oui jojo
Bon voila le tuto
quand vous l'avez télécharger vous le dezipé puis vous lancez l'installeur vous choisissez la langue (angalis ou allemand
)vous faites ok jusque la :
vous prenez celui la ou ceux au dessus (juste un conseil)
aprés :
Pc ultra puissant choisissez celle en haut
Dual Core au milieu
Single core en bas
puis :
la je sais pas trop mais je vous conseille de faire l'inverse par rapport a la derniere etape
quand tout est installé allez dans le repertoire ou tout ça est installé et dans proxyuser.ini supprimez tout et collez ça:
#
# Start a line with # to comment it out.
# Turn your text editor's Word Wrapping OFF for editing this document.
#
# Read the manual for help with configuration. Do not contact the
# author about the configuration for particular services. Thank you.
#
[TileProxy]
# Enable or disable worldwide photographic scenery coverage (Yes/True/On to enable)
master_enable=On
# Write a logfile to disk. In recommend to only turn this on for debugging purposes.
# When using FSX RTM or FS 2004, the logfile may grow VERY fast and affect performance.
#logfile="C:\logfile.txt"
# If you have concerns about possible copyright violations by caching JPEG and BMP tiles
# on your hard drive, this switch is the solution. By enabling diskless mode, Tileproxy
# will not store a single tile on your hard drive. Expect higher network usage though.
# Note that offline mode will depend on tiles being available in the cache.
diskless_mode=Off
# Offline Mode - No network access will occur (Yes/True/On to enable)
offline_mode=No
# Resolution limiter: 17 = 30cm/pixel, 16 = 60cm/pixel, 15 = 1.1m/pixel, 14 = 2.3m/pixel, 13 = 4.75m/pixel
# Lower resolutions load faster, but are visually less appealing. The 30cm resolution may only be feasible
# if you have at least 2GB of system memory.
max_lod=15
# The following two settings allow you to tune Tileproxy to not preload specific LOD levels. This can
# be used in conjunction with third party scenery products like "FS Altitude" that provides data only
# up to a specific resolution. If you place this scenery higher than Tileproxy's world folders in the
# scenery library then it will have precedence over Tileproxy for the specific LOD levels that it
# contains. You can then instruct Tileproxy to not preload these low resolution LOD circles because
# they are not needed anyway.
# Lowest LOD ring to automatically preload tiles for. Must not be lower than 8.
preload_min_lod=9
# Lowest LOD ring to automatically preload tiles for. Must not be higher than 17.
preload_max_lod=15
# The maximum number of tile contexts that Tileproxy will send to the filter driver. A context
# is essentially a very fast buffer for graphics data sitting in kernel memory that delivers
# data right into FSX. Each tile context can hold an entire LOD 8...15 tile. Higher values
# mean more use of your precious kernel memory though. The maximum number is 512. Lower if
# you run out of RAM during flight and the PC starts to use the paging file a lot.
max_contexts=512
# Generate Water Mask. This brings back shader-rendered water and allows
# for the use of planes with floats (Goose, Beaver, etc...). If you turn this
# option off, you get the Tileproxy behavior of Beta 5 and earlier versions.
water_mask=On
# Recommendation: FSX users: Use water_blending=on, water_smoothing=off
# to get soft land/water transitions
#
# FS9 users: Use water_blending=off, water_smoothing=on
# to get hard land/water transitions which
# Tileproxy tries to match pixel-exact against coast-lines
#
# Combining water_smoothing and water_blending is discouraged.
# It's slow and gives weird results.
# Use blending techniques to create a soft land/water transition with some
# transparency effect near the shoreline. Compatible with FSX only.
water_blending=On
# The distance in meters that you want land/water blending to extend from the
# shore line. Larger values require more processing. Large values are now possible,
# useful values are up to 2000 meters. Very high values may be detrimental to water
# mask resolution. Loading speed however remains mostly unaffected by this setting.
blend_distance=500.0
# The rate at which terrain is blended into the water color. 1.0 means a linear
# blending, values > 1.0 blend faster. Values < 1.0 blend slower. This works
# similarly to a Gamma Curve. An exponent of 2 gives a quadratic blend function,
# an exponent of 0.5 results in a square root behavior.
blend_exponent=1.0
# The minimal and maximal transparency of the water. The lower you choose the min value,
# the more reflective the deep water will be. The higher the max value is chosen, the less
# reflective the water will be directly at the shore line. The reflectiveness transitions
# linearly from max to min throughout the distance given by blend_distance from the shore.
# Allowed values are between 0 and 1, and alpha_min should be smaller than alpha_max or
# things may look weird.
# The following alpha_min values will not give you any dithering artifacts on all-water tiles,
# so the use of these is recommended. It is multiples of 16/239 (rounded up slighty)
# 0.0700, 0.1339, 0.2009, 0.2678, 0.3348, 0.4017, 0.4687
# 0.5356, 0.6026, 0.6695, 0.7365, 0.8034, 0.8703, 0.9373
alpha_min=0.2678
