FSX Helsinki-Tallinn flight on ISDT ATR 72-500

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  • Опубликовано: 15 ноя 2024

Комментарии • 9

  • @oliverkujala567
    @oliverkujala567 9 лет назад +1

    Cool Video! Hieno Video!

  • @Vincent-lu3qo
    @Vincent-lu3qo 10 лет назад

    Amazing !!!

  • @eddiedorizon
    @eddiedorizon 6 лет назад +1

    Does it have VC?

  • @Atys1982
    @Atys1982 10 лет назад +1

    Hi! Amazing video! My pc specs same as yours ! :-) Could you send me your Sweetfx preset?

  • @paavoojala5305
    @paavoojala5305 9 лет назад

    Where did u get those flybe repaints to iSDT atr??

    • @fsxtourist9854
      @fsxtourist9854  9 лет назад

      +paavo ojala At library.avsim.net/

    • @paavoojala5305
      @paavoojala5305 9 лет назад

      +FSXtourist ooh thanks so much man love u #nohomo

  • @fsxtourist9854
    @fsxtourist9854  10 лет назад

    /*-----------------------------------------------------------.
    / Choose effects /
    '-----------------------------------------------------------*/
    // Set to 1 for ON or 0 for OFF
    #define USE_SMAA_ANTIALIASING 0 // [0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
    #define USE_FXAA_ANTIALIASING 0 // [0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls.
    #define USE_CARTOON 0 // [0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
    #define USE_ADVANCED_CRT 0 // [0 or 1] Advanced CRT : Simulates an old CRT TV display. (Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen, and it has a very high performance cost)
    #define USE_BLOOM 0 // [0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
    #define USE_HDR 0 // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
    #define USE_LUMASHARPEN 0 // [0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
    #define USE_TECHNICOLOR 0 // [0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
    #define USE_DPX 0 // [0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
    #define USE_MONOCHROME 0 // [0 or 1] Monochrome : Monochrome makes the colors disappear.
    #define USE_LIFTGAMMAGAIN 0 // [0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
    #define USE_TONEMAP 0 // [0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
    #define USE_VIBRANCE 0 // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    #define USE_CURVES 1 // [0 or 1] Curves : Contrast adjustments using S-curves.
    #define USE_SEPIA 0 // [0 or 1] Sepia : Sepia tones the image.
    #define USE_VIGNETTE 0 // [0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
    #define USE_DITHER 0 // [0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
    #define USE_BORDER 0 // [0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
    #define USE_SPLITSCREEN 0 // [0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
    /*-----------------------------------------------------------.
    / SMAA Anti-aliasing settings /
    '-----------------------------------------------------------*/
    #define SMAA_THRESHOLD 0.10 // [0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
    #define SMAA_MAX_SEARCH_STEPS 16 // [0 to 98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 6 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
    #define SMAA_CORNER_ROUNDING 0 // [0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.
    // -- Advanced SMAA settings --
    #define COLOR_EDGE_DETECTION 1 // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
    #define SMAA_DIRECTX9_LINEAR_BLEND 0 // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
    //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
    /*-----------------------------------------------------------.
    / FXAA Anti-aliasing settings /
    '-----------------------------------------------------------*/
    #define FXAA_QUALITY__PRESET 9 // [1 to 9] Choose the quality preset. 9 is the highest quality.
    #define fxaa_Subpix 0.400 // [0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
    #define fxaa_EdgeThreshold 0.250 // [0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
    #define fxaa_EdgeThresholdMin 0.060 // [0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
    /*-----------------------------------------------------------.
    / Cartoon settings /
    '-----------------------------------------------------------*/
    #define CartoonPower 1.0 // [0.1 to 10.0] Amount of effect you want.
    /*-----------------------------------------------------------.
    / Advanced CRT settings /
    '----------------------------------------------------------*/
    #define CRTAmount 1.00 // [0.00 to 1.00] Amount of CRT effect you want
    #define CRTResolution 1.2 // [1.0 to 8.O] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
    #define CRTgamma 2.4 // [0.0 to 4.0] Gamma of simulated CRT (default 2.4)
    #define CRTmonitorgamma 2.2 // [0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
    #define CRTBrightness 1.0 // [1.0 to 3.0] Used to boost brightness a little. Default is 1.0
    #define CRTScanlineIntensity 2.0 // [2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
    #define CRTScanlineGaussian 1 // [0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
    #define CRTCurvature 1 // [[0 or 1] "Barrel effect" enabled (1) or off (0)
    #define CRTCurvatureRadius 1.5 // [0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
    #define CRTCornerSize 0.0010 // [0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
    #define CRTDistance 2.00 // [0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
    #define CRTAngleX 0.00 // [-0.20 to 0.20] Tilt angle in radians (X coordinates)
    #define CRTAngleY -0.10 // [-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
    #define CRTOverScan 1.01 // [1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
    #define CRTOversample 0 // [0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
    /*-----------------------------------------------------------.
    / Bloom settings /
    '-----------------------------------------------------------*/
    #define BloomThreshold 20.25 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define BloomPower 1.446 // [0.000 to 8.000] Strength of the bloom
