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P3D v4 New airport taxiway not showing

Hi John:

A couple of questions come to mind regarding your scenery project in P3Dv4.

You describe there being (2) RWYs at PAKY in P3Dv4 at run time; is this intended, or is it an anomaly ?

Also, you describe there being (2) differing Altitudes at RWY ends at PAKY in P3Dv4 at run time; is this intended, or is it an anomaly ?


IIRC, there was all expected excludes for PAKY BGLComp airport infrastructure objects, but I have not yet checked the airport flatten.

I'd check the ADE GUI Lists with your PAKY *.AD4 file loaded, to see if there are any CVX vector excludes for the default PAKY flatten.


Also, if there duplicate RWYs, and they are NOT 'both' intended to coexist, another airport RWY is being loaded from "somewhere".

If that is the case, and such a duplicate airport is not readily found in the 'usual' places such as Addon Scenery sub-folder chain, scruffyduck has a utility that can be used to look for that within FS' folder chain.

If you do not see a CVX vector excludes for the default PAKY flatten when you check the ADE GUI Lists with your PAKY *.AD4 file loaded, we may need to do a search for that type of object as well.


IIRC, Instant Scenery 3 (aka "IS3") may be able to display a Label for such an Exclude object; I'll have to check, and report back.

As I previously mentioned, I typically do not work with A.I. Traffic, so "bush" / unpaved airport RWYs without flattens are OK with me.

But if a main focus for your project is to work with A.I. Traffic, you would need that airport flatten to render at run time, so A.I. can work.


PS: What is the source of the ground texture seen at PAKY in your screenshots ? :scratchch



TOM: Thanks for the extra input as a highly experienced "airport guy". :)

If John informs us he does want (2) RWYs at PAKY, can they both operate compatibly that close together within BGLComp's guidelines ?

GaryGB
Two runways - an anomaly
Not two altitudes at runway ends- altitude in cockpit is 20 ft lower at threshold of Rwy 28 than the altitude shown in the ADE.ad4 project file.

I will check for a CVX vector although I am not exactly sure how. It is up to me to find out. :cool:
 
Guys, I am really grateful for all the interest and help.

But, I do not know where the idea that I wanted two runways came from.

I just want to add a taxiway from the ramp at PAKY to Rwy 28 in P3Dv4. Nothing more.


Not being too well informed in these things, it looks to me like the stock airport has not been overwritten by the compiler.

Hi John:

Some folks exercise an abundance of artistic license in creations for FS, so how was I to know you do not want (2) RWYs ? :oops:

Since there are not (2) RWYs at PAKY IRL:

PAKY_GE_IRL-1.jpg



...I was intrigued by how you showed what you did in your P3Dv4 run time screenshot.

paky-ade_mod_p3d4_sm-jpg.97138


Notice the second airport in the scene (I did not refer to it as a "duplicate" airport as its size, shape, coordinates are different).

I initially got the impression that you may have been experimenting with PAKY to test A.I. Traffic navigation between the default airport and the intended replacement which may have been 're-positioned ...as seen in one of your earlier posts in this thread:

https://www.fsdeveloper.com/forum/threads/new-airport-taxiway-not-showing.460092/post-934562

Thus, I initially got an impression that you may have been comparing (2) RWYs at PAKY to test A.I. Traffic navigation between the default airport and the intended replacement which may have been 're-positioned'.

I've never seen that before, but it is an interesting idea for troubleshooting A.I. Traffic navigation ...by comparison of (2) RWYs. :idea:

I'd like to understand how this got rendered in P3Dv4 at run time; each airport must co-exist and load ...from somewhere. o_O

The good news is that I was able to add the taxiway in P3Dv5. All to scale and no second runway! :)

Regardless, as you stated, you were able to add the taxiway in P3Dv5 (typo ? IIRC=P3Dv4). All to scale and no second runway!

I'm 'sort of' glad you got that sorted out; but, now you need to explain exactly how you did that (2) RWYs trick ...to me ! ;)


PS: What is the source of the ground texture seen at PAKY in your screenshots ? :scratchch

I reviewed your post history here at FSDEV, and concluded you likely created an ADE-GP with an arbitrary PAKY ground texture.


