| Fly! II FAQ by Pacha Fly! II > Miscellaneous |

In order to better help you in that setup, you can visit the page "Essentials" on the forum, combining handlings and advices that are a must for Fly! II.
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8 steps to install, setup and improve Fly! II
1st step : review of Fly! II's configuration
1.1) Hardware review
To run Fly! II, you need at least to have following hardware:
PC :
Windows 95/98/ME/2000/XP
1.2 Gb HD space (2.53 Gb in full installation)
128 Mb RAM (256 Mb or more recommended)
CD ROM 4X (24X or quicker if you want to load sceneries from the CD)
Pentium II 333 (Pentium III 450 or more recommended)
Graphic card 16 Mb with material acceleration (32 Mb or more recommended)
MAC :
Mac OS 8.6 or higher
1.2 Gb HD space (2.53 Gb in full installation)
128 Mb RAM (256 Mb or more recommended)
CD ROM 4X (24X or quicker if you want to load sceneries from the CD)
PowerPC G3 350 (PowerPC G4 recommended)
Graphic card 16 Mb with material acceleration (32 Mb or more recommended)
1.2) Software review
To run Fly! II it is REQUIRED to have Directx 8.0a or higher installed on your computer. If you have an older version, you just have to download the last version on Microsoft's site.
2nd step : installation of Fly! II
Put the CD of Fly! II in your CD driver, normally the CD launches automatically and the installation starts. Choose the language and carry on. A window opens and proposes 3 installation modes, take the one that suits you and go on following the instructions. At the end of the installation, an Fly! II icon is created on your desktop. If you have installation problems, read the manual that comes with Fly! II CDs.
3rd step : installation of patches and required files for Fly! II
3.1) Installation process of the various patches
In order to optimize Fly! II's installation, remember to defragment your HD before the installation.
After installation of Fly! II's CD, don't run the software before all patches are installed.
Once Fly! II installed and if the space on your HD allows it, duplicate Fly! II's directory in order to be able to step back.
Patches : starting with the US version
On Avsim.com :
Original US version (152) -> .210 : flyII152-210update.zip (35.91 Mb)
then 210->240 : Fly2Patch240.zip (6262 Kb)
Patches : starting with the European version
On Avsim.com :
Original European version (.197) -> .210 : flyIIupdate4.zip (8.81 Mb)
then 210->240 : Fly2Patch240.zip (6262 Kb)
Do not try to install other versions of patches : you would step back.
Be also aware that the 777 from PMDG modifies the file Fly2.exe. Remember to apply again Fly2Patch240 in order to update yourself.
3.2) Installation of optional files
Update of coastal outlines : FlyIIGlobeUpdate1.zip (38.24 Mb) (corrections for Greece, Spain, United Kingdom and North Africa).
3.3) Running Fly! II
It is all right, you can now start Fly! II and normally all should perfectly work.
To confirm that Fly! II is really updated, check that the text "Version 2.5.240" displays itself on top of the boot screen, like on the screen shot below.

As you can see it, the graphical configuration window includes several parameters to adjust:
_ renderer : you can choose between Directx 7, Directx 8 or Directx 8 T&L. All is depending on your video card generation and your trials. In theory, owner of older video cards of Voodoo type, TNT or TNT2 and Matrox should choose DirectX 7.0. DirectX 8.0 or 8 T&L setups are meant for more recent cards as Nvidia GeForce or Ati Radeon type.
You are free to experiment ! Let us know the outcome !
_ video card : automatically detected by Fly! II, you have nothing to do.
_ resolution : to have Fly! II in optimal conditions, it is best to choose 1024x768 as resolution.
_ bit depth : keep the 32 bits/pixel setup, taking 16 bits/pixel would lead to bugs popping up within Fly! II.
_ video memory : choose the most appropriated memory for your video card.
_ high detail textures : this option allows you to have high definition textures in Fly! II, this option only shows up if the video memory is set to "More than 32 Mb".
_ language : choose the language you want (French, English, German, Italian).
3.4) Installation of indispensable files
Then, in order to all the airports and sceneries created for Fly! II run correctly, it is INDISPENSABLE to install the following files:
_ biber.zip from Biber Salsa (4817 Kb) : set of static elements including planes, various vehicles...
