Visual Dialog

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This dialog gives access to parameters which effect the visual appearance of objects drawn by FSImp. It contains the folllowing tabs:

  • Paras
  • Bitmaps
  • Terrain
  • Airport
  • Light




    Paras




    NameDescriptionMinMaxDefault
    Show missing Shows grey polygons when a bitmap cannot be foundno
    Smoothen big The edges of polygons can look jagged when displayed. This parameter performs antialiased smoothing on big flat areas. Antialiasing results depend on openGL settings and can result in hair thin outlines.
  • No - never smoothen
  • Yes - always smootehen
  • High - smoothen when the viewer is more than 300ft above ground level
  • High
    Smoothen small Antialiased smoothing on small flat areas.
  • No - never smoothen
  • Yes - always smootehen
  • High - smoothen when the viewer is more than 300ft above ground level
  • High
    Smoothen taxilinAntialiased smoothing on yellow taxiway lines.yes
    Smoothen lines Antialiased smoothing on other lines.yes
    Smoothen 3D Antialiased smoothing on all 3D objects.no
    Smooth degFlat polgons in the distance tend to give disturbing interference patters. When smooth mode is Auto, FSImp smooths these polygons when the angle between the viewer and a model is less than this parameter in degrees.10
    AGL smooth hi ftAbove this height above ground level, in feet, antialiasing is applied. The antialiasing algorithm causes outlines on triangles. This is disturbing when near the ground.0200
    AGL max ftTiles are loaded as long as the eye is below this level (feet). This prevents tiles being unnecessarily loaded when flying high over areas.010000
    Depth test flat Enables depth testing for flat objects.yes
    Depth write tpntEnables depth writing for transparent polygons.yes
    Poly Ofst factorEnsures that objects nearer the viewer hide objects that are farther away. For some objects, especially flat ones that are close to each, the hardware has difficulty to determine which is nearer. The result is that such objects flicker. Runways and ground terrain are such an example. These parameters offset the polygons slightly to reduce flicker-5
    Poly Ofst units 0
    Exclude bitmaps Parts of models that use bitmaps defined by this parameter can be filtered out. You can enter a list of substrings separated by commas: landarr,_oil,_rw0,piano,runwayid
    Exclude catgriesAll models that are defined in a range of FS BGL categories can be filtered out and not displayed. Each model may have a category. Type in a list of categories, and ranges, separated by commas. A designer can choose one of the following categroies or a category in between
  • 4 MESH
  • 7 SURFACE
  • 8 POLY
  • 12 RIVER
  • 16 ROAD
  • 20 LINE
  • 24 RUNWAY
  • Raise mAll models can be raised up by this amount, in meters. This can reduce polygons fighting with the X-Plane terrain.0
    Raise factor The elevation of all models can be stretched by this factor. This can reduce polygons fighting with the X-Plane terrain.0.51.51.0
    Flat degFlat polgons in the distance tend to give disturbing interference patters. FSImp stops drawing these polygons when the angle between the viewer and a model is less than this parameter in degrees.8
    View width pixThe current screen width resolution in pixels.1024
    View diagonal inThe diagonal size of the screen in inches. It is used to calculate the size of a pixel.17
    Replace objects Disables X-Plane objects (buildings, smokestacks, etc). These may sometimes interfere with objects drawn by FSImp. This may not work in all X-Plane versions and areas.no
    Poly length mX-Plane models a spherical earth. Very large objects must be cut up into smaller pieces of this length before being wrapped onto this sphere.500
    Dist show all mWhen models are within this distance, in meters, of the viewer then it is not simplified. The bitmap algorithm monitors bitmaps for these models more often.150




    Bitmaps


  • Controls the size, speed and quality of bitmap images that are loaded and displayed.