Regarding the question of Altitude differential at RWY ends at PAKY:

Two runways - an anomaly
Not two altitudes at runway ends- altitude in cockpit is 20 ft lower at threshold of Rwy 28 than the altitude shown in the ADE.ad4 project file.

I will check for a CVX vector although I am not exactly sure how. It is up to me to find out. :cool:

You seem to prefer doing as much as you can to achieve desired results, so I'll ask: shall I also research a cause of this anomaly?


I see no CVX vector exclude in P3Dv4 default PAKY, or your custom PAKY, so you must intend to use the P3Dv4 default flatten ?

If 'that' is not rendered in P3Dv4 at run time, you get a sloped RWY; there is a CVX vector exclude somewhere ...impacting PAKY.


The P3Dv4 terrain shows a 2 Meter differential along PAKY RWY axis, so IIUC, your run time P3Dv4 is missing a PAKY flatten.

PAKY_TMFViewer_dem0001-cvx0611_Altitude.jpg




FTX SAK's CVX vector exclude apparently does not impact the PAKY local area, and thus does not explain the missing flatten.

PAKY_TMFViewer_0_excl_FTX_SAK_GUID_all_BGL.jpg



Looks like you have otherwise achieved every thing you originally intended to do in your OP. :)

Feel free to inquire further if you wish to resolve any other issues at PAKY.


GaryGB
 
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Not a typo! The screenshot in #20 is P3Dv5.

Unfortunately, I am more or less at square one wrt v4.

Thanks for researching the CVX vector exclude. It would seem that this is not the problem. I am not sure how to interpret the TmfViewer output - looks a bit like SBuild from way back.

I wondered about the role of ORBX in all this. In my P3Dv4 North America Global open LC, and Global Vector are enabled, as is Southern Alaska.
In my P3Dv5 of these only Global Vector is installed. If I understand you correctly, you think ORBX is nothing to do with the runway anomaly?

It seems that a flatten is missing ar PAKY in v4 at least. Could you check v5 for me?
It would be surprising maybe that LM identified a missing flatten at tiny PAKY as a problem in v4 - and fixed it for v5!
But a missing flatten cannot be the whole story.

I will check through relevant traffic scenery .bgl files in case one of these got into a folder somewhere.
 
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Hi John:

The simplest solution is to make a replacement CVX vector flatten for PAKY in ADE that is positioned above the FTX Central Insertion Point.

We can output PAKY CVX vector flatten in [P3D]\Scenery\0001\cvx0611.bgl via Patrick Germains CvxExtractorGui as "ESRI FLX*.SHP".

https://www.fsdeveloper.com/forum/threads/cvxextractor-exporting-vector-data.432918/


'Append' "FLX*.SHP" to SBuilderX, modify Appended *.SHP Polygon objects to retain only PAKY flatten Polygon, Select it, Compile a BGL.


That BGL is placed in the same "Active" \Scenery sub-folder with BGLs output by ADE for your PAKY.AD4 project Scenery.Cfg Area Layer.


I can post a worked example mid-morning Monday USA Chicago time. :)

GaryGB
 
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I will try that.

In the meantime I found this vector .bgl in Orbx (attached). I just wonder if this is doing something anomalous. All the ORBX folders are below PAKY so it should not, I guess.

Pathway on my PC is: F:\Lockheed Martin\Prepar3D v4\ORBX\FTX_VECTOR\FTX_VECTOR_FixedAPT\scenery\ABP_PAKY.bgl

I haven't had the courage to disable it (.old) for fear that this will destabilise the whole ship and I'll have to reinstall.
 

Attachments

Hi John:

I am in the process of unraveling the "Global Hell" at PAKY; I occasionally see this if folks install "OrbX FTX Global" products.

For those who never intend to install any other 3rd party add-ons, or customize FSX / P3D in any way, that 'may' work OK.

But, troubleshooting scenarios can be complex when folks attempt to customize scenery if OrbX Global Products are installed.


MS-ACES and L-M also can "share in the shame" for using inaccurate data for FS2Kx scenery < my 'ESP' foresees ...flaws >.


