_Alaska/ 54 Resources/tutorials/tutorials_Hawaii/ 55 Resources/tutorials/tutorials_Seattle/ ATC audio initialized. Initializing off screen memory. Initializing off screen memory complete. 0:00:00.099 D/HID: HID Bridge Running 0:00:11.586 I/REN: Setting texture resolution read from prefs as 5 0:00:11.586 W/ACF: Scanning of aircraft files is complete. Some of your aircraft files will not be available to fly in X-Plane, probably because they were created by a version of X-Plane that is too old. Aircraft that will be ignored: 0:00:11.586 W/ACF: Aircraft/Carenado/Carenado A36 Bonanza/Car_A36_Bonanza.acf 0:00:11.586 W/ACF: Aircraft/Carenado/Carenado Archer II v1.0/Car_Archer.acf 0:00:11.586 W/ACF: Aircraft/Carenado/Carenado B58 Baron/Car_B58_Baron.acf 0:00:11.586 W/ACF: Aircraft/Carenado/Carenado Bonanza F33 v1.0/Car_Bonanza.acf 0:00:11.586 W/ACF: Aircraft/Carenado/Carenado C-152II v1.0/Car_C152II.acf 0:00:11.586 W/ACF: Aircraft/Carenado/Carenado C208B Grand Caravan/Car_C208B.acf 0:00:11.586 W/ACF: Aircraft/Carenado/Carenado Seneca II v1.1/Car_Seneca.acf 0:00:11.586 W/ACF: Aircraft/Carenado/Carenado_Bonanza_V35A_v1.0/Car_Bonanza.acf 0:00:11.586 W/ACF: Aircraft/Carenado/Carenado_C185F_Skywagon/Carenado_C185F.acf 0:00:11.586 W/ACF: Aircraft/Carenado/Carenado_C_172IIFloat/Carenado_C172.acf 0:00:11.586 W/ACF: Aircraft/Carenado/Carenado_C_172IIN/Carenado_C172.acf 0:00:11.586 W/ACF: Aircraft/Carenado/Carenado_Mooney_M20J_v1.1/Mooney_M20J.acf 0:00:11.586 I/REN: Setting |draw view indicator read from prefs as 1. 0:00:11.586 I/REN: Setting |dim under high G-load or hypoxia read from prefs as 1. 0:00:11.586 I/REN: Setting |draw hi-res planet textures from orbit read from prefs as 1. 0:00:11.586 I/REN: Setting |draw forest fires and balloons read from prefs as 0. 0:00:11.586 I/REN: Setting |draw birds and deer in nice weather read from prefs as 1. 0:00:11.586 I/REN: Setting |draw aircraft carriers and frigates read from prefs as 1. 0:00:11.586 I/REN: Setting |draw Aurora Borealis read from prefs as 0. 0:00:11.586 I/REN: Setting |runways follow terrain contours read from prefs as 1. 0:00:11.586 I/REN: Setting |3-d drawing detail read from prefs as 3. 0:00:11.586 I/REN: Setting |water reflection detail read from prefs as 2. 0:00:11.586 I/REN: Setting |draw parked aircraft at airports read from prefs as 0. 0:00:11.586 I/REN: Setting compress textures to save VRAM read from prefs as 0. 0:00:11.586 I/REN: Setting |Effects read from prefs as 4. 0:00:11.586 I/REN: Setting |3-d shadows read from prefs as 0. 0:00:11.586 I/REN: Setting |HDR anti-aliasing read from prefs as 4. 0:00:11.586 I/REN: Setting |draw volumetric fog read from prefs as 1. 0:00:11.586 I/REN: Setting |draw per pixel lighting read from prefs as 1. 0:00:11.586 I/REN: Setting |atmospheric scattering read from prefs as 1. 0:00:16.269 I/NET: Hamachi 2620:9b::1908:83e0 0:00:16.269 I/NET: Hamachi 25.8.131.224 0:00:16.269 I/NET: Wi-Fi 192.168.87.107 0:00:16.712 D/HID: Hardware ADDED(044f, b679) - T-Rudder at path \\?\hid#vid_044f&pid_b679#6&1f8b7b5d&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030} 0:00:16.712 I/JOY: REGISTER Joystick device: T-Rudder - VID:1103PID:46713, this is a familiar device. 