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Jon, I know you're busy with everything, but do you have any other thoughts on how I might get this to work?
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I am working on my home airport KELM, which had a major taxiway modification/upgrade in 2018 that is not shown in MSFS, since the airport is based on a 2014 Bing satellite photo.runways, aprons and taxiways have attributes to clear vegetation. Vegetation can be set using a scenery polygon. According to one of my contacts in Asobo MSFS abuses aprons. You will find that there are up to 10 times as many aprons for a MSFS airport against the same airport for FSX. There is even a surface material called CLEAR_SURFACE which I have not checked but suspect it might clear the ground?
I am working on my home airport KELM, which had a major taxiway modification/upgrade in 2018 that is not shown in MSFS, since the airport is based on a 2014 Bing satellite photo.
Indeed there are a LOT of individual aprons. Whether done by AI or by hand, I have to say Asobo did a great job precisely contouring the edges of several hangar ramps to follow the contour of the satellite photo.
They even placed aprons off-airport to form the parking lots of two shopping centers which are about 1/2 mile east and south of the airport proper. I assume this was done to cover satellite imagery of actual parked cars in the lots. I would have thought this would have been part of the Blackshark processing of the sim world, but in this case the parking lots are included the default airport APX file, even though they are quite a way outside of the airport perimeter.
The default MSFS airport has far too many GA parking spots, and the link system connecting them is overly complex, so I have removed them all, and will simplify the links with ADE.
In the r/w airport taxiway upgrade, they built a new parallel taxiway adjacent to the main runway running through what used to be grass, then removed two intersecting taxiways and built two new ones about 500 feet away to join up with the new parallel.
At the real airport, the old intersecting taxiways were demolished, and backfilled with dirt, with new grass planted on top. Of course in the sim, they still appear as part of the underlying satellite image, so I am going to have to cover them.
From what I have seen in some tutorial videos, the best way to disguise unwanted satellite imagery that is not part of an existing ramp, is to use an apron, with a vegetation surface. The type of vegetation, (grass in this case), height, color transparency and falloff can all be adjusted. This will probably be my last step, after exporting the ADE project and loading it into the in-sim scenery tools so I can see the adjustments to the vegetation color and blending in real time.