    NameDescriptionMinMaxDefault
    SRAM max MbBitmaps are loaded into SYSTEM RAM and are cached there. This is the size of the cache in Megabyte.64
    Load mipmap When a bitmap is loaded from a file into SRAM, it can be squeezed to save SRAM. 0 means no squeezing, 1 squeezes by 4, 2 squeezes by 16, 3 squeezes by 64 etc. This can be used on systems with little SRAM.00
    Dist unload nmA bitmap which is in SRAM is unloaded when it is no longer needed. This occurs when the eye is farther than this parameter in nautical miles or the bitmap has not been displayed for an amount of time.012.5
    LoadHold min secAfter a bitmap is loaded into SRAM it holds its size for this minimum time. This prevents a bitmap from continually changing its size and thus wasting CPU time. If this parameter is set to 0 then a simplified algorithm is implemented which reduces the number of times that bitmaps are loaded from file.30
    LoadHold max secWhen a bitmap is in SRAM but is no longer being used then it is held for this time before being removed. If you change your viewing direction then bitmaps may still be present and do not need to be reloaded into SRAM.60
    VRAM max MbBitmaps are selected into VIDEO RAM only when needed. This is the amount of VRAM, in Megabytes, that FSImp is allowed to use.32
    Select mipmap FSImp automatically calculates which size bitmap is needed in VRAM. When a bitmap is selected from SRAM into VRAM, the decision can be changed: -2 means 16 times bigger, -1 means 4 times bigger, 0 means the calculated size, 1 squeezes by 4, 2 squeezes by 16 etc.00
    Dist select nmBitmaps are copied into VRAM at within this distance. Outside this distance an average colour is used.07.5
    Select rate KbWhen a bitmap is selected from SRAM into VRAM during flight, it may need to be squeezed to prevent the simulator stuttering. The size of the maximum transfer is given in Kilobytes per bitmap.0256
    Hold min secAfter a bitmap is selected into VRAM it holds its size for this minimum time. This prevents a bitmap from continually changing its size and thus wasting CPU time.15
    Hold max secWhen a bitmap is in VRAM but is no longer being used then it is held for this time before being removed. If you change your viewing direction then bitmaps may still be present and do not need to be reselected into VRAM.60
    Repeat mSome bitmaps repeat themselves over a large area. Each object has its own repeat factor which is then multiplied by this size, in meters.100
    Load pause secAfter loading a bitmap, FSImp stops monitoring bitmaps for this time in seconds. If too large then it takes long until all bitmaps are ready.00.2
    Load fast secAfter teleporting FSImp loads near bitmaps as fast as possible. This sets a maximum time limit, in seconds, for this phase.030
    Size max pixWhen a large bitmap is loaded from a file into SRAM, it can be squeezed to save SRAM.1620481024
    Mipmap max pixFSImp can load a bitmap and squeezed versions (mipmaps) of it into VRAM at the same time. The video card can then decide which versions of the bitmap to apply to each polygon to prevent shimmering. If a bitmap image is large then it plus its mipmaps consume too much VRAM. This parameter is the size limit for bitmaps that can be mipmapped.

    To disable mipmapping set to 0.
    0512
    Average pixels When making squeezed versions of bitmaps, neighbouring pixels can be averaged to generate each pixel. This process may cost time (FPS).
  • None - no averaging
  • Little - a few neighbours are averaged
  • Normal - more neighbours are averaged
  • Full - all neighbours are averaged
  • Normal
    Transparent fix Adds colour to certain transparent pixels. This process may cost time (FPS)no
    Season Auto selects the season based on the X-Plane date in the northern hemisphere. You can set the season manually if you want. Seasonal specific bitmaps are loaded depending on the season.Auto
    Reload bitmaps All bitmaps are discarded and then bitmaps are loaded and selected as neededno




    Terrain




    NameDescriptionMinMaxDefault
    Show sea Show sea models if detected. Only flat models with bitmaps containing "SEA." are assumed to be sea.No
    Show 3D terrain Show 3D terrain if available. At present only rare TexRelief commands are interpreted.yes
    Show flat terrn Show flat terrain if available. Disabling this can sometimes remove sea terrain.yes
    Show photo terrnShow photo terrain if available. Ignore means that FSImp does not even look for these, thus saving time and memory.yes
    Show vector terrShow Vector Terrain Polygon (VTP) models. These are usually generic terrain textures but can also be photo terrain. Ignore means that FSImp does not even look for these, thus saving time and memory.yes
    Show vector lineShow Vector Terrain Polygon (VTP) line models. These are usually rivers, railways and roads. Ignore means that FSImp does not even look for these, thus saving time and memory.yes
    Show underlay Many sceneries have a carpet under 3D objects. This usually consists of grass or a photo image. If you have photographic or satellite images you may want to disable this parameter.yes
    Show 3D models Buildings, signs, jetways etcyes
    Show trees Trees, bushes etcyes
    Show lines Radar and light supprts etcyes
    Replace terrain When the eye is close to the ground (<10m) the X-Plane terrain can be disabled.
  • No - never replace X-Plane terrain
  • Yes - always replace X-Plane terrain
  • Low - replace X-Plane terrain when low and underlay shown
  • Low+FPS - replace as Low but include FPS monitoring
  • Photo - when covered by photo terrain
  • Low+FPS




