Microsoft Flight Simulator X: Steam Edition

Microsoft Flight Simulator X: Steam Edition

Mortimer Jan 4, 2015 @ 6:26am
Google Earth
Has anyone intergrated google earth into FSX SE using tileproxy
comments welcomed...
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Showing 1-15 of 15 comments
Dogbrush Jan 4, 2015 @ 10:06am 
I don't think Google Earth worked through tileproxy. I haven't been able to get tileproxy working at all with FSX:SE - has anybody else?
Last edited by Dogbrush; Jan 4, 2015 @ 10:06am
cancerman Jan 4, 2015 @ 10:15am 
Sounds cool never heard of this but am going to try it out now thanks!
http://www.edtruthan.com/tileproxy/tutorial/index.htm

Important Update (07/26/2009): At one time TP supported 4 Map Services. Map service 2 (Google Maps) is no longer supported by TP Beta 8, this tutorial, or TP author Christian Buchner and has thus been removed from the ProxyUser.ini file some time ago. In addition, Map Service #4 (Ask Maps) now appears to be utilizing Map Service #1 (MSN Virtual Earth) as their satellite texture provider, thus effectively making it a moot choice, or the same as choosing Service 1. This effectively now reduces the possible maps services TP can use to TWO, i.e. Map Services 1 (MSN Virtual Earth) and Service 3 (Yahoo Maps).
Last edited by cancerman; Jan 4, 2015 @ 10:17am
Dogbrush Jan 4, 2015 @ 2:20pm 
Tileproxy was absolutely epic. Would be amazing if we could get it working for FSX:SE!
oliveros9 Jan 4, 2015 @ 2:33pm 
Tileproxy works in FSX:SE!

Follow carefully the instructions at:

http://www.edtruthan.com/tileproxy/tutorial/index.htm

Be sure to download the last version of ProxyUser.ini and configure it. I choosed the world map service number 1 of the included examples.

Best,

OLI

Dogbrush Jan 5, 2015 @ 1:02pm 
Tried a fresh install, set the custom location of FSX in Steam/SteamApps/common/FSX. Had to do the disabled driver signing for windows 7 (as I did with the boxed version) but still doesn't pick up on the fact that FSX has started and loads default scenery. Glad you got it working though, can you post your proxyuser.ini file here?
SPQR Jan 5, 2015 @ 2:07pm 
google earth work with tileproxy - here is what you need to add to your proxyuser.inf file

source=Google Maps



[Google Maps]
cache_folder=YOUR CACHE FOLDER PATH\servers files
network_module=libnettile
module_config="conn=5|rate=2.0|verbose=0|server=http://khm*.googleapis.com|path=/kh?t=t%s&n=404&v=%v|quad=qrts|balance=0123|useragent=Mozilla/4.0 (compatible; MSIE 8.0; Windows NT 5.1; Trident/4.0; GTB6.3; .NET CLR 1.1.4322; .NET CLR 2.0.50727; .NET CLR 3.0.4506.2152; .NET CLR 3.5.30729)"
captcha_module=captchaform
captcha_config="cookiedomain=google.com|cookieurl=http://www.google.com"
min_level=10
max_level=17
map_version=158
level_mapping=10,10,12,13,14,15,16,17
color_hack=No
color_level=0
bulk_extend=20


bon voyage !
Last edited by SPQR; Jan 5, 2015 @ 2:08pm
oliveros9 Jan 5, 2015 @ 3:01pm 
Dogbrush. Here are the relevant lines of the .ini file. Do not forget changing the cache_folder according your system.


# The currently active service is configured here. Only ONE active source please.
# The other source statements should be commented out.
#source=Acme Globe Service
source=Service Example 1
#source=Service Example 3
#source=Service Example 4


[Service Example 1]
cache_folder=F:\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=19
map_version=330
level_mapping=9,10,11,12,13,14,15,16,17,18,19
#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=Yes
color_level=13
bulk_extend=50
Mortimer Jan 5, 2015 @ 9:23pm 
I could give you a wee hug gents,thank you..
RyanGA Jan 6, 2015 @ 7:30am 
How do you keep the scenery from looking weird when on the ground? If it uses Google Earth images wouldn't you see flat pictures of aircraft on the runway or at the gates? If so, do you just drive on top of them or does the AFCAD layout cover them up?
SPQR Jan 6, 2015 @ 9:52am 
default airports poly will show on top of photorealistic scenery; but you have to bear in mind that some of the default fsx airport are not 100% correctly placed therefore will not align with tileproxy generated scenery - - there is way to fix this sort of things but scenery design practice is required.
Last edited by SPQR; Jan 6, 2015 @ 9:52am
Dogbrush Jan 7, 2015 @ 8:52am 
Thanks Oliveros9 - did a reinstall of windows and all is now working fine, thanks!! :)
Silentdark666 Jan 17, 2015 @ 12:38am 
I have tileproxy cache installed on just C:\
I cant get my ini file rite to work with google maps can someone fix my ini file if i post it on here thanks! When i load fsx with tile proxy all i see is black ground???

