xOrganizer Is A Must Have X-Plane Utility

As I’ve been downloading more ortho scenery to my X-Plane library I started needing a map of what tiles I’d downloaded so I could focus on areas where I really want to fly and not duplicate efforts. I couldn’t find a simple solution to this, so I started making my own map, when I got a tip in the .Org forums to check out xOrganizer. It’s a Windows utility that tracks all your custom scenery, LUA plugins, mesh, libraries, overlays, ortho scenery, airports and more. It also shows your scenery on a map, scans for duplicates, allows you to activate or deactivate scenery and plugins with a click — and perhaps best of all — automatically organizes your scenery config file so the order is appropriate (and tidy). It’s a great utility, and like so much in the X-Plane world, it’s free. You can get it here.

SceneryPreview.JPG.bb3210d717c92d877d30f2f272b9ebf3

SceneryHelp.JPG.f252b0a5e6debabffc9d7a979660f2dd

Mesh.JPG.b1ed1183bf1cfe1e78b1971bd8a85c5f

Airports3.JPG.5bbc2f60856b9788e8d192add0dbcb7d

My X-Plane Scenery_Packs.ini File

Folks have been asking for it so I’ve pasted it in after the break. Someone who really understands X-Plane may look at it and point out things that aren’t optimal, but so far it’s working for me. Here’s a truncated version:

I
1000 Version
SCENERY
SCENERY_PACK Custom Scenery/KPDX - Portland International/
[OTHER CUSTOM AIRPORTS HERE]
SCENERY_PACK Custom Scenery/Aerosoft - EBBR Brussels/
[OTHER AEROSOFT AIRPORTS HERE]
SCENERY_PACK Custom Scenery/x_Prefab_Airports_1/
SCENERY_PACK Custom Scenery/Global Airports/
SCENERY_PACK Custom Scenery/LOWI Demo Area/
SCENERY_PACK Custom Scenery/KSEA Demo Area/
SCENERY_PACK Custom Scenery/w2xp_America/
SCENERY_PACK Custom Scenery/x_Prefab_Library/
[OTHER LIBRARIES HERE]
SCENERY_PACK Custom Scenery/yOrtho4XP_Overlays/
SCENERY_PACK Custom Scenery/zNW_+42-123_medfordOR_bg/
[OTHER PHOTOREALISTIC SCENERY HERE]
SCENERY_PACK Custom Scenery/zzz_hd_global_scenery3/
As you can see, the general order I’m using is:
  1. Custom Airports
  2. Aerosoft Airports
  3. Prefab Airport Package
  4. Global Airports
  5. X-Plane Demo Areas
  6. W2XP America
  7. Libraries
  8. Ortho Overlays
  9. Photorealistic Scenery
  10. HD Mesh
 Continue reading "My X-Plane Scenery_Packs.ini File" 

“Where Did You Get The Stickers?”

“Where Did You Get The Stickers?”

I get that question often, with people wondering where I came across the very real-world-looking placards and stickers that I have on the dash, the throttle quadrant, and elsewhere. The answer is Screaming Aero Graphics, which sells interior and exterior placard sticker kits for a large variety of aircraft. I purchased mine on eBay, but they have since opened a full-service website where they sell all sorts of aviation decals (including striping, registration numbers, and more).

I purchased the Cessna 182 kit, and it was easy to use. Just peel and stick, and where a sticker didn’t quite fit my panel (like the flap detents on the throttle quadrant) I just trimmed it. Easy. Service was quick and correct and pricing was fair. Check them out.

180

How To Play Audio Through Two Windows 10 Devices

I was looking for a way to send Windows 10 audio to to more than one sound device so I could have the Buttkicker picking up the low end from the subwoofer output while still having audio running through my headsets. Why? So I can keep the sim quiet for family, and so I can record GoPro audio when needed. I found a video with a method that works for me, and here it is:

How To Stop Dynamic Head Movement In Prepar3D

A question I get from time to time is how I manage to keep my virtual cockpit views from moving as the aircraft moves (for example, the virtual eye point moving back as the airplane accelerates, or to the side in a turn). Prepar3D (and I presume FSX) have a configuration setting called “Dynamic Head Movement” which creates the effect. To turn it off, open your Prepar3D.cfg file and edit the values of these lines so they appear as below, and it should fix it (you may need to reboot):

[DynamicHeadMovement]
LonAccelOnHeadLon=0.000000
LonAccelOnHeadPitch=0.000000
RollAccelOnHeadLat=0.000000
YawAccelOnHeadLat=0.000000
RollAccelOnHeadRoll=0.0000000
MaxHeadAngle=0.000000
MaxHeadOffset=0.000000
HeadMoveTimeConstant=0.000000

Reader Mail

I recently had this exchange with a reader and thought it might be worth posting.

