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#4073549 - 02/04/15 04:51 AM Falcon BMS 4.32  
Joined: Jun 2001
Posts: 3,863
Chipwich Offline
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Chipwich  Offline
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Posts: 3,863
Atlanta, GA
I've been getting back into combat flight sims after a 9 year hiatus, courtesy of BMS Falcon. Wow! What they've done with the old girl. Terrain is Tom's Korea. The second shot is a screen capture from some video, so somewhat soft. Only bumped the contrast a bit. Cheers.





PC: 5600x / 32GM / RTX 3090ti / Quest Pro
..................................................
Console: PS4
Inline advert (2nd and 3rd post)

#4073552 - 02/04/15 04:59 AM Re: Falcon BMS 4.32 [Re: Chipwich]  
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Scoobe Offline
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Great shots. It is amazing what they have done with this sim.

Rob


Intel Core i7-3770K
GB (4 x 4GB) 240-Pin DDR3 SDRAM DDR3 2000 (PC3 16000)
MSI GTX 960 GTX 4GB
#4073566 - 02/04/15 05:58 AM Re: Falcon BMS 4.32 [Re: Chipwich]  
Joined: Feb 2002
Posts: 1,087
Hardtale Offline
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Hardtale  Offline
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Posts: 1,087
Every time I see a pic I want to load it up, but I'm utterly lost in BMS.

#4073617 - 02/04/15 10:41 AM Re: Falcon BMS 4.32 [Re: Chipwich]  
Joined: Jan 2001
Posts: 8,771
Para_Bellum Offline
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Beautiful shots, now you need to stat playing around with sweetfx. wink


Originally Posted By: HardTale
Every time I see a pic I want to load it up, but I'm utterly lost in BMS.


The learning curve is very steep indeed. Problem is the information is rather scattered around.

OTOH I've literally got people up and flying online within an hour or two.


"...late afternoon the Air Tasking Order came in [and] we found the A-10 part and we said, "We are going where!? We are doing what!?"

Capt. Todd Sheehy, Hog pilot, on receiving orders during Operation Desert Storm

#4073689 - 02/04/15 02:14 PM Re: Falcon BMS 4.32 [Re: Hardtale]  
Joined: May 2009
Posts: 1,496
Genbrien Offline
Stick to the plan man!
Genbrien  Offline
Stick to the plan man!
Member

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Quebec, Canada
Originally Posted By: HardTale
Every time I see a pic I want to load it up, but I'm utterly lost in BMS.


you should check those videos Krause tutorials


XBL/PSN/others: genbrien
Mobo: Asus P8P67 deluxe Monitor: Samsung 23'' 1920*1080
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#4073706 - 02/04/15 03:13 PM Re: Falcon BMS 4.32 [Re: Chipwich]  
Joined: Jan 2001
Posts: 25,138
RSColonel_131st Online biggrin
Lifer
RSColonel_131st  Online Biggrin
Lifer

Joined: Jan 2001
Posts: 25,138
Vienna, 2nd rock left.
If only the terrain engine would keep up with the aircraft and cockpit GFX + depth of simulation...

#4073710 - 02/04/15 03:23 PM Re: Falcon BMS 4.32 [Re: Genbrien]  
Joined: Jun 2001
Posts: 3,863
Chipwich Offline
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Chipwich  Offline
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Posts: 3,863
Atlanta, GA
Originally Posted By: Genbrien
Originally Posted By: HardTale
Every time I see a pic I want to load it up, but I'm utterly lost in BMS.


you should check those videos Krause tutorials




Nice! Always seem to get more from a video than an operator's manual. Having said that, what do you guys think is the best resource for docs? http://www.combatsimchecklist.net/ looks very strong IMO.

Since this is a screenshot forum... While not FSX add-on quality,



the clouds are really well rendered IMO.

Training Hop




Last edited by Chipwich; 02/04/15 03:31 PM.

PC: 5600x / 32GM / RTX 3090ti / Quest Pro
..................................................
Console: PS4
#4073745 - 02/04/15 04:57 PM Re: Falcon BMS 4.32 [Re: Chipwich]  
Joined: Jul 2005
Posts: 4,188
Force10 Online zombie
I'm just a
Force10  Online Zombie
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CA
Looks great Chipwich!

