|
Frequently Asked Questions
What do Blueprint's version
codes mean?
Why do the blinking hold-short lights disappear after
installation of FSX's service pack 2?
Why does the new terminal at KIND does not have jetways?
Why does AI traffic does not use the new terminal?
Why does the terrain around the airport appears as a
rectangular area somewhat different to the surrounding
terrain?
Why are the hold short lights in BluePrint Sceneries so
bright?
Why do my runways, taxiways, aprons and taxiway markings
look different to those shown in the FS2004 screenshots,
especially for KSDF and KMSP?
Are BluePrint products compatible with Windows Vista
64bit?
I installed and activated the scenery in FSX and all I
see is the runways and taxiways. What went wrong?
I installed and activated my new KSDF scenery, but I
cannot see some of the components shown in the
screenshots. Why?
Why do Blueprint Simulation
sceneries have a significant effect on frame rates on
older computer systems?
Can I customize my
scenery installation to improve performance in my
system?
Why is the performance of
BluePrint's sceneries in FSX so poor?
How can I improve
BluePrint sceneries' performance in FSX?
Why do some of the vehicles
in FSX appear to be imbedded in the walls or simply out
of place?
Why does the simulator seem to pause for a few seconds
during approach to the airport?
What do Blueprint's version
codes mean?
BluePrint's version
codes contain three numbers in the format x.x.x.
The first number identifies
a major upgrade involving a full development effort.
A higher version number will most likely require a new
purchase.
The middle number identifies
a significant upgrade involving product fixes, minor
redesigns, texture changes or other minor improvements.
A higher version number will be available as a free
download.
The last number indicates
flight simulator version compatibility.
A "1" indicates that the
scenery is compatible with Microsoft Flight
Simulator 2004, A Century of Flight (also known as
FS9).
A "2" indicates that the
scenery is compatible with Microsoft Flight
Simulator X (also known as FSX).
The current BluePrint
Scenery versions are:
|
for FS2004 |
for FSX |
|
KCLE v1.3.1
KDAL v1.2.1
KRDU v2.3.1
KIAD v1.3.1
KSDF v1.1.1
KMSP v1.1.1
KIND v1.1.1 |
KCLE v1.3.2
KDAL v1.2.2
KRDU v2.3.2
KIAD v1.3.2
KSDF v1.1.2
KMSP v1.1.2
KIND v1.1.2 |
Why do the blinking hold-short lights disappear after
installation of FSX's service pack 2?
After service pack 2, FSX no longer support the feature
used to create the blinking lights model. Please
click here to
download an upgraded FSX sp2 compatible version.
Why does the new terminal at KIND does not have jetways?
Why does AI traffic does not use the new terminal?
Our scenery
is designed to give you the
opportunity to be part of KIND's
exciting transformation.
As delivered, the scenery
represents Indianapolis
International airport as it
exists today. A model of
the new passenger terminal has
been added. It is,
however, inoperative as no
jetways will be present.
Also, AI traffic will utilize
only the current facility. Just
prior to the official
opening day (currently scheduled
for November 27th, 2008), we will issue a new
installer that will add jetways and
vehicles to the new terminal.
Also, a new all AI mapping file (AFCAD) will direct
traffic to the new facility.
(Jetways may be added sooner if
gate configuration and airline
assignments become available.)
The old facility will become
inoperative at that time.
Jetways and other equipment will
be removed and the AI traffic
will no longer utilize it.
For
those of you eager to experience the new airport right
away, an installer containing the alternate set of files
is now available for download
here.
A few artistic liberties had to be taken in order to
give an operational status to the still unfinished
terminal, including gate and taxiway configurations as
well as airline assignments. Please notice that the old terminal
will also be rendered inoperative.
Why does the terrain around the airport appears as a
rectangular area somewhat different to the surrounding
terrain?
In an attempt to
enhance the realism of the simulation during final
approach to landing, one of BluePrint's scenery features
is the incorporation of photo-real textures depicting
seasonal as well as day/night effects in and around the
airport. Although we spend countless hours in the
customization of the images, we acknowledge the fact
that they are far from perfect. Our technique has
evolved significantly with each release. KCLE and
KRDU, our first designs, leave a lot to be desired, so
we are in the process of upgrading those textures.
Please look for free upgrades to be released shortly.
