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Just a little confused

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us-florida
For the life of me I can not figure out what has gone wrong.

I've pestered Scruffyduck like crazy lately and apparently due to my latest version of winzip, I'm not zipping the ade file properly for him to be able to unzip it and examine my file. :(

(I think I may have figured that one out .. I changed compression styles in my zip folder.)

But here is my real problem.

In the United Kingdom, there is an existing airfield called Deenethorpe. It is listed in the airport directory as UK01. Now its my understanding that when I use a terrain polygon, and set it as airport background and tag it with flaten mask class map excludeautogen, that everything within that polygon is supposed to disappear. Am I correct in this understanding? I mean unless I'm dreaming it has always seemed to work before, but lately since using the newest beta, I can't seem to eliminate the existing UK01 information.

It is also my understanding that when using ADE and making an airport that supercedes an existing one that FSX will automatically exclude their default. I'm I correct again or is that all part of the other statement above?

But what is happening, is that the existing bgl information from UK01 is not being excluded, it continues to show through every effort I have tried, including putting a great big exclusion rectrangle/square over the area, but the default UK01 continues to shine through.

I have even gone so far as to change the scenery of the addon folder in FSX to priority 1 but to no avail. :confused:
Time after time, when I go to the airport selection list on any free flight and scroll down to select my scenery, there are without fail two instances of Deenethorpe on the selection list! Again, my understanding is that FSX is supposed to exclude its default stuff in favor of my more current stuff if it finds something to supercede it right? It doesn't appear to be working.

And what makes matters even more confusing is that I can put my background in, I can lay runways, and taxiways and aprons and buildings and the like, but the minute I put a parking node on the scenery, compile it and try to run FSX, it crashes to the desktop every time. As soon as I remove that parking node, recompile and reopen FSX, the scenery shows with no problem, yet the default UK01 scenery is still there! :mad:

If I go in and edit the default bgl from FSX ... how is that going to affect other users of my scenery should I decide one to offer it for public consumption?

I can build airfields with no problems in places where existing default airfields do not exist, I have two very nice pices of work right now that are in my humble opinon, quite good and I have no problems with them as there is no default scenery to interfere.

What am I doing wrong? I have gone so far as to try each and every possible exclusion provided by ADE to eliminate this default airfield with no success. I have even gone in and edited the default scenery without sucess because when I go to load FSX with the modified default, FSX crashes to the desktop.

I need help!! PLEASE! :eek: :D

OH! PS ... I have uninstalled, cleaned, erassed, edited registry, reinstalled, and god only knows what else about 6 times in the past 3 days ... this includes everything from FSX to ADE latest beta.
 
I don't understand your problem. Deenthorpe is a very simple airfield with only a single runway:

Do you have exactly the same airport properties as the default?

 
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I don't understand your problem. Deenthorpe is a very simple airfield with only a single runway:

Yep, I don't understand it either ... I know what it is, I'm just saying this is what is happening with my setup.
:stirthepo

I've done everything exactly as you have shown .. it doesn't work on my setup.
 
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If you have two entries in the airport list, there must be something different between the respective properties, either the ICAO, name, city or country.

The easiest way to test it is to load the default file into ADE and add an apron:



Compile it and place in an active scenery area.

There should be only one entry in the airports list:



And in FSX you should see the apron:

 
I'm building the airfield from scratch. I do not like the FSX default name of the airfield during ww2 it was known as x3de which when I build mine from scratch thats what I call it.

I seem to recall doing this on earlier versions of ADE and having the stock scenery go away when I put down an exlude, it doesn't seem to be happening now.
 
I'm building the airfield from scratch. I do not like the FSX default name of the airfield during ww2 it was known as x3de which when I build mine from scratch thats what I call it.
That's your problem. If you have a different ICAO, the default will not be excluded. If you examine the xml file generated by ADE you will see:

Code:
      <DeleteAirport
         deleteAllControlTowers="TRUE"
         deleteAllRunways="TRUE"
         deleteAllStarts="TRUE"
         deleteAllHelipads="TRUE"
         deleteAllFrequencies="TRUE"
         deleteAllTaxiways="TRUE"
         deleteAllJetways="TRUE"
         deleteAllAprons="TRUE"
         deleteAllApronLights="TRUE"
         deleteAllBoundaryFences="TRUE"
         deleteAllBlastFences="TRUE"
         deleteAllApproaches="FALSE"/>

This is what removes the default airport. However, it applies only if the same ICAO code is used.
 
Well that just bites. But it appears we got to the bottom of the problem.

So whats the solution then for getting rid of the default via ADE programing?

Can I use the existing one and rename it? I thought I tried that and FSX proceeded to crash.
 
Well that just bites. But it appears we got to the bottom of the problem.

So whats the solution then for getting rid of the default via ADE programing?

Can I use the existing one and rename it? I thought I tried that and FSX proceeded to crash.

You cannot get rid of the existing airport entirely, You could remove the visible information by editing a copy of the stock airport and deleting everything. You might also get rid of the airport background polygon using a terrain exclude. You could then place a new airport (with a new ICAO) at the same location. However this will not remove the entry from the airport list in FSX. There is noway to do this other than by removing the airport from the stock bgl file and that is a No No!.
 
