Started from dissembling the rudders for fixing a bad contact throughout the whole morning, then carried on to adding extra power to enhance the stability of the computer’s IO ports in the afternoon, my day was full of grease and rust. Since the chassis was opened, I unplugged the second graphics card on a whim. Holy cow, my P3Dv2 ran even better.
I don’t know how you use REX (Real Environment Extreme) in your system. I just choose the environment textures I prefer and then install them into FSX or P3D for good. True, I might pick a different cloud or sky texture once or twice a month to give the simulator a fresh look. But that’s all.
Based on the concept from my earlier ShadeShifter, which allows the changes of tones and colors of the environment in the simulator everyday, I recently wrote another utility that could inject different pre-extracted sky and ocean textures from REX according to the calendar day of the month, prior to the loading of FSX or P3D. And these textures have been further mixed to maximize allowable texture-combo variations. In other words, my sky and ocean now look differently each day.
Referred by Hans (VH-ANS) for a recent game licensing deal between Dovetail (Rail Simulator developer) and Microsoft he saw on the PC Pilot magazine. Worth a look if you skipped it like I did.
Sounds interesting enough to create some expectations. Not a bad thing.
During the testing for my Cockpit View display, I needed to switch back and forth numerous times between the Normal View and the Wide View. And the files involved with the necessary changes are:
To avoid confusion while making changes to these files directly, I instead created two additional copies from each of them and named these new files the “-Normal” version and the “-Wide” version accordingly:
- fsx.CFG, fsx-Normal.CFG, fsx-Wide.CFG
(Prepar3D.CFG, Prepar3D-Normal.CFG, Prepar3D-Wide.CFG)
- Cameras.CFG, Cameras-Normal.CFG, Cameras-Wide.CFG
- aircraft.CFG, aricraft-Normal.CFG, aircraft-Wide.CFG
Then, I could separately Continue reading
Although my cockpit display has already reached the widest possible angle from the aircraft.CFG settings (InitialZoom=0.3 and WideViewAspect=False) stated in last post, I still couldn’t help asking myself in the last two months if it is possible to further widen it. The longer I flightsim with the setting, the stronger desire I want to expand the cockpit-span angle.
No doubt, the cockpit view (aka Normal View) from above configurations is giving quite a prominent result than the one from my previous single 30-inch monitor set up. However, it is still comparatively narrow because the horizontal field of human eyes could reach up to 180 degrees or beyond even though the effective range is about 70 to 120 degrees.
Solution, obviously, could only be sought from changing the WideViewAspect from False to True. And surely the prerequsite of keeping the glare-shield true to scale remains unchanged.
With the three 27-inch monitors in place, I’ve been able to bring up a glare-shield of the Cessna 172 panel that matches the size of 41 inches (105 cm) as if in the real cockpit. To achieve the result, I set InitialZoom=0.3 in the Virtual Cockpit of the aircraft.CFG, and WideViewAspect=False in either fsx.CFG or Prepar3D.CFG.
This creates the widest scenery display in front of the wind-shield from my 8040 x 1440 monitor-combo, without the appearance of distorted scenery objects towards the edges on both ends (see image below).
Followings are the Camera Definitions for my C172: Continue reading