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Found 102 results

  1. garyeikoow

    Horizon Texture Problem

    Hi, i already got 4.4 on my pc. but now i have this problem with horizon texture. Here my problem. Thx for your help.
  2. Night Environment vs. Real Life Night shoots One of our team members got back from his vacation in Corsica Island real life night shoots compared side by side to Night Environment representation for the same area I thought it who’d be fun to share Enjoy Ajaccio, real life Ajaccio FSX Coti-Chiavari, real life Coti-Chiavari, FSX (A is the point which my real pic was shot from; D is the aiming direction) "I'm pleased to see how our work is a rather acceptable representation of the reality."
  3. Time Lapse Bordeaux - Night Environment V2
  4. Aerosoft Night Environment Portugal announced!!! http://forum.aerosoft.com/index.php?/topic/89209-night-environment-portugal-preview/
  5. Aerosoft Night Environment - Finland Released!!! http://www.nightenvironment.com/finland.html http://forum.aerosoft.com/index.php?/topic/87413-night-environment-finland-released/ this completes the Scandinavian region for us
  6. Hello, I just got back into flight simming after a 12 month brake and lot of things happened. I ran DX10 fixer before so I wanted to get back into FSX with DX10 again. But right after installing FSX and new version of DX10 Fixer I ran into this: IMAGE: http://i.imgur.com/k4zNvGF.jpg Can you see the (FSX default) sky sort of banding? Just look at the sky pictures and see.. also I dont know why but the ground textures at FlyTampa LOWW are duplicating and they are all rendered in block patterns.. I shoud say that I have FTX Global Base / Vector / Europe LC installed too. I tesed DX9 and it all works ok. I never had this issue before (12 months) ago with DX10. Any ideas would be appreciated. Thank you.
  7. Chris Bell

    Blue Marble

    The Blue Marble Project Meet The Blue Marble, yes we have another marble in our collection Blue Marble is not a new name for Black Marble, It's a Project on its own merits! Not to be confused with Night Environment, Black Marble, or vEarth (Virtual Earth) projects, More detail about Blue Marble Project can be found here http://forums.nightenvironment.com/topic/289-blue-marble/?page=1 The video below showcase the projects from a worldwide prospective (best viewed in full screen at 1080HD!), Freeze frame the first second and you will see the old data visible for one second (including FPS etc.); Right after (in video editing) we blend from the same position only this time from within Blue Marble, Watch closely the following 20 seconds as we time lap through 12 month worldwide seasonal cycle, Before we start spinning the globe to show you Blue Marble in all its glory all around the world, and then right before when you think it’s over… wait for it! Enjoy one more thing… be sure to register as a member of our forums by Christmas to be eligible for our special Christmas gift! with opening our new online shop we will invite all our registered forums members by Christmas to get their Christmas gift! A copy of Blue Marble free of charge The Blue Marble Blue Marble is made out of real worldwide seasonal coordinated high res Photoreal imagery!!! (Blue Marble Seamlessly integrates and is Compatible with all 3rd party add on's like FTX Global and all other regions, UTX etc.)
  8. I do remember the operation tool is quite intelligent and if you uninstall and reinstall the plane, it always gives the option to repair the livery, but not lately. Is it related to my me PC, or anyone else have this small problem where in the OP you have notification and not been able to fix it?
  9. Night Environment France was recently a very nice and detailed review of Night Environment France over at Mutleys Hangar; by John Guest, They conclude: "The Night Environment range of scenery add-ons provides an improved nocturnal lighting model for those who like to fly at night. Night Environment France attempts to take the range up another gear." full review here.
  10. long awaited P3D support is officially restored for Night Environment with P3D v2.3 i haven’t tested in person; but from what I’ve gathered so far talking with LM engineers they made it work even better under P3D than FSX; and will continue to enhance Night Environment under P3Dw with future releases http://forum.aerosoft.com/index.php?/topic/82743-night-environment-soon-compatible-with-predar3d/
  11. I thought I’d post few preview shoots from our upcoming Black Marble project, we bring you all new, accurate, and most recent, worldwide navigation level road network data, rendered into Sim native architecture, worldwide coverage of fresh and up to date road network (including traffic), accompanied with our new and most advanced lighting system we recently developed, (more info, pics and general discussion http://forums.nightenvironment.com/topic/207-black-marble) without further ado... let it be light :smile: New York City Miami (KMIA) Los Angeles (KLAX) Paris (LFPG) London (EGLL) Frankfurt (EDDF) Shenzhen Hong-Kong (Kai-Tak) Melbourne Los Angeles area top view
  12. Hi, lately ALL my FlyTampa addons´ ground textures get blurry at night. I do have Steve fixer for DX10, but i still have this issue. Thanks in advance fot your help!
