FSX + Tileproxy = Nice!

I've got FSX and few addons winging their way to me - I'll be flying predominantly IFR long hauls but I'll still give this a try and post how I get on when it's all up and running :)

I won't be trying this. FSX arrived, got it installed and it was back in the box and uninstalled within the hour.
 
Well that was a waste of time and money :confused:

It can wait until there's hardware out there to make use of what it's got to offer.

I'm currently flying a PMDG 747-400 from Heathrow to Los Angeles with GE Pro, UT Europe, UT USA, Radar Contact, Active Sky6 and Aerosoft's Heathrow 2007, a full freeware Traffic pack @ 100% and only once around the very busy EGLL cause a bit of slowdown. Everything is set on Ultra High.

I fired up FSX with the default 738 parked at the gate at EGCC and couldn't get much above 12-13fps. I dread to think what it would be like with the PMDG 747X and FSX compatible EGLL, and full traffic. Unplayable I would imagine.

My FS9 as it stands at the moment, for flying heavies (which 99% of my serious flights are) and still having lots of pretty eye candy, beats FSX hands down fair and square.

*edit - I don't want this to turn into any kind of FS9 vs. FSX debate... just giving my reasons is all :)
 
It can wait until there's hardware out there to make use of what it's got to offer.

I'm currently flying a PMDG 747-400 from Heathrow to Los Angeles with GE Pro, UT Europe, UT USA, Radar Contact, Active Sky6 and Aerosoft's Heathrow 2007, a full freeware Traffic pack @ 100% and only once around the very busy EGLL cause a bit of slowdown. Everything is set on Ultra High.

I fired up FSX with the default 738 parked at the gate at EGCC and couldn't get much above 12-13fps. I dread to think what it would be like with the PMDG 747X and FSX compatible EGLL, and full traffic. Unplayable I would imagine.

My FS9 as it stands at the moment, for flying heavies (which 99% of my serious flights are) and still having lots of pretty eye candy, beats FSX hands down fair and square.

*edit - I don't want this to turn into any kind of FS9 vs. FSX debate... just giving my reasons is all :)

Oh fair enough! :)

I don't have any addons for FS-X (shocking!)

Sticking with FS-X now im doing testing for a new aircraft :)

Im gonna grab myself a new CPU + Mobo + next gen GFX just for FS-X should put FPS at 1920x1200 to above 12 :rolleyes:

X1900XTX does well tho
 
Is this tileproxy going to be done for most of the planet or were FSX covers as it looks so amazingly photorealistic in that second picture I might just want to get FSX for it :eek:
 
can't get it to work properly :(

I start the console prog and then start FSX and it will show that is doing some work... however everything is black! :(
 
I will post it in the next post.

The key bits that have been changed from the default .ini are highlighted in yellow.

You have to manually change the service source to the one you require by removing the #

The first (Acme) is only an example.

The 4 after are:

1. virtual earth
2. google earth
3. yahoo maps
4. ask.com

So in this .ini I have set mine to google earth. I found that these are the only changes I have to make in order for tileproxy to work.
 
#
# Start a line with # to comment it out.
# Turn your text editor's Word Wrapping OFF for editing this document.
#
# Read the manual for help with configuration. Do not contact the
# author about the configuration for particular services. Thank you.
#

[TileProxy]

# Enable or disable worldwide photographic scenery coverage (Yes/True/On to enable)
master_enable=On

# Write a logfile to disk. In recommend to only turn this on for debugging purposes.
# When using FSX RTM or FS 2004, the logfile will grow VERY fast and affect performance.
#logfile="C:\logfile.txt"

# Offline Mode - No network access will occur (Yes/True/On to enable)
offline_mode=No

# The distance up to which LOD 15 (1.1m/pixel) would be loaded (only applies to FS9 and FSX RTM)
lod_distance=1000

# Resolution limiter: 15 = 1.1m/pixel, 14 = 2.3m/pixel, 13 = 4.75m/pixel
# Lower resolutions load faster, but are visually less appealing.
max_lod=15

# The maximum number of tile contexts that Tileproxy will send to the filter driver. A context
# is essentially a very fast buffer for graphics data sitting in kernel memory that delivers
# data right into FSX. Each tile context can hold an entire LOD 8...15 tile. Higher values
# mean more use of your precious kernel memory though. The maximum number is 512. Lower if
# you run out of RAM during flight and the PC starts to use the paging file a lot.
max_contexts=512