_ biberall.zip from Biber Salsa (7509 Kb) : set of static elements including planes, various vehicles...
_ carsfflyv1u.zip from Harald Kraft (169 Kb) : cars to populate airports parking lots
_ glider.zip from Harald Kraft (159 Kb) : following its name, gliders
_ glidersv2.zip from Harald Kraft (283 Kb) : and even more gliders
_ tm21tp.zip from Allen Kriesman (13.11 Mb) : library of objects and textures needed to display airports created with TerraModels from Allen Kriesman
All these files are to be downloaded from Avsim site.
On the other hand, those can be downloaded on this site:
_ ROTW-Static_v2.zip (640 Kb) : set of static models created for the ROTW's airports
_ H.models_v27.zip (757 Kb) : indispensable libraries of Henri's models
_ Bzh-Comp1_v8.zip (1.31 Mb) : A 3D objects library for the French sceneries, Rennes for instance...
3.5) Modification of the Fly.ini configuration file
Finally, go into the System folder of Fly! II, open the Fly.ini file and change the following values:
allowDebugInfo=0 by allowDebugInfo=1 : displays the number of frames/sec (fps) by pressing Tab several times during the flight
ignoreSlopeWind=0 by ignoreSlopeWind=1 : corrects the too strong thermals problem
searchPodFilesFirst=1 by searchPodFilesFirst=0 : compulsory for Fly! II using "addons" or to handle files outside pod
askUserForGraphicSettings=1 by askUserForGraphicSettings=0 : allows to display the graphical configuration window at the starting of Fly! II
allowSkyTweaker=0 by allowSkyTweaker=1 : allows to activate the SkyTweaker utility allowing the sky modification in Fly! II
3.6) Second run of Fly! II
Restart Fly! II, check that all works correctly, and if it is the case, you can now install the numerous realizations for Fly! II that are available on this site and on the Avsim one.
4th step : improvement of Fly! II
4.1) Aircraft
There are many planes available for Fly! II, here is a small outline of the best planes:
_ Piper PA-28 Warrior by the ROTW: ESSENTIAL, available on this page. If you don't download it, I stop the FAQ !!!
_ Socata TBM700: ESSENTIAL, available on this page.
_ Mustang P51-D: ESSENTIAL, available on this page.
_ Staggerwing: ESSENTIAL, available on this page.
_ eurofighter_typhoon.zip (7.61 Mb): Eurofighter, an exceptional fighter, by Giorgio Gnesta (Avsim.com).
_ fly_dc930f2f.zip (7460 Kb): a DC9-30 by Jean Sabtier and Roberto Vigeti (Avsim.com).
_ longez.zip (1420 Kb): Rutan Design Long Ez by Alan Kaiser, Rob Young and Brian Szuch (Avsim.com).
_ stemme.zip (999 Kb): a Stemme motorized glider by Alan Kaiser (Avsim.com).
_ ultralight.zip (622 Kb): an ULM by Alan Kaiser (Avsim.com).
_ Bell407FixV8.zip: corrected Bell flight model by Joseph Sosnierz. A success according to initiates (Avsim.com).
_ lm_Fly!2SndEnhPck.zip (17.2 Mb) by Leon "Pancreas" Medado, don't miss it ! New sounds for planes and helicopters, 200% better than original ones (Avsim.com) !
_ fly2_bs747spk.zip (1.22 Mb): a 747 SP by Jean Sabtier and Roberto Vigetti (Avsim.com).
_ pilatusfix.zip and flyhawk_fix1.zip: Rob Young corrects Cessna and Pilatus flight models (Avsim.com).
747 SP by Jean Sabatier and Roberto Vigeti |
DC9-30 by Jean Sabtier and Roberto Vigeti |
Rutan Design Long Ez by Alan Kaiser, Rob Young and Brian Szuch |
Stemme motorized glider by Alan Kaiser
|
ULM by Alan Kaiser |
Stearman released with patch 4
|
4.2) Graphical and aerial environment
_ skyfire20.zip (2.4 Kb) : blue sky and sunsets worthy of this simulator by Matt Naragon of PMDG. A small trick: if, at starting, the sky seems a little gray-red, press T once to find again an azure sky (Avsim.com).