It's funny…last night I came close to re-loading BMS to see how it does on my newish video card. I ended up installing Jane's F-15 instead…it's uglier but an easier learning curve. I will get back to BMS eventually.


Asus Z87 Sabertooth motherboard
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______________________________________________________

Oddball from Kelly's Heroes: "If we're late, it's cause we're dead"



#4073777 - 02/04/15 06:11 PM Re: Falcon BMS 4.32 [Re: Para_Bellum]  
Joined: Feb 2002
Posts: 1,087
Hardtale Offline
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Locating all the documentation was the issue for me as well, even the keyboard chart didn't seem to match up.

I will check out those videos mentioned.

#4073849 - 02/04/15 09:05 PM Re: Falcon BMS 4.32 [Re: Chipwich]  
Joined: Jun 2001
Posts: 3,863
Chipwich Offline
Senior Member
Chipwich  Offline
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Joined: Jun 2001
Posts: 3,863
Atlanta, GA
@Para_Bellum, wow, I've got so much to learn about the Viper that to think about learning another process makes my head want to explode smile. Is there a sweetfx guide or perhaps a preset that you recommend? Thanks.

@HardTale, check out this site: Combat Sim Checklist


PC: 5600x / 32GM / RTX 3090ti / Quest Pro
..................................................
Console: PS4
#4073886 - 02/04/15 10:10 PM Re: Falcon BMS 4.32 [Re: Chipwich]  
Joined: Dec 2009
Posts: 3,462
AggressorBLUE Offline
Check out my
AggressorBLUE  Offline
Check out my
Senior Member

Joined: Dec 2009
Posts: 3,462
Jerz
Originally Posted By: Chipwich
@Para_Bellum, wow, I've got so much to learn about the Viper that to think about learning another process makes my head want to explode smile. Is there a sweetfx guide or perhaps a preset that you recommend? Thanks.

@HardTale, check out this site: Combat Sim Checklist


Thanks for the link, maybe I'll actually follow through with learning too!

RE: SweetFX, there's a thread on the BMS forums about it. I've attached my settings for reference (and some screenshot examples) below








Code:
   /*-----------------------------------------------------------.
  /                       Description                           /
  '------------------------------------------------------------/

Game:
Author:
SweetFX version: 1.5.1
Description:

Please note when tweaking settings that higher numbers does not always equal better (nor does lower).
Finding the best settings for your game and your taste is about finding just the right amount to apply.

If you made a good setttings preset please share it with your friends, on forums and websites,
and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/

This description field and the above Game and Author fields are here so you can fill in your own details for the presets you create.
Just delete this description and fill in your own and then share it with the world.

Hope you enjoy my mod.
 - CeeJay.dk
/*-----------------------------------------------------------.
  /                      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_EXPLOSION     0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#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   1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_LEVELS        0 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid 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
#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        0 //[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.

#define USE_CUSTOM        0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.

   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD             0.12 //[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        3  //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG    3 //[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          0 //[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.

   /*-----------------------------------------------------------.
  /                     Explosion settings                      /
  '-----------------------------------------------------------*/
#define Explosion_Radius    2.5     //[0.2 to 100.0] Amount of effect you want.


   /*-----------------------------------------------------------.
  /                      Cartoon settings                       /
  '-----------------------------------------------------------*/
#define CartoonPower         1.5     //[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope     1.5     //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.


   /*----------------------------------------------------------.
  /                    Advanced CRT settings                   /
  '----------------------------------------------------------*/
#define CRTAmount            1.00    //[0.00 to 1.00]  Amount of CRT effect you want

#define CRTResolution        2.0     //[1.0 to 8.0]    Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma             2.2     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma      2.4     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness        1.2     //[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   2.0     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize        0.0100  //[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           -0.15   //[-0.20 to 0.20]    Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan          1.00    //[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 22.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 2.0     //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.110   //[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  2.87  //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter

   /*-----------------------------------------------------------.
  /                     LumaSharpen settings                    /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 0.20   //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp    0.20  //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern 1        //[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)

   /*----------------------------------------------------------.
  /                       Levels settings                      /
  '----------------------------------------------------------*/

#define Levels_black_point 16    //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
#define Levels_white_point 235   //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0

//Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).


