
Many thanks to Darrell Scott for his help and advice with Tileproxy.
TileProxy_R086 update (by John Greenwood), adds a multi-threading capability to TileProxy and supports 2,4,6 or 8 core processors speeding up the number of photo-realistic tiles that can be processed per second. This should make a significant difference to users with fast systems and good download speeds.
The update is available at:
http://simviation.com/1/search?submit=1&keywords=r086&x=0&y=0
Well, since this thread has already been hijacked, I'll just underline the advantage that TileProxy provides - namely, you don't have to download and install gigabytes of photorealistic tiles to fly anywhere in the world where aerial/satellite photos are available. But Christian Buchner has abandoned TileProxy.
The update replaces files in the Tileproxy folder and has additional settings for the ProxyUser.ini file. It is straight forward but as always, backup first.
The files in the zip are:
1. libnettile.pdb
2. ProxyUsersp1.dll
3. proxyuser_sp1.pdb
4. libcurl.pdb
5. libcurl.dll
6. libnettile.dll
7. ProxyUser.INI
8. Readme.txt
9. Readme.pdf
Copy files 1 to 7 in to the Tileproxy folder overwriting the existing ones.
Files 8 and 9 are self explanatory.
File 8 ProxyUser.iniis the one that needs changing according to the needs of your own system. It is therefore best not to overwrite your existing ProxyUser.ini file but to edit it with the new settings.
The following example for editing the existing ProxyUser.ini is based on an Intel(R) Core(TM) i5-4670K CPU @ 3.40GHz.This CPU has 4 Cores, however it is only necessary to use 2 cores. The other cores are looking after other processes. These results refer to a system running on Windows 7 and FSX.
Click here for example Tileproxy.ini file ~ also a downloadable version at end of article.
#
### Fixes for TileProxy_R086 (quad-core processor) 01-12-2015
# Start a line with # to comment it out.
### Lines starting with ### are comment lines added for TileProxy_R086.
# 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. Recommend to turn this on only 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
### Write a thread_schedule to disk. Recommend turn on only for debugging purposes.
### When using FSX RTM or FS 2004, the thread_schedule file will grow VERY fast
### and affect performance.
### thread_schedule_file='C:thread_schedule.txt'
### Sets the priority class for the TileProxy process.
### 1 --> ABOVE NORMAL PRIORITY CLASS
### 2 --> HIGH PRIORITY CLASS
### 3 --> REALTIME PRIORITY CLASS
priority_class=1
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### A process is only allowed to run on the processors configured into a system.
### Therefore, the process affinity core_mask cannot specify a 1 bit for a processor
### when the system affinity mask specifies a 0 bit for that processor.
### IMPORTANT: you need to select a core_mask/request_count pair for either 2,4,6,
### or 8 cores.
### NOTE: A 2-core processor is selected below.
### All other pairs need to be commented out.
### 2 cores
core_mask = # FFFFFFFF
request_count = 2
### 4 cores
###core_mask = # FFFFFFFE
###request_count = 4
### 6 cores
### core_mask = # FFFFFFFC
### request_count = 6
### 8 cores
### core_mask = # FFFFFFF8
### request_count =8
# 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=17
# 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
# Highest LOD ring to automatically preload tiles for. Must not be higher than 17.
preload_max_lod=16
# 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=150000000
#cache_bytes_limit=0
# Maximum number of BMP tiles to cache in RAM at any time (0 for no limit).
#cache_tiles_limit=500000
cache_tiles_limit=0
# The currently active service is configured here. Only ONE active source please.
# The other source statements should be commented out.
source=Service Virtual Earth
#source=Service Google
# 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 Virtual Earth'
# 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
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# 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)
[Service Virtual Earth]
cache_folder=Z:TPtileproxycache.virtualearth
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=4400
#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
For more information about using CPU cores click here for Affinity Mask

RELE0002
| [Example Tileproxy ini file] | 69 kB |
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