  13. A vast internet spanning a gazillion terabytes and no one has ever made a written or video tutorial about how to get the front end roof, sides and nose textures to align properly on the 737NGX paint kit. Is there a gem out there I am missing? Every single YouTube tutorial on painting the NGX is done with an easy livery that requires no thought what so ever about the front nose and roof texture alignment. When one paints a very detailed no repeating texture or gradient fill on the front, aligning textures becomes a nightmare I have discovered. The concept of how the sides of the plane bend down and the roof texture bends with it but splits apart at the seams on the 2D texture map is just breaking my brain. Is there no easy way to get a complex texture to align right? Are we stuck with solid color paints on the roof and nose for life? I have been struggling for days to finish up this Frozen One livery but I can't get rid of the front nose seams where the sides and roof come together. The entire plane is painted to be covered in ice crystals and snowflakes which creates unique patterns which do not align on the nose of the plan worth a darn. I can't find any tutorials on overcoming this problem. Anyone else find one?
  14. Aerosoft Night Environment California v1.7 Released!!! http://forums.nightenvironment.com/blogs/entry/6-night-environment-california-v17-released/
  15. Guide to mipmapping textures for flight simulation By Toby Rayfield 27/06/2015 Updated 02/07/2015 - Flipping Section added for BMP to DDS conversion CONTENTS I. Texture Compression II. Texture Formats III. Tools you will need IV. Why would I want mipmaps anyway? V. How to check if a texture needs converting VI. How to add mipmaps using Imagetool VII. Resizing and converting textures using Photoshop VIII. Texture Dimensions and File Size IX. Saving a DDS in Photoshop X. Filesizes as an indicator of optimisation XI. Which textures can I convert? XII. Naming Conventions XIII. Saving a Bitmap as DDS in Imagetool XIV. Batch Commands Texture compression There are two types of texture compression that should be used, which will allow you to balance file size with function. DXT1 textures are for textures with no alpha channel, or a pure black or white alpha channel. DXT5 textures are for textures with greyscale Alpha layers DXT3 textures should not be used as they show compression artifacts in the final image. Texture Formats Textures come in various formats, the two most common found in flight simulator add-ons are BMP and DDS format. Both formats can use DXT1 or DXT5 compression. More information about these formats is available here (http://www.prepar3d.com/SDKv2/LearningCenter/modeling/texturing_aircraft_%20models.html). BMP's were used in older versions of Microsoft Flight Simulator but with the introduction of FSX, Microsoft changed to the more efficient DDS format. BMP files still work in Prepar3d but are not recommended. Quote P3D SDK: The DDS format allows images to be compressed with greater efficiency and flexibility than formats such as BMPs If you are interested to learn more about how textures work, I highly recommend the SDK link above as a starting point. Tools you will need 1. ACES Imagetool - included with the FSX/P3D SDK, more information about this essential tool here (http://www.prepar3d.com/SDKv2/LearningCenter/modeling/texturing_aircraft_%20models.html#Normal%20Map) 2. Adobe Photoshop 3. Nvidia Texture Tools for Adobe Photoshop (https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop) While there are many other tools out there, these are the ones I will discuss and recommend. Why would I want mipmaps anyway? In the image below, you can see unmipped and uncompressed gauge textures. Do you see how the lines appear unclear? In motion, it is much worse as the lines appear to vibrate and distract from the flight. This is because there are no mipmaps, so the computer displays the original raw and uncompressed image. As I am not sitting at exactly the correct distance from this texture, it cannot display the texture correctly, hence the unclear image. In this second image, the gauge textures have been mipmapped. While they appear blurry in this cropped image, in the sim, they are clear and easily readable. If I had to choose between the two, I would choose the mipmapped version. As the texture now has mipmaps, the computer can choose which version is the optimal one for my distance from the texture. !! Before you start editing