As much as we recognize our
product's deficiencies, we would like to provide some
information regarding our ground texturing techniques so
that you can make informed comments and criticisms.
We would really appreciate if you keep in mind the
following two facts:
-
The photo-real textures
are generated from satellite images obtained from
the United States Geological Survey (USGS).
The pictures are of extremely high resolution, well
beyond the simulator's ability to display ground
terrain features. Texture files with
resolution higher than those we use (1024 x 1024
pixels per tile) would render the scenery unusable
on the average computer, not to mention the
impractical installer-file size required.
Those images, however, do not reflect seasonal
changes and/or day/night effects. They
represent the season at the time the picture was
taken. Furthermore, their color quality is not
quite as good as their resolution. Consequently, the
images (usually in the 12288x12280 pixel range) have
to be customized to simulate seasonal changes, etc.
Customization usually requires manipulation at the
pixel by pixel and/or color by color level. On
average, each image covering the immediate area
surrounding the airport contains 150 million pixels.
This number could easily double in cases like KIAD
and KMSP where larger areas were necessary to
provide the desired effect. Even though
terrain texturing is not one of our strengths, our
technique has evolved significantly aided by more
appropriate tools to handle very large files
obtained recently thanks to your support and
contribution by purchasing our sceneries.
-
In MSFS, both FS9 and
FSX, the terrain textures have to be modified in
rectangular tile units. We have no choice as
to the location and area coverage of each tile.
That is the reason for the modified area to be
rectangular. In most cases, a total of 6x6
tiles is replaced. In KIAD's case 10x7 tiles
were modified. Note that for each tile there
are 7 files to be created, 5 seasons (summer, fall,
winter, hard winter, and spring), one light map
(night) and one autogen annotation file (adds trees
in the right locations, for example). The
factors that we have to consider when creating the
ground textures are:
-
The satellite image
has to be sized and shaped such that the runways
match their location in the simulator, which is
very extremely accurate by the way.
Unfortunately, the scale and geographic
projections used by the USGS and the MSFS team
are quite different.
-
The taxiways and
aprons are then modified to fit the satellite
image and consequently real life.
-
Gmax models have to
be built to fit the shape and location displayed
in the satellite image.
-
The satellite image
is then modified to display different seasons.
-
The annotation file
is generated to add autogen trees.
Three notes regarding
this procedure;
First, we have learned
the hard way that the ground texture has to fit the
simulator default texture, which in most cases is
quite far from reality. Initially, we tried to
generate images representing seasons as
realistically as possible. What a mistake!
We now work based on images of the default terrain,
attempting to match the color pallet as closely as
possible.
Second, the details as
well as major features such as rivers, lakes and
freeways in the satellite image do not match the
default terrain and/or the default terrain
elevation. This has improved quite
significantly in FSX, to the point that some major
freeways actually match perfectly. A match is
absolutely impossible in FS2004 though. In
both cases, however, a sudden change at the tile
boundary is unavoidable. Of course, the ideal
scenario would be to replace a large enough area
such that the boundary is invisible.
Unfortunately, the performance and file size
practicality would suffer significantly. As
pointed out by the MSFS team, they would love to be
able to use satellite images to texture the entire
world, but you would have to own a super computer to
have any interest in their product at all!
Finally, we have
deliberately chosen not to add autogen buildings in
the area covered by the photo-real texture. We
believe quite strongly that the simulated buildings
detract from the objective of providing a more
realistic view of the ground during final approach,
thus defeating the purpose of adding the photo-real
textures to begin with. If we wanted fake
looking buildings, we would leave fake looking
ground to go with them. In addition, the
buildings must be added one at a time to match the
underlying image. Trees can be added to a
given area and the simulator renders the trees
randomly within that area (Note that in FS9, the
density of trees is limited and quite low.
This limitation has been relaxed significantly in
FSX, so wooded areas actually have trees in them!!).
Houses and buildings, however, have to be placed in
the right location and sized individually.
Please imagine the magnitude of the task. We
are not willing to spend the huge amount of time
required to complete the task and in the end obtain
a visually displeasing result anyway.
