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I have run into a situation wherein all of the listed GP objects in ADE are compiled without error but DO NOT appear when P3D for that particular airport is run.
This appeared after I added 2 HOLD SHORT and doing some backtracking, if I delete the 2 added HOLD SHORTs, all of the existing GP objects are then visible in P3D.
If I keep the 2 added HOLD SHORTs and simply create a GP Poly (3 sided patch of concrete), again, everything compiles with no errors but ALL (including the just added GP poly) are
not seen when P3D loads the airport.
I then removed (from the GP Objects list) 3 GP lines (dble yellow) and kept the previously mentioned HOLD SHORTs and once again, ALL of the GP objects were displayed when P3D ran.
Have I added to many vertex's as that seems to me the only common denominator?? Is there a limit on vertex's and if yes, can it be increased or at least present an error during compile...or maybe there is
an error but I have no access to the ADE compile log, etc.
The airport in question is PHNL and bringing PHNL up to date has required extensive adds of "vertex's" given the changes to runway aprons, etc. I can share all work with you to debug if needed.
Thanks in advance.
Lemon
This appeared after I added 2 HOLD SHORT and doing some backtracking, if I delete the 2 added HOLD SHORTs, all of the existing GP objects are then visible in P3D.
If I keep the 2 added HOLD SHORTs and simply create a GP Poly (3 sided patch of concrete), again, everything compiles with no errors but ALL (including the just added GP poly) are
not seen when P3D loads the airport.
I then removed (from the GP Objects list) 3 GP lines (dble yellow) and kept the previously mentioned HOLD SHORTs and once again, ALL of the GP objects were displayed when P3D ran.
Have I added to many vertex's as that seems to me the only common denominator?? Is there a limit on vertex's and if yes, can it be increased or at least present an error during compile...or maybe there is
an error but I have no access to the ADE compile log, etc.
The airport in question is PHNL and bringing PHNL up to date has required extensive adds of "vertex's" given the changes to runway aprons, etc. I can share all work with you to debug if needed.
Thanks in advance.
Lemon