Hi Bob:
I have seen varying results in FSX with "flicker" from what IIUC is actually "Z-Buffer Fighting" manifesting as intermittent gray patterns when 2 objects are in close proximity with 1 behind or below the other.
The susceptibility to this happening IMHO is greater in FSX, and varies as well by video card manufacturer / driver version... and 'other' variables I'm still trying to better comprehend.
But it is generally simple to solve (when only '2' layers of textures overlie each other) by just raising the top object elevation slightly and inspecting by flying circles around the object at various altitudes; and yes, the flicker usually can't be seen on ground or at lower altitudes below 100 Feet.
BTW: I find the old FS2002 Cosmos Bidulm Trike (freeware or the LAGO Emma Field 2002 version)
is able to go slower than the AirCreations Trike, so it makes a great inspection aircraft (it actually works in FSX too, but has a strange ground shadow with lights, clouds and autogen trees showing through the wing fabric).
I wish I knew how to fix that legacy aircraft FSX draw order issue... I love the old trike as much as I do the new one !
NOTE: To get rid of the aircraft panel display, cycle "A" key in either Trike for 'Cockpit' (not VC) mode, then cycle "W".
Oddly, I sometimes can solve 'layered object flickering' by raising the top object only +0.0125 Meters (+0.04101038 Feet).
Yet other times I have seen a
higher top object elevation required (usually seen as +0.021 Meters or +0.06889743 Feet) in Instant Scenery to stop the 'flicker artifacts' from showing.
If one has '2' textured planes above another 3rd textured object or a photoreal ground texture, it becomes a nightmare of jockeying the 2 top planar objects up and down to finally eliminate the flicker.
Usually in those scenarios I still end up with an objectionable final total elevation of those 2 raised objects above the bottom object or ground.
Yes, too big of a height differential could cause a "bump" in the rendered FS scenery object to terrain distance, and could be an undesirable situation for a ramp (especially for a water ramp) as those who fly and taxi with crash detection turned on might crash their aircraft... and thus terminate their flight too !
I'm wondering if the use of a sloped flatten under the ramp which has a surface that is both
flat and sloped
parallel to the slope of the ramp might allow for a better multi-planar inter-object render by FS, thereby permitting avoidance of the "Z-Buffer Fighting"
FYI: The new FSX "CVX Vector" type flattens via SHP2VEC can be made much smaller and more precise in FSX via SBuilder (ADE makes these too) than was possible in FS9 with SCASM Area16N or LWM2/LWM3 flattens.
Those legacy scenery flatten polygons (LWM flat or LWM3 sloped/tilted) were aliased by FS to the vertices of nearby LOD13 Area Points (1/256th of an LOD13 quad's 1,223 Meters per side is 4.8 Meters as the closest achievable inter-point distance for vertices), assuming one had TMVL set to 21 or higher in FS9.Cfg.
Setting the FSX mesh resolution to 2 meters or smaller may help with rendering sloped flattens, but some users that have other content-enabling sliders set too high may find they end up having subtle performance issues below 10 Meters for the mesh resolution slider.
Yup, FSX gets some things backwards; the Irish expression "
May the road rise up to meet you" is rendered by FSX as 'water' rising up to meet us
instead !
PS: Sloped flattens at shorelines might solve "
water creep" as well.
You might find some pertinent info on making "
Sloped Flattens" in ADE and/or SBuilderX here:
http://www.fsdeveloper.com/forum/showthread.php?t=17964&highlight=sloped+flatten
Hope this helps sort things out a bit more !
GaryGB