• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

CTD when building scenery

Messages
22
Country
unitedstates
After the latest update, I'm getting CTD when building scenery packages. The issue occurs when the simulator tries to display the new console. I've been able to recreate the issue by trying to manually open the console (~), which causes a CTD.

Thankfully the package build works, and the scenery displays correctly when placed in the community folder, but having to restart the sim every single time is really slowing down my workflow.

Is anyone else experiencing this issue?
 
I can't open my bgl in the inspector after the update, it causes a crash to desktop.
 
I can't open my bgl in the inspector after the update, it causes a crash to desktop.
the same here!
I read something about a problem caused by ProjectedMesh (I have a projectedMesh on my scenery..)
I don't have the link now, you can find it on the FS official forum
 
the same here!
I read something about a problem caused by ProjectedMesh (I have a projectedMesh on my scenery..)
I don't have the link now, you can find it on the FS official forum
Yep, I can confirm, that the trouble source here is Projected Mesh in the scenery. If I remove the projected mesh from the xml, the bgl opens in the editor without CTD. A hotfix is urgently needed.
 
I was wondering what they broke this time. ZenDesk it and hope for the best. Remember, the squeaky wheel gets the grease. Let the forum there know.
 
I was wondering what they broke this time. ZenDesk it and hope for the best. Remember, the squeaky wheel gets the grease. Let the forum there know.
It looks like they broke the SDK stuff only with this, as projected meshes display fine in the compiled packages, they just do not load well into the dev mode. Real nuisance.
 
This is my search to this issue till now (without any result)

Could you please also check the taxi lights? After the new update there are many in place (which I never placed myself). A new problem reported from many users (and of course it happened to many addons already released). It seems like something to the light rows?

-=Manwlo=-
 
This is my search to this issue till now (without any result)

Could you please also check the taxi lights? After the new update there are many in place (which I never placed myself). A new problem reported from many users (and of course it happened to many addons already released). It seems like something to the light rows?

-=Manwlo=-
Yep, had this issue today with Drzewiecky's Narita. Was a little bit shocked with a myriad of violet taxi lights.
 
Thanks, @manlo. I was just about ready to post similar findings. The groupIndex parameter which is added to every object is causing the problem and its implementation is fragile.
 
I just had also CTD while compiling or loading a project I've been working on this afternoon, but I am not using any ProjectedMesh. Here's what I found after 1 hour of troubleshooting:
- duplicating objets add a displayName=" (copy)" element in the xml.
- duplicating again and again the same object will add lenghty elements such as displayName=" (copy) (copy) (copy) (copy) (copy) (copy) (copy) (copy) (copy) (copy) (copy) (copy)"
-
this eventually leads to a CTD when trying to compile.

Removing all displayName=" (copy).... from my xml solved the problem.
 
Last edited:
@mottoth I think you're on to something here. I have a lot of duplicated objects in the scenery. Going to try your fix, and see how it works. Thanks!

edit: Still getting CTD with the displayName removed.
 
Last edited:
Could you please also check the taxi lights? After the new update there are many in place (which I never placed myself). A new problem reported from many users (and of course it happened to many addons already released). It seems like something to the light rows?
The current SDK has made a few changes to the Light Rows. On the one hand you can change the default distance of 60m. And on the other hand, you can set the light rows so that the lights are now displayed on the vertices.

After the last update of the MSFS there was a mess with the taxi lights. Now, after setting the new parameters in the light rows, the taxi lights are displayed as I always wanted them to be. There are now more or all lights to be seen:

msfs_sdk_light_rows.jpg
 
I just had also CTD while compiling or loading a project I've been working on this afternoon, but I am not using any ProjectedMesh. Here's what I found after 1 hour of troubleshooting:
- duplicating objets add a displayName=" (copy)" element in the xml.
- duplicating again and again the same object will add lenghty elements such as displayName=" (copy) (copy) (copy) (copy) (copy) (copy) (copy) (copy) (copy) (copy) (copy) (copy)"
-
this eventually leads to a CTD when trying to compile.

Removing all displayName=" (copy).... from my xml solved the problem.
Luckily I found your solution that worked for me. Thank you for sharing:) The compiler digests copy, copy....
 
Back
Top