Other skies are available on Avsim :
brightsky.zip
happy_sky.zip
marcs_sky.zip
real_sky3.zip
Place the file skies.ini in "C:\Program Files\Terminal Reality\Fly! II\system" and there you have it !
_ moonopa.zip (55 Kb) : patch by Jim Kanold removing the square around the full moon (Avsim.com).
_ clouds.zip (925 Kb) : new clouds by Swears Dolanec (Avsim.com).
There are other corrected clouds from the same author :
CBbroken 267 Kb
cbcouds.zip 404 Kb (with the famous "Big Mamas)
Files .art, .opa and .RAW are to be copied in "C:\Program Files\Terminal Reality\Fly!II\Art"
_ flyscripts201.zip (308 Kb) : Flyscripts by Anthony Merton adapted to Fly! II (Avsim.com).
_ gpwsscript.zip (140 Kb) : a GPWS which works with flyscripts201 (Avsim.com).
_ c4tov2.zip (25 Mb) : by Marc D. Schrier, air control according to your flight plan : ESSENTIAL ! Requires flyscripts201.zip (Avsim.com).
_ water: in order to improve water appearance (waves), think to download fly!II VFR Ocean.zip (763 Kb) by Andy Dale (Avsim.com).
_ airports lighting: you can, by modifying the fly.ini file located in Fly! II "System" folder, considerably improve the airports lighting.
Replace:
viewableTaxiwayPavementDistance=2000
viewableTaxiwayLightDistance=2000
markingTotalFadeOutDistance=12152
viewableTaxiwayHeight=1000
viewableTaxiwayMarkingDistance=3000
runwayLightFogPenetration=1000
lightScalarDusk=50
lightScalarDawn=50
lightScalarDay=100
lightScalarNight=25
runwayLightDistanceFadeMinFeet=12152
runwayLightDistanceFadeMaxFeet=30380
runwayLightDistanceFadeMaxRatio=75
lightIntensityStandard=0.500000
lightIntensityCenterline=0.500000
lightIntensityTouchdown=0.500000
lightIntensityALSF=1.000000
lightIntensityRAIL=2.000000
lightIntensityVASI=3.000000
lightIntensityREIL=3.000000
lightIntensityTaxiway=0.125000
With
viewableTaxiwayPavementDistance=50000
viewableTaxiwayLightDistance=300000
markingTotalFadeOutDistance=30380
viewableTaxiwayHeight=100000
viewableTaxiwayMarkingDistance=3000
runwayLightFogPenetration=1000
lightScalarDusk=50
lightScalarDawn=50
lightScalarDay=100
lightScalarNight=25
runwayLightDistanceFadeMinFeet=12152
runwayLightDistanceFadeMaxFeet=30380
runwayLightDistanceFadeMaxRatio=75
lightIntensityStandard=0.500000
lightIntensityCenterline=0.500000
lightIntensityTouchdown=0.500000
lightIntensityALSF=1.000000
lightIntensityRAIL=2.000000
lightIntensityVASI=3.000000
lightIntensityREIL=3.000000
lightIntensityTaxiway=0.070000
Stearman rustic instrument panel |
PC12 in the twilight with Jure Dolanec's clouds |
4.3) Airports
Very many airports are available for Fly! II, it is impossible to enumerate all. On the other hand, if you especially seek French airfields, you will find many ones on this site. Refer to the "Fly! II files/Airports" heading . For other countries, you will especially find them on Avsim site.
4.4) Sceneries
Like for airports, you will find numerous sceneries on this site. At the "Fly! II files/Sceneries" heading , you will especially find French sceneries. For American sceneries consult the Avsim site.
4.5) DLL's
DLL files allow the addition, in Fly! II, of functionalities of all kind. This site contains the very interesting ones which make possible to embellish Fly! as well as possible ! Here are the essential DLL's available on this site:
_ Ai-traffic :
this DLL makes it possible to program air traffic based on a flight plan with takeoff and landing.
_ cameras :
these different DLL's allow a special additional camera sight.
