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FSX CVX Vector lines - utility pylons

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172
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italy
Hello everyone,
I can not understand by what logic, after designing the vector lines (utlity pylons) in FSX display are partially or not at all. Same result with all versions 168 // 169 // 226. In the project that I am working for example, a line is visible only part ..up to where it runs in a straight line after opening with an angle of about 30 degrees then no longer displayed. On another line even if it runs in a straight line for still many kilometers it does not appear at the boundary QMID11.
Please excuse my bad English (Google Translate) and I hope I was a little light in describing the problem.

gmfk_01.jpg
 
I don't know if this will solve the problem, but you might try to slice the vectors at QMID11, and see if that helps. Also, look at the lines in TMF Viewer, and see if they compiled correctly in the original file. FSX was released with bugs as it was rushed to RTM and many minor things were broken in the final release.

Dick
 
Thanks Dick,
I also tried this slice of the borders of QMID11 although to the naked eye is not sure it's on the end with a dot in the right place. However, the problem is even within a QMID11. All this is very frustrating. If I can sent you in PM a copy of the project file?
 
This is a stretch of UTX default, extracted with CVX Extractor Patrick Germain. You see very well that when the line crosses a QMID another is perfectly adherent. I had not noticed that SBX also has the ability, when working on a line of "Slice QMID11" (thanks Dick).


I made a few attempts but still are not satisfied, there is still something that escapes me.

gmfk_02.jpg
 
Hi Giovanni.

It appears SbuilderX is not the problem, and it appears the lines are already sliced at the QMID11 by shape2vec. This might be something you'll just have to live with if it is a bug in FSX. Holger Sandmann may have a solution, if anyone has one.

Dick
 
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
 
Hi Dick, Hi Holger,

thank you for your timely and expeditious response. I will treasure, as usual, of your valuable experience. From your explanation, dear Holger, now everything is much more clear I will see to adopt some solution.

Best regards
Giovanni
 
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
 
Utility Line vectors work great with Instant Scenery. So it seems to work fine on FSX/P3D.
 
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