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Centre Lines

I have FINALLY managed to get a pix attached using imageshack.
I seem to be going 2 steps forward and 1 back at the moment.
I just hope it is the right pix.
This one of my parking spots.
The other 2 don't show at all.


EDIT Jon

Sorry pic is too small to see I have added one you sent me Richard. I hope it shows the problem
 
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This problem is usually caused by a bug in FSX. I don't think you have an apron under the parking spots if I remember rightly. FSX should ignore any surface details related to links joining parking spots but it does not always do so. I would suggest putting a grass apron under the parking spots and make sure it extends under the links that are joining the spots to the taxi network. Now I am not sure if FSX will show anything for parking spots on grass but the concrete should disappear
 
Thanks Jon,
My head has gone for the moment.
I trying to sort out image sizes in Imageshack.

I'm going off for a very LARGE VAT or 2 and try again.

Richard.
 
No worries - it takes a while. I might suggest that you insert the url for the image into the text of your post. This is how George does it
 
You shouldn't need an apron under the parking spot. Just ensure that the parking link texture is grass.

George
 
You shouldn't need an apron under the parking spot. Just ensure that the parking link texture is grass.

George

To do that you need to turn off the option for ADE to automatically determine the surface type of the underlying apron
 
Ok have tried Georges bgl and that shows odd shaped parking spots as well although they are concrete, I have nothing showing at all now.
Have turned off auto surface type and that made no diff. all lnks are definately grass.

Could this be a prob in my FSX????

Richard
 
Well I thought I was supposed to see the taxiway going to a round concrete parking spot??? and not some odd shaped bit of concrete.

It shows in the photo you posted Jon.
 
No it does not work like that Richard. The odd shaped bit of concrete you refer to is a bug in FSX. This is caused when the surface of the parking link does not match the surface of the underlying apron and that is what you saw. If you fix that problem then you certainly will not see a circular parking spot.

Parking spots themselves have no surface texture. They 'show' the surface of what ever is underneath them (effectively transparent). Usually there is an apron on which the spots are placed. You will see a taxi link approaching them if there are markings (like center and edge lines) otherwise you will not see anything (except, or course that aircraft can be parked there). You will not necessarily see any 'T' at the parking spot either - that depends on a number of factors.

Sorry this all sounds complicated but the 'rules' should be fairly simple. For some reason they appear more erratic in FSX than previous versions.

Personally I would always place parking on an apron even if that apron matches the surface beneath it. Also I recall that the heading of your parking was towards the incoming parking link and not away from it as is usual. I will take another look at the airport you sent me although, in truth, I am not the real expert at this stuff :)
 
'Morning folks how are we?
Jon I think we got a bit cross threaded about the parking spot shapes. I was asking what should I see in FSX and I think you meant in ADE.
However I have added a grass apron and the odd concrete has disappeared and the spots are as you say they should be.
So that problem is solved.
Now the rogue bit of grass taxiway.
You will see from the pix that the taxiway to the right of the runway is grass as it should be. However the bit to the left of the runway is also grass and this should be asphalt.

I hope this pix works. If not I give up.
01262008092235yz8.jpg

By civray at 2008-01-26



Richard
 
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Richard

Check the link(s) that cross the runway at that point one of them is grass and it leads over onto the other side. If you have grass to one side and asphalt to the other then make sure that there is a node on the runway connecting the runway links with the taxi links. Also make sure that the surface of the link coming in from the asphalt side has a surface type of asphalt
 
I have placed a node in the centre of the runway and connected both taxiways and runway taxiways to it. One node with 4 connections.
Fault finder says ok.
However If I have the curved centre lines I get that bit of grass.
If I get rid of the bit of grass I loose the curved centre line???

bgl attached
 
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One of the problems here are the dimensions. The runway itself is 60ft wide, the taxilinks 25ft and the distance from the asphalt taxiway edge to the rurnway edge is 40ft. This does not seem to be enough to allow FSX to draw a proper junction. FSX uses the surface type of one link to draw the junction and uses certain rules to do so. It is picking the grass surface and in drawing the junction under the runway it has not got enough space to draw it under the runway surface so it is spilling out onto the asphalt side. I assume these very narrow widths are based on the actual dimensons at the airport?
 
Hi Jon,just got around to having a look at your reply.
This airport is fictious based at Bowness on Lake Windermere hence the water element.
I am putting together a few water bases for the virtual VFR Club I belong to using ADE,SBX and Instant Scenery.
After doing the water runway I just could not help myself from delving further into ADE. And I have enjoyed every minute despite the set backs.
As regards the bit of grass I have tried various permutations of dimensions but nothing seems to work.
It is only supposed to be a small airfield hence the grass.I only changed to asphalt when you did to make it all a bit easier to see. I guess the the easiest solution is to revert everything to grass.
I decided that having got this far I might just as well add as many elements as possible to increase my knowledge and enjoyment.
So you won't have heard the last of me!!!!!
 
FSX is the most unfriendly texture draw Sim we have ever had.

Prior to FSX the texture draw was straight forward and a node would change textures on either side when placed on a runway. This is not the case with FSX and there are many situations that what we want takes planning beyound what we think we should see.

FSX also has problems drawing the fillets unlike FS9 so what you see more of in FSX is a apron poly that doubles as a fillet for the runway.

First picture is probably what you want your airport taxiway texture to do.
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In order to draw that in FSX it requires blocking nodes that we did not have to use in FS9.

In my next picture notice I added a single taxiway node on the edge of the runway and it is the yellow one (I highlighted for simplicity). Any line to the right of this node is a grass texture. Any line to the left of this yellow node is a asphalt texture. This blocks the grass from extending under the runway and over to the leftside toward the holdshort node.
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You must use some ingenuity with trial and error when working with runway /taxiway /fillet textures in FSX. None of this has anything to do with ADE and everything to do with how FSX is drawing textures that differs from what we were accustom to in FS9. In some cases you must also draw the fillet with a apron poly and round the curves to make it appear a fillet exsit.
 
Jim makes a good point. I played around with the airport yesterday afternoon and ended up putting an aprons under the junction to simulate the fillets are required. However I still cannot set up a guaranteed set of 'rules' so that things are drawn as I expect them :(
 
If you notice in my bgl I have added another taxiway to a concrete apron [where there is a hanger] I have a grass taxiway to it.
The grass was spilling onto the concrete [in the shape of the taxiway] so I did as Jim says and added a "blocking node" with grass one side and concrete the other. However this time it does not seem to work.
 
Richard there is a general factor related to your parking. It seems that you have a normal node located right on the parking and then a very short link to the spot.
Try moving the node that is on the parking spot (blue spot) back to the edge of the apron. The link between that node and the parking spot is a parking link and should take the surface of the apron (unless you have the auto matching of surface turned off). I did this when experimenting with your airport yesterday and got a grass taxiway up to the conrete apron and nothing onto the apron. If you place a normal path onto an apron with a different surface type than the apron it will show over the apron.

It is not usual to place a normal link and node on the parking unless you are involved in 'plumbing' techniques and I would say you are not :)
 
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