You cannot get rid of the existing airport entirely, You could remove the visible information by editing a copy of the stock airport and deleting everything. You might also get rid of the airport background polygon using a terrain exclude. You could then place a new airport (with a new ICAO) at the same location. However this will not remove the entry from the airport list in FSX. There is noway to do this other than by removing the airport from the stock bgl file and that is a No No!.

But how to do this, so that, if and when I offer my scenery for public consumption it doesn't have to cause all users to have to modify their setup in some fashion?

I would like to use the call signs as were used by the USAAF in identifying these bases, I'm not at all happy with the UK01 thing in FSX ...

I've tried the exclude poly and it just doesn't seem to work.

And, yeah, I found out that removing the stock bgl from FSX is a no no ... that's why I have been CTDing as well.

My setup is all back to stock now and I'm working on a plan. :)

I'm not about to :whiteflag yet.
 
Do as Jon suggested, load the stock airport, delete everything and compile. Now, reload the stock airport and change the ICAO in the airport properties, make your required amendments and compile. When you compile, it will be given the filename X3DE. Put both files in an active scenery area.

You will still have two entries for Deenthorpe in the airport list but you will see your version and FSX will not crash:

 
I agree with George here. That is as far as you can go and living with the two entries in the airport list is the minimum price for changing the airport Identification. If you release the two bgl files then then any users should see what George shows above.
 
So if I do this, I have to release a modified UK01 bgl then as well as the X3DE.

The picture shown above is exactly what I get now, except I haven't deleted any info in the UK01 ...

And if I modify, UK01 as mentioned, and they install both, then selecting the UK01 will still put them on the base, I'm doing, it just won't work with comms or taxiway information or the like will it?

OH! and lets really really hope that this is what's causing the CTD when I start inserting parking nodes.
 
And if I modify, UK01 as mentioned, and they install both, then selecting the UK01 will still put them on the base, I'm doing, it just won't work with comms or taxiway information or the like will it?

OH! and lets really really hope that this is what's causing the CTD when I start inserting parking nodes.
It takes about 5 minutes to try it.
 
Alrighty, I've had time to do as said. I called up UK01 deleted everything but the runway, saved, and recompiled and then created from scratch using all the exact information from UK01 to place my X3DE ... put an exclusion flatten poly in and the main runway to match the existing. Went in and checked and my airfield fell right over top of the stock UK01 runway almost perfectly.

Went back into ADE, opened the stock deleted the runway and recompiled. There is now absolutely nothing but the ICAO node in UK01. That shouldn't give me a problem should it?

Otherwise, I dropped a parking node on the new scenery, compiled and loaded it up in FSX ... FSX CTD'd upon placement of a single parking node ... I can't even get to the field after selecting it.
 
Okay this is weird.

Recalling what Jon told me about the aprons from helper shapes, I thought ... you know, I'm putting my parking nodes in with feet and inches or so I thought.

I have two airfields that I could swear I used feet and inches on and placed the parking nodes with no problems. Just a few minutes ago I went in and reset all my dimensioning and etc to metric instead of feed.

Now the parking nodes are working! :eek:

May want to check the same thing with the parking nodes, that you discovered with the aprons from helper shapes Jon!

Thanks to both of you for the help .. it appears that I may be on my way for now.


Thanks! :wave:
 
Okay this is weird.

Recalling what Jon told me about the aprons from helper shapes, I thought ... you know, I'm putting my parking nodes in with feet and inches or so I thought.

I have two airfields that I could swear I used feet and inches on and placed the parking nodes with no problems. Just a few minutes ago I went in and reset all my dimensioning and etc to metric instead of feed.

Now the parking nodes are working! :eek:

May want to check the same thing with the parking nodes, that you discovered with the aprons from helper shapes Jon!

Thanks to both of you for the help .. it appears that I may be on my way for now.


Thanks! :wave:

I will check, however it is usual to keep parking units in meters even if you are using feet for dimensions.
 
Otherwise, I dropped a parking node on the new scenery, compiled and loaded it up in FSX ... FSX CTD'd upon placement of a single parking node ... I can't even get to the field after selecting it.
This has absolutely nothing to do with the units for parking spots. You cannot have an AFD file with a parking spot and no runway, FSX will crash. Unfortunately, BglComp will compile it without errors.

Before compiling, always use the ADE Fault-finder. It would have told you that there was an "orphan" parking spot.
 
I don't know whether you're right or not GHD ... In order for me to size my airfields properly I need at least 1 runway in all cases. (Thats just the way I do it.)

After the initial runway is in, I can drop a parking node.

Being ... ummm ... unbritish as I am, shall I say American, I tend to think in feet and inches rather than metric, one of the beauties of being from the good ol U S of A ... :)

Being as that is the case, I have set my creative defaults in feet and inches, and though the parking setup says things are in meters, and I do the math to correct the sizes accordingly, I have honestly been having problems with this scenery crashing time after time by inserting a parking node in it until just recently when I readjusted all my dimensioning to meters based on Jon's comment with regard to the help shape being converted to an apron.

Whatever. The good and final news here is that I now have most of the parking places installed in X3DE and I am no longer CTDing. Yay!
 
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