   /*-----------------------------------------------------------.
  /                      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(1.010, 1.010, 1.010)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue

//Note that a value of 1.000 is a neutral setting that leave the color unchanged.

   /*-----------------------------------------------------------.
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma       1.050  //[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.

#define Exposure    0.000  //[-1.000 to 1.000] Adjust exposure

#define Saturation  0.000  //[-1.000 to 1.000] Adjust saturation

#define Bleach      0.000  //[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     0.01  //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define Vibrance_RGB_balance float3(1.00, 1.00, 1.00) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others


   /*-----------------------------------------------------------.
  /                        Curves settings                      /
  '-----------------------------------------------------------*/
#define Curves_mode        0 //[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 0.15 //[-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula     2 //[1|2|3|4|5|6|7|8|9|10] 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, 10 = Half-circles.
                             //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 VignetteType       1  //[1|2|3] 1 = Original, 2 = New, 3 = TV style
#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  //[2 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 for VignetteType 1. 2 and 3 do not obey this setting.


   /*-----------------------------------------------------------.
  /                        Dither settings                      /
  '-----------------------------------------------------------*/
#define dither_method      1  //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)

//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                      /
  '-----------------------------------------------------------*/
#define border_width float2(1,20)     //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
#define border_color float3(0, 0, 0)  //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.


   /*-----------------------------------------------------------.
  /                     Splitscreen settings                    /
  '-----------------------------------------------------------*/
#define splitscreen_mode   1 //[1|2|3|4|5|6]  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, 6 = Curvy vertical 50/50 split

   /*-----------------------------------------------------------.
  /                       Custom settings                       /
  '-----------------------------------------------------------*/
#define custom_strength  1.0 //[0.00 to 1.00] Adjust the strength of the effect


   /*-----------------------------------------------------------.
  /                  Key settings                               /
  '-----------------------------------------------------------*/
// This is the section where you can define your own key mapping
// See the following URL to find out what keycode a key has:
// http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes

// key_toggle_sweetfx = 145
// key_screenshot     = 44
// key_reload_sweetfx = 19


My Rig:i5-3570k @ 4.2 GHZ W/ Corsair Hydro H110 Cooler / Asus Sabertooth Z77 Mobo / GTX 1070/ 16 Gigs DDR3 RAM / A Few SSDs, and a Bunch of HDDs / All held together by: Corsair C70 Case

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#4074017 - 02/05/15 08:38 AM Re: Falcon BMS 4.32 [Re: Chipwich]  
Joined: Jan 2001
Posts: 8,771
Para_Bellum Offline
Oberkriegkaboomführer
Para_Bellum  Offline
Oberkriegkaboomführer
Hotshot

Joined: Jan 2001
Posts: 8,771
Germany
@Chipwich:

Just checked, I'm using the ENBseries mod, tweaked for my personal preference:





Last edited by Para_Bellum; 02/05/15 08:39 AM.

"...late afternoon the Air Tasking Order came in [and] we found the A-10 part and we said, "We are going where!? We are doing what!?"

Capt. Todd Sheehy, Hog pilot, on receiving orders during Operation Desert Storm

#4074079 - 02/05/15 01:26 PM Re: Falcon BMS 4.32 [Re: Chipwich]  
Joined: Jun 2002
Posts: 850
KeyCat Offline
Member
KeyCat  Offline
Member

Joined: Jun 2002
Posts: 850
Sweden
Looks great Para_Bellum! I tried ENB in the past but coul not tune it to get any good results, any chance to share the ini-file?

Here is a nice tutorial on SweetFX...

https://delightlylinux.wordpress.com/2014/01/20/sweetfx-shader-suite/

/KC


>> It's all about teamwork! <<
#4074181 - 02/05/15 04:54 PM Re: Falcon BMS 4.32 [Re: Chipwich]  
Joined: Jan 2001
Posts: 8,771
Para_Bellum Offline
Oberkriegkaboomführer
Para_Bellum  Offline
Oberkriegkaboomführer
Hotshot

Joined: Jan 2001
Posts: 8,771
Germany
Here are my settings:

Click to reveal..
/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines.
#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_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR 1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_TECHNICOLOR 1 //[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 1 //[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_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES 0 //[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_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.