_ force feedback :
this DLL makes it possible to have force feedback in Fly! II.
_ smoke :
this DLL makes it possible to have smoke leaving factories and houses, indicating the force and the direction of the wind.
_ smoke producer :
this DLL makes it possible to have a smoke trail behind a plane, very practical to announce its position during the meetings.
_ gliders towing :
this DLL makes it possible to tow then to release gliders.
4.6) Utilities
These programs allow either to better use Fly! II or to better exploit its various kinds of files. Many utilities of all kind are available either here at the "Fly! II files/Utilities" heading or in the Avsim site.
4.7) Other improvements
_ maps :
they are of VFR and IFR low altitude/high altitude type, available on this site, they cover whole France. For foreign charts, consult the Avsim site.
_ databases :
DEX files can correct the databases in which are stored information about frequencies, airports, ILS, NAV and waypoints. On this site, French data are privileged. The Avsim site proposes DEX files for other countries.
_ DAFIF data :
complementary data to the databases files mentioned previously, they are more regularly updated and provide more complete data. Contrary to the databases data, DAFIF data cover the whole world.
_ taxiways :
these .POD format files allow the addition of new taxiways in Fly! II. On this site, you will only find French taxiways. Consult the Avsim site for foreign taxiways.
5th step : Optimization of Fly! II performances
5.1) Programs, graphics drivers and details level
If you want to speed up Fly! II, you can, before modifying its graphical configuration ("render.ini" file), check three essential things:
_ avoid to run your sim with "thousand" of programs running in background task (anti-virus, tricks to make pretty and other things which are not used while you pilot).
_ download the lastest drivers from the graphics chipset manufacturer (Nvidia, ATI, Matrox, Kyro, Voodoo...) and not the "integrators" ones (Leadtek, Hercules, Asus, Guillemot...) which are not updated.
_ start small, with a minimum details level, and increase gradually until you find the good compromise about fluidity. Be advised that certain adjustments such as shade activation or detailed textures can make the difference between a fluid flight and a slide show.
5.2) Activation of the "Fast-writes" option in BIOS
If your motherboard and your graphics card accept the "Fast-writes" option, it is strongly recommended to activate this option. Fly! II (especially for cockpit view) likes it ! (at least a gain of 30 % for fps with an Athlon 1.2 Ghz + GeForce Pro 64 Mb GDR). If you have a GeForce, download the following small utility to know if your machine accepts the "Fast-Writes" option: AGPTOOL.
CAUTION: if you don't know what you do in modifying your BIOS adjustments, you are likely to have a machine which does not work anymore ! In addition, it could be that other programs don't support this option, so be careful !
5.3) Fly! II clearness improvement
If you find Fly! II too fuzzy with Geforce or Voodoo graphics cards, modify the "render.ini" file. You will find it in Fly! II "System" folder. Replace "mipLevelCount=8" with "mipLevelCount=5" and "mipMapFlag=896" with "mipMapFlag=512". Of course, it is less pleasant when you are on the ground (that vibrates a little), but in flight, you will discover the quality of the textures. Before any modification of this file, it is STRONGLY recommended to save the original file, which will avoid many problems.
5.4) Gain some frames per second (fps)
If you want to gain some fps and to avoid 4 fps in San Francisco, add, in the "render.ini" file, the line "maxTextures64=16" and change the "maxTextures1024=1" line with "maxTextures1024=2".
5.5) Optimization and explanation of the render.ini file
The purpose of this text is to clarify the parameters you can modify in Fly! II in order to improve the performances and in particular the "render.ini" file. Information is mainly drawn from the pdf file available on the Avsim site: tweak_kit_for_flyII.zip. I invite you to download it.
The "render.ini" file is located in Fly! II "System" folder. Open it with Notepad. You should see something like this:
[Graphics]
mipLevelCount=5
vertexIndexFormat=1
[Textures]
maxTextures32=20
maxTextures32_565=20
maxTextures64=16
maxTextures64_565=110
maxTextures128=72
maxTextures128_565=999
maxTextures256=20
maxTextures256_565=85
maxTextures512=8
maxTextures512_565=0
maxTextures1024=2
mipMapFlag=896
[NonAGP]
maxTextures256_565=0
[AGP]
maxTextures256_565=0
Let's go with [Textures]
These lines determine what are the arrangements for the various resolutions used by Fly! for graphics card memory (and eventually the shared RAM), knowing that cards vary from 4 Mb to 256 Mb including 8 Mb, 16 Mb, 32 Mb, 64 Mb, 128 Mb...