textures, always create a backup of the textures that you want to edit !! How to check if a texture needs converting 1. Open Imagetool 2. Open the folder containing the textures you would like to optimise 3. Drag the texture onto the open window of Imagetool One of the following things will happen: If the image won't open in the official texture tool, imagine the problems that this could cause for your simulator. While the textures might display without crashing the sim, who knows what this might cause to happen behind the scenes. All of my textures open in Imagetool. So I see no reason why anyone should provide textures that don't. Textures can be saved, compressed and converted in a way that they appear correctly in the sim and do not open in Imagetool but if a texture opens in Imagetool, then it is correctly formatted and adheres to the official SDK format guidelines, which is what we're aiming for. 6. In the second image above, you can see on the right, under the information tab, that the image is 4096x4096 pixels large, has DXT5 compression, it is unknown if the image has an alpha channel and the image contains no mipmaps (1 Mip Level is the texture). 7. If I now open this texture in Photoshop, using the options selected below for opening DDS files, I can see that it does have an alpha channel, so I know that DXT5 is the correct format for this texture. 8. As this image is already in the correct DDS format, I now have two options, I can resize and save this file using Photoshop or I can convert it and add mipmaps using Imagetool. I will explain both methods below. It depends on personal preference, normally it is easier to batch convert multiple files with Imagetool but if you need to resize as well, then you will need to use Photoshop. Note that batch methods can be used in both programs effectively. I find it easier to create batch tools in Photoshop to automatically process large amounts of textures. !! Before you start editing textures, always create a backup of the textures that you want to edit !! How to add mipmaps using Imagetool - Open the image in Imagetool - Select 'Image > Create Mipmaps' from the menu bar Congratulations, you have now added mipmaps to the texture Close Imagetool and save the image when prompted. The ideal size for textures in the FSX/P3D engine is 1024x1024 pixels. As this image is 4096x4096, it has not been fully optimised. As shown in the image below, the mipped version is 5mb larger than the non-mipped version, so we still need to resize this texture to fully optimise it. Resizing and converting textures using Photoshop 1. Open the original .dds image that you want to optimise in Photoshop, using the options as shown in the image below, when asked. 2. Select 'Image > Image Size' in the Photoshop menu bar. 3. Enter your preferred size in the entry field, choose between 1024 or 2048, and select a resample method. I use 'smooth gradients' as 'sharpen' adds halos around lines, as shown in the zoomed in images below. Texture Dimensions and File Size Textures should be 1024x1024 pixels. As the examples above show an external aircraft texture and I am prepared to spend a bit more VAS having nicer looking textures on my aircraft, I chose 2048x2048 pixels. 4096x4096 is uneccesarily large for these kind of external livery files and it will also take a long time to save the DDS file. Normally an aircraft will not contain more than 2 main texture sheets, which is why I can justify using 2048x2048 for these two textures. An airport is a different matter as that has many textures, maybe as many as 50 and if half of them are 4096x4096, you shouldn't be surprised when you run out of VAS and the sim crashes. 2048x2048 should always be enough for your favourite textures, use 1024x1024 for everything else, unless the original file is smaller, then leave it as it is. Saving a DDS in Photoshop Now, all we need to do is save this texture as a DXT5 DDS file. 1. Choose 'File > Save As' from the Photoshop Menu Bar 2. Select the format D3D/DDS (*.DDS;*.DDS), check that Alpha Channels is checked and click Save. Next, another window will open, from the NVIDIA plug-in. Set up the options as below and click 'Save'. Do not change any of the other options. Congratulations, you now have an optimised texture. If you were saving a texture without a greyscale Alpha Channel, then you would select DXT1 format from the drop down menu. In the image below, you can see the results of various resizing and compression on file size and, hopefully, can understand why I chose the 2048x2048 DXT5 DDS option for this external texture. Filesizes as an indicator of optimisation You can use Windows Explorer to filter a folder of textures by size to quickly see if your newly purchased add on uses mipmapped textures or not. The following file sizes will normally indicate correctly mipmapped files. 