I have a question regarding your setup.

I have upgraded my pc to exactly your specifications (6770k 4 gh -> overclocked to 4,6; 16GB DDR4 3000, NVidiaa GTX 980TI) with 3 monitors (all 3 with nvidia surround connected together to get 3x full hd).
The good thing: when I am at ORBX pacific NW scenery with normal airports (Concret Mun eg) i get 30 fps with a view configuration like yours (3 aditional views one left, one right and one main). When I go to KSEA (san francisco) i only get 11 FPS.

Could you please send me your settings (Graphics, NVIDIA?, any tewaks?)? And do you use hyperthreadeing?

I have changed Afinity Mask to 14 (have swiched off HT but it males no change)

Thank You!

***

Hi [name],

My settings are pretty standard. I use no real tweaks in the config file after corresponding with Rob Ainscough who said he uses none and believes P3D is best when it self configs. I do use HT, but have alternated over the past year from using it to not using it. I use AM 116, and then I use the Project Lasso app to assign all the add-ons to the other cores (0-1, 5-7) so that P3D can run on a few cores by itself. I think that helps with FPS. I also overclock the 980ti a bit (+50). All that said, in Orbx SoCal with Orbx vector my FPS can be very low. I turn the scenery way down when I’m down there. The bottom line is that three or four open windows is a test, even with our powerful gear. But 11 FPS would be very low for me.

I would send my graphic settings but I change them a lot based on when I’m flying (for example, SoCal – very few AI aircraft, normal scenery settings, vs out in the mountains where I max everything out). I also use a different graphic setting at night than in the day (lower resolution for everything including terrain because you can’t see it).

I did an informal analysis of the FPS impact of different settings on my rig a few weeks back, which I’ve not yet published, but it showed that by far the biggest FPS hits for me were (in set order):

– Airline, GA, and Road Traffic
– Casting Shadows (with clouds being the big hit, more so than scenery and vegetation)

For what that’s worth.

Let me know how the rumble keeps working out!

BFG

 

AVSIM Prepar3d Guide Now Online

Rob Ainscough, P3D beta tester and AVSIM moderator, has put online at AVSIM a user guide for Prepar3d. It’s already getting great reviews, and it’s free. Get it here, and here’s the description.


 

thumb-82fdc290dcfb168b64c903c90aeb34e3-avsim-logo1This AVSIM Prepar3D Guide will cover the following topics to help users get the most of Lockheed Martin’s Prepar3D platform.  Some of the information in this guide is applicable to prior versions of Prepar3D (V2.x and V1.x), however the primary focus of this guide will be for Prepar3D V3.x onwards:

  •           Installation and purchase
  •           Updating to a more recent Version 
  •           Configuring Graphics Settings
  •           Working with Configuration Files
  •           Configuring 3rd Party Add-Ons
  •           SimConnect
  •           Troubleshooting
  •           Hardware, Overclocking, Performance
  •           Input Control Devices (TrackIR, Yokes, Throttles)

The basic flow of this guide will take you thru; basic purchase and installation process, how to update your Prepar3D installation when new versions are released, configuring your graphics settings, exposing what settings increase process loads, adjusting you 3rd party products configuration settings to improve performance, some Prepar3D configuration settings (often called “tweaks”), setup of SimConnect (used by many 3rd party products), working thru compatibility with older FSX products, a quick guide to basic overclocking, and finally setting up input control devices (controllers).

This document will assume limited computer experience, but it will cover both easy and advanced topics.  Parts of this document will expect users to understand how to use a text editor (like Notepad) to edit/modify content in text files.

Hopefully there is some information to be gain in this document for the new user and the experienced user.

My Custom Camera Configurations

One of the most common questions I get about the basement sim is how I’ve aligned the cameras across the side LEDs and the front projection screen. I wrote a post about the process here, but a few folks have still asked for the config files themselves. I’ve actually written the camera settings into the individual configuration files for each aircraft I fly, but I do keep a reference file that has the settings. I’ve pasted it below the “continue reading” break below.