First of all, certain lines are similar, except for the _ 565 which relates to 16 bits textures. maxTextures128=72 relates to 32 bits textures in 128x128 whereas maxTextures128_565=999 relates to 16 bits textures in 128x128.
The maxTextures32=20 line indicates that, for 32 bits textures in 32x32, 20 slots are allocated. However a slot of 32 bits textures in 32*32 corresponds to 32x32x32 = 4096 bits = 4 Kb. Thus by requiring 20 slots, the board is asked to reserve 20x4Kb for textures in 32*32*32.
Are you all right ? In the same way, if maxTextures1024=2 is taken, 2 slots are allocated for 32 bits textures 1024x1024, that is to say 1024x1024x32x2 = 4,194304 bits x 2 = 8 Mb.
Thus each texture resolution got a value corresponding to the importance that it will have in the graphics card memory. It is important to note that this attribution cannot be done randomly: we cannot put "= 500" for all lines, since then the sum of the allocated memories would exceed that of the graphics card ! Fly! would not manage nothing, and be sure that you would have some problems.
Thus it is necessary to make a reasoned attribution taking the graphics board limitations into account. For that, there is, in the file "tweak_kit_for_flyII.zip", a very simple and essential Excel sheet which, once you type the values of your "render.ini" file, calculates for you the total memory allocated to your textures. If you exceed the value corresponding to the capacity of your graphics board, be careful ! However, all mysteries of the allowances with Fly! were not resolved yet, and you can allow yourself to exceed a little the capacity of the graphics board. Sometimes it's beneficial !
We can also remark that according to textures used by authors' sceneries, different "render.ini" files would be adapted. Notice: value 999 gives the order to Fly! to allocate all the remaining memory to the concerned resolution. Usable once, of course !
I invite you to test values given in above example. For me, with a 32 Mb Voodoo 4 card, all is going right: the 4 fps has completely disappeared from Rennes Saint Jacques airport and is limited with Cannes airport. No problem with Greek airports. However, as I have exceeded the value of 32 Mb, sometimes I got some light problems on the ground with distant textures and rises. But as soon as I am in the air, no problem, all is correct.
The line mipMapFlag=896 makes it possible to select textures which will undergo mip mapping (it is smoothing, if I am not mistaken). A value of 512 would order to Fly! to smooth only textures in 512x512. To allow mip mapping of textures in 128 and 512, allocate to the parameter the value of 128+512 = 640. It is good ?
But how to know, when we got 4 fps, which is the texture resolution which does not have enough place into memory ? Which are the too important but useless allowances ?
For that, when Fly! is running, press the key "TAB" several times until numerous values appear on the top of the screen. For each resolution, compare the "slots allocated" line with the two lines below "Max hits" and "unique hits". If, for a resolution, one of the two values "Max hits" or "unique hits" exceeds the corresponding value "slot allocated", then you should increase the attribution of this texture resolution in the "render.ini" file. Normally, if you increase one value, it is necessary to decrease the another one. As you can see that becomes funny !!
... and we will continue with [Graphics]
mipLevelCount=5
Obviously, that applies to textures filtering. The standard value is 8, but in decreasing it to 7, 6, 5, and even less, visibly allows to gain some fps.
vertexIndexFormat=1
Only for Nvidia owners, put this parameter at 0. For other graphics boards, don't change this parameter or then you risk some problems !! But there is an exception: if you are ATI users (Radeon or others) and that you encounter some problems, you can put this parameter at 0.
And I do not speak about the AGP part. Even TRI doesn't apparently know what it is ! Obviously, that would concern high resolution textures. Without more details !
In short, be persevering ! It is necessary to carry out many tests before having the result adapted to his machine, but there are sometimes very pleasant surprises !