/*-----------------------------------------------------------.
/ SMAA Anti-aliasing settings /
'-----------------------------------------------------------*/

#define SMAA_THRESHOLD 0.12 // [0.05 to 0.20] Edge detection threshold
#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.

// -- 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.


/*-----------------------------------------------------------.
/ 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)


/*-----------------------------------------------------------.
/ Bloom settings /
'-----------------------------------------------------------*/
#define BloomThreshold 22.5 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 0.9 //[0.0000 to 8.0000] Strength of the bloom
#define BloomWidth 0.01 //[0.0000 to 1.0000] Width of the bloom


/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 0.95 //[0.0 to 8.0] Strangely lowering this makes the image brighter
#define radius2 0.82 //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter


/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount 0.20 //[0.0 to 1.0]
#define TechniPower 10.0 //[0.0 to 8.0]
#define redNegativeAmount 0.80 //[0.0 to 1.0]
#define greenNegativeAmount 1.00 //[0.0 to 1.0]
#define blueNegativeAmount 0.80 //[0.0 to 1.0]


/*-----------------------------------------------------------.
/ 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 //[0.6 to 0.2]
#define GreenC 0.36 //[0.6 to 0.2]
#define BlueC 0.34 //[0.6 to 0.2]

#define Blend 0.2 //[0.0 to 0.1] How strong the effect should be.


/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
#define RGB_Lift float3(0.400000, 0.400000, 0.400000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.200, 1.200, 1.200) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(0.950, 0.950, 0.950) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 1.25 //[0.00 to 2.00] Adjust midtones

#define Exposure 0.1 //[-1.00 to 1.00] Adjust exposure

#define Saturation 0.0000 //[-1.00 to 1.00] Adjust saturation

#define Bleach 0.25 //[0.00 to 1.00] Brightens the shadows and fades the colors

#define Defog 0.055 //[0.00 to 1.00] How much of the color tint to remove
#define FogColor float3(0.30, 0.30, 0.40) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue


/*-----------------------------------------------------------.
/ Vibrance settings /
'-----------------------------------------------------------*/
#define Vibrance -0.15 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


/*-----------------------------------------------------------.
/ Curves settings /
'-----------------------------------------------------------*/
#define Curves_contrast 0.00 //[-1.0 to 1.0] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula 7 //[1|2|3|4|5|6|7] The constrast s-curve you want to use.


/*-----------------------------------------------------------.
/ Sepia settings /
'-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image
#define GreyPower 0.11 //[0.0 to 1.0] How much desaturate the image before tinting it
#define SepiaPower 0.58 //[0.0 to 1.0] How much to tint the image



/*-----------------------------------------------------------.
/ Vignette settings /
'-----------------------------------------------------------*/
#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 4 //[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) //[0.00 to 1.00] Center of effect.


/*-----------------------------------------------------------.
/ Dither settings /
'-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.

//Note that the checkerboard pattern used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.


/*-----------------------------------------------------------.
/ 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



"...late afternoon the Air Tasking Order came in [and] we found the A-10 part and we said, "We are going where!? We are doing what!?"

Capt. Todd Sheehy, Hog pilot, on receiving orders during Operation Desert Storm

#4074310 - 02/05/15 09:28 PM Re: Falcon BMS 4.32 [Re: Chipwich]  
Joined: Jun 2002
Posts: 850
KeyCat Offline
Member
KeyCat  Offline
Member

Joined: Jun 2002
Posts: 850
Sweden
Thanks for sharing Para_Bellum but are you sure you are using the ENB Series Mod? Above settings looks similar to the one I have for SweetFX or are we using different ENB Series Mods?

This is how default enbsereies.ini looks like in my zip-package...