Always remember, photo-real
ground texture is photo-real looking while simulated
ground texture looks simulated. The two looks are
getting much closer in FSX. None the less,
blending the two textures in order to minimize the
change at the tile boundaries is one thing, making the
tile edges disappear is another. Now you can
continue to push us to improve our techniques and
consequently the end results with a better knowledge of
what it is involved in the process. Please do not
settle for anything less than the best "possible"
product. We will do our best to approach the "best
possible" scenery with each release, and we pledge once
more our commitment to upgrade the older products as we
move along.
Why are the hold short lights in BluePrint sceneries so
bright?
We originally created the
blinking hold short lights using a stock yellow beacon
light animated to move from side to side. The
stock beacon lights are very bright, and the brightness
increases as you move away. They are designed to
be seen from far away. Also, they shine through
Gmax objects, so they can be seen from all directions.
We have now modified the
model using a more complex animation scheme. The
lights are only visible from
the front side of the fixture and are bright enough to
be seen at very low visibility settings. The new
hold short lights are available for download. They can
be found in the "Downloads" page of this site.
There are five files available for download, one for
each scenery. Each file is compatible with both
the FS2004 and FSX versions of the scenery.
Why do my runways, taxiways, aprons and taxiway markings
look different to those shown in the FS2004 screenshots,
especially for KSDF and KMSP?
In order to enhance the
realism of the FS2004 version of the simulator, we have
modified the default textures for concrete runways,
taxiways, aprons, and taxiway markings. We just do
not like the default "gray" looking concrete. It
has been a real challenge, but we think we have finally
found a color combination that provides a more "earthly"
tone to the concrete. This color is inspired by
the color of the massive tarmac at KDFW that I have
spent endless hours staring at thinking: "The simulator
concrete does not look at all like this concrete".
The concrete and taxiway
marking textures shown in our FS2004 screenshots are
available in the downloads section of this web page.
If you decide to download and install our textures,
please make sure that you make backup copies of the
original MSFS textures. Also, please be aware that
if you install our concrete and runway marking textures,
they will be applied to all FS2004 sceneries that use
the default textures.
Are BluePrint products compatible with Windows Vista
64bit?
All sceneries release after and
including KMEM are 100% compatible with Windows Vista
64-bit. Sceneries released before KMEM (KCLE,
KRDU, KDAL, KIAD, KSDF, KMSP, and KIND are not 100%
compatible with 64-bit operating systems. Even though the sceneries
are supposed to work in FSX under Windows Vista 64bit,
the installers are definitely not compatible with
that operating system at this time. We cannot offer
nor support our products for use on computers running
under that operating system because we do not have the
resources to develop and test our products to run under
Vista 64bit.
A simple workaround to this
shortfall that you could use at your own risk is to
install the scenery in a computer running Windows
Vista 32bit or Windows XP. The installers should
run even if FSX is not installed on
that machine. You may select any folder of your
choice for installation, for example c:\BluePrint
Simulations\KXXX. Them move the scenery folder to
you Windows Vista 64bit computer. The scenery
folder should end up with the following structure:
...\Flight Simulator
X\BluePrint Simulations\KXXX\Docs
...\Flight Simulator
X\BluePrint Simulations\KXXX\Scenery
...\Flight Simulator
X\BluePrint Simulations\KXXX\Texture
As with all our products, the
scenery needs to be activated within the Flight
Simulator after installation.
Also, if upgrades are
available, they must be installed in the computer where
the original installation was performed. We
suggest installing all available upgrades prior to
moving the files to the 32bit machine.
Please note that we only use
tools provided by Microsoft for Flight Simulator add-on
development. Consequently, our product should work
with Microsoft Flight Simulator under any system
configuration. Nonetheless, we will only offer the
products for systems that we can test:
We support all FS2004
products running under any version of Windows XP 32bit
or Windows Vista 32bit
We support all FSX products
running under any version of Windows XP 32bit or Windows Vista
32bit.
I installed and activated the scenery in FSX and all I
see is the runways and taxiways. What went wrong?
If you installed and
activated an FSX scenery but all you see is the runways
and taxiways, please check the Scenery Complexity
setting. The default Scenery Complexity setting in
FSX is "Sparse". The scenery complexity must be
set to "Normal" or above for BluePrint sceneries to show
up.
I installed and activated my new KSDF scenery, but I
cannot see some of the components shown in the
screenshots. Why?