# Maximum number of BMP Tiles to read-ahead per context. This speeds up communication between
# proxyUser and tileproxy.sys dramatically. The maximum value is 1023 and it delivers up to 32
# square kilometers (an entire LOD 8 tile) to the filesystem filter driver at once.
preload=1023

# Generate Water Mask. This brings back shader-rendered water and allows
# for the use of planes with floats (Goose, Beaver, etc...). If you turn this
# option off, you get the Tileproxy behavior of Beta 5 and earlier versions.
water_mask=On

# Recommendation: FSX users: Use water_blending=on, water_smoothing=off
# to get soft land/water transitions
#
# FS9 users: Use water_blending=off, water_smoothing=on
# to get hard land/water transitions which
# Tileproxy tries to match pixel-exact against coast-lines
#
# Combining water_smoothing and water_blending is discouraged.
# It's slow and gives weird results.

# Use blending techniques to create a soft land/water transition with some
# transparency effect near the shoreline. Compatible with FSX only.
water_blending=On

# The distance in meters that you want land/water blending to extend from the
# shore line. Larger values require more processing. You should not currently
# specify values much larger than 500 meters because it can create visual artifacts.
blend_distance=500.0

# The rate at which terrain is blended into the water color. 1.0 means a linear
# blending, values > 1.0 blend faster. Values < 1.0 blend slower. This works
# similarly to a Gamma Curve.
blend_exponent=1.0

# The minimal and maximal transparency of the water. The lower you choose the min value,
# the more reflective the deep water will be. The higher the max value is chosen, the less
# reflective the water will be directly at the shore line. The reflectiveness transitions
# linearly from max to min throughout the distance given by blend_distance from the shore.
# Allowed values are between 0 and 1, and alpha_min should be smaller than alpha_max or
# things may look weird.
alpha_min=0.2
alpha_max=0.7

# The water color in hexadecimal RGB notation. Prefix with #. This should be blue
# or greenish blue or some shades of brown, depending on your preference.
# Values of #000000 are discouraged when using water blending - it will result
# in weird behavior at the shorelines.
water_rgb=#002060

# Try to smooth land/water boundaries by trying to match the water mask to the image content.
# This is a a somewhat experimental algorithm.
water_smoothing=Off

# The decision threshold for water/land when water_smoothing is enabled. 0 means everything
# will be turned to land, 1 means everything turns to water. Chose some value inbetween
water_threshold=0.33

# Maximum number of bytes allocated to BMP graphics tiles in RAM at any time (0 for unlimited)
# The value below states 100 MB.
cache_bytes_limit=100000000

# Maximum number of BMP tiles to cache in RAM at any time (0 for no limit).
cache_tiles_limit=100000

# The currently active service is configured here. Only ONE active source please.
# The other source statements should be commented out.
#source=Acme Globe Service
#source=Service Example 1
source=Service Example 2
#source=Service Example 3
#source=Service Example 4


# The sources you want to be able to switch from the GUI menu.
# Separate the list entries with | and enclose in quotes. Make sure the
# names specified here are valid services which are defined below.
# You may want to rename the services according to your preference,
# but make sure you replace all occurences of the strings.
menu_sources="Service Example 1|Service Example 2|Service Example 3|Service Example 4"

# Experimental API Hooking section. Disable if you see strange crashes and effects.
# Currently we only have the DirectX 9 hook. More hooks are planned.
enable_hooking=Yes

# The DirectX 9 hook enables the moving map overlay. More features are planned.
enable_dx9hook=Yes

# A flag whether to show the moving map overlay initially or not.
enable_movingmap=Yes

# Dimensions and overlay colors of the moving map. Positions are percentages of the screen.
# Width and Height refer to the full 512x512 pixel texture used for the map. To get a round
# map circle, the ratio of width and height should match your screen's aspect ratio (e.g. 4:3)
# Radius is given in the map texture's pixels where one pixel represents a LOD 15 tile. A
# radius of 0 disables the round stencil and shows the entire 512x512 texture. Color is given
# in a hexadecimal ARGB notation.
movingmap_alpha=255
movingmap_color=#ff000000
movingmap_xpos=88
movingmap_ypos=15
movingmap_width=60
movingmap_height=80
movingmap_radius=60

