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FSXA Limit to number of objects?

GHD

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england
I need to cover a large carpark with cars, so I decided to use the lines of cars from the stock "FSX_Vehicles.bgl".

All went well until I added the next row.

Before adding the last object, the cars appeared:



I copied/pasted and rotated an existing object:



Now none of the cars appear:



The only objects from that library which are visible are three single cars.

I have covered only about a fifth of the area, does anyone have an explanation? Is there a limit on the number of objects one might use?
 
George, I just happen to be modifying my KEYW file which includes a populated car park which hasn't given me any problems, (so far).

keyw.jpg
 
Well, I don't know.

I deleted the small row nearest the user helicopter and now the others display:



It seems that any 27 lines display but adding a 28th causes none of them to appear.
 
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Hi George:

This is interesting (and potentially worrisome regarding possible "auto-clipping" limitations of placed versus displayed content in FSX).

One might initially wonder whether it might be an English 26-character alphabet internal object ID limitation (but probably not since GUIDs are used to distinguish objects :D), or maybe a coincidence having more to do with a maximum of displayable 3D MDL vertex count per scenery LOD / QMID area being encountered (due to the aggregate complexity of the multiple cars used per object in "FSX_Vehicles.bgl)".

Perhaps ModelConverterX statistics totals for the geometry in the particular group of objects used might help determine if such a displayable 3D MDL ex: "vertex count" per scenery LOD / QMID Area Point might be a factor in this scenario ? :scratchch

GaryGB
 
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I don't think it has anything to do with GUIDs or vertices. I was able to add 50 instances of a single car from the same library and they all appear:



BUT. Having added them in ADE, it is not possible to drag them to their correct position :(

 
The second scenario is rather curious as well. :scratchch


But regarding the placement BGL from the first scenario in the OP above, one might wonder if, when decompiled to XML, whether the BGLComp placement code for all (28) objects ...is intact and properly structured ?

PS: Would you mind sharing with us which numeric version of ADE was used for these test scenarios ?

Thanks ! :)

GaryGB
 
Now that I am able to drag individual cars, I have 500 Freelanders in a row :)



Since I cannot add any more "line of cars", what would be really cool would be the facility to copy/paste/rotate a group of objects ;)
 
Adding too many lines of cars has always been a problem.

http://www.fsdeveloper.com/forum/threads/objects-showing-dissappearing-reappear.88460/#post-239972

You see this at some of the FS Accel default airports that have the same lines. In slew mode the parking lot full of cars will disappear just like the boundary fence does.

Its best to use the small lines such as

Veh ParkingLot Tiny 01, 02 and 03
Veh ParkingLot Small 01, 02 and 03
Veh ParkingLot Med 01, 02 and 03

I don't have a problem with these. I do have problems with the Big line, Longleat and Reno
 
I've found this also varies where about in the world your are placing them
the airports i've done in the Australian region I've added a whole lot more like double before they start to disappear
the northern hemisphere i've had to add them (all sizes) one at a time until they start to disappear, which usually isn't many
 
My limit for Tiny, Small and Medium in Germany is 27.

I can't use any of Big, Longleat or Reno.
 
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