    #define BloomWidth 0.0142 // [0.0000 to 1.0000] Width of the bloom
    /*-----------------------------------------------------------.
    / HDR settings /
    '-----------------------------------------------------------*/
    #define HDRPower 1.30 // [0.00 to 8.00] Strangely lowering this makes the image brighter
    #define radius2 0.87 // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
    /*-----------------------------------------------------------.
    / LumaSharpen settings /
    '-----------------------------------------------------------*/
    // -- Sharpening --
    #define sharp_strength 0.60 // [0.10 to 3.00] Strength of the sharpening
    #define sharp_clamp 0.035 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
    // -- Advanced sharpening settings --
    #define pattern 2 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
    #define offset_bias 1.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
    //I designed the pattern for offset_bias 1.0, but feel free to experiment.
    // -- Debug sharpening settings --
    #define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
    /*-----------------------------------------------------------.
    / TECHNICOLOR settings /
    '-----------------------------------------------------------*/
    #define TechniAmount 0.4 // [0.00 to 1.00]
    #define TechniPower 4.0 // [0.00 to 8.00]
    #define redNegativeAmount 0.88 // [0.00 to 1.00]
    #define greenNegativeAmount 0.88 // [0.00 to 1.00]
    #define blueNegativeAmount 0.88 // [0.00 to 1.00]
    /*-----------------------------------------------------------.
    / Cineon DPX settings /
    '-----------------------------------------------------------*/
    #define Red 8.0 // [1.0 to 15.0]
    #define Green 8.0 // [1.0 to 15.0]
    #define Blue 8.0 // [1.0 to 15.0]
    #define ColorGamma 2.5 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
    #define DPXSaturation 3.0 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
    #define RedC 0.36 // [0.60 to 0.20]
    #define GreenC 0.36 // [0.60 to 0.20]
    #define BlueC 0.34 // [0.60 to 0.20]
    #define Blend 0.2 // [0.00 to 1.00] How strong the effect should be.
    /*-----------------------------------------------------------.
    / Monochrome settings /
    '-----------------------------------------------------------*/
    #define Monochrome_conversion_values float3(0.18,0.41,0.41) // [0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
    /*-----------------------------------------------------------.
    / Lift Gamma Gain settings /
    '-----------------------------------------------------------*/
    #define RGB_Lift float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
    /*-----------------------------------------------------------.
    / Tonemap settings /
    '-----------------------------------------------------------*/
    #define Gamma 1.0 // [0.000 to 2.000] Adjust midtones
    #define Exposure 0.00 // [-1.000 to 1.000] Adjust exposure
    #define Saturation 0.00 // [-1.000 to 1.000] Adjust saturation
    #define Bleach 0.00 // [0.000 to 1.000] Brightens the shadows and fades the colors
    #define Defog 0.000 // [0.000 to 1.000] How much of the color tint to remove
    #define FogColor float3(0.00, 0.00, 2.55) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
    /*-----------------------------------------------------------.
    / Vibrance settings /
    '-----------------------------------------------------------*/
    #define Vibrance 0.15 // [-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    /*-----------------------------------------------------------.
    / Curves settings /
    '-----------------------------------------------------------*/
    #define Curves_mode 2 // [0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
    #define Curves_contrast 0.9 // [-1.00 to 1.00] The amount of contrast you want
    // -- Advanced curve settings --
    #define Curves_formula 1 // [1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use.
    //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
    //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola.
    //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
    //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.
    /*-----------------------------------------------------------.
    / Sepia settings /
    '-----------------------------------------------------------*/
    #define ColorTone float3(1.40, 1.10, 0.90) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
    #define GreyPower 0.11 // [0.00 to 1.00] How much desaturate the image before tinting it
    #define SepiaPower 0.58 // [0.00 to 1.00] How much to tint the image
    /*-----------------------------------------------------------.
    / Vignette settings /
    '-----------------------------------------------------------*/
    #define VignetteRatio 1.00 // [0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
    #define VignetteRadius 1.00 // [-1.00 to 3.00] lower values = stronger radial effect from center
    #define VignetteAmount -1.00 // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
    #define VignetteSlope 8 // [1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
    #define VignetteCenter float2(0.500, 0.500) // [0.000 to 1.000, 0.000 to 1.000] Center of effect.
    /*-----------------------------------------------------------.
    / Dither settings /
    '-----------------------------------------------------------*/
    #define dither_method 1 // [1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)
    //Note that the patterns used by Dither, makes an image harder to compress.
    //This can make your screenshots and video recordings take up more space.
    /*-----------------------------------------------------------.
    / Border settings /
    '-----------------------------------------------------------*/
    //No settings yet, beyond switching it on or off in the top section.
    /*-----------------------------------------------------------.
    / Splitscreen settings /
    '-----------------------------------------------------------*/
    #define splitscreen_mode 1 // [1|2|3|4|5] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split