#
# Here begin the service specific configurations
#

# This is new when you specify captcha_module
#
# On encountering HTTP 302 redirects the captcha module will send Internet Explorer's cookies
# stored for the specified service domain to the web server. It will also display whatever web
# page the service redirects you to. This could be a page requiring you to enter a so-called
# captcha. After entering the captcha correctly, the resulting session cookie will be stored as
# a permanent cookie (expiration 1 day) in your IE Cookies folder and sent to the service on
# subsequent requests. You will then be able to use the service as long as you wish, given that
# you correctly enter the captcha dialog which may nag you once every 20 minutes or so.
#
# Explaining the captcha_config arguments:
#
# cookiedomain from captcha_config specifies the domain name for which cookies are stored.
# This might be the service name plus a top level domain like ".com"
#
# cookieurl specifies a HTTP url from which an identifying cookie will be retrieved first, if
# no existing identifying cookie is found. This may be required sometimes to make the captcha
# dialog appear in the first place. This could be the service's front page URL (e.g. a search
# engine)

[Acme Globe Service]
cache_folder=P:\Program Files\TileProxy\cache.acme
network_module=libnettile
module_config="conn=20|rate=2.0|verbose=0|server=http://server*.acmeglobe.com|path=/terraintile?pos=%s&v=%v|quad=ABCD|balance=0123|agent=Mozilla/4.0 (compatible; The TileProxy Project)"
captcha_module=captchaform
captcha_config="cookiedomain=acmeglobe.com|cookieurl=http://www.acmeglobe.com"
min_level=9
max_level=17
map_version=1
color_hack=No
color_level=0
bulk_extend=25

[Service Example 1]
cache_folder=C:\Program Files\Microsoft Games\cache.service1
network_module=libnettile
module_config="conn=20|rate=2.0|verbose=0|server=http://a*.ortho.tiles.virtualearth.net|path=/tiles/a%s.jpeg?g=%v|quad=0123|balance=0123|useragent=Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.0; SLCC1; .NET CLR 2.0.50727; .NET CLR 3.0.04506; .NET CLR 1.1.4322)"
min_level=9
max_level=17
map_version=104
level_mapping=9,10,11,12,13,14,15,16,17
#level_mapping=9,10,11,12,14,14,15,16,17 more radius HQ (13->14)
#level_mapping=9,10,11,14,14,14,15,16,17 even more radius in HQ (12,13->14)
color_hack=Yes
color_level=13
bulk_extend=50

[Service Example 2]
cache_folder=C:\Program Files\Microsoft Games\cache.service2
network_module=libnettile
module_config="conn=20|rate=2.0|verbose=0|server=http://kh*.google.com|path=/kh?t=t%s&n=404&v=%v|quad=qrts|balance=0123|useragent=Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.0; SLCC1; .NET CLR 2.0.50727; .NET CLR 3.0.04506; .NET CLR 1.1.4322)"
captcha_module=captchaform
captcha_config="cookiedomain=google.com|cookieurl=http://www.google.com"
min_level=5
max_level=17
map_version=24
level_mapping=5,6,7,8,9,10,11,12,13,14,15,16,17
color_hack=No
color_level=0
bulk_extend=50

[Service Example 3]
cache_folder=C:\Program Files\Microsoft Games\cache.service3
network_module=libnettile
module_config="conn=20|rate=2.0|verbose=0|server=http://us.maps3.yimg.com|path=/aerial.maps.yimg.com/img?x=%x&y=%y&z=%z&v=%v&t=a|useragent=Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.0; SLCC1; .NET CLR 2.0.50727; .NET CLR 3.0.04506; .NET CLR 1.1.4322)"
min_level=5
max_level=17
map_version=1.7
color_hack=No
color_level=0
bulk_extend=50

[Service Example 4]
cache_folder=C:\Program Files\Microsoft Games\cache.service4
network_module=libnettile
module_config="conn=20|rate=2.0|verbose=0|server=http://mapcache*.ask.com|path=/sat/%Z/%X/%Y?partner=|balance=1234|useragent=Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.0; SLCC1; .NET CLR 2.0.50727; .NET CLR 3.0.04506; .NET CLR 1.1.4322)"
min_level=5
max_level=17
map_version=1
color_hack=Yes
color_level=12
bulk_extend=50
 
Is this tileproxy going to be done for most of the planet or were FSX covers as it looks so amazingly photorealistic in that second picture I might just want to get FSX for it :eek:

You're not quite getting it. Tileproxy uses data from a satellite imagery sources such as google earth. The extent and quality of coverage depends on the source. Some imagery is truly excellent, others worse than FSX landclass.

