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FSX ADE becomes sluggish

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Hi Jon,

I was working on LDZD and redrawing the coastline close to the airport (something like only 700 vertices for the hydropoly) after taking out the default water and I noticed that ADE became more and more sluggish. When adding a vertex (ctrl + click) to the polygon, I had to wait a long time before the vertex showed up and as long as it did not, I could not perform any other action as ADE remained frozen.
Also zooming in and out with the mouse wheel seemed to be affected as that also took a long time (and the same happens: ADE remains frozen until the image on the screen is zoomed in or out).
Do not tell me that I should use SbuilderX because ADE is not a scenery/terrain builder:rolleyes:.
I rely on ADE as it has not given me any problems in the past when redoing the American Samoa islands coastlines in ADE.
Fyi: when working on LDZD is see memory is affected only for 2.3Gb and I have 8 and the processors are only at half their capacity. The file sizes are 712Kb for the ad4, 27Kb for the aiport bgl, 13 for the cvx. 2 for the obj and 639 for the GP so there should be no problem there.
Good luck with your internet provider.
 
ADE gets a little sluggish for me if my Google background image is very large (in bytes) and I zoom in close when adding vertex.
 
I do not use a Google background image, Jim, I switch back and forth between ADE and FSX photoscenery.
It is particularly bothersome when zooming in and out with the mouse wheel and sluggishness is more pronounced when water polys are within view of the screen.
 
This is one of the airports I am reconstructing. I completely excluded the island of Incheon and added back 106 terrain poly's (both water and land). I do not use SbuilderX since ADE builds scenery/terrain based on my needs. I don't have the severe sluggish you are talking about.

Not sure what the vertex count is but probably several 1000.

fsscr028.jpg
 
Hi Jim,

When did you make that airport and its water poly's?
As said before, I did not have any problems before either when making Ceuta and American Samoa.
But now (and it is still persisting although I cleaned, virus and malware scanned and rebooted) I have this problem of an ADE screen that freezes a couple of seconds the minute my mouse pointer moves over the water poly, even when I try to add some landclass poly close to the waterfront and my mouse happens to have strayed over a water poly. The lag in executing the task (like zooming or adding or moving a vertex) is about 3 to 5 seconds.
I checked and double checked and it does not happen when the mouose pointer is over landclass, gp, vector or airport links and aprons. Same goes for zooming in and out with the mouse scroll wheel.
Weird but rather annoying when trying to shape the water poly and the shorelines.
PS: I can send you my AD4 file to check whether it happens with you as well?
PS2: what the heck asking, here it is:).
 

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Yep

I tried your airport and like you say it comes to a halt with the mouse over water. I think the problem is because the water is a large single poly and causes ADE to slow up.

You might think about making 3 or 4 water polys and see if the sluggish goes away. My airport water polys around Incheon are the same QMID grid size FSX uses which means it took 6 polys to add all the water.
 
I did and no change:(.

no change.jpg


A pity that you can not see the qmid 11 dimensions in ADE.

Update: everything is fine when you start a new water polygon and you can add as many vertices as you want without ADE lagging or freezing for a couple of seconds.
But the moment you close the polygon and make it a water polygon that is when the problems start.

PS:): It took me from 6am till 9am to get this done and afterwards (not shown) another 2 hours this afternoon to make some more water polys to the south of the scenery.
The idea is to have at least a relatively decent coastline and other scenery on the departure and approach when descending to 3000 ft for the final and that means I have to remake the islands to the northwest, southwest and west and the coast lines of the mainland to the southeast and north of the airport.
 
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I will start another airport and add some water polys to see if I get the slow down.
 
roby

I excluded 4 QMID grid blocks of Ocean along the east coast of the USA and using ADE added back a single large Ocean poly and there were no delays in the mouse. This was a bench test before I moved over to Croatia. WOW!!! what a mess looking at the default coast lines. MS really messed up that area of the world.

Anyway, I deleted your exclusions and water and added back 2 new exclusions. I added back a single water poly in place of the 2 QMID's and the sluggish started. It got worse the more vertices I added.

At this point the best I can tell it is a problem with that area you are working in.
 
You may be right.
Further southeast there is no such problem.
I still have some landclass where water tiles show through when you slew over it in topdown view:rolleyes:! They certainly screwed up things over there.
I still have one wish though (and no, Jon, I am not speaking about the Beziers curves this timeo_O): as I mentioned somewhere in this thread before, would it not be possible in an easy way to show qmids in ADE instead of the grid? Qmid11 especially could come in handy as that way you know at least till where you have to take out and put in the water poly again. Now it is more or less trial and error (the tmf viewer gives you some inkling but you cannot translate that into ADE, do you?)
So much for now.
I am afraid I chose the wrong airport and region this time:(. Not only the airport is a challenge, the whole region is! But I am getting there 'with a little help from my friends':cool:!
 
Hi,

This comes between brackets:
I know, George:scratchch.
Nevertheless, you can do a lot of things in ADE as well. The only thing is that Jon has not given any further attention to it as he repeatedly says it is an airport making program and not a terrain design program, something which is doing injustice to its capabilities.
And now that SbuilderX seems to have or is going to have problems as no one is going to improve/update it anymore (contrary to ADE if Jon manages to get his internet connection working again and listen to the silent voices of people that, notwithstanding the many warnings that ADE is not, continue to make scenery with ADE), I cannot but feel that ADE is the future and not so much SbuilderX.
End the brackets, please.

Now my answer to Jim.
I am afraid, Jim, that it is not a matter of the area but of how many vertices the water polygons contain. I started noticing slag once I tried to add more vertices than I had in the original 60 vertex water polygon made. All went well until, I reached the number of 100 and that is where things started to slow down.
I tried to avoid as much as possible the huge polys and divided up the polys starting a new one when the vertex count became too high. It works in a way but makes it a bit more complicated.
I have now reached this stage:

Zemunik 150921.jpg


But I will definitely have to catch up on some sleep:).

PS: the straight lines are still the default shorelines that do not coincide at all with the photoreal.
PS2: there were even some water gps polys to take out:confused:!
PS3: the landclass surrounding the airport is lousy as well. But that is for later.
PS4: could you explain, George, why it would be easier in SbuilderX (forget a moment about the stagnating ADE)?
PS5: the white areas I do not bother about as they are too far away of the airport and do not have to coincide that much with the photoreal as departing or landing AC will not notice that it is off that much because they are too high up.
 
:confused:. You just download a satellite image and put it in ADE as a background image. But I do not do that because it is troublesome to give in the coordinates and the image cannot be too hi-res because ADE will become slow. I prefer the switching between FSX with the photoreal and ADE.
Signing off, bed time.
Cheers to you, night owls.
 
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Now my answer to Jim.
I am afraid, Jim, that it is not a matter of the area but of how many vertices the water polygons contain. I started noticing slag once I tried to add more vertices than I had in the original 60 vertex water polygon made. All went well until, I reached the number of 100 and that is where things started to slow down.
I tried to avoid as much as possible the huge polys and divided up the polys starting a new one when the vertex count became too high. It works in a way but makes it a bit more complicated.
I have now reached this stage:

Your findings are probably correct since I did not take the time to place 100+ vertices.
 
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