Code:
 
[PROXY]
EnableProxyLibrary=0
InitProxyFunctions=0
ProxyLibrary=
[GLOBAL]
UseEffect=1
AlternativeDepth=1
AllowAntialias=1
BugFixMode=0
SkipShaderOptimization=0
QuadVertexBuffer=0
EnableShaders_3_0=1
UseMRTRendering=0
AdditionalConfigFile=enbseries2.ini
[EFFECT]
EnableBloom=1
EnableOcclusion=0
EnableReflection=0
EnableMotionBlur=0
EnableWater=0
EnableShadow=0
DepthBias=0
EnableDepthOfField=0
[INPUT]
KeyUseEffect=123
KeyBloom=120
KeyOcclusion=121
KeyReflection=122
KeyCombination=16
KeyScreenshot=44
KeyShadow=119
KeyWater=118
KeyShowFPS=106
[REFLECTION]
ReflectionPower=100
ChromePower=100
UseCurrentFrameReflection=1
ReflectionQuality=1
ReflectionSourceSpecular=50
ReflectionSourceTFactor=50
UseAdditiveReflection=1
ReflectionDepthBias=0
UseLowResReflection=1
ReflectionSinglePass=1
UseEnvBump=0
EnvBumpAmount=100
EnvBumpOffset=100
ReflectionFlip=0
[BLOOM]
BloomPowerDay=8
BloomFadeTime=800
BloomConstantDay=4
BloomQuality=0
BloomScreenLevelDay=95
BloomCurveDay=10
BloomPowerNight=18
BloomConstantNight=0
BloomCurveNight=0
BloomScreenLevelNight=20
BloomAdaptationScreenLevel=20
BloomAdaptationMultiplier=100
BloomAllowOversaturation=0
BloomMaxLimit=100
[SSAO]
UseFilter=1
OcclusionQuality=2
FilterQuality=1
DarkeningLevel=30
BrighteningLevel=30
IlluminationLevel=30
AdditiveIlluminationLevel=30
UseAmbientOcclusion=1
UseIndirectLighting=1
FadeDistance=50
UseForAlphaTest=0
UseForAlphaBlend=0


[COLORCORRECTION]
DarkeningAmountDay=40
ScreenLevelDay=100
ScreenLevelNight=1
DarkeningAmountNight=-10
GammaCurveDay=0
GammaCurveNight=-2
ColorSaturationDay=0
ColorSaturationNight=0
UsePaletteTexture=0
[WATER]
UseWaterDeep=0
WaterDeepness=20
WaterQuality=0
[SHADOW]
ShadowFadeStart=40
ShadowFadeEnd=80
ShadowAmountDay=100
ShadowAmountNight=30
ShadowScreenLevelDay=60
ShadowScreenLevelNight=20
ShadowQuality=1
UseShadowFilter=0
FilterQuality=2
ShadowBlurRange=10
[ENGINE]
ForceAnisotropicFiltering=0
MaxAnisotropy=8
ForceDisplayRefreshRate=0
DisplayRefreshRateHz=60
[MOTIONBLUR]
MotionBlurQuality=1
MotionBlurVelocity=0
MotionBlurRotation=0
[PERPIXELLIGHTING]
SpecularColorMin=0
SpecularColorMax=100
SpecularColorMultiplier=100
SpecularGlossinessMin=0
SpecularGlossinessMax=100
SpecularGlossinessMultiplier=100
[DEPTHOFFIELD]
DOFQuality=2
DOFNumberOfPasses=1
DOFFocusRange=50
DOFBlurinessRange=10



>> It's all about teamwork! <<
#4074342 - 02/05/15 11:04 PM Re: Falcon BMS 4.32 [Re: Chipwich]  
Joined: Jun 2005
Posts: 16,082
- Ice Offline
Veteran
- Ice  Offline
Veteran

Joined: Jun 2005
Posts: 16,082
Philippines / North East UK
What is this ENB mod??


- Ice
#4074348 - 02/05/15 11:20 PM Re: Falcon BMS 4.32 [Re: Chipwich]  
Joined: Jun 2001
Posts: 3,863
Chipwich Offline
Senior Member
Chipwich  Offline
Senior Member

Joined: Jun 2001
Posts: 3,863
Atlanta, GA
Those last two are pretty amazing Para_Belum.


