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patrikmore

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  1. ;no_splash ;--Gets rid of opening loud movie ;nomovie ;--This will stop Approach and Control from screaming at you on guard. ;no_approach_on_guard ;no_tower_on_guard frequent_pilot_slams ; new stuff terrain_delta_time 5 maximum_cap 280000000 ;joystick with throttle and rudder pedals joy_device 1 ; 3 Z axis rudder left and right (uses Left and Right arrows) rudder_device 1 3 ;mixture_device 1 6 ; 6 rotation around Z throttle device (uses Up and Down arrows) ;NumPad 8 & 2 are remapped Up and Down arrows for my Lexip joystick throttle_device 1 6 use_loose_gtls ;generate_outer_megatiles ;--Give your plane a shadow ;enablePlayerShadow ;--Cancel splashes on floatplane touchdowns ;no_splash use_haze_cache haze_cache_size 512000 show_distant_mountains 0 UsePuffCloudModels ;NoGrids ;Nice, non-blocky haze may be achieved with ;TerrainHazeMethod MT ;but probably with a small framerate hit. ;Nice, non-blocky haze may be achieved with ;HazeMethod Specular ;but few 3D drivers support it properly. You'll see things ;like black clouds if your driver doesn't handle it. ;If your 3D driver can handle single-pass blending multitexturing, ;remove the following line for framerate boosts during nighttime ;scenes. ;punt_single_pass_multitexturing ;STARTUP plane Beechjet airport oak region sanfran CurrentLog DEFAULT.LOG default_weather WEATH5.WSD ;default_weather default.wsd ;default_weather TRWDIST.WSD ; AI pattern_cap 10 takeoff_cap 8 ground_cap 20 cam_mode 11 mono_wrap mono_clear ;--In fly mode, the mouse will disappear after # seconds of inactivity. ;--Moving it will bring it back. mouse_vanish 4 ;--Having this line in your cfg file will enable you to fly freely throughout the world ;--"Zoar mode" is toggled in-game by pressing control-Z. zoar forcefeedback_xmin 0. opt_pilot_voice 7 opt_hw_acceleration 1 opt_3dhw_last_hw 1 opt_video_resolution 2 opt_perspective 2 opt_gamma_correction 39 opt_close_caption 0 opt_aircraft_density 69 opt_distance_clipping 0 opt_terrain_detail 103 opt_BDensity 5 opt_sun_moon_glare 1 opt_sky_detail 2 opt_enhanced_cumulus 1 opt_fair_weather_cumulus 1 opt_cumuloform_population 58 opt_cumuloform_variability 58 opt_wind_accuracy 2 opt_radio_volume 90 ai_density_multiplier 0.7 haze_scale 29 turb_scale 40 blackbox_autorec 101803 ;the blackbox_real_time option will make your flight recordings stay in better sync with any .wav ; sound files they reference ;blackbox_real_time ;CLOUDS ;--This will change the size of the "puffs" within a cumuliform cloud (default=2) model_puffscale 3 ;--Maximum size of "grid" element (in whole numbers, default=16). CloudDeck_PuffOnlyMaxQuadSize 32 ;--Maximum size of puff, in whole numbers (default=5). CloudDeck_PuffOnlyMaxPuffSize 8 ;SNOW ;Here's how the falling rain and snow is defined. reg_average_temperature 270 reg_seasonal_temperature_variation 50 reg_daily_temperature_variation 263 reg_daily_temperature_variation_summer 35 reg_daily_temperature_variation_winter 25 reg_random_temperature_variation 20 reg_frontal_temperature_variation 30 ;--How many (default=400). snow_MaxParticles 5000 ;--How far out they (both snow and rain) can be created (meters, default=10): precip_MaxRadius 25 ;--Size, in inches, a snowflake is (default 0.5). snow_size 1.4 ;--How see-through snow is when moving slow or fast (default 0.1,0.7). snow_minOpacity 0.5 snow_maxOpacity 0.9 sky_SnowOpticalDepthHW 50 ;RAIN ;Here's how you tweak those marvelous windshield raindrops, which are really composed of three separate effects. ;--How many of each effect, when at max intensity. ;--Defaults: maxdrops=20, maxspecks=240, maxsplats=10 windshield_Maxdrops 160 windshield_Maxspecks 300 windshield_MaxSplats 40 ;--Fudgy thing that makes them curve (default=0.60). windshield_CurvatureYFactor 0.80 ;--How they respond to relative velocity. Higher numbers make faster movements. ;--Default=0.3. windshield_VelAirspeedfactor 0.8 ;--Fudgy thing that makes them affected by gravity (default=6). windshield_ForceFactor 5 ;--How many (default=400). rain_MaxParticles 5000 ;--Terminal velocity, in m/s (default=-6.0). rain_TermVel -10.0 ;--How see-through precipitation is when moving slow or fast (default 0.1,0.7). rain_minOpacity 0.2 rain_maxOpacity 0.6 sky_RainOpticalDepthHW 50 ;STORM ; Virga may exist under cumulus clouds. They are packed in rows and columns under ; a cloud with a density defined by a value representing the number of virga ; instances on the side of square (default=2). Virga_Dim 4 ; Virga fades out when it is approached, defined by these min/max values, where a small value yields a closer distance. Virga_MaxDistFactor 1.5 Virga_MinDistFactor 0.5 ; Virga haze gets recalculated with a certain frequency, and random ; variation, in seconds. The smaller the values, the more frequent the ; recalculations. Virga_HazeCalcTime 5 Virga_HazeCalcTimeVariation 2 ; Disables lightning flashes ; DisableCumulusLightning ; Lightning causes CB (cumulonimbus) clouds to flash, at a variety of locations. ; The location changes randomly, governed by these min/max times, in seconds: Lightning_MinTime 0.5 Lightning_MaxTime 20 ; When lightning occurs there is a probability it will not have a bolt associated ; with it. To reduce that probability (and thus increase the likelihood of a ; bolt), define this 0-1 value, where 0 means "most likely". Lightning_BoltProb 0 ;SKY ; Here's a bunch of random stuff relating to sky coloration, and other ; miscellany. ; Size, in radians, sun and moon appear (defaults both 0.08726646259972). ;moon_size 0.0450 ;sun_size 0.0436 moon_size 0.0000 sun_size 0.0600 ; how high the atmosphere exists AtmosphereThickness 50000 ; how quickly the atmosphere gets thin with altitude AtmosphereDensityRatio 0.4 ; increase these values for finer sky rendering sky_Lats 128 sky_Longs 128 sky_GradientLats 720 ; this value defines the angle above the horizon where the "solid" sky color begins sky_GradientAngle 0.4 ; these affect the "clear air" absorption sky_RayleighScatterRed 0.01 sky_RayleighScatterGreen 0.023 sky_RayleighScatterBlue 0.05 ; these affect the "clear air" scatter sky_RayleighScatterRedScatter 0.0004 sky_RayleighScatterGreenScatter 0.002 sky_RayleighScatterBlueScatter 0.003 ; How many low level haze profiles we have defined (default=2). sky_NumLowLevelHazeProfiles 2 sky_UseLowLevelProfile 1 sky_LowLevel1ScatterRedHW 1 sky_LowLevel1ScatterGreenHW 0.995 sky_LowLevel1ScatterBlueHW 0.97 sky_LowLevel1ScatterRedScatterHW 0.23 sky_LowLevel1ScatterGreenScatterHW 0.33 sky_LowLevel1ScatterBlueScatterHW 0.42 sky_LowLevel1OpticalDepthHW 800 sky_LowLevel2ScatterRedHW 1 sky_LowLevel2ScatterGreenHW 0.999 sky_LowLevel2ScatterBlueHW 0.95 sky_LowLevel2ScatterRedScatterHW 0.2 sky_LowLevel2ScatterGreenScatterHW 0.32 sky_LowLevel2ScatterBlueScatterHW 0.4 sky_LowLevel2OpticalDepthHW 800
  2. On June 2019, in relation with "no fog or haze effects are rendered" in the game when using dgVooDoo, Dege the creator of DGvoodoo said the following thing: https://www.vogons.org/viewtopic.php?t=67406 <<Play this game with an 'old' virtual card type, like Geforce4 / FX5700 or ATI Radeon 8500. This game renders the scene with exponential w-fog, but causes DirectX to apply z-fog instead (I guess it's the usual lack of setting of the projection matrix). If I know it correctly, old drivers didn't support z-fog (that's why the game worked on old hardware), so the card types mentioned are forcing w-fog.>> [Geforce 9800 GT from last DGvoodoo2 versions features w-fog (verified).] <<Also, this game is continuously writing to the backbuffer by the cpu to render its HUD. This is what dgVoodoo doesn't like too much, so I recommend to enable option 'fast video memory access'. I got much better performance with that.>> [The "fast video memory" setting brings instability when settings are not optimized. In the next post I present my "masterpiece" for flt3.cfg config file. It's a balance between great visual rendering and no game crash when going through clouds (You can skip DDFIX) ]
  3. Too much "vibrance" (last post, Reshade point). Remove "Pirate_Vibrance", just leave "Vibrance". Otherwise, FU3 game seems to be more robust with settings indicated in last post (I confirm). It wasn't game freeze or computer crash, but it was just the game "exiting" itself when too much "action" (Windows 11).