With the release of KSDF, we
decided to introduce two levels of complexity in our
sceneries. This change is intended to give some
customers the option of running a "light" version of the
scenery in order to improve the flight simulator's
performance. Runways, taxiways, aprons and
approach beacons, lights and procedures will show
regardless of the scenery complexity setting in MSFS.
All the basic components of our scenery including
buildings, taxiway signs, and tarmac markings require
that the scenery complexity is set to "Normal" or above.
All accessory components like approach equipment (visual
model only), trees, runway hold short lights, vehicles (in FS2004 only)
and cargo pallets require at least a "Dense"
scenery complexity setting. Consequently, if you
want all the components of our scenery to show, please
set the scenery complexity to "Dense", "Very Dense" or
"Extremely Dense". If you want to run the light
version of the scenery, set the scenery complexity to
"Normal". Detailed instructions on how to set the
scenery complexity can be found in the help section of
your flight simulator.
Why do Blueprint Simulation
sceneries have a significant effect on frame rates on
older computer systems?
BluePrint Simulation
sceneries are high-performance add-ons for Microsoft
Flight Simulator. They are intended to provide an
immersive experience only achievable by pushing the
limits of detail and texturing possible in the
simulator. Any significant increase in detail or
texture resolution would render the sceneries unusable.
Some of the features that we consider essential are
true-to-life terminals and concourses with customized
jetways and accurate parking spot locations. We
use the highest resolution possible for the textures
applied to all terminal and concourse models and we
customize each jetway to accurately represent the
configuration of each airport based on the most recent
information available to the public. Customized jetways
account for a significant percentage (more than 50%) of
the model complexity and consequently is the feature
with the highest impact on BluePrint Sceneries'
performance. Nonetheless, we would not have them
any other way.
Some luxury items in our
sceneries include realistic approach equipment with
lighting system representations that are quite complex.
Other luxury items are animated flashing runway
hold-short lights, customized trees around the field
and a reasonable number of vehicles around each gate.
These items can easily be removed if necessary to
improve performance as described below.
Some items that we consider
accessory are vehicle animations and static aircrafts.
They are considered accessory because they have a
significant toll on performance without improving
realism. AI mapping files have been customized so
that each user willing to spend the time generating
accurate traffic files can easily populate the airport
with realistic aircraft movements and vehicle activity.
Tools like Runway 12 and other object placers are simple
and easy to use, enabling any user to customize vehicles
and other scenery objects around any gate, concourse or
terminal of their choice.
Can I customize my
scenery installation to improve performance in my
system?
By design, BluePrint's
scenery files are named in such a way as to facilitate
the customization of your scenery, especially to improve
performance on memory-challenged computer systems.
Consequently, it is very easy to navigate to the
...BluePrint Simulations\KXXX\Scenery folder and remove
the desired feature. We suggest changing the file
extension to .bk instead of permanently removing it so
that you can easily re-activate it at a later time.
Some files that have a
significant impact on performance and that are
considered luxury items are those labeled
KXXXApproachEquipment.bgl, KXXXHoldShortLights.bgl, KXXXVehicles.bgl,
KXXXTress.bgl, and KXXXFences.bgl. Removal of the
KXXXApproachEquipment.bgl will have no effect on the
actual approach aids (ILS, Localizers, DME or approach
lighting) as they only contain the visual models.
On the other hand, approach light models are quite
large and complicated thus having a significant impact on
the scenery's performance. (We just like the way
they look on final approach and they have little or no
effect on the scenery's performance when run on
reasonably configured systems.)
The actual navaids are
contained in the AF2_XXXX.bgl files, also know as AI
mapping files or AFCAD files. Those files also
contain all runways, taxiways, tarmacs, taxi lines,
paths for AI traffic, and communication frequencies.
These files, as well as those labeled KXXXExclude.bgl
and KXXXFlatten.bgl should never be removed.
Removal will render the scenery unusable.
Please note that the names
of all the files that are FSX specific have the format
xxxxxxFSX.bgl.
Contrary to popular belief,
we have seen no significant effect on frame rates with the
addition of custom-made high-resolution ground textures
regardless of the computer's configuration and performance.
Nonetheless, the
ground textures can be reverted to the default
configuration by
deactivating the file named KXXXGround.bgl. This
can be easily accomplished by renaming the file adding the extension .bk.