5.6) Examples for the render.ini file
I suggest two "render.ini" files to you which will enable you to appreciably improve performances with Fly! II.
The first "render.ini" file is based on Tony Cervone's one, corrected (thanks to Jean 78) and modified for a better textures display (clearer) which you will be able to test (excellent results and tested on various configurations with GeForce 2 and 4 with 64 Mb or more).
Don't forget to make a saving of your current "render.ini" file (located in C:\Program Files\Terminal Reality\Fly! II\system \) before using this one. We don't know what it may happen !
[Graphics]
mipLevelCount=5
vertexIndexFormat=0
premultiplyColorAndAlpha=0
allowAutoMipMapping=10
directTextureFlag=0
[Textures]
maxTextures32=10
maxTextures32_565=24
maxTextures64=128
maxTextures64_565=16
maxTextures128=72
maxTextures128_565=999
maxTextures256=40
maxTextures256_565=82
maxTextures512=8
maxTextures512_565=8
maxTextures1024=2
mipMapFlag=512
[NonAGP]
maxTextures256_565=0
[AGP]
maxTextures256_565=0
The second "render.ini" file is for more powerful configurations, i.e. with 128 Mb graphics cards and more.
[Graphics]
mipLevelCount=5
vertexIndexFormat=0
premultiplyColorAndAlpha=0
allowAutoMipMapping=1
directTextureFlag=0
[Textures]
maxTextures32=32
maxTextures32_565=16
maxTextures64=16
maxTextures64_565=16
maxTextures128=80
maxTextures128_565=400
maxTextures256=60
maxTextures256_565=250
maxTextures512=8
maxTextures512_565=5
maxTextures1024=4
mipMapFlag=512
[NonAGP]
maxTextures256_565=80
[AGP]
maxTextures256_565=80
5.7) To go further
To go further with Fly! II optimization, it still remains two possible solutions:
_ activate the 2x antiasialing from the control panel of your graphic card
_ download a small utility program which will enable you to precisely know how much memory is used by the "render.ini" file. This utility "Memcalc" is available on Avsim site (memcalc.zip - 8 Kb).
5.8) Problems resolution
In the majority of cases, people having some problems with the graphic card and Fly! II are ATI owners (Radeon or others). I suggest two solutions to you which can resolve the problems:
_ change the "render.ini" vertexIndexFormat=1 line with vertexIndexFormat=0, as previously said
_ for ATI users running with Windows 2000, download Unika OEM drivers, which correct some bugs and makes it possible to tick the "Textures detailed" option . To be tested ! Of course, it's a beta version not supported by Ati.
ftp://ftp.unika.com.cn/support/vgacard/unikaati/ (50 users maxi...)
And if you always have graphical problems, with an ATI or another graphics board, ask in Fly.Simvol forum.
6st step : Fly! II personalization
6.1) Use of the Fly! II editor
One of the first way for Fly! II personalization is to use its editor. It makes it possible to add, from a library, 3D models everywhere you want; but it is especially useful to embellish airports. How to get it ? When Fly! is running, press the "CTRL+E" keys and you will get the following sight:
The editor then shows you a general sight of the place where you were when the editor was started. To add an object, click on the icons which are in top on the right. The 3D models are available thanks to a library; the original one is located in the "Data" folder and is named "factory.mlf". It is prohibited to modify or to remove it, you will be likely to have some crashes when Fly! II is running. You will get the same problems with other ".mlf" files, their suppression or their modification can generate problems. All depends on the file importance in comparison with Fly! II and with the installed achievements. If you encounter some problems with "Winrun.cpp", it is a Fly! II bug normally fixed with the final patch; but it appears sometimes with some configurations.
If you want to get new 3D models, you have to use existing libraries, i.e. that of ROTW models, or to create one entirely. In this case, you will have to create the 3D models with a specialized software, which we evoke now.
6.2) Tools for creation
These tools are addressed mainly to experienced users knowing perfectly Fly! II, but it costs nothing to try.
Note: these tools, often experimental, must be used extremely carefully. READ THE DOCUMENTATION WHICH ACCOMPANIES THEM !!!!