  4. First point: I am very sorry because as I am looking for the best settings, I end up with answers that are not final. But this time I guess I got it. The matter is that from time to time the game could crash through clouds, through thunderstorms, etc... So the point is I found FU3 to be more stable with some of the settings for graphics to be at game level, and aimed at an old graphic card. For that, first layer before DDRAW has to be DDFIX. I explain in this forum how to apply DDFIX. And in ddfix.ini I put triple buffering activated. I changed again dgVoodoo2 (last version) DirectX settings: Videocard [GeForce 9800 GT] VRAM [1024 MB] Filtering [Force anisotropic 16x] ☐ Disable mipmapping Antialiasing (MSAA) [4x] ☐ Bilinear blit stretch ☐ Apply Phong shading ☐ Force vSync ☐ dgVoodoo Watermark ☐ Fast video memory access And last point: On ReShade 4.7.0 these are my settings with this new configuration (it looks like a new game): Vibrance,Pirate_Vibrance,DELC_Sharpen,prod80_02_Bloom,prod80_03_FilmicTonemap,Unsharp
  5. My last discovery. (dgVoodoo2 is needed, in my case, because it converts Direct Draw (DirectX 6) to D3D11, and D3D11 is needed for Reshade 4.7.0. My settings for Reshade 4.7.0: Techniques=Pirate_Vibrance,DELC_Sharpen,Pirate_Bloom,prod80_03_FilmicTonemap,Unsharp ) To stability and performance, because I suffered some crash when playing FU3, I discovered dgVoodoo2 version 2.63.2 appears to work better. And with these settings applied: Videocard [dgVoodoo Virtual 3D Accelerated Card] VRAM [512 MB] Texturing Resolution Filtering [Force anisotropic 16x] [Unforced] ☑ Disable mipmapping Antialiasing (MSAA) [4x] ☐ Bilinear blit stretch ☐ Apply Phong shading when possible ☐ Force vSync ☐ dgVoodoo Watermark ☐ Fast video memory access
  6. On my laptop there is an i5 2 cores Intel processor. It's "medium" performance. If it is lower than that or if there isn't a dedicated graphic card on the laptop, it is awkward. Instead of dgvoodoo2 there is another wrapper that could work better, but with no connection with Reshade 4.7.0. It is DDrawCompat. 20 fps is the strict minimum. Reach 30 fps is not so evident. On game options do not forget to connect with the 3D card (or with dgVoodoo, it's the same). And if necessary reduce resolution (mine is 1024 x 768) (I play it extended 1366 x 768) (I like it that way).
  7. I present below the best dgVoodoo2 settings on DirectX tab, for better performance, no stuttering, and no freeze: dgVoodoo 2.78.2 - Control Panel Program Files (x86)\Flight3 ☐ Disable and passthru to real DirectX Videocard [dgVoodoo Virtual 3D Accelerated Card] VRAM [512 MB] Texturing Resolution Filtering [Force anisotropic 8x] [Unforced] ☑ Force filter only if not point sampled ☐ Disable mipmapping Antialiasing (MSAA) [4x] ☐ Bilinear blit stretch ☐ Apply Phong shading when possible ☐ Force vSync ☐ dgVoodoo Watermark ☑ Fast video memory access
  8. About FPS, some laptops have two graphic cards. This can be fixed: 1. Go to Settings, then -> “Gaming”. 2. On “Xbox Game Bar page” go to “Related Settings” -> “Graphics”. 3. On drop down menu, select -> “Desktop app”. 4. Browse to your folder where Flight Unlimited III is installed (Flight3) and select (double click) “FLIGHT3.EXE”. 5. Once selected, click “Options”, and then select “High Performance”.
  9. Setup of the game is when game is on CD or virtual CD drive. Three for FU3. The game doesn't use D3D. Just copy ddraw.dll and another dll file from x86 dgvoodoo2 folder. VRAM has to be 512 kb on dgvoodoo2 directx. Sorry not 512 KB but 512 MB.
  10. Dgvoodoo2 in the manner of it is "installed" (files copied in game folder) only affects this game. (but you can do the same thing with other game folders) it is what is called "a wrapper". It convert DirectX 6 output to DirectX 11 output.