0:00:16.712 D/HID: AXIS Added Index: 0 (HID_Page_GenericDesktop/HID_Usage_GD_Z) for handle: 000002A3F15B45B0. Min/Max 0 - 1023 0:00:16.712 D/HID: AXIS Added Index: 1 (HID_Page_GenericDesktop/HID_Usage_GD_Y) for handle: 000002A3F15B45B0. Min/Max 0 - 1023 0:00:16.712 D/HID: AXIS Added Index: 2 (HID_Page_GenericDesktop/HID_Usage_GD_X) for handle: 000002A3F15B45B0. Min/Max 0 - 1023 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: SKIPPED (ff00/20) for handle: 000002A3F15B45B0 because of usage page. 0:00:16.712 D/HID: END HARDWARE 0:00:16.712 D/STM: Transitioning from state state_InitialLoading to state_QuickFlightWizard 0:00:16.712 I/WIN: Opened window Primary V11 UI 0:00:34.495 I/FCG: Applying changes from Flight Configuration screen 0:00:34.495 I/FCG: Starting new flight in Aircraft/Extra Aircraft/Stinson L-5/L5.acf at Runway 26 0:00:37.623 D/STM: Transitioning from state state_QuickFlightWizard to state_NormalLoading 0:00:37.623 I/ACF: Loading airplane number 0 with Aircraft/Extra Aircraft/Stinson L-5/L5.acf G64: 38.721: Aircraft File: (Aircraft/Extra Aircraft/Stinson L-5/L5.acf) G64: 38.725: MD5 Hash: (56fb2d8fa573685d4bc3e4874bb0585a) G64: 38.725: Description: (Stinson L-5 Sentinel - basic with 185hp engine) G64: 38.725: Author: (www.dmax.it and Jack Skieczius) G64: 38.726: Plugin Mode: Community Edition G64: 38.755: Boot Count: 2 0:00:38.793 E/SOUN: Could not load sound bank at: C:\Program Files/Xplane/X-Plane 11/Aircraft/Extra Aircraft/Stinson L-5/fmod/Master Bank.bank FMOD Error: 18 0:00:38.793 D/SOUN: soun_bank ctor is loading sound bank 000002A3933165F0/0000000000200100:Resources/sounds/Master Bank.bank 0:00:38.793 W/SOUN: Couldn't load sound data file for: Aircraft/Extra Aircraft/Stinson L-5/fmod/L5.snd G64: 39.675: Livery Changed:() Folder:(Aircraft/Extra Aircraft/Stinson L-5/) Clean exit from threads. 0:00:40.009 I/FLT: Init dat_p0 type:loc_tak apt:LOWI rwy:26 0:00:40.848 I/SCN: DSF load time: 521227 for file Custom Scenery/Global Airports/Earth nav data/+40+000/+46+009.dsf (0 tris) 0:00:40.848 I/SCN: DSF load time: 849924 for file Custom Scenery/EDDM_Scenery_Pack/Earth nav data/+40+010/+48+011.dsf (0 tris) 0:00:40.848 I/SCN: DSF load time: 849521 for file Custom Scenery/Global Airports/Earth nav data/+40+000/+48+009.dsf (0 tris) 0:00:40.848 I/SCN: DSF load time: 391901 for file Custom Scenery/Global Airports/Earth nav data/+40+010/+48+011.dsf (0 tris) 0:00:40.848 I/SCN: DSF load time: 16097927 for file Custom Scenery/zzz_hd_global_scenery3/Earth nav data/+40+010/+46+011.dsf (1351285 tris) 0:00:40.848 I/SCN: DSF load time: 15975975 for file Custom Scenery/zzz_hd_global_scenery3/Earth nav data/+40+000/+46+009.dsf (1439852 tris) 0:00:40.848 I/SCN: DSF load time: 15410990 for file Custom Scenery/zzz_hd_global_scenery3/Earth nav data/+40+010/+48+011.dsf (1172526 tris) 0:00:40.848 I/SCN: DSF load time: 16592567 for file Custom Scenery/zzz_hd_global_scenery3/Earth nav data/+40+000/+48+009.dsf (1126807 tris) 0:00:40.848 I/SCN: DSF load time: 6456 for file Custom Scenery/Global Airports/Earth nav data/+40+010/+46+012.dsf (0 tris) 0:00:40.848 I/SCN: DSF load time: 56915 for file Custom Scenery/Global Airports/Earth nav data/+40+010/+48+012.dsf (0 tris) 0:00:40.848 I/SCN: DSF load time: 122566 for file Custom Scenery/Global Airports/Earth nav data/+40+010/+48+010.dsf (0 tris) 0:00:40.848 I/SCN: DSF load time: 13661064 for file Custom Scenery/zzz_hd_global_scenery3/Earth nav data/+40+010/+46+010.dsf (1341092 tris) 0:00:40.848 I/SCN: DSF load time: 14214921 for file Custom Scenery/zzz_hd_global_scenery3/Earth nav data/+40+010/+46+012.dsf (1487041 tris) 0:00:40.848 I/SCN: DSF load time: 13496857 for file Custom Scenery/zzz_hd_global_scenery3/Earth nav data/+40+010/+48+012.dsf (1117197 tris) 0:00:40.848 I/SCN: DSF load time: 13893658 for file