_ ZModeler by Zanoza
_ also by Didier Rigault, the marvelous Vol!Edit for Fly! and Fly! II. This tool allows to edit and correct the both Fly! versions databases.
On other sites, you also have very useful and interesting software:
_ ground_type_transform_v1.1.zip (on Avsim site) by Elrond Elvish and Jim Kanold enables you to modify the location, the default textures as well as the nature of the ground below (water or ground) avoiding the inopportune splashes.
The
page of utilities created by Frank Racis containing:
_ TaxiFix: move automatically or manually taxiways from Fly! to Fly! II
_ FLYRAW: conversion utilities from RAW to BMP
_ FLYRAWGUI: idem but with a graphic interface
_ TRIMLIGHTS: decrease the size of the night textures
_ USGSGRAB: download by groups the files from USGS
_ BinNamer: rename the textures in ".bin" files
_ PalSwap: modify palletes in ".BMP" files
7th step : tips for Fly! II
7.1) Keys and buttons
_ To reach UI Editor window, it is necessary to keep pressed the "Ctrl" key while you start Fly! II. This window UI makes it possible to reach various editors and "adventures" files. Moreover there is a video configuration summary.
_ If you want to exit Fly! II without leaving the program, press the "Ctrl+Escape" keys . It allows you to hack up and then to come back to Fly!. On the other hand modifications in Fly! II files are not taken all into account !
_ To zoom in Fly! II, there are two possibilities: by pressing "Shift +" (fast zoom) or by pressing "Ctrl +" (progressive zoom).
_ To display an instrument into an independant window, i.e. the altimeter, select the instrument by shift-click; it only works for individual instruments.
7.2) Tips for fly.ini file
_ To change your departure airport, modify the following line in "fly.ini" file startupAirport=FR49168 (FR49168 being the airport key suitable for Fly! or Fly! II)
Question: how to know it ? Personally, I use VolEdit which you will find on this page which you will find on this page and which allows you to find the key of an airport from ICAO code.
_ Since the lastest patch, the Fly! II flight planner starts automatically on the US ones. This default value can be modified in the "fly.ini" file located in "C:\Program Files\Terminal Reality\Fly! II\system".
Search for the lines:
defaultSearchCountry=UNITED STATES
defaultSearchState=ALL STATES
and replace them with :
defaultSearchCountry=FRANCE
defaultSearchState=NO STATES
to begin your research in France or
defaultSearchCountry=SWITZERLAND
defaultSearchState=NO STATES
for Switzerland, and so on...
7.3) Tips to be remembered
_ If you still have some problems, read this FAQ again, the answer to your question is perhaps there.
_ For Fly! II achievements (aircraft, sceneries...), read the explanatory file (lisezmoi.txt or readme.txt) provided with them. Ten times, if necessary ! I know that can seems annoying but it is the only solution to solve the majority of problems, furthermore authors exert themselves to write the best explanatory files.
_ If you get a problem which you could not solve, then ask on Fly! Simvol forum, but above all check well that the question was not asked. For this, make a research and especially be most precise in your research, the ideal is to type only one word which summarizes as well as possible what you want.
_ If you search for a file on this site, there is also a search engine which is there to help you, you will find it on this page. Proceed in the same way that on the forum, type the most precise possible key word, that will prevent that the engine gives you answers not corresponding to your waiting.
_ If the file that you seek is recent (less than three months), the announcement of its release must be in the "The headlines" heading in the Fly.Simvol right-hand side column, so do not use the search engine for that. Furthermore, the search engine data base update is made shortly after the announcement of a new file, thus it arrives sometimes that the engine does not find the latest news.
_ If you do not manage to solve a problem after all these advices, the best thing to do is to install Fly! II again and even Directx if necessary. If you do not want to waste your time with several Fly! II installations and if you prefer to be quiet once and for all, then, when all corrective actions have been carried out and that Fly! II runs perfectly, copy all Fly! II folder ("C:/Program Files/Terminal Reality/Fly! II" which is the default location) on several CD's, a DVD or on your hard disc. That will allow you to return very quickly in a clean and functional Fly! II.
8st step : problems frequently encountered on the forum
8.1) How not to encounter shift problems with French taxiways ?