FYI: I am not certain about the rest of the world, but AFAIK, L-M P3Dv5 licensed an accurate North American vector data set .

In prior test scenarios, excerpted P3Dv5 vectors were precisely the same as seen in Ultimate Terrain X - USA.

Thus, I can not vouch for accuracy of SHP data in P3Dv4- versus P3Dv5, which IIUC, is based on widely used- Shape data sets.


If customizing FS2Kx scenery, I would not bother using P3Dv4 if P3Dv5 is installed, nor would I use OrbX FTX Global products.


FTX Global vector provides multiple object types, including ABP's, but is intended for Orbx' proprietary Shape data sets.

Thus, I can not vouch for accuracy of the FTX data set in Orbx' proprietary- versus other more widely used- Shape data sets.


This Google Earth screenshot explains why we saw (2) PAKY RWYs; you had OrbX FTX Global and P3D default both loaded.

PAKY_GE_IRL+P3D+FTX-1.jpg


Please attach a separate ZIP containing each of these files from your computer:

[Flight Simulator X install path]\Terrain.Cfg

C:\ProgramData\Lockheed Martin\Prepar3D v4\Terrain.Cfg

C:\ProgramData\Lockheed Martin\Prepar3D v5\Terrain.Cfg

GaryGB
 
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I am staggered and very grateful!

Thank you for unravelling the Global Hell into which I innocently drew you. I suppose I should have realised that Global FTX products had the potential to relocate airports and runways.

I did not realise as i should that FTX Vector would use a different data set from that of the stock airport I used for my modifications.

Having loaded SBuilderX 3.15 I was busy trying to find 3.14 which apparently should be installed first. I was dreading a steep learning curve - your post came along at just the right moment.

I take on board your suggestion that I should not develop sceneries in P3Dv4 when FTX products are installed, especially as I have v5.

In post #15 you mentioned local sceneries for the area, including the entire Kodiak island. I fly a lot around there and over towards Dillingham and parts further south.
I'm interested in those sceneries especially as I think you are warning me off Orbx FTX, including SAK I suppose. The default stuff is pretty tame sometimes, although compared to FS98......

(Way, way back in SBuilder 2.0 days I even made a scenario (FS2004/FSX?) of a ship on fire near Tugidak island with rescue choppers. A few other sceneries for a group as well).

Second, I am staggered that you were able to create a Google Earth view of the two simulated runways - how the heck did you do that?

Terrain config files attached.
 

Attachments

I am staggered and very grateful!

Thank you for unraveling the Global Hell into which I innocently drew you. I suppose I should have realized that Global FTX products had the potential to relocate airports and runways.

I did not realize as I should that FTX Vector would use a different data set from that of the stock airport I used for my modifications.

"Global Hell" is my nickname for a type of troubleshooting scenario often seen if folks install "OrbX FTX Global" products.

It's a parallel concept to a dreaded "DLL Hell" often seen when run time DLL dependencies are mis-matched / missing. :stirthepo


You are of course innocent of having drawn me into anything, as I am glad to help where I can, and I always learn something.

I hope to assist you in achieving your project goals, while also learning something more about working around / with "Global" .


The terrain.Cfg defines CVX Vector object GUIDs, and their 'RenderPriority', which can sometimes complicate FS development.

My goal will be to sort out the custom OrbX GUIDs and associated custom definitions for RenderPriorities of their CVX Vector objects, which may impact your options for custom scenery development within the milieu of FTX Global, Vector, LC, Airports, and Airport 'fixes' installed on both FSX and P3D versions, and to implement a 'per version' work around for OrbX and P3D. :rotfl:

Having loaded SBuilderX 3.15 I was busy trying to find 3.14 which apparently should be installed first. I was dreading a steep learning curve - your post came along at just the right moment.