Custom Scenery/zzz_hd_global_scenery3/Earth nav data/+40+010/+48+010.dsf (1156777 tris) 0:00:40.848 I/SCN: DSF load time: 7445 for file Custom Scenery/Global Airports/Earth nav data/+40+010/+47+012.dsf (0 tris) 0:00:40.848 I/SCN: DSF load time: 182537 for file Custom Scenery/Global Airports/Earth nav data/+40+000/+47+009.dsf (0 tris) 0:00:40.848 I/SCN: DSF load time: 12282315 for file Custom Scenery/zzz_hd_global_scenery3/Earth nav data/+40+010/+47+012.dsf (1308151 tris) 0:00:40.848 I/SCN: DSF load time: 302826 for file Custom Scenery/LOWI Demo Area/Earth nav data/+40+010/+47+011.dsf (0 tris) 0:00:40.848 I/SCN: DSF load time: 6807 for file Custom Scenery/Global Airports/Earth nav data/+40+010/+47+011.dsf (0 tris) 0:00:40.848 I/SCN: DSF load time: 13390608 for file Custom Scenery/zzz_hd_global_scenery3/Earth nav data/+40+000/+47+009.dsf (1223516 tris) 0:00:40.848 I/SCN: DSF load time: 12510526 for file Custom Scenery/zzz_hd_global_scenery3/Earth nav data/+40+010/+47+011.dsf (1320883 tris) 0:00:40.848 I/SCN: DSF load time: 31557 for file Custom Scenery/Global Airports/Earth nav data/+40+010/+47+010.dsf (0 tris) 0:00:40.848 I/SCN: DSF load time: 12993342 for file Custom Scenery/zzz_hd_global_scenery3/Earth nav data/+40+010/+47+010.dsf (1311213 tris) 0:02:16.031 W/ATC: Could not find an appropriate flow at LOWI...attempting to autogen one on the fly 0:02:16.031 W/ATC: Adding autogen'ed flow AUTOGEN: North to the list for LOWI 0:02:16.238 D/STM: Transitioning from state state_NormalLoading to state_Normal 0:02:16.238 D/FCG: MTBF set to 10000.0 hours 0:02:17.842 I/WIN: Opened window menu bar 0:02:17.842 I/WIN: Opened window Replay overlay 0:06:58.611 D/STM: Transitioning from state state_Normal to state_ShuttingDown 0:06:58.611 D/SOUN: soun_bank dtor is unloading sound bank 000002A3933165F0/0000000000200100:Resources/sounds/Master Bank.bank G64: 419.043: Plugin Disabled. 0:06:58.611 I/JOY: Control response for axis joy_use_hdng: 0.501477 0:06:58.611 I/JOY: Control response for axis joy_use_lbrk: 0.000000 0:06:58.611 I/JOY: Control response for axis joy_use_rbrk: 0.000000 0:06:58.611 I/JOY: Stability augmentation for axis joy_use_hdng: 0.250443 0:06:58.611 I/JOY: Stability augmentation for axis joy_use_lbrk: 0.000000 0:06:58.611 I/JOY: Stability augmentation for axis joy_use_rbrk: 0.000000 0:06:58.611 I/JOY: UNREGISTER Joystick device: T-Rudder - VID:1103PID:46713 0:06:58.611 D/HID: HID Bridge Shutdown ----- X-Plane has shut down -----
  7. Here are some first PREVIEW screenshots (mostly from the European Alps) of my upcoming new X-Plane 10 HD Scenery Mesh v2! https://picasaweb.google.com/101666907909842492197/XPlane10HDMeshV2PREVIEW (it seems Picasa has somehow blown up the saturation of the images ... don't know why) A short list of the improvements: increased mesh density improved forest representation (in Europe, reprocessed/improved raw forest landclass data) all new OSM data (streets, railways, power lines, water) linear OSM rivers included (Tag:waterway=river) some - minor - landclass tweaking (like strip mines or riverbeds etc.). Planned coverage: Europe (this time, entire Europe) USA (complete) Alaska possibly parts of Canada (like the West) ... etc. (depends on the data size ... but this time the single DSFs will be even larger, so ...) Release? Hopefully this summer (most of the things are already in place, but there are a few things - partly not in my hand - which need to happen before).
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