Indeed, if you don't unpod the "taxiusa.pod" file, located in "Taxiways" folder, you will have shift problems with some French airports. You must IMPERATIVELY unpod "taxiusa.pod" file, we will explain how to make it:
_ first of all, you must download and install the Didier Rigault unpodding program, PODcreator, which you will find in this page.
_ then proceed as it is explained in PODcreator help, "PODcreator aide.htm", which you will find in the same folder as PODcreator.exe.
_ after, when you have created the ".pod" file, remove "taxiusa.pod" file contained in "Taxiways" folder.
_ rename your file as "taxiusa.pod", if it is not already done.
_ copy it into the "Taxiways" folder.
_ then, go into the Fly! II "System" folder and remove the "taxiways.pod" file which is there.
8.2) I get an error message at the Fly! II starting
Roots of these messages at the Fly! II starting can be numerous:
_ you have installed something which makes Fly! II scratch (airports, maps, sceneries, DLL's, aircraft). In this case, remove the lastest achievement and start Fly! II again. If that still does not go, continue to remove achievements until Fly! II works.
_ the "defaut.key" file in the "System" folder has been removed or modified, then an error message of this type appears: Msg: Stream corrupt. Cannot process next tag line [File].
File: streamio.cpp line 826
Paste the original "defaut.key" file in your "System" folder; here is all interest to have entirety saved the Fly! II folder when Fly! II worked correctly. All should be right after that.
_ if, on the other hand, you do not got any message and if Fly! II does not start, this is, perhaps, due to a bad achievement installation. In this case, proceed as indicated previously.
_ that still does not work ? Two solutions: ask on the forum or install Fly! II again.
8.3)
I get an error message when Fly! II is running
Like for Fly! II starting messages, roots are numerous:
_ something that you have installed makes Fly! II scratch, in this case it is easy to know what it is because in the majority of the cases, you will get the message, when you try to access the files you have installed (aircraft, airports, DLL's, maps) or when you will approach some of them (sceneries, airports).
_ if Fly! II stops without any reason, that can be due to an achievement which you have installed. So proceed as I already explained.
_ if some aircraft work in an unusual way, remove all ".hst" files from Fly! II "Aircraft" folder.
_ if Fly! II stops without any reason when you try to teleport yourselves somewhere or when you want to start the flight planner, remove the files from the "UI/Templates" folder which duplicate with the "Patch.pod" file of the "System" folder. In the majority of cases, they are METAR.WIN and TELEPORT.WIN files which should be removed.
_ if you do not manage to download a METAR file, remove, if it is present, the WEATHER.WIN file from the "UI/Templates" folder.
8.4) The "bug of the flight plan"
Symptoms :
We prepared a beautiful flight plan, either with VolNav, or directly in Fly! II and we saved it to do a flight plan later. For example a Cannes-Marseille with the Seneca V (but that could be everywhere else).
When we decided to do this flight plan, we start Fly! II, and there, either because we kept in memory the fact we were in Cannes with the Seneca, or we chose these settings in Flystart, the result is the same : at the time of the importation of the scenario, the buildings of the scenery disappeared, and our Seneca lost several important functionnalties, in short we are good to begin again all.
It is a bug of Fly! II.
The solution (tip from Gilles Guesnel) :
1°) In preparing the flight plan, before saving it, choose a TRI's aircraft (Cessna, Aurora B200, that has no importance).
2°) At the starting of Fly! II (Flystart is effectively very useful for that), two imperative precautions :
--> choose the TRI's aircraft of the scenario,
--> and any airport, enough distant from the one of the scenario, Gilles recommends Rio, but Lille will be perfect is the current case. ;-)
If you don't use Flystart (what a pity), you must start Fly! II, teleport you in Rio (or Lille), choose the TRI's aircraft of the scenario, then quit, and start again Fly! II (hey yes, with Flystart it is easier).
3°) Then we import the scenario, we are in the point of departure, we see the scenery,
4°) then we choose the wished aircraft, in this case the Seneca... and oh surprise, all works.
Nota : If you want to fly in network (IVAO or Vatsim), connect you only now, that which allows to send the good flight plan with the good aircraft.
Have good flights and thank you Gilles.