  11. In this forum thread you have the answers. Look for a game version without bug. I had a problem with sound crash. Install like this: With the disc in the drive (could be virtual), identify its drive letter. Replace X with the appropriate drive letter in the command below: press ⊞ Win+R to open a Run window and enter X:\setup.exe -lgntforce Install dgvoodoo2 (skip ddfix install) copying 3 files. For stability just put 512kb vram, anisotropic 8x, FSAA 4x. Optional: install reshade 4.70
  12. https://library.avsim.net/esearch.php?CatID=lgfu3&DLID=228544
  13. These are my settings for joystick and keyboard applied to FU3 "Up Arrow" remapped to "NumPad 8" on keyboard (Look Up) "Down Arrow" remapped to "NumPad 2" on keyboard (Look Down) "Left Arrow" remapped to "NumPad 4" on keyboard (Look Left) "Right Arrow" remapped to "NumPad 6" on keyboard (Look Right) ;SETTINGS IN FLT3.CFG for rudder and throttle joy_device 1 ; 3 Z axis rudder left and right (Left and Right arrows) rudder_device 1 3 ; 6 rotation around Z throttle device (Up and Down arrows) ; Up and Down arrows are remapped NumPad 8 & 2 for my Lexip joystick throttle_device 1 6 ;SETTINGS IN JOYKEYS.CFG ; uses joy 1 to assign both brakes to joystick trigger - a la MSFS joy_1 console func left_brake_on && func right_brake_on joy_1_up console func left_brake_off && func right_brake_off ; uses joy 2 to apply jet reverse thrust -- same as kp_* joy_2 Reverse_Thrust ; uses joy 3 to look left joy_3 console func Look_Left || func Look_Left_Done && func Look_Ahead ; uses joy 4 to look right joy_4 console func Look_Right || func Look_Right_Done && func Look_Ahead ; uses ` ("\" in spanish keyboard) to Communicate ` Communicate ; Uses W for Autopilot VS - Hold Vertical Speed w Autopilot_HoldVerticalSpeed ; Uses R for Autopilot NAV - Follows VOR Radial r Autopilot_ToggleNav ; Uses T for Autopilot HDG - Locks Heading t Autopilot_HoldHeading ; Uses Y for Autopilot APR - Approach on ILS beam y Autopilot_ToggleApr ; Uses U for Autopilot ALT - Locks Altitude u Autopilot_HoldAltitude ; Uses I for Toggle AntiIce i Toggle_AntiIce ; Uses S to toggle SpeedBrakes / Spoilers - same as kp_/ s SpeedBrakes ; Uses S in capital letter for Autopilot SPD - Locks Air Speed S Autopilot_HoldAirspeed ; uses space for toggle between IFR cockpit & VFR cockpit space console func Camera_IFR_Cockpit || func Camera_VFR_Cockpit ; uses N to show green lines taxi path at unfamiliar airport -- Alt F12 n Show_Taxi_Path ; tab (TUNE) key to auto Tune radio -- same as Alt f tab Auto_Tune_Radio ; uses NumPad 8 & 2 (remapped Up & Down) for throttle - same as kp_+ & kp_- ; NumPad 8 & 2 keys are triggered by Up and Down lever on Lexip joystick up_rep_5 Throttle_Increase 2 down_rep_5 Throttle_Decrease -2 ; uses \ } in spanish keyboard for navigation lights \ Toggle_Navigation_Lights ; Uses Z to trim up (nose up) z_rep_10 Elevator_Trim_Up 3 ; Uses X to trim down (nose down) x_rep_10 Elevator_Trim_Down -3 ; Uses C to Center trim c Elevator_Trim_Center ; uses V to restore flaps position v Flaps_Up RESULT (IN MY CASE) OF KEYBOARD WITH REMAPPING APPLIED bs Toggle_Auto_Trim tab Auto_Tune_Radio enter Repeat_Message esc Exit_Screen space toggle between IFR cockpit & VFR cockpit ' Toggle_Beacon ; Toggle_Anti_Collision_Lights I Source_Self O Source_Next_Ground_Object P Source_Next_Plane S Autopilot_HoldAirspeed X Increase_Field_Of_View Z Decrease_Field_Of_View \ Toggle_Navigation_Lights ` Communicate a Autopilot_OnOff b Toggle_Parking_Brakes c Elevator_Trim_Center d Increment_Time_Of_Day e Start_Engine f Flaps_Down g Toggle_Landing_Gear h Toggle_Carb_Heat i Toggle_AntiIce j Panel_Main_Backlighting k Toggle_Taxi_Lights l Toggle_Landing_Lights m Inflight_Map n Show_Taxi_Path o Target_Next_Ground_Object p Target_Next_Plane q PCL r Autopilot_ToggleNav s SpeedBrakes t Autopilot_HoldHeading u Autopilot_HoldAltitude v Flaps_Up w Autopilot_HoldVerticalSpeed x Elevator_Trim_Down y Autopilot_ToggleApr z Elevator_Trim_Up ctrl_d Decrement_Time_Of_Day ctrl_e Shutdown_Engine ctrl_p Pause ctrl_z Toggle_Zoar_Mode alt_g Mayday alt_x Quit_Game up Look_Up left Look_Left right Look_Right down Look_Down pageup Miracle_Up pagedown Miracle_Down
