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MSFS20 ADE 2020 Alpha 21 Released

scruffyduck

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Alpha 21 is primarily a version in which the bgl decompiler has been changed. Many thanks to Patrick Germain for his input and tools.

There are several other small changes but the request to test is that ADE decompiles MSFS stock and bgl files correctly and that two way editing works

Changes
  • Removed surface attribute from painted lines due to issues with SU6
  • Changed decompiler for Bgl to that created by Patrick Germain
  • Handling of Open Read Only Files.
  • Project Properties Package Version is now editable
  • Attributes for aprons and taxiway parking have been updated in line with SU6

  • You will notice that loading a new project from stock is much faster.
  • Exclusion rectangles and scenery objects will not load from bgl files containing them (this is a work in progress)
  • You will not have your personally loaded objects in the LOM which may behave a bit oddly (this is a work in progress)
  • On-line Help is being updated
  • This version will have all the same SU6 package tool issues. Hopefully Asobo will sort it out in SU7

Please install this separately from your existing ADE installation. Make copies of any projects that you use with this alpha and don't use the original unless and until you are sure things work as you expect

Download from here: https://www.mediafire.com/file/tzdvz57ksx4357n/ade_2020_alpha_21_installer.zip/file

Notes in installing a full installer are in the online help: http://scruffyduck.org.uk/ade_2020_help/Process.html

Thanks for you help and feedback.
 
Jon, the program seems to start up as should. However, i can't seem to get the footprints for my models. Could you please reiterate the process to get the footprints into the project when using a new version of the Alpha program. I was able to open my project, Chose the User Model Manager to get models. The process seemed to have worked as should. I copied the project to my community folder via the copy command option window. I then went to LOM to see if the my model were there and they were not. I then, add file to see if that would get them into the LOM. The error messages attached came as a result of the actions i took. Any Suggestions? Many thanks.

Gelomare
 

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NZQN fails in alpha 21. (I think the default may be full of errors?) And the decompiler creates twisted aprons in many instances, with different airports. A rounding error???

Also, the steam version doesn't display anything on my PC, but my batch-file method still shows the compile window.
 
NZQN fails in alpha 21. (I think the default may be full of errors?)

Loaded fine here from stock Dick. But I got a bunch of compiler errors - is that what you see?
And the decompiler creates twisted aprons in many instances, with different airports. A rounding error???

I am not sure. I need to ask Patrick about that.
 
Jon, the program seems to start up as should. However, i can't seem to get the footprints for my models. Could you please reiterate the process to get the footprints into the project when using a new version of the Alpha program. I was able to open my project, Chose the User Model Manager to get models. The process seemed to have worked as should. I copied the project to my community folder via the copy command option window. I then went to LOM to see if the my model were there and they were not. I then, add file to see if that would get them into the LOM. The error messages attached came as a result of the actions i took. Any Suggestions? Many thanks.

Gelomare

You can get the footprints into alpha 21 from alpha 20. Make sure ADE is not running. Go to the Global Folder inside your alpha 20 installation

1636092361073.png


Copy the Folders MFBase and MFUser into the global folder on alpha 21 and over write what is there.

Now go to the F20 Folder inside the Alpha 20 installation

1636092525804.png


Find adeObjectList.dat and copy it to the equivalent F20 folder in the Alpha 21 installation overwriting what is there.

If you restart Alpha 21 then you should have footprints etc The User Model Manager does not put user custom models in the LOM so I am not sure what you were looking for
 
Jon, Everything is as should be for me. Got footprints and there were no compilations errors here. Project opened in the sim as should and the snips below are after the compiling of the project using Alpha 21. Many thanks.
 

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Jon, Everything is as should be for me. Got footprints and there were no compilations errors here. Project opened in the sim as should and the snips below are after the compiling of the project using Alpha 21. Many thanks.
Mine works..how would you know if it compiles..using the original SDK 15.0 with no patches. Compile window didn't show?
Thanks,
BobM.
 
Bob, i for the most part delete the previous build from my community folder just to be sure that i am running the very last build. I then open the project in the sm to reference the changes made.

Gelomare
 
I love how your KATL is coming along!

Sent from my BE2029 using Tapatalk
Just to clarify. My project uses KATL as a foundation as I live in North Florida (USA) and do not have a major airport the size of KATL around. I am sandwiched in the midst of KTLH and KVLD to the west and north respectively. So, because I really love MSFS and FSX before. I decided to build a model that I could use as a home-point for me in FSX and now MSFS. It is for the most part all custom except for the parts ported from KATL in the sim. I would have never been able to do this without this great program--ADE. Just like KATL, Delta is the main airline out of my KMDN. Not a real airport in the sense of airports, but it allows me to fly anywhere in the world to real airports in the sim. Thanks to Jon, Arno and the many other who have given the community tools to make Flight Simulation a great pastime.

Best,
Gelomare
 
Ahhh, understood

Thank goodness for the awesome people here at FSDeveloper and for the awesome tools made by Jon, Arno (I think was his name) and countless other good people in the community!

Sent from my BE2029 using Tapatalk
 
Hi Jon.
Installed Application 20.21.7978.17929 Engine 20.00.7976.28388 (for clarity) after having installed Windows11 and everything works as hoped for. Aprons are there and new taxi signs as visible as one could hope for.
I have a suggestion: I would like it to be possible to assign a random folder/library for the compiled/built airport as I use the Addons Linker and would like ADE to place the builds there.

Thanks for your great work and a great tool.

Tommy Engman
 
many thanks to you Jon, for your work. Now, with last version, patched with hotfixes, I can import xml files without any problem.
 
Jon -

I know you have many irons in the fire, but do you have any guess as to when we might see another build or HF for ADE2020? I'm eager to continue trying to break it for you!

Kevin
 
Jon -

I know you have many irons in the fire, but do you have any guess as to when we might see another build or HF for ADE2020? I'm eager to continue trying to break it for you!

Kevin
Currently development is pretty much on hold due to real world activities.
 
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