Also, and this is important, the quality is also dependent on the Mesh on your system. Mesh represents reference points of height above sea level, so that the system can show hills and mountains. Think of it as chicken wire laid over the land, where each intersection represents one of these reference points. The more reference points provided gives the greater the level of detail. In FSX the default mesh for the US is 38m (ie 38m in between reference points). That's pretty good. The rest of the world start at 76m and can go higher. Not so good. I believe that Horizon's UK photoreal scenery comes with a 10m mesh - that's very good. Now my point is, is that picture of the Matterhorn at the start of this thread must have been taken using a very fine mesh (at least 38m, I would guess), which probably means it was a commercial mesh and not default FSX, so on your system, you may not get the same results.

Hope this made sense ;)
 
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You're not quite getting it. Tileproxy uses data from a satellite imagery sources such as google earth. The extent and quality of coverage depends on the source. Some imagery is truly excellent, others worse than FSX landclass.

Also, and this is important, the quality is also dependent on the Mesh on your system. Mesh represents reference points of height above sea level, so that the system can show hills and mountains. Think of it as chicken wire laid over the land, where each intersection represents one of these reference points. The more reference points provided gives the greater the level of detail. In FSX the default mesh for the US is 38m (ie 38m in between reference points). That's pretty good. The rest of the world start at 76m and can go higher. Not so good. I believe that Horizon's UK photoreal scenery comes with a 10m mesh - that's very good. Now my point is, is that picture of the Matterhorn at the start of this thread must have been taken using a very fine mesh (at least 38m, I would guess), which probably means it was a commercial mesh and not default FSX, so on your system, you may not get the same results.

Hope this made sense ;)

Is it possible for me to get the same results? Would I have to get a mesh from somewere?
 
Definitely, but if you want the same quality as taht Matterhorn picture - you need a mesh. There are freeware ones out there if you look hard enough. Of payware FS Genesis is well regarded. I have some time this afternoon, I'll see what the Matterhorn looks like on my system. and post.
 
Journey to the Matterhorn!

Here is a short picture trip to the Matterhorn. I think you will find it very interesting. I will be as objective as possible.

I used the Google Earth service. First thing I noticed was that the satellite imagery was below top quality. You can get better. That said, I would be flying high, and there was a big benefit in that there were no stutters or blurries, this was a very acceptable compromise to me.

The flight was from Aosta in Italy, which seems to be the nearest airfield to the Matterhorn, which is located on the Italian/Swiss border. It's simple VFR, you head East along the valley to Chatillon, then hang a left up the gorge to the mountain.

Not a great start, this should have been a fantastic sight, but for some reason, the GE imagery is ... well green...



The green doesn't last long and soon, the colours are fairly normal, the image quality not great, but this isn't bad...



I circled over Chatillon...



Then headed up the gorge...



There you can see the Matterhorn up ahead... but not is all as it seems...






Ooh Er, not quite the majestic mountain in the first pic of the thread. But that's the FSX default mesh for you. On 76m plus per reference point, a pointy object like this one doesn't stand a chance.

And it's not GE's fault either, this is how it looks there...



I happen to know of an freeware 36m Mesh which you can get from here (you need all three files). It comes with an excellent set of sceneries for the whole Alps (though these are written over by Tileproxy):

http://library.avsim.net/download.php?DLID=80801
http://library.avsim.net/download.php?DLID=80808
http://library.avsim.net/download.php?DLID=81062

Load it up, (remembering to set it up in the scenery library file) and behold...



Much better, but not up to that in the first picture of this thread. I can only suggest that is paid for mesh from somewhere.

Finally, for those thinking that Tileproxy isn't worth the effort, a simple reminder of the default FS scenery (with the 38m Mesh still switched on):



There is one more negative - using GE as a provider you get occasional nag screens (I think to avoid spam robots) where you have to type in a word - no real problem, just continue the flight.

Hope this has given you all a feel for what you can achieve for free. And as we saw in the first screenies, it can get very good indeed.
 
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