But please remember: these settings are based on the aircraft in the sim, the width of my cabin, the size of my screens, and the distance and height of my projector. Your mileage may vary considerably. Also, note that the first several camera settings below are in the format you need to add a custom camera to a scenario file, and the final one (for the Piper 180) is in the format you need to add a camera view to an aircraft config file. Hope this all helps.

Continue reading “My Custom Camera Configurations”

Getting Started With SPAD.neXt

The creator of this great Saitek driver replacement utility has posted a good getting started video on YouTube. Recommended. 

How To: Creating Custom Cameras In Prepar3d V3 (Especially For Three-Monitor Setups)

How To: Creating Custom Cameras In Prepar3d V3 (Especially For Three-Monitor Setups)

Many of the questions I get on my YouTube channel are about my screen setup and how I manage to get the images on the projector and side screens to align. I do it through custom cameras created using the custom camera tool in Prepar3d, and thought it might be helpful if I wrote a post here explaining my process.

There are two ways you can use custom cameras in P3D. One is to create new camera views in a particular scenario. These will be saved in the scenario config file (which is stored in the P3D folder in your PC’s Documents folder), and they will be persistent with that scenario: whenever you load it, those camera views will be listed as options in the Custom Camera submenu of the View menu at the top of the screen. If you save custom cameras in your default scenario, they will remain there, too. The other is by adding them to an airplane’s default configuration file, in which case that camera view will always be available for any scenario or flight with that airplane. That’s a bit more complicated. I’ll describe both here.

Creating custom views is easy but not always intuitive, and through (much, much) trial and error, I’ve learned ways to simplify the process and get good alignment across multiple screens. Here’s my process for setting up a new set of screen views, which for me would involve three cameras: Front (for the projection screen and view out the front of the aircraft), Left (for the view out the left window), and Right (same for the right window).

FIRST: I begin with the front view, because it’s the front horizon that I will want the side views to match up with. Custom cameras inherit the settings of the view from which they start, so to save time I first use the view directional keyboard commands to move the view to something close to what I want to have (forward / back, left / right, up / down). It’s easier to tweak a view that’s sort of close than to start completely from scratch.

SECOND: I right click on the front view select “Custom Camera / Create New” from the popup menu:

Photo May 15, 8 53 57 AM

This brings up the Manage Camera Views screen:

Photo May 15, 8 54 29 AM

THIRD: I tweak that view to get it to my liking, and the easiest way to do this is to use previews. Click the Preview button, and it will open a new view window on the main screen that has inherited the view from which you clicked. Drag the window and its edges so it fills the front view screen. From now on any changes that you make to the variables in the Manage Camera Views dialogue will show instantly on that view screen when you click the Preview button. So you can easily tweak, preview, tweak, preview, etc.

As for the variables in the dialogue, here’s what they mean:

  • X is the placement of the eye point left or right of center in the aircraft
  • Y is the placement of the eye point above or below center in the aircraft
  • Z is the placement of the eye point front or back of center in the aircraft
  • Pitch is how “nose up” or “nose down” the view is
  • Bank is how angled left or angled right the view is
  • Heading is how turned to the left or turned to the right the view is

Tweak these settings until the view is how you like it, then give it a name in the dialog and click “Save.” P3D will then ask you if you want to quit or not. If you choose “Yes” the dialog will close as will the preview window, but a view with that name will now appear in the Custom Camera pop-up menu, and you can select it for your front view. With my front view is that I like to see the cowling of the aircraft, but not the glare shield (as my sim has one). This means my front view is pushed forward quite a bit along the Z axis, and yours may be different.

FOURTH: Once the front view is created, I make a left-hand view for the left window monitor. I follow the same process as above, using the keyboard keys to turn the view to the left, move it close to the window, adjust the height, etc. Again, I’m just trying to get it close. Once it is, I open the Manage Camera Views dialogue, create a preview, drag it over to the left window monitor, fill the screen, and begin tweaking the preview. One variable that I simply set rather than tweak is the Heading variable. For the Left view I set it to -90, as this has me looking directly out the left side of the aircraft.

Through trial and error I’ve learned two things are important with the side views. The first is that at least for me, the side views and front view need different zoom settings. My sim is really close to the projection screen, and it’s a 100-inch screen. To keep objects from being huge I have the front zoom at .30. For objects on the side views to be about the same size they need a greater zoom, and I use .60. I’ve come to this through trial and error, and in my sim this has things like the buildings and taxiway lines matching up well from a size perspective. Your zoom settings will be different, but know that the front and side views may need different zooms. The second is that the Bank variable is important. The default camera views nearly always have the horizon when viewed out the side window tilted toward the front or rear of the aircraft. I use the Bank variable to adjust the tilt to make the horizon straight, and the Pitch variable to adjust the height of the horizon so it lines up with the horizon of the front view across the two screens. This may take some trial and error, and might mean re-tweaking the front view’s Pitch a bit, but when it’s dialed in I can (1) see the cowling of the aircraft out the front, (2) see the bottom of the wing and my flaps out the side, and (3) have the horizon match up across both left and front screens.