43 kb 86 kb 171 kb 342 kb 683 kb 1366 kb 2731 kb 5462 kb Anything else is either incorrectly optimised or a special texture, which we will come to in a minute. The following image shows correctly optimised texture file sizes. The next image shows incorrectly optimised texture file sizes. You will get the idea quickly enough but basically anything that you see with a filesize of 1025 kb, 4097 kb or 16,385 kb is incorrect and needs optimising. Which textures can I convert? As mentioned previously, certain kinds of textures should not be converted or optimised. Environment maps (reflections), fresnel_ramps, bump maps, specular layers and prop textures should be left alone. While these textures can be optimised, it is beyond the scope of this document, to teach the techniques involved. If you want to try converting bump maps, which are often delivered in 4096x4096 and therefore VAS consumers, you need to convert the file to 32 bit, if not already, then resave as DXT5 DDS. To avoid any artifacts or loss of quality, you would normally create a new bump map from the optimised texture that you have created instead. Read more about bump maps in the P3D SDK Documentation in the link at the very top of this document. Naming Conventions The SDK recommends the following naming convention for textures: ModelName_TextureNumber_Suffix.Extension The Suffix _T is normally used to indicate an external texture. Most developers use a version of the following suffixes but many don't. It is up to you to check each texture before you convert it. The suffixes for each type of texture are as follows: Diffuse Map: '_T' Specular Map: '_T_Specular' Bump Map: '_T_Bump' Emmisive Map: '_T_LM' A diffuse map is a regular texture, for example, the outside livery of an aircraft. A Specular map is used to define how and where a model reflects light, e.g. the shininess of metal. A Bump Map defines the 3d elements of a texture, for example, rivets and panel lines. An Emmisive Map displays flat textured lighting effects, as seen on the tail of an aircraft at night. Below is an image showing these types of files and how they might be named. Saving a Bitmap as DDS in Imagetool Bitmaps in DXT1, DXT3 or DXT5 format have already been compressed. If you convert them to DDS format, you will compress them more and create visual artifacts, which can be seen as pixelated blocks in the textures. In this case, you only need to select the 'Create MipMaps' option and save the file. If the Bitmaps are uncompressed and in 32 bit format, then you can convert them to DDS format without worrying about losing quality. You will see a wide variety of incorrectly formatted textures. In the screenshot below, you can see a 32 bit BMP with 3 mip layers and an alpha layer open in Imagetool. If I select 'View > Alpha Channel' from the menu, I see this. An alpha channel with black, white and shades of grey. The correct format for this texture is DDS and it should be compressed using the DXT5 method. BMP textures need to be manually flipped by the CPU before they can be displayed in the simulator. DDS textures are already flipped, which reduces the work that your CPU needs to do before it can display the texture. If we save a BMP in DDS format, the image will be flipped and will appear upside down in the simulator, as the developer mapped the texture to the model the other way round. To compensate for this, we need to flip the texture, before optimising it, so that it will display correctly. !! Before you start editing textures, always create a backup of the textures that you want to edit !! As Imagetool does not have a menu option for flipping textures, we will use the freeware DXTBMP tool from Martin Wright. Flipping Images in DXTBMP Open DXTBMP and drag the BMP that you want to convert to DDS onto the open DXTBMP window, as in the image below. From the menu bar, select 'Image > Flip Image and Alpha', as shown in the image below. From the menu bar, select 'File > Save' and, in the window that pops up, check that Save as Type is 'Extended 32 bit 888-8' as in the screenshot below, add the appendix '_flipped' to the