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Can't exclude default obj on P3D V5

I've followed you tips, I've opened the .cvx but and this is what I see.
The vector lines are not close to the runway but somehow they are generated near the runway...

View attachment 57603

So I thought, what if I exclude all of this vector data on the mountain?
Guess what? It worked...

Still weird because it shouldn't work like that
View attachment 57604

You can see in the picture where the vector starts ( RED square) and where those are generated inside P3D v5 (Green circle), there is like some kind of offset. This must be fixed by LM...

Thanks to all guys! @GaryGB you are always the best!

Hi Davide:

Thanks for the kind words; I would know very little of such things if others here had not already shared their own insights for all to read. :teacher:


Glad you were able to successfully exclude this obscure type of object. :)

Holger Sandmann shared his experience with CVX vector Utility Line dispaly anomalies (and a work-around) here:

https://www.fsdeveloper.com/forum/threads/cvx-vector-lines-utility-pylons.434880/post-719621

Hi Giovanni,

unfortunately, the way the vector autogen code works in FSX/P3D is less than satisfactory, especially for objects with wider spacing, like the utility pylons. It's quite common that the pylons "march on" in a straight line even if the vector direction changes and other issues as you described. I've tried different approaches myself but none really worked reliably. One thing to keep in mind is that the initial object is always placed at the first vector point so it's possible, if very tedious, to at least control pylon placements where the direction changes as long as you cut the vector in those locations and make sure you know which way the vector is directed (SBuilderX indicates its end point with a small square).

Something else to keep in mind is that vector autogen only displays on landclass texture tiles that have autogen of their own (buildings or vegetation); perhaps that explains the gaps in your coverage.

Dick is correct that all CVX features (vector and polygons) are automatically clipped at QMID11 boundaries. I'm not aware of any work-around to prevent that.

Personally, I've switched for most of my projects to using GIS software procedures to derive (approximate) pylon locations from the source vector data and then place them via compiled XML code (BglComp.exe) instead of vector autogen. Better yet, more and more agencies/countries now provide online files with lat/long coordinates for each pylon of high-tension lines (sometimes even with heading and height data) so try hunting them down for your area of interest. Also, Open Street Map extracts may contain these point data with their "Source" field providing an indication who the original data provider is.

Cheers, Holger


I believe SBuilderX will allow you to place a line of objects, if you do not wish to go the GIS route. That, with rather thin polys to exclude autogen, might give the result you need.

FS9 had a problem with vector lines, which forced a 'tail' being added to prevent vectored objects from launching off in an uncontrolled direction. And, I believe Flight also has a problem with utility lines... so I hope it does not get inherited to future Dovetail flying games.

Dick


IIUC, Dick alludes to the angled cross-over lines used to terminate sections of such vector lines ...as discussed in the OP of this thread:



IIRC, there is a default 200 Meter interval between Pylons when displayed along a Utility_1 meta-object CVX vector line, but I do not recall how & where this interval is configured.


I do not recall at this time whether Luis Feliz-Tirado discussed in his "Fun With Lines" tutorial (cited via the linked threads above):


...angled 'terminating' delimiters at the end of lines (aka "hooks") being used for anything more than to assign a maximum width for such lines when drawn as thin "Polygons".


It may be worthwhile to also review this tutorial by Luis Feliz-Tirado for future reference: :idea:

Terrain Design

sendfile.php

File Description:
Terrain Design for Flight Simulator X

This simple illustrated document explains the basic concepts in Flight Simulator X terrain, and how to change them using SBuilder for FS X. Make new water bodies, roads, vehicle traffic, airport flattens, remove autogen, add more detail - anybody can do it easily and quickly.
My most sincere apologies - I am unable, for lack of free time, to offer support of any kind. For questions or problems, please post in the Avsim scenery design forum.

Filename: terrain_design_for_flight_simulator_x.zip
License: Freeware
Added: 14th December 2009, 13:29:15
Downloads: 16648
Author: Luis Feliz-Tirado
Size: 3991kb

https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=141643

GaryGB
 
Last edited:
Hi Davide:

Thanks for the kind words; I would know very little of such things if others here had not already shared their own insights for all to read. :teacher:


Glad you were able to successfully exclude this obscure type of object. :)


IIRC, there is a default 200 Meter interval between Pylons when displayed along a Utility_1 meta-object CVX vector line, but I do not recall how & where this interval is configured.


IIUC, Dick alludes to the angled cross-over lines used to terminate sections of such vector lines ...as discussed in this post:





I do not recall at this time whether Luis Feliz-Tirado discussed in his "Fun With Lines" tutorial (cited via the linked threads above):


...angled 'terminating' delimiters at the end of lines (aka "hooks") being used for anything more than to assign a maximum width for such lines when drawn as thin "Polygons".


It may be worthwhile to also review this tutorial by Luis Feliz-Tirado for future reference: :idea:

Terrain Design

sendfile.php

File Description:
Terrain Design for Flight Simulator X

This simple illustrated document explains the basic concepts in Flight Simulator X terrain, and how to change them using SBuilder for FS X. Make new water bodies, roads, vehicle traffic, airport flattens, remove autogen, add more detail - anybody can do it easily and quickly.
My most sincere apologies - I am unable, for lack of free time, to offer support of any kind. For questions or problems, please post in the Avsim scenery design forum.

Filename: terrain_design_for_flight_simulator_x.zip
License: Freeware
Added: 14th December 2009, 13:29:15
Downloads: 16648
Author: Luis Feliz-Tirado
Size: 3991kb

https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=141643

GaryGB
Gary the problem is fixed thanks to all of you for sure. I hope if someone has the same problem will take advantages of all of this information, this is why Fs community is so great!
 
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