When I have the left view correct I save it with the name “Left,” and instead of quitting the Manage Camera Views dialogue I click “No” because I want to continue with the next view: Right.

FIFTH: Once I have my Left view I do NOT close the Manage Camera Views dialogue. Instead, I rename the view Right, and keep all the variables THE SAME except three: X, Bank, and Heading. Bank and Heading are easy: just make them the inverse version of the Left value (so if the Bank and Heading were -4.5 and -90 for left, they should be 4.5 and 90 for right). Y, Z, Pitch, and Zoom should stay the same. This ensures your Left and Right views are mirror compliments of each other. The only variable to tweak is X, as it’s how far left or right of center the eye point is. For the Right view you’ll want it up close to the right window, so I tweak that variable, looking for a point where the both the left and right struts (or wings for a low-wing airplane) seem about the same size and position. Then I save that view as “Right” and close the dialogue.

At this point you should have three saved camera views, Front, Left, and Right, and you can assign them to their respective views and monitors. Now the question is how to keep them for use in other flights. I have two ways of doing this. First, and easiest, is to add the camera views you’ve defined to other saved scenarios. To make this easy (and to back up my work) I’ve created a text file on my desktop called “Cameras” into which I’ve pasted my camera settings so they are backed up and easily at hand. This is easy to do: go into the Documents/Preapar3d folder on your PC and open in a text editor the scenario .CFG file in which you created your custom views. Scroll down and you will see the standard camera views, and below that your custom ones. Just copy and paste the code into your backup Cameras file. Here’s a screen shot of part of mine:

Screenshot 2016-05-18 15.42.17

I have camera setups for four aircraft: the Carenado 182, A2A 182, A2A 172, and A2A Piper 180. All are pasted into this backup file so I have them. Then I can copy and paste the appropriate camera code into the config file of any particular scenario without having to create the camera views via the dialogues. Just open the scenario config file in a text editor and add the appropriate camera code at the bottom of the pre-existing camera locations. Just be sure to continue numbering the camera setups consecutively within the file.

You might also want your camera setups to be part of a default aircraft configuration, so those views are available whenever you start a flight with a particular aircraft (saved scenario or not). This is a little more complicated, but not much so. Let’s say I want to add my the A2A 172 Front / Left / Right camera setups to the default A2A 172 so they are always available whenever I use that aircraft. To do this I would go into my P3D directory / simobjects / airplanes / A2A 172 subdirectory and open the airplane .CFG file in a text editor. If you scroll down in an airplane .CFG file you will find the camera definitions, and they look like this:

Screenshot 2016-05-18 15.43.43

As you can see, these look DIFFERENT than the scenario camera definitions, which is where people get confused. The good news is that there are only a few lines of code that you need to change to convert one of these default views into a custom camera view. Here’s how to do it.

  • First, copy an existing camera definition within the airplane .CFG file. It doesn’t matter which one.
  • Second, paste it at the end of the camera definitions, and give it a new cameradefinition number that is next in the sequence from the definition above it.
  • Third, change the Title variable of the view to the name you want (e.g, “A2A 172 Front”).
  • Fourth, change the InitialZoom variable to be the correct zoom for your custom camera.
  • Fifth, change the InitialXyz line to reflect the X Y Z values from your custom camera.
  • Fifth, change the InitialPbh line to reflect the Pitch, Bank, and Heading values from your custom camera.
  • Sixth, and last, go to www.guidgenerator.com  and grab a GUID number. Each camera needs a unique identifier, and this site will give you one. Paste it OVER the GUID value between the brackets at the top of the camera definition. When you’re done, it should look something like this:

Screenshot 2016-05-18 15.44.08

Save the file. That’s it, unless you want to add Left, Right, or other views, in which case you can repeat the process.

In terms of having this all look good from a REAL camera’s perspective if you’re filming with a GoPro etc., what I’ve learned is key is that the camera be at about the same height as your eyes in your simpit. Then everything should line up across the three monitors as they do from where you sit (with some minor variability).

I hope this is helpful.