    Airport




    NameDescriptionMinMaxDefault
    Flatten airpts mThe terrain for this distance around airports, in meters, is flattened. Within this distance, the X-Plane airport elevation is used when positioning objects. Beyond this distance the X-Plane mesh terrain is used. If set to 0 then the airport elevation is no longer used and models (including runways) are wrapped onto the terrain. This produces wierd effects in versions before XP8.00 as X-Plane automatically flattened airports.0500
    Show AFCAD Some sceneries use AFCAD files to define the taxiways, aprons and lighting. This can sometimes lead to taxi lines and lights can being show twice. I do not have an automatic solution but you can enable/disable this manually.yes
    Show ramp Large areas of asphalt tarmac or concrete
  • No - never show
  • Yes - always show
  • Auto - show only when the X-Plane airport network is replaced
  • Auto
    Show taxi+runwaySmaller areas of asphalt tarmac or concrete and dedicated taxiway commands.
  • No - default X-Plane airport network is always used
  • Yes - default X-Plane airport network is replaced when synchronised
  • Auto - default X-Plane airport network is replaced when synchronised and X-Plane version allows ground surface detection (from 7.40)
  • Auto
    Rwy display Selects how FSImp display runways that it draws. You can change this setting if the ADD-ONs for an airport use models with dedicated bitmaps for runways.no
    Runway edge lineWhite runway edge centre lines can look jagged when displayed
  • No - never remove edge lines
  • Yes - always remove edge lines
  • Auto - remove edge lines depending on distance and relative angle
  • Auto
    Show skidmarks Draw rubber skidmarks on runways.yes
    Show t+r lightsRunway and approach lights.
  • No - no lights
  • Yes - lights all the time
  • Auto - lights at night and when the weather visibility is less than 4nm
  • Auto
    Lights factor The width of high visibility lights (runway/GLS) can be tweeked.0.110.01.0
    Show strobes Some approach and runway end lighting systems have fast flashing lights. These may be disturbing to some users and may trigger epileptic reactions.no
    Show VASI The visual approach slope indicators are found near the touchdown point of many runways. When FSImp replaces the X-Plane taxi-and-runway network at an airport X-Plane may or may not still show the VASI system.yes
    Runway sync modeFS and X-Plane runway descriptions often have differences. FSImp tries to reduce these differences. It does this by stretching objects or parts of objects that are near runways. This helps to align runway signs and taxiways near runways. It offers several modes:
  • None - no synchronisation of objects, no replacement of runways
  • Near 1 - move objects based on the nearest runway
  • Near N - move objects based on the nearest runways
  • FS - leave all objects but move the X-Plane runways - ILS/GS/LOC do NOT move
  • End - move objects based on the nearest runway end
  • Airport - move objects based on the nearest airport
  • End+Apt - move objects based on the nearest runway end or airport
    If you change this mode and apply then all tiles are reloaded
  • Near 1
    Runway move mObjects within this distance of FS runways are stretched towards XP runways150
    Show static acftStatic aircraft are often complex. This can be used to help frame rate or free up airports for artificially intelligent (AI) aircraft. Aircraft are not always recognised by FSImp as they "look" like any other object especially when service vehicles or cones are near.
  • No - never show static aircraft
  • Yes - always show static aircraft
  • Slow - show static aircraft as long as the user aircraft is slow (on the ground)
  • yes
    Replace concreteConcrete-like bitmaps are replaced with FSImp\TEXTURE\PMCONCRT.BMPno
    Replace asphalt Asphalt-like bitmaps are replaced with FSImp\TEXTURE\PMASPHLT.BMPyes
    Replace concreteGrass-like bitmaps are replaced with FSImp\TEXTURE\PMGRASS.BMPyes
    AGL lines ftTaxiway lines and (green) lights are displayed as long as the eye is below this level (feet). Set to 0 to disable taxiway lines.0500
    AGL edge ftTaxiway (blue) edge lights are displayed as long as the eye is below this level (feet). Set to 0 to disable taxiway edge lights.0500




    Light




    NameDescriptionMinMaxDefault
    Material ambientReaction of indirect light on all objects.01.00.8
    Material diffuseReaction of direct light on all objects.01.00.8
    Material speculrReaction of reflected light on all 3D objects.01.00.8
    Shiny metal %The shininess applied to metal objects. It affects the amount of sunlight reflected.0100100
    Shiny others %The shininess applied to other objects.010050
    Night changes Night-time bitmaps (lightmaps name_LM.BMP) are loaded at at night. The border between day and night is based on an X-Plane parameter which tells what proportion of lights are on. The larger the value, the later night-time bitmaps are loaded.01.00.25
    Night scale %When dedicated nighttime bitmaps are not found, the daytime ones are loaded and darkened to this percentage.10
    Day scale Red %The red component of daytime bitmaps is lightened/darkened TO this percentage.0200100
    Day scale Green%The green component of daytime bitmaps is lightened/darkened TO this percentage.0200100
    Day scale Blue %The blue component of daytime bitmaps is lightened/darkened TO this percentage.0200100

  • Change some values as needed
  • Press the OK button to apply changes and close the dialog
  • Press the Cancel to close the dialog
  • Press the Apply button to apply new values


    FSImp plugin for X-Plane