filename and click Save. Close DXTBmp, we have now finished using this tool. You should now have two files, the original and the flipped version, as below. Open Imagetool and drag the _flipped.bmp file onto the open window, as shown below. In Imagetool, select 'Image > Format > DXT 5' and then 'Image > Create MipMaps'. Which gives the following result.. Now Save this new texture with the extension .dds and close Imagetool. This texture is now optimised. Do not forget to remove the _flipped suffix before copying this file back to the specific texture folder. The simulator looks first for DDS files, then for BMP files, so there shouldn't be any problems with conflicting files but as we want to do this correctly, you should remove the original BMP file from the specific texture folder as well. If I compare the filesizes of these textures in Windows Explorer, I see this.. This texture was for a windsock. A relatively small part of an airport but one of 300 textures provided in a 'general texture' folder for an airport. If we work out how much VAS these textures would consume if loaded into memory... The original uncompressed textures require 300 x 5.3mb = 1.6 Gigabytes of VAS to display The optimised compressed textures require 300 x 1.3mb = 409 Megabytes of VAS to display I know which ones I want to use. Batch Commands You can automate the conversion process by using so-called batch files in either Photoshop or Imagetool. This next section will explain how to create and use batch files. Imagetool 1. Create a new folder on your desktop called MIP IN 2. Create a copy of Imagetool.exe in this folder 3. Open Notepad++ and paste the following text into a new document: ImageTool -nobeep -brief -DXT5 -mip -e BMP *.bmp 4. Save this file in your new MIP IN folder and call it 'mip BMP as DXT5.bat' 5. Copy the BMP texture that you want to convert to DXT5 to the MIP IN folder and double click on the .bat file. 6. The window below will briefly pop up, indicating that the process was successful 7. Congratulations, you have optimised a texture with a batch file 8. Check the file size for confirmation that the file has been optimised. 9. In the future, all you need to do is copy all of the BMP textures, with Alpha channels, that you want to convert to DXT5 format to the MIP IN folder and double click the .bat file. Below is another example that can be used to create mipped DXT1 BMP files. I. mip BMP as DXT1 No Alpha.bat ImageTool -nobeep -brief -DXT1 -mip -e BMP *.bmp I do not recommend trying to use Imagetool to convert .dds or .psd files as the files are not viewable in Imagetool afterwards. Imagetool can generate DDS files from 8 bit .psd files but why would you do this if you have Photoshop. Photoshop 1. Open Photoshop and in the 'Actions' tab, click on the drop down menu and select 'New Set...' 2. Name this Set 'Texture Conversion' 3. With this Set highlighted, click on the drop down menu and select 'New Action' 4. Name this Action 'Resave DDS as DXT5 mipped' 5. Press the record button on the bottom of the Actions tab 6. In the menu bar, select 'File > Open' and select the .dds file that you want to convert in Photoshop using the options shown below. 7. In the menu bar, select 'File > Save As' and choose D3D/DDS format, as shown previously in the section Saving a DDS in Photoshop. 8. Close the image and press the Stop button on the bottom of the Actions tab 9. To test this batch file, or Action, create a new folder on your desktop called 'MIP IN PSD' and copy a couple of unoptimised DDS files to this folder. 10. Create a new folder called 'MIP OUT PSD' on your desktop. 11. In Photoshop, in the menu bar, select 'File > Automate > Batch' and set up the folders and options as below. Click the Choose button and set your 'MIP IN PSD' folder in the top part and select you 'MIP OUT PSD' folder in the bottom part. 12. When you click OK, the batch will run and automatically Open and Convert any files that it finds in your 'MIP IN PSD' folder. We created a 'MIP IN PSD' folder to avoid any conflicts with BMP files in your MIP IN folder. Using these very powerful tools, you should find it easy to create your own Actions to carry out the following automated processes for you. Just apply a logical step by step process and learn from your mistakes and experiments. The biggest tip I can give you is to backup your texture folders before you start any kind of optimisation. Good Luck and happy mipping.. Toby This document is dedicated to all of you..
