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ADE-GP 0.0.93(a) - New Compiler

gadgets

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The attached version contains a modified compiler that allows the user control of various compiler parameters. For the time being, it should only be used for evaluation purposes.

When you now select Compile, you will be met by a small dialog:

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If you just click Continue, your file will (should) compile as it always has - with one exception. The ARP is no longer relevant. The reference point for the file will be the geographic center of the objects included.

Alternately, click the lower radiobutton and enter values for one or more of:
  • Line Visibility - the distance in m. beyond the periphery of the lines included (see Group Size below) at which they will be displayed;
  • Poly Visibility - the distance in m. beyond the periphery of the polys included (see below) at which they will be displayed;
  • Group Size - causes the objects to be collected into groups of the nominal size specified; Thus, if no part of the group is in view, that group will not be displayed, reducing overhead.
Then click Continue. (If you don't wish to use a parameter, enter "0" or clear the relevant text box) It will revert to the default.

The entered parameters are saved and used to initialize the dialog for the next compile.

Through experimentation, you will be able to determine the best combination of parameters (i.e., lowest overhead) for your airport. Note, however, these parameters are likely to be effective only with extensive, complex ground poly configurations. If used with simple airports, you may, in fact, increase overhead slightly due to the added partitioning of the .asm file.

I update the user manual after I receive same feedback on the new capability.

Don
 

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If you just click Continue, your file will (should) compile as it always has - with one exception. The ARP is no longer relevant. The reference point for the file will be the geographic center of the objects included.

Hmm, what if the airport is "L" shaped? The centre of the objects may well be outside the flattened area :eek:
 
Hmm, what if the airport is "L" shaped? The centre of the objects may well be outside the flattened area
Looks like I may need another option.

The purpose behind doing that was to avoid the isolated distant poly issue.

Don
 
Can't you default to the status quo of having the origin at the ARP and have more exotic positions as options?
 
Either way, it's an additional option - and yes, the default would be the ARP.

Don
 
Sounds very interesting. There is a default airport (PHKO) that moved about a mile or so from the original location. I am modeling the old airport and thus the ARP is about a mile from my modeled airport, at a different elevation. I tried creating GP lines there and was unsuccessful, even with a GP poly at the ARP. Hopefully with this version I may have more luck.

Thanks,
 
If the ground under/over the polys is at a different elevation from the ARP, I'm not surprised you didn't see them. This new version might be all you need.

Note that in the post I highlighted yesterday, it seems to say than unless the airport of interest has an elevation correction file, the elevation of the ARP of the stock airport "rules". Even with flattening to that elevation, there could still be a tiny (several leading 0s) difference between terrain elevation and ARP.

I wonder if the true fix is to set the flattens to a mm. or so below the ADP elevation to ensure ground polys at ARP elevation are displayed.

Don
 
Another option involves ADE providing a way for users to define multiple reference points for GP objects I think. But I am so out of touch at the moment that I may be entirely missing the point here
 
The new compiler (at the user's direction) breaks the ground polys up into "groups" of the nominal size specified by the user. (I say nominal, because it is the center of the line that is tested. One - or both if the line is very long - ends may extend outside the "box".)

This is not exactly what we discussed earlier. The suggestion of multiple reference points was to allow users to utilize flattens of different elevations - something I thought we decided at the time that wasn't very useful. However, in cases where that is needed, provided the two flattens aren't adjacent, the need can probably be accommodated by specifying to the compiler a "group size" that forces the gp objects to the right elevation.

Don
 
Hi,

You were correct, Don. When I set the compiler to compile to a 100m radius (I only had one line), the GP line now appears on the ground, rather than 50 feet in the air - a nice improvement.

However, I'm seeing a side effect of adding the GP BGL file (it doesn't happen without it). The ground shadow now flickers when you move around:

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I don't think this is anything you can fix, and it happens no matter which of the two the compiling option I set. But I think others should be aware of this and test their airports in case it happens.

I do have a copy of my ADE file in the Scenery/World/scenery folder, BTW.
 

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PS. This ground shadow flickering does not happen at my test airport, which is at the same altitude as the default airport.
 
Very interesting (not)!

Obviously, if the flickering doesn't occur when the GP file is not present, it is having some influence outside the actual painted area. Can't imagine why. That suggests the problem is internal to FS9.

I do have a copy of my ADE file in the Scenery/World/scenery folder, BTW
I avoid putting anything in my S\W\S folder that doesn't need to be there since, according to jVile, these files get loaded before other scenery items. Perhaps its being there somehow defeats the [Delete Airport] functions. Does it make any difference is the ADE file is in an add-on scenery folder?

PS. This ground shadow flickering does not happen at my test airport, which is at the same altitude as the default airport.
Reinforces my concern about S\W\S. If your ADE file is in S\W\S, then it's always present. How do you manage to display the stock airport?

Don
 
Since the original airport is at 50 ft and my relocated airport is at 8 ft, I have to place an AFD file into the S/W/S folder to get the airport to display correctly and to have the AI aircraft load at the proper elevation. It doesn't usually matter what file I place there, since the real AFD file in the addon scenery's folder will have priority over it. It just has to have the airport set at the correct elevation.

When using AFCAD, I just place a copy of the AFCAD file into the S/W/S folder, and never bother updating it when I update the airport (unless I change the elevation). Jon's Change Airport Elevation tool in ADE does the same thing, but places a small stub file into the S/W/S folder instead. All of the techniques seem to work fine.

I could do more testing of this phenomenon if you like, but I very rarely have airports at different elevations from the default.
 
I realize you need either that or an elevation stub in S\W\S. I was just curious about whether or not placing the whole afcad in S\W\S was contributing to the problem.

Don
 
Hi,

Used ADE to create a stub ALT file in the S/W/S folder, inactivated all my versions, and even created a flatten file in ADE. So I had the ADE file, the ALT file, the GP file, and the TER file. With the GP file present the ground shadows flash. Without it the shadows are fine. I don't need the flatten file either to keep them from flashing.
 
Thanks, Tom. I presume everything but the stub were in an add-on scenery folder.

Don
 
Hi,

Correct. Addon Scenery/Hawaii 1959/scenery, at the top of the Scenery Library listing.
 
Thanks, Like you said, there's probably nothing I can do about it, but I will spend a little time investigating.

To avoid me having to reinvent the wheel, would you mind bundling up your new airport and associated textures and texture control files, please, when you get a chance.

Don
 
Don,

objects shadows are flickering over the ground polys, you can test with my files if you kept them.
 
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