Please be aware that significant modifications to the
default ground textures are required to accommodate
newer runways such as 6L/24R at KCLE and 1/19 at KIAD.
Why is the performance of
BluePrint's sceneries in FSX so poor?
We believe quite strongly
that the one performing poorly is FSX. Here are
the reasons: The level of complexity of the FSX versions
of all BluePrint sceneries is similar, and in most cases
lower, than that of the FS2004 versions. In fact,
the FSX versions use more default features and objects
that the FS2004 versions. Consequently, the impact
on performance should be similar in both cases. In
fact, it should be better in FSX.
The bottom line is that the
Microsoft team has pushed the limit of performance
achievable on the average computer.
The addition of high-performance sceneries will push the
limit even further because it will require additional
textures and models to be kept in memory. The fact
is that add-ons are the last drop that overflows the
glass already filled by FSX.
FSX should be considered an
"Ultrahigh Performance" software thus requiring at least
a high-performance computer with lots of memory.
As every other "beyond their time" marvel, it will
take a while for all of us to catch up with it.
How can I improve
BluePrint sceneries' performance in FSX?
The ways to improve
BluePrint Simulation sceneries' performance in FSX are
quite simple :
-
Do not install the
scenery
-
Use a computer with
capabilities beyond those required to run FSX by
itself. If FSX is barely making it, our
sceneries WILL push it over the edge!
-
Use reasonable FSX
settings. If you sacrifice some terrain mesh
resolution, some terrain texture resolution, some AI
traffic density, some model texture resolution,
and/or some weather density (i.e. frame-rate killer
clouds), you will find that BluePrint products as
well as other high-performance add-ons have a
minimal impact on the simulator's performance.
Why do some of the vehicles
in FSX appear to be imbedded in the walls or simply out
of place?
Each parking spot in FSX
comes with some animated vehicles attached to it, a
pushback truck, a baggage conveyor, and a baggage cart.
The location of these vehicles as well as their
movements are preprogrammed in FSX. We have not
found a way to modify the location and behavior of those
vehicles. As we feel strongly about accurate
jetway configuration and parking spot location, most FSX
generated vehicles will appear out of place. The
real parking spot configuration is usually far from the
ideal required by those FSX vehicles.
Our temporary solution to
the problem is to provide some vehicles for each gate.
Although they do not move around, they allow you to
remove the FSX generated vehicles so that they do not
appear in the wrong place. We hope to have a more
elegant solution some time soon.
Why does the simulator seem
to pause for a few seconds on approach to the airport?
Because it is loading the
models and textures.
MSFS displays textures
progressively. Each texture file contains 5 to 10
versions of the image depending on the size of the
original picture. Each version is progressively
larger, starting at 1x1 pixels up to 1024x1024 pixels
(the highest resolution practical for both performance
and file delivery, although models and ground textured
with 2048x2048 pixels resolution images are simply
unbelievable, specially in FSX). These are called mips or mipmaps.
Mipmaps improve display rates as the smaller images are
displayed first, and larger images are displayed
sequentially the closer you get to an object.
Nonetheless, the images need to be loaded into memory in
full regardless of how they are displayed. If you
think that each BluePrint scenery is 120MB on average,
the simulator is doing a great job of loading all that
information on the fly while still performing all the
other tasks of the simulation. If your system
needs to take a few seconds to load the scenery, please
give it a break. It is doing the best it can do,
especially if it is having to use virtual memory!!!
Please realize that default
sceneries use extremely simple models and stock
textures, and most of them are loaded on startup.
Consequently, the increase in work load upon approach to
an airport is minimized. That is also the reason
we develop more detailed sceneries. The more detailed
the scenery, the better it looks, right? Well,
increasing detail also means increased model complexity
and increased number of texturing files.
A popular way to avoid such
pauses in memory-challenged computers is to generate
models that load only when you get very close to them.
Some of us hate sceneries that seem to appear out of
nowhere as you approach, land, and taxi around an
airport. Its a definite experience killer!
So we decided to let the simulator load everything at
once, display the textures progressively as it is
designed to do, and contribute to the immersive
experience that we enjoy. The price to pay: a few
seconds during approach, perhaps a good time to double
check your approach charts or your checklist ...
But you better be quick, because it should never last
more than 2-5 seconds. |