  16. Flight Simulation and Optimizing Night Time Flights Generally speaking out of the box fresh sim install is mainly geared towards day time flights; With very little regards to night flying, Setting up for a proper day time flight requires allot of attention to detail; from setting up controls, weather conditions, scenery complexity, vehicle, and visual add-on’s This process could take one few months to get comfortable with his environment settings and gear, it’s a tedious task many of us take to extreme (to say the least!), your day time flight environment is balanced perfectly for the day; at the same time is also consuming the same resources at night; not leaving much room for night time add-on’s, There is a misconception that when night falls its dark anyway; what’s there to see? Optimize…? What’s there to tweak different then day time when you barely see anything? The last statement is the general concept most have when it comes to night flights; bear in mind that up to not long ago, night flying didn’t really exists to the extent it’s been developed in the past several years, the original developer never envisioned such transformation that it never was an area of much interest; but recent developments allow us now to fully have VFR night flights; while looking out the window at real world vector data, before we continue deeper into this article; remember the first few sentences I started with; the sim's night environment deserves now as much attention as day time does to fully enjoy todays night add-on’s, many day time element are not visible at night, to redirect resources; some settings can be adjusted towards an optimized environment for night flights, if we start by going through the settings in FSX/SE/P3D configuration tabs; let’s have a look at Weather Tab, consider that a normal human eyes can perceive natural lights in the real world (depending on conditions and alt) 60-100 miles away in optimal conditions, adding clouds at night beyond the minimum slider potion is pointless at night; as well as drawing high detail clouds; and every other related daytime eye candy, moving to the Scenery tab, Mesh complexity and Mesh Resolution both can be significantly reduced, you will not see the added vertices drawn at night or a fine mountain contours and subtleties, A mesh complexity of 30 with mesh resolution of 76-38 should be more than sufficient for night flight, Texture resolution… at night? Do I need to extend on this one? Same goes for Water Effect, These are not visible at night; there is no need to extend resourced for these features at night, Scenery Complexity and Autogen Density shouldn’t exceed Normal for night fight, In Aircraft Tab, Shadows aren’t really visible at night; it is recommended to turn shadows off, but to each his own, In Graphics Tab I personally like the visuals at night with antialiasing switched off These are just few very basic guidelines for optimizing your night time flights The goal behind this is to free resources that aren’t used during night; you can dig more and find many creative way to conserve resources at night, Many third party add-ons can also have their day time settings optimized for night; using the same logic, Believe it or not, your unused aircraft adds up to the global VAS usage regardless of day or night, I keep my unused aircraft in a folder I make called “hangar” with the same structure that’s inside SIM\SimObjects\ ; I keep this folder under SimObjects folder, this where 99% of my aircrafts are in (including default), If you only fly in a predefined area like US, or UK etc… There is no need to load the whole world every time you go for a local flights! The last two advisories will decrease your sim load times significantly; as well as reduce your initial VAS consumption in general! Before we go into more technical detail; no one is expecting you to manually go through each and every one of these setting each time you go for a flight, Yet… It is unreasonable to assume that with today’s add-on’s our sim’s should work regardless what we install in it; we have HD textures, as well as HD Photoreal, and HD mesh and so much more than what initially thought of, one must remember that we are still bound to 3.6GB usable VAS memory space allowed by x86 (32bit) application platform; the name of the game here is balance; you have to balance your memory consumption to accommodate everything you want in your current flight, This is the time to mention SimStarter By Developer - Peter Rosendhal. http://aviation.pero-online.de/ i highly recommend using SimStarter to create various startup profiles; to speed up your fsx load times; and general performance tweaks; you can create many profiles that launch you right into your preconfigured flight without wasting time; you can customize all the above settings and much more from a single GUI interface; you will have complete control over all of Sim’s elements; , scenery.cfg, fsx/se/p3d.cfg as well as many third party add-on’s settings, save your setting to a profile on your desktop, and with one click; SimStarter will put you on the runway with all the preconfigured environmental settings you selected for that profile, SimStarter is a free and can be found here – http://aviation.pero-online.de/wordpress/?page_id=105 ; there are many tutorials on how to configure SimStarter to hook into third party add-on’s; please don’t forget donate to help Peter continue his development on this magnificent irreplaceable tool! Note that these guidelines should be used for day time flight as well as night time flight to maximize your Sim potential and VAS pool, if there’s something I neglected to mentioned please feel free to discuss; this is an open discussion about this topic; Looking forward to hearing some feedback from you guys, Happy Flying
  17. I thought I’d show once and for all a proper Night Environment Demonstration shown over photoreal made with FSEarthTiles (no night textures came with the photoreal) Night Environment Nightmap is active (Base + Level 0 + Level 3) all sliders to the right! No cuts, No edits, straight out the simulator! Enjoy Must watch in 1080HD!!! having WMG trouble with this YouTube video? watch this on DailyMotion with even smoother HD Quality www.dailymotion.com/embed/video/x1wksoc
  18. Scriptless

    P3Dv4 777-200LR Texture bugs?

