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FlyAgi Addons

Discussions and help for FlyAgi Addons (like FlyAgi Tweak Utility, FlyAgi Vegetation...)

  1. Hello, since the FlyAgi Addons are already for a long time one of the important and good X-Plane 11 Addons, I have opened an extra subforum for discussions on this topic. Have fun and much success here.... For questions about the FlyAgi Addons just create a new topic here in the subforum. Greeting heinz

  2. Started by FlyAgi,

    My next port is the old EDDK Cologne-Bonn airport:

  3. Started by FlyAgi,

    Finally I had enough time to update the ground at EDDK airport, the new version features the following changes over the original XP12 version of the scenery: Updated ground markings (the airport should be resembling the current real world situation now) Updated ramp starts (according to new ground markings layout) Updated SAM marshallers and VDGS for all ramps (for ramp cize C and above, that's about every ramp but the GA ones) Completely new ground textures New ground dirt effects New volumetric grass Various fixes New SAM-Backup (the scenery works without SAM installed, in this case VDGS and marshallers are missin…

  4. Started by FlyAgi,

    This upgrade package enhances X-Plane's default LOWI Innsbruck scenery with an orthophoto, custom ground textures, volumetric grass and flowers and a more detailed vegetation placement overall. 🙂

  5. Started by FlyAgi,

    This is an upgrade package for the default EDRN Nannhausen airfield with support for use of Bahrometrix (Christian Bahr) objects from his XP11 scenery. Instructions on how to combine both sceneries are included, you will find a guide in the documentation folder of the scenery. All images are showing the result after combining both sceneries.

  6. Started by FlyAgi,

    This is the airport Ambrolauri by David Hilker (Georgian Virtual Airports) optimized for X-Plane 12. Sadly I had to drop the Custom Mesh for this version, aside from this it's the same scenery as the XP11 version content wise but of course with all the new XP12 scenery features.

  7. Started by FlyAgi,

    Lindau im Bodensee now for X-Plane 12 with all the new scenery stuff and finally real XP water in the harbor of Lindau thanks to the pretty accurate XP12 base mesh.

  8. Started by FlyAgi,

    And here is the airfield EDPW Thalmässing-Waizenhofen for X-Plane 12:

  9. Started by FlyAgi,

    I have just updated the EDXE Rheine-Eschendorf airfield scenery for XP12 - including all the new XP12 scenery features such as seasons, new 3D vegetation and weather effects as well as new reworked road networks around the airfields ETHE and EDXE. Download: https://flight-sim.org/filebase/index.php?entry/1407-edxe-rheine-eschendorf-xp12/

  10. Started by FlyAgi,

    I have just updated my wind turbines library to work right with XP12. Those who use the older XP11 version should update to this new version to get proper wind speed dependent behaviour.

  11. Started by Daniel Steenvoorden,

    I have poor fps at EDDK. Is there any tweak to improve performance or do I just have to lower settings? Using 5800x, 6700xt and 16gb 3600 RAM at 1080p with vulkan. I have med - high settings yet get sub 30fps in the a300/10 here and only just 30 with the zibo.

  12. Started by daan_vb,

    Hi there, I've tried building the +50+007 tile using the Ortho4xp patch, however something strange is happening. The tile itself takes almost 2hrs to create when using the patch (as opposed to about 5-10 mins without) and the Data+50+007.mesh file size it produces is almost 6GB in size! Most of my other meshes are only 50-200mb. Is this correct what is happening? I imagine this going to bring XP11 to its knees

  13. Started by JcSk8,

    I love FlyAGI for all it does. But I´m waiting for the HST XA pro, wich is supposed to be released this friday, and the developer said it is not compatible with flyAGI As it does many things that fly AGI does, it´s not a big deal, but one of the most important features of it to me is the views settings. The screen center function is very handly to avoid distorted views from the main panel. I just look inside the script structure and found that there are several modules in it. If I try do delete all or some of them, and leave the views module on the FlyAGI will load only that function? If it does, i hope I can still use it doing what he…

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  14. Started by Adam Vesper,

    Unfortunately, the FlyAgi EDDK mod in X-Plane does not load. How do I fix this issue?

  15. Started by Semern55555,

    Hi, i just installed the newest EDDK from the FlyAgi Website and i had a question. I really want to use EDDK with Ortho4XP, sadly, after reading the manual, i did not understand how to make this work together. How can i fix this? What do i need to do with the Ortho4XP Patch file in EDDK 1 Folder? Love the scenery, hope we can fix this and keep up the good work! Regards Sem

  16. Started by TinkerNZ,

    Hi Agi, If my memory is correct there used to be a function of FTU in earlier versions that saved the Aircraft state (switches and settings) when exiting the sim. So when a plane was fully closed down to a Cold and Dark state, that is how it would be when restarted. This feature seems to be gone now, unless my FTU v1.15 copy is faulty. Example is VSkylabs Aeroprakt A22, fully set to Cold and Dark, but when I next start the plane some settings like Battery, Generator and AP are all switched ON. And because it uses 'toggle' functionality on a lot of these, when I turn ON the Battery switch on my Saitek Panel it actually turns the Battery to OFF. With FTU v1…

  17. Hi Agi, I am experiencing a lua conflict between Arcal and FlyAgi Tweak Utility at start up of X-Plane 11. When my system reaches the airport and completes loading everything for X-Plane, plane on the runway etc, FWL engine has stopped and requires a manual re-start. Once that is clicked both Arcal and FTU start up and appear to live together nicely. When disabling one or other lua script before starting XP there is no problem, however for some reason when starting with both lua scripts active the FWL engine crashes. Restarting it is not recommended according to FWL, but when done anyway both scripts run ok. Any idea what might be causing this apparent clash…

  18. Hi, Longtime user of this most excellent plugin. Couldn't do without it for use with my XP11 setup. Recently found that with extended DSFs turned OFF I am gaining substantial frames (about 10 -15) , however tuning this OFF doesn't get saved. So each time I start or re-start XP it reverts back to ON and I manually have to turn it OFF again which of course triggers yet another scenery reload. A bit of a hassle and time waster. Is there a problem with my installed copy of FTU or is there a way to keep it set to OFF so when XP starts it is loaded correctly with extended DSFs turned OFF? Thanks in advance. TinkerNZ

  19. Started by Richdem,

    Hi There, I was wondering should Auto DSF Visibility be turned on and what are the optimum settings. Thank you in advance Richard

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