------------------------------------------------------------------------------------------------------------------------

#
# 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 will 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=100000000

# Maximum number of BMP tiles to cache in RAM at any time (0 for no limit).
cache_tiles_limit=100000

# The currently active service is configured here. Only ONE active source please.
# The other source statements should be commented out.
#source=Acme Globe Service
#source=Service Example 1
source=Service Example 3
#source=Service Example 4

# 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="Service Example 1|Service Example 2|Service Example 3|Service Example 4"

# 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)

[#Acme Globe Service]
cache_folder=C:\Program Files\Microsoft Games\cache.acme
network_module=libnettile
module_config="conn=20|rate=2.0|verbose=0|server=http://server*.acmeglobe.com|path=/terraintile?pos=%s&v=%v|quad=ABCD|balance=0123|agent=Mozilla/4.0 (compatible; The TileProxy Project)"
captcha_module=captchaform
captcha_config="cookiedomain=acmeglobe.com|cookieurl=http://www.acmeglobe.com"
min_level=9
max_level=17
map_version=1
color_hack=No
color_level=0
bulk_extend=25

[Google Maps]
cache_folder=C:\cache.google maps
network_module=libnettile
module_config="conn=5|rate=2.0|verbose=0|server=http://khm*.googleapis.com|path=/kh?t=t%s&n=404&v=%v|quad=qrts|balance=0123|useragent=Mozilla/4.0 (compatible; MSIE 8.0; Windows NT 5.1; Trident/4.0; GTB6.3; .NET CLR 1.1.4322; .NET CLR 2.0.50727; .NET CLR 3.0.4506.2152; .NET CLR 3.5.30729)"
captcha_module=captchaform
captcha_config="cookiedomain=google.com|cookieurl=http://www.google.com"
min_level=10
max_level=17
map_version=158
level_mapping=10,10,12,13,14,15,16,17
color_hack=No
color_level=0
bulk_extend=20

[#Service Example 3]
cache_folder=C:\Program Files\Microsoft Games\cache.service3
network_module=libnettile
module_config="conn=20|rate=2.0|verbose=0|server=http://us.maps3.yimg.com|path=/aerial.maps.yimg.com/img?x=%x&y=%y&z=%z&v=%v&t=a|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=5
max_level=19
map_version=1.9
color_hack=No
color_level=0
bulk_extend=50

[#Service Example 4]
cache_folder=C:\Program Files\Microsoft Games\cache.service4
network_module=libnettile
module_config="conn=20|rate=2.0|verbose=0|server=http://mapcache*.ask.com|path=/sat/%Z/%X/%Y?partner=|balance=1234|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=5
max_level=19
map_version=1
color_hack=Yes
color_level=12
bulk_extend=50
Last edited by Silentdark666; Jan 17, 2015 @ 3:27pm
LA2015 Aug 8, 2015 @ 3:46pm 
Originally posted by oliveros9:
Tileproxy works in FSX:SE!

Follow carefully the instructions at:

http://www.edtruthan.com/tileproxy/tutorial/index.htm

Be sure to download the last version of ProxyUser.ini and configure it. I choosed the world map service number 1 of the included examples.

Best,

OLI

Hey there,

I've been trying to make tileproxy works with FSX SE for 2 days now but to no avail. I went as far as starting tileproxy and got the DOS windows telling me it's ready fo takeoff but when I launch FSX SE, I don't get the DOS windows with the tiles and nothing happens in FSX SE.

What do I do wrong?
Any help is welcome!
Thanks a lot!
Francois
Originally posted by LA2015:
Originally posted by oliveros9:
Tileproxy works in FSX:SE!

Follow carefully the instructions at:

http://www.edtruthan.com/tileproxy/tutorial/index.htm

Be sure to download the last version of ProxyUser.ini and configure it. I choosed the world map service number 1 of the included examples.

Best,

OLI

Hey there,

I've been trying to make tileproxy works with FSX SE for 2 days now but to no avail. I went as far as starting tileproxy and got the DOS windows telling me it's ready fo takeoff but when I launch FSX SE, I don't get the DOS windows with the tiles and nothing happens in FSX SE.

What do I do wrong?
Any help is welcome!
Thanks a lot!
Francois


Sadly, I can't help you.. My problem is that I can install and start Tileproxy just fine; I get the "eggs" and all, the scenery is being downloaded to my hard drive, the DOS window tells me the simulation is running, but the flight loading time is too short (maybe 10 seconds) and the scenery is not visible in FSX. Tileproxy shows up in the "Addons" drop-down above though..

Does someone know how to fix this? I had so much fun with TP 6 years ago... Thanks in advance
nclsmr Oct 16, 2016 @ 5:21am 
Originally posted by SPQR:
google earth work with tileproxy - here is what you need to add to your proxyuser.inf file

source=Google Maps



[Google Maps]
cache_folder=YOUR CACHE FOLDER PATH\servers files
network_module=libnettile
module_config="conn=5|rate=2.0|verbose=0|server=http://khm*.googleapis.com|path=/kh?t=t%s&n=404&v=%v|quad=qrts|balance=0123|useragent=Mozilla/4.0 (compatible; MSIE 8.0; Windows NT 5.1; Trident/4.0; GTB6.3; .NET CLR 1.1.4322; .NET CLR 2.0.50727; .NET CLR 3.0.4506.2152; .NET CLR 3.5.30729)"
captcha_module=captchaform
captcha_config="cookiedomain=google.com|cookieurl=http://www.google.com"
min_level=10
max_level=17
map_version=158
level_mapping=10,10,12,13,14,15,16,17
color_hack=No
color_level=0
bulk_extend=20


bon voyage !

Hi I have installed ile proxi as well as PROXYUSER.ini FILE ,it works fine but I lost the airport buildings is it normal???
I have tryied to install the connection to google earth but apparently I made some mistake
a) I have fsx in rhe microdsoft game folder (I prefer to avoid to touch the steam version for the moment) where I find the cache folder???
Do I have to marlk with # all the script????
In which file do I have to copy the proxy user ini file in the one outside FSX or in the one inside ??? Do u get rge 3D google earth scenary??? Sorry for so many question and be patient if you find some question stupid .....SPQR are the initials of ROME in Latin are you from ROME ???? Many thanks
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Date Posted: Jan 4, 2015 @ 6:26am
Posts: 15