The proper definitions for aviation as used in USA, at least, is here: (...this is, after all, a "Flight Simulator" )
https://en.wikipedia.org/wiki/Altitude
- Absolute altitude is the vertical distance of the aircraft above the terrain over which it is flying. It can be measured using a radar altimeter (or "absolute altimeter").[1] Also referred to as "radar height" or feet/metres above ground level (AGL).
- True altitude is the actual elevation above mean sea level. It is indicated altitude corrected for non-standard temperature and pressure."
Hi Gary,
Yes, I read that at Wikipedia and that's what I thought it would be, altitude above the ground as measured using a radar altimeter. But I was always hearing that the altitude was entered as MSL when using the Ground Poly Wizard. I don't know why I forgot about this but, Arno states that the altitude is only used to calculate the correct curve of the polygons. The polygons are placed at ground level, no matter what altitude you enter, and that's exactly what was happening. So, apparently, this altitude has nothing to do with placing my ground markings at a certain height. When you convert the compiled bgl to an xml file, you will see that the Altitude is 0.0 meters and AGL = True. To change the altitude, one would use the "Convert and Place Object Wizard." This will allow for setting the height of ground markings
But this is not going to work in the FSDT for P3Dv4.5. I've been doing more testing, and I believe I've figured out what I need to do to make this work, at least so far. It will be a little time consuming but I guess that's okay. I've stated the problem that every time I go out a few miles from the airport and returned, my ground custom ground marking C39 would be gone. It was no longer there and it was back to C32. Here's what I found out: So far, this problem only occurs whenever I used the "Convert and Place Object Wizard" and when I place that C39 0.1 meter, or about 4 inches, about the C32. But when I use the "Ground Poly Wizard," I no longer have that problem and my C39 remained on the ground, even after I returned back to the gate, and the good thing is that my C39 was right on the ground as it should be. But the problem is that the C32 is still in view along with the C39 and you see both the C39 and C32. I thought maybe setting the layer priority would solve that problem but apparently doesn't work that way. Setting my C39 at a higher layer made no difference, and I set the layer all the way to 64, both in the + and - directions. I found a thread just the other day, and if I remember correctly, Arno stated that setting the layer to a higher priority does not hide what's below it, correct me if I'm wrong Arno. I've thought at one time that if the layer is set it to a higher layer, it hides what's below it, but I'm not seeing that, unless I'm not doing something right. And one thing, I'm using a transparent background, and only the numbers themselves are opaque. So, I would like to determine if using a totally opaque layer and setting it to a higher number will hide what's below.
Since the FSDT ground textures are mapped over the model, they need to be removed. That can be done by removing the FSDT_det10.dds. But you also remove all of the ground markings, including the V shaped parking radius markings and the runway edge lines. To avoid this, I made a copy of the original FSDT_det10.dds and removed ONLY the letters and numbers that were relating to those ground markings, and leave everything else intact. All I need to do is to use the original numbers and letters from that texture to create the correct ground marking gate numbers using the Ground Poly Wizard. I no longer have to worry about the C32, or any wrong numbers on the ground because they will be gone. Whatever I replace it with should be right on the ground and nothing will be below it. This should work without any problem.
I'm trying to figure out how to make 2 separate layer windows in Gimp, but have not been able to do so. I uncheck the Single Window Mode, but it's still does not load my windows separately. I mean, they do come up separately but instead of having 2 windows, they just show up on the right in a menu. It's not that important and I'm just having to switch between layers in that menu on the right. What I'm trying to do is open the original texture FSDT_det10.dds into Gimp and use that to create my C39 as well as all the other gates that are numbered wrong. If possible, I prefer to select and copy the letters and numbers and past them onto another separate transparent layer. I know I could use the Fuzzy Select Tool but sometimes, it doesn't seem to get all of the outline and inside very well. I've been able to copy and past the Letter "C" but when I try to go back and select the number 3, it doesn't past it in the other layer. It may be that I'll have to use the Fuzzy Tool.
Unfortunately, in the MCX G-Poly Wizard, "absolute altitude" refers to AMSL- rather than AGL. IIRC, in one of Don Grovestine's FS utilities "absolute altitude" also refers to AMSL- rather than AGL.
Yes, that's what was confusing me.
Did you output a legacy SCASM / ASM G-Poly with Z-Bias ...
instead of a P3Dv4.x MDL-based G-Poly ?
I'm not sure what you mean and what that legacy SCASM/ASM means, or what that is, but I don't think I did. I never used any tool that said SCASM/ASM because I'm not familiar with it and how to use it. Does Arno have a video that explains that, or is there a tutorial that explains that in detail?
Ken.