    Hello, with P3D v4 I noticed some texturing issues. You can clearly recognize, that the fan case has some issues with shadows (ultra setting), and that the inner part of the engine case has no reflections. Comparison P3D v4 + v3: v4: v3: I hope we will see an update soon. Alex
  19. I've noticed this especially on FSDT's airports, KIAH and a few others that I can't remember. But when you have dynamic lights on and then turn on your runway lights on PMDG 747/777, the runway texture is extremely grainy and fuzzy looking and it looks absolutely terrible. What's the cause of this and will there be an update to fix this problem? I don't recall seeing this at other airports but I will have to make sure and do some more testing to see if this also happens with other scenery as well.
  20. Night Environment Sweden has been announced by Aerosoft http://forum.aerosoft.com/index.php?showtopic=84735
  21. This document is long but if you're interested in why you're suffering from OOM errors and how to avoid them, grab a cuppa something and read on... What do you mean I have to reinstall again? Since installing Prepar3d v2.4 and v2.5, I too have been suffering from OOM errors as well as 'random' crashes to desktop. This has resulted in four reinstalls of Prepar3d and two system reinstalls. Not a pleasant way to spend my spare time but I learned a lot doing it, so time well spent. After my most recent reinstall of Prepar3d v2.5, a few weeks ago, I made the decision to only install native add-ons or non-native add-ons that I can install manually, without the Migration tool. I also decided to install them one at a time, instead of all at once, to compare their performance, evaluate their use i.e. 'do i really need this?', as well as optimising them for use in Prepar3d. 'These go to 11' If more third parties optimised their add-ons and if consumers were more conservative with their settings, a lot less people would be suffering from OOM errors and random crashes. As consumers, we shouldn't have to optimise our payware but as most third party add-on developers focus on looks and not performance, you will never get the best performance you can 'out of the box'. There are a few exceptions where developers provide optimised products that need no further optimising but they are still the minority. The main problem is that most consumers still don't know how to optimise their add-ons and/or want to spend the time doing it. The attitude, 'I paid for it, it should work' prevails, which, as a consumer, I understand, but as someone who wants their sim to look and perform as best as possible, I can't accept. From a developers point of view, I understand the old arguments but they hold no weight with modern graphics cards and recent versions of Prepar3d, there are simply no excuses for not providing optimised products for Prepar3d. I haven't had any OOM errors in Prepar3d v2.5 since optimising my add-ons but I can easily trigger one if I want to. I don't get them any more because I check and optimise every add-on that I purchase and use realistic in-game settings that achieve a compromise between looking great and performing excellently. Multum in Parvo It is possible to have a great looking and smooth sim experience without having all the sliders to the right. By optimising my textures, I have seen a huge drop in VAS consumption and a very noticeable boost in performance. All I did was resize oversized textures (reduce from 4096 to 2048 or 1024 pixel width) and save them in the correct format with mipmaps (DXT1 no alpha, DXT5 with alpha). This cost me a lot of time but everything looks and runs much better now, no more shimmering in the cockpit and no more shimmering in external view. It's the difference between 1.3mb and 16mb PER texture in some cases. Multiply that by ten and you can see what's consuming your VAS. The irony is that the optimised version nearly always looks better. Compared to the time you can spend looking for that elusive holy grail tweak, this one actually has visible and immediate results. The mipmap VC panels option in the simulator does not work as you might expect, you will need to optimise the textures yourself if you want the best result. I have this option off. A quick example, I recently bought a brand new GA third party aircraft developed for Prepar3d. After installing it, I loaded it up only to see that the cockpit gauges shimmer, small text is hard to read and straight lines in textures look like marching ants as soon as I move my head using Track IR head tracking. Half an hour later, I had an optimised product, that looks much better and performs much better, with cockpit text and labels that are clear and easy to read, the gauges now look smooth and the external textures load instantly. The best bit, it consumes much less VAS and frees up resources to run the sim more smoothly. Plane spotting AI aircraft also consume VAS and can easily cost you 20 fps on top if set up too optimistically. UT2 is, in my opinion, the best looking and the best performing AI package, as long as you mipmap the textures correctly, but unfortunately unsupported for Prepar3d, and the last time I used the Migration Tool to install it, I had to