- user aircraft
- obj placer
This dialog gives access to parameters which effect the visual appearance of objects drawn by FSImp. It contains the folllowing tabs:
|Show missing||Shows grey polygons when a bitmap cannot be found||no|
|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.
|Smoothen small||Antialiased smoothing on small flat areas.
|Smoothen taxilin||Antialiased smoothing on yellow taxiway lines.||yes|
|Smoothen lines||Antialiased smoothing on other lines.||yes|
|Smoothen 3D||Antialiased smoothing on all 3D objects.||no|
|Smooth deg||Flat 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 ft||Above this height above ground level, in feet, antialiasing is applied. The antialiasing algorithm causes outlines on triangles. This is disturbing when near the ground.||0||200|
|AGL max ft||Tiles are loaded as long as the eye is below this level (feet). This prevents tiles being unnecessarily loaded when flying high over areas.||0||10000|
|Depth test flat||Enables depth testing for flat objects.||yes|
|Depth write tpnt||Enables depth writing for transparent polygons.||yes|
|Poly Ofst factor||Ensures 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 catgries||All 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
|Raise m||All 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.||0.5||1.5||1.0|
|Flat deg||Flat 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 pix||The current screen width resolution in pixels.||1024|
|View diagonal in||The 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 m||X-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 m||When 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|
|SRAM max Mb||Bitmaps 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.||0||0|
|Dist unload nm||A 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.||0||12.5|
|LoadHold min sec||After 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 sec||When 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 Mb||Bitmaps 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.||0||0|
|Dist select nm||Bitmaps are copied into VRAM at within this distance. Outside this distance an average colour is used.||0||7.5|
|Select rate Kb||When 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.||0||256|
|Hold min sec||After 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 sec||When 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 m||Some 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 sec||After loading a bitmap, FSImp stops monitoring bitmaps for this time in seconds. If too large then it takes long until all bitmaps are ready.||0||0.2|
|Load fast sec||After teleporting FSImp loads near bitmaps as fast as possible. This sets a maximum time limit, in seconds, for this phase.||0||30|
|Size max pix||When a large bitmap is loaded from a file into SRAM, it can be squeezed to save SRAM.||16||2048||1024|
|Mipmap max pix||FSImp 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.
|Average pixels||When making squeezed versions of bitmaps, neighbouring pixels can be averaged to generate each pixel. This process may cost time (FPS).
|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 needed||no|
|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 terrn||Show photo terrain if available. Ignore means that FSImp does not even look for these, thus saving time and memory.||yes|
|Show vector terr||Show 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 line||Show 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 etc||yes|
|Show trees||Trees, bushes etc||yes|
|Show lines||Radar and light supprts etc||yes|
|Replace terrain||When the eye is close to the ground (<10m) the X-Plane terrain can be disabled.
|Flatten airpts m||The 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.||0||500|
|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
|Show taxi+runway||Smaller areas of asphalt tarmac or concrete and dedicated taxiway commands.
|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 line||White runway edge centre lines can look jagged when displayed
|Show skidmarks||Draw rubber skidmarks on runways.||yes|
|Show t+r lights||Runway and approach lights.
|Lights factor||The width of high visibility lights (runway/GLS) can be tweeked.||0.1||10.0||1.0|
|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 mode||FS 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:
If you change this mode and apply then all tiles are reloaded
|Runway move m||Objects within this distance of FS runways are stretched towards XP runways||150|
|Show static acft||Static 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.
|Replace concrete||Concrete-like bitmaps are replaced with FSImp\TEXTURE\PMCONCRT.BMP||no|
|Replace asphalt||Asphalt-like bitmaps are replaced with FSImp\TEXTURE\PMASPHLT.BMP||yes|
|Replace concrete||Grass-like bitmaps are replaced with FSImp\TEXTURE\PMGRASS.BMP||yes|
|AGL lines ft||Taxiway lines and (green) lights are displayed as long as the eye is below this level (feet). Set to 0 to disable taxiway lines.||0||500|
|AGL edge ft||Taxiway (blue) edge lights are displayed as long as the eye is below this level (feet). Set to 0 to disable taxiway edge lights.||0||500|
|Material ambient||Reaction of indirect light on all objects.||0||1.0||0.8|
|Material diffuse||Reaction of direct light on all objects.||0||1.0||0.8|
|Material speculr||Reaction of reflected light on all 3D objects.||0||1.0||0.8|
|Shiny metal %||The shininess applied to metal objects. It affects the amount of sunlight reflected.||0||100||100|
|Shiny others %||The shininess applied to other objects.||0||100||50|
|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.||0||1.0||0.25|
|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.||0||200||100|
|Day scale Green%||The green component of daytime bitmaps is lightened/darkened TO this percentage.||0||200||100|
|Day scale Blue %||The blue component of daytime bitmaps is lightened/darkened TO this percentage.||0||200||100|
FSImp plugin for X-Plane