  14. LANDING WITH ILS (Instrument Landing System) Without this elementary system, it is practically impossible to land any large airliner. We will not understand its structure, but immediately move on to how it operates in the game. Switch on the map mode M and select the airfield you plan to land on. If it is equipped with an ILS system, in the window that appears you’ll see runways with their ILS frequencies Turn off the map and enter the frequency related to the desired airport, in the NAV1 radio. The GDI (Glideslope Deviation Indicator) is the primary display for the ILS. The two stripes on the GDI will indicate which side of the ILS beam we’re at. If the vertical arrow is to the right, then you need to turn right. If it is on the left side, then you need to turn left. If it's at the top - you have to gain altitude, because you are going too low, or at least not descend. If at the bottom - quickly go down. Your task is to ensure that both arrows - horizontal and vertical - are in the center. By continuing to keep the arrows centered, you will ideally enter the runway and be able to land without any problems. This system is especially important to use on large aircraft and when flying in low visibility conditions. TAKE-OFF AND LANDING FROM SHORT RUNWAYS When taking off, it is important to remember two things: firstly, on short runways, you need to use the flaps, and secondly, first move the throttle to the maximum position, and only then release the wheel brakes. The landing is a little more difficult. As you approach the runway, your speed should already be about 5 knots slower than normal for a single-engine aircraft. The flaps should be extended to their maximum. As soon as it touches the ground, turn off the engine and engage brakes.
  15. PILOTING TAKE-OFF AND LANDING TAKEOFF There is nothing complicated here. Ask for permission to take off. Then we move the Throttle to about 90% of the maximum. After the plane takes off from the runway, make sure that the angle between the nose of the plane and the horizon (hereinafter referred to as pitch) is approximately 10-15 degrees. If the aircraft is gaining altitude steadily, retract the landing gear. LANDING WITHOUT ILS (Instrument Landing System) As for the landing, it very much depends on the type of aircraft and the runway. To begin with, consider landing on a runway that is not equipped with an ILS (Instrument Landing System). Set the throttle to about 40% of maximum and extend the flaps and gear. Just before touchdown, reduce the RPM completely on Trainer, Arrow, Fokker and Stemme, or almost completely on Renegade, Mooney, Windhawk, and pull back on the yoke just a little to slightly raise the nose of the aircraft above the horizon so that the lane is touching the rear landing gear. Perform braking with wheel brakes. The BeechJet introduces a new technique for landing. If you’re not descending as quickly as you’d like, you can use speed brakes during the final approach. Speed brakes will create some drag (wind resistance) of their own, reducing speed, but also making the plane descend quicker. You could also pull the nose up (increase angle of attack), and slow the plane down as well. When runway is in sight, at 7 miles or so from the airport, adjust Vertical Speed, adjusting the trim. Quit the ALT mode on autopilot, then push the yoke a bit to achieve aiming the runway, manually trimming the plane to the rate of vertical speed you want. Once you are in the right descent rate, hit VS to lock your descent rate. Applying speedbrakes on descent, and applying flaps down on final approach, will bring the BeechJet to land at speeds of only 120kts. When landing, it is imperative to use the flaps, and also you have to set the throttle to 60%. Deploying the speedbrakes during flaps down approach is usually a bad idea. In this state, it will be equivalent of opening a big hole on the wing, thus losing a lot of lift. On the ground, the aircraft slows first by application of speedbrakes, and at the same time by decreasing engine throttle, brought to idle. Then apply reverse thrust (reversers button) to unlock the reversers, and deploy the reversers by accelerating throttle to maximum. When the air speed drops to 40-50 knots, set engine throttle to idle again, and press reversers to lock the reversers. Finally use wheel brakes.
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