reinstall Prepar3d after files became corrupt. My attempts at a manual install also resulted in a reinstall of Prepar3d. The only official AI package that I know of that has been developed for Prepar3d, My Traffic 6, fills the skies with all kinds of wonderful aircraft, even the textures are correctly mipmapped, but unfortunately the models are not as optimised as UT2, so unless I am extremely conservative with the AI sliders, I can cause my fps to drop by 20 frames, great for plane-spotting at airports but not that great if I want a smooth flight out of EGLL. Unification Everybody's setup is unique and no two systems will perform the same, even with the same hardware. This is why the process of 'unification', as practiced by people like Michael Greenblatt or Nick Needham, is so important. Unification doesn't mean tweaking cfg files or resizing textures, it's understanding how to design a system and then set it up correctly for optimal use. The right hardware, the right software, the right add-ons, the right settings... it takes time to learn and it takes time to set up correctly but once you get it right, you get the best sim experience available to the public. You don't need the latest hardware to run everything well, you just need an optimised system and a fast quad core processor. VAS is my currency The FSX/ESP engine was not designed to work with uncompressed textures larger than 1024 pixel width. Even if they load, there is always a price to pay. The currency is VAS. It's not just incorrectly sized textures without mipmaps, high resolution mesh has a price, even third party weather and ATC add-ons can cost you an OOM if not set up correctly. When I met the developer of FEX a few years ago, he showed me FSX running with 4096 pixel width ground textures. Not just at an airport, the whole world was covered in 4096 textures. FSX loaded and ran fine, no signs of an OOM error. This was proof of concept only and ran in a default install of FSX Acceleration but I bet if we had added all of the popular add-ons that we use today, the sim would have crashed too. Some developers have wised up and now offer an extra set of textures for their products, in a 'lower' resolution and are very active in trying to prevent OOM errors. Lower resolution doesn't have to mean it looks worse, default size 1024 textures that are well made look great too. 2048 is the maximum size I allow into my sim. Here's the reality... 4 badly optimised textures can consume around 100mb of VAS. 4 correctly optimised textures consume around 5mb of VAS. Mipmapped textures might appear to have a larger file size than same dimension non-mipped textures but in reality they ease the load on the CPU/GPU and prevent a kind of shimmering that people often confuse with geometry shimmer and try to combat with high levels of forced anti-aliasing. Ever wonder why when you load an aircraft in the Scenario Editor, it takes time to load the textures and when they appear, they are hard edged and unclear? Mipmaps is why, or rather the lack of. Wouldn't you like it if the textures in your shiny new third party aircraft were clear and readable and smooth? Maybe you don't care but the lack of proper custom anti-aliasing options in Prepar3D make the lack of mipmaps even more painfully obvious. Most Payware add-ons are designed to look amazing, that's why uncompressed over-sized textures are used so often. Why should a developer care? They have made a product that looks great and works fine on a default install of Prepar3d. They have done their job. We are purchasing the right to experience this product, no more, no less, it's like buying a ticket for a ride at the fair. We are therefore responsible for ensuring that these products are optimised. But if we combine an unoptimised aircraft with two unoptimised airports and then add high resolution mesh, terrain and cloud shadows, AI, full cloud cover, thousands of buildings covering huge Ultra LOD areas, hundreds of unoptimised cloud textures, what else could happen but... tl;dr - optimise your add-ons
  22. Hi, I have a decent system, 1 yr old Alienware Aurora, I dont have the specs in front of me but had it designed for flight sim. it runs nothing else. I have 3 monitors running, & all seems good but I cant get over seeing screen shots on Steam pages for FSX-SE with users with very crisp clear images. I'm starting to think the three monitors running decreases the clarity of the program, any advice? Thanks much.
  23. Chris Bell

    Night Environment - Alps Released!

    Night Environment Alps announced today by Aerosoft the new region spawns across Austria, Liechtenstein, and Switzerland http://forum.aerosoft.com/index.php?showtopic=83745
  24. 737 Night Approach and Landing https://www.youtube.com/watch?v=-gTQvmeNr98
  25. I have been having issues with all textures on the 737-600/700 ever since I upgraded to the new update. If I uninstall the new update and install the previous version this goes away but as soon as I delete the old one and install the new one it creates a line on the back of the aircraft running under the passenger windows and through the left aft exit. Any ideas? Picture at http://picpaste.com/1-MnNTEMsA.png Shyam Kumar