alpha_max=0.7
# The water color in hexadecimal RGB notation. Prefix with #. This should be blue
# or greenish blue or some shades of brown, depending on your preference.
# Values of #000000 are discouraged when using water blending - it will result
# in weird behavior at the shorelines.
water_rgb=#000D1A
# Try to smooth land/water boundaries by trying to match the water mask to the image content.
# This is a a somewhat experimental algorithm.
water_smoothing=Off
# The decision threshold for water/land when water_smoothing is enabled. 0 means everything
# will be turned to land, 1 means everything turns to water. Chose some value inbetween.
water_threshold=0.33
# Maximum number of bytes allocated to BMP graphics tiles in RAM at any time (0 for unlimited)
# The value below states 100 MB.
cache_bytes_limit=200000000
# Maximum number of BMP tiles to cache in RAM at any time (0 for no limit).
cache_tiles_limit=200000
# The currently active service is configured here. Only ONE active source please.
# The other source statements should be commented out.
source=VE
# The sources you want to be able to switch from the GUI menu.
# Separate the list entries with | and enclose in quotes. Make sure the
# names specified here are valid services which are defined below.
# You may want to rename the services according to your preference,
# but make sure you replace all occurences of the strings.
menu_sources="VE"
# Experimental API Hooking section. Disable if you see strange crashes and effects.
# Currently we only have the DirectX 9 hook. More hooks are planned.
enable_hooking=No
# The DirectX 9 hook enables the moving map overlay. More features are planned.
enable_dx9hook=No
# A flag whether to show the moving map overlay initially or not.
enable_movingmap=No
# Dimensions and overlay colors of the moving map. Positions are percentages of the screen.
# Width and Height refer to the full 512x512 pixel texture used for the map. To get a round
# map circle, the ratio of width and height should match your screen's aspect ratio (e.g. 4:3)
# Radius is given in the map texture's pixels where one pixel represents a LOD 15 tile. A
# radius of 0 disables the round stencil and shows the entire 512x512 texture. Color is given
# in a hexadecimal ARGB notation.
movingmap_alpha=255
movingmap_color=#ff000000
movingmap_xpos=88
movingmap_ypos=15
movingmap_width=60
movingmap_height=80
movingmap_radius=60
#
# Here begin the service specific configurations
#
# This is new when you specify captcha_module
#
# On encountering HTTP 302 redirects the captcha module will send Internet Explorer's cookies
# stored for the specified service domain to the web server. It will also display whatever web
# page the service redirects you to. This could be a page requiring you to enter a so-called
# captcha. After entering the captcha correctly, the resulting session cookie will be stored as
# a permanent cookie (expiration 1 day) in your IE Cookies folder and sent to the service on
# subsequent requests. You will then be able to use the service as long as you wish, given that
# you correctly enter the captcha dialog which may nag you once every 20 minutes or so.
#
# Explaining the captcha_config arguments:
#
# cookiedomain from captcha_config specifies the domain name for which cookies are stored.
# This might be the service name plus a top level domain like ".com"
#
# cookieurl specifies a HTTP url from which an identifying cookie will be retrieved first, if
# no existing identifying cookie is found. This may be required sometimes to make the captcha
# dialog appear in the first place. This could be the service's front page URL (e.g. a search
# engine)
[VE]
cache_folder=k:\cache.service1
network_module=libnettile
module_config="conn=20|rate=2.0|verbose=0|server=http://a*.ortho.tiles.virtualearth.net|path=/tiles/a%s.jpeg?g=%v|quad=0123|balance=0123|useragent=Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.0; SLCC1; .NET CLR 2.0.50727; .NET CLR 3.0.04506; .NET CLR 1.1.4322)"
min_level=9
max_level=17
map_version=346
level_mapping=9,10,11,14,14,14,15,16,17
#level_mapping=9,10,11,14,14,14,15,16,17,18
#level_mapping=9,10,11,12,14,14,15,16,17,18,19 more radius HQ (13->14)
#level_mapping=9,10,11,14,14,14,15,16,17,18,19 even more radius in HQ (12,13->14)
color_hack=No
color_level=0
#bulk_extend=60
bulk_extend=40
et si vous avez des problemes ou voulez plus d'infos allez la :
Topic FR Sur TP sur Avsim
ceux qui ont vista ou seven je vous conseille de desactiver le controle de compte d'utilisateur (UAC) car sinon ça risque de ne pas marcher
Voila vous savez comment installer Tile proxy alors bons vols en photorealiste (Premiers chargements longs voir très long la première fois)
@+ Ludo.
Appelez moi Ludo
Antisocial , tu perd ton sang froid...
Ma ville
Ma chaine youtube , Aimez , Commentez & abonnez vous !