PC: 5600x / 32GM / RTX 3090ti / Quest Pro
..................................................
Console: PS4
#4074374 - 02/06/15 12:59 AM Re: Falcon BMS 4.32 [Re: Chipwich]  
Joined: Jan 2001
Posts: 8,771
Para_Bellum Offline
Oberkriegkaboomführer
Para_Bellum  Offline
Oberkriegkaboomführer
Hotshot

Joined: Jan 2001
Posts: 8,771
Germany
@ Keycat: You are right, I'm using the SweetFX mod. My bad. duh


Some more:





"...late afternoon the Air Tasking Order came in [and] we found the A-10 part and we said, "We are going where!? We are doing what!?"

Capt. Todd Sheehy, Hog pilot, on receiving orders during Operation Desert Storm

#4074405 - 02/06/15 03:25 AM Re: Falcon BMS 4.32 [Re: Chipwich]  
Joined: Apr 2011
Posts: 330
RuhRoh Offline
Member
RuhRoh  Offline
Member

Joined: Apr 2011
Posts: 330
Central Coast, CA
I remember buying Falcon 4 on the day of release at a Babbages. Unreal what the community has done with it. Is there a (decipherable) guide to getting a multimonitor config working? Would dearly love to fly in 5760x1080, but the only guides I have seen have involved hex-editing config files . . .

#4074425 - 02/06/15 04:39 AM Re: Falcon BMS 4.32 [Re: RuhRoh]  
Joined: Nov 2004
Posts: 17,632
SkateZilla Offline
Skate Zilla Graphics
SkateZilla  Offline
Skate Zilla Graphics
Veteran

Joined: Nov 2004
Posts: 17,632
Virginia Beach, VA
Originally Posted By: RuhRoh
I remember buying Falcon 4 on the day of release at a Babbages. Unreal what the community has done with it. Is there a (decipherable) guide to getting a multimonitor config working? Would dearly love to fly in 5760x1080, but the only guides I have seen have involved hex-editing config files . . .


I miss babbages.....


HAF922, Corsair RM850, ASRock Fata1ity 990FX Pro,
Modified Corsair H100, AMD FX8350 @ 5.31GHz, 16GB G.SKILL@DDR2133,
2x R7970 Lightnings, +1 HD7950 @ 1.1/6.0GHz, Creative XFi Fata1ity Platinum Champ.,
3x ASUS VS248HP + Hanns�G HZ201HPB + Acer AL2002 (5760x1080+1600x900+1680x1050), Oculus Rift CV
CH Fighterstick, Pro Throt., Pro Pedals, TM Warthog & MFDs, Fanatec CSR Wheel/Shifter, Elite Pedals
Intensity Pro 10-Bit, TrackIR 4 Pro, WD Black 1.5TB, WD Black 640GB, Samsung 850 500GB, My Book 4TB
#4074947 - 02/07/15 12:59 AM Re: Falcon BMS 4.32 [Re: Chipwich]  
Joined: Jun 2005
Posts: 16,082
- Ice Offline
Veteran
- Ice  Offline
Veteran

Joined: Jun 2005
Posts: 16,082
Philippines / North East UK
It should be simple enough. I got it working with SoftTH when I was using different monitors and I also got it working on my Eyefinity setup.


- Ice
#4075076 - 02/07/15 09:26 AM Re: Falcon BMS 4.32 [Re: Para_Bellum]  
Joined: Nov 2006
Posts: 2,144
Tigerwulf Offline
Member
Tigerwulf  Offline
Member

Joined: Nov 2006
Posts: 2,144
Wolverhampton, England
Originally Posted By: Para_Bellum
@Chipwich:
~snip~




Wow, Para that is one awesome screenie!

#4075102 - 02/07/15 12:39 PM Re: Falcon BMS 4.32 [Re: Chipwich]  
Joined: Mar 2001
Posts: 11,077
semmern Online content
Veteran
semmern  Online Content
Veteran

Joined: Mar 2001
Posts: 11,077
Oslo, Norway
Makes me miss ye olden days of online flying with the 53rd VFS. Mostly guys from Frugalsworld. F4 still is an awesome sim. Maybe it's time to reinstall and reacquaint oneself with it.


In all my years I've never seen the like. It has to be more than a hundred sea miles and he brings us up on his tail. That's seamanship, Mr. Pullings. My God, that's seamanship!
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