Hopefully this also came along just at the right moment to save you some challenges "upgrading" SBuilderX from 3.14 to 3.15:

Instead of "upgrading" SBuilderX 3.14 to 3.15, download my cached archive of rhumbaflappy's "full" ready-to-use SBX v3.15: :idea:

https://www.mediafire.com/file/9oq6h2uv96b9a4s/SBX315_Full_SbuilderX_v315_Rhumbaflappy.zip/file


NOTE: The ZIP above was originally linked by Richard Ludowise (aka "rhumbaflappy") after the SBuilderXv3.15 Beta ...from here:

https://www.fsdeveloper.com/forum/threads/sbuilderx-v315.441705/post-787619

AFAIK, rhumbaflappy opted to not keep that archive on his Google drive, so that link is dead; I linked to my cache at MediaFire above.


That ZIP archive utilizes FSX SDK / other FSX default files; but it is possible make a parallel version using P3D files instead. ;)


I take on board your suggestion that I should not develop sceneries in P3Dv4 when FTX products are installed, especially as I have v5.

In post #15 you mentioned local sceneries for the area, including the entire Kodiak island. I fly a lot around there and over towards Dillingham and parts further south.

I'm interested in those sceneries especially as I think you are warning me off Orbx FTX, including SAK I suppose. The default stuff is pretty tame sometimes, although compared to FS98......

(Way, way back in SBuilder 2.0 days I even made a scenario (FS2004/FSX?) of a ship on fire near Tugidak island with rescue choppers. A few other sceneries for a group as well).

No warning away from FTX Global or SAK; just a cautionary note that extra work may be required to display 'custom' scenery.

Second, I am staggered that you were able to create a Google Earth view of the two simulated runways - how the heck did you do that?

When one uses Patrick Germain's CvxExtractorGUI, in addition to ESRI *.SHP, one can extract other GIS file formats like *.KMZ.

Extracted FS Terrain GIS projection is EPSG:4326, so a KMZ is compatibly "Opened" for display in Google Earth Desktop.

https://www.google.com/earth/about/versions/#download-pro


BTW: Here is a PAKY RWY CVX vector *.SHP file 'Appended' to SBuilderX:

PAKY_SBuilderX_IRL+FTX-1.jpg



I may require some time to sort through the Terrain.Cfg files and test prospective work-arounds if anomalies persist at PAKY.

An initial finding is that, OrbX' PAKY flatten does not match FS default RWY length, so terrain at RWY ends shows 'spikes'.

More to come (probably tomorrow - Tuesday) ...after some further analysis.

GaryGB
 
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Amazing stuff. I doubt if I have enough years left in my tank to get some of these design programs working. I wish....!

Having said that, way back I was able to use Airport for Windows, Rwy 12, SceneGenX, ExcBuilder and another program I can't recall for making custom buildings e.g a flying school cabin, a cargo shed.

It would be great to be able to 'fix' Global in P3Dv4 so that it was compatible with ADE-type modifications. I have quite a lot of P3Dv4 software which will not run in v5.


Just one thing, the media fire link to the all singing, all dancing SB 3.15 is broken.

Also, I have made a full zipped version of the program, with all folders filled for immediate use without a previous installation of version 314:

Full SbuilderX v315

Thanks again for all your interest and for sharing your knowledge in these things.
 
Hi John:

I'm not sure what happened when MediaFire generated the link to: SBX315_Full_SbuilderX_v315_Rhumbaflappy.zip

I refreshed the link cited above, and it now works (I tested whether clicking the link brings up a download web page ...it does now.)


IIRC, with FSX installed, one can un-ZIP in the root of a drive, and the resulting SBX315 folder chain is ready-to-use. :wizard:

As I mentioned above, there is a way to copy / edit that SBX315 folder chain as ex: SBX315_P3Dv4 which uses that P3D SDK version


If you prefer to also use P3Dv4, I do not know if OrbX Direct allows more than (1) physical install of its scenery via its installer.

AFAIK, Windows Symbolic Links may allow running OrbX scenery in P3Dv4 / P3Dv5 from an install in (1) physical P3D folder chain.


For FSX, I am not certain if a unique installer is required for OrbX scenery content that is different than it is for P3Dv4 / P3Dv5.


Do you have separate OrbX FTX scenery installations in FSX, P3Dv4, P3Dv5 already, and if so, were they separate installer purchases ?


BTW: If you run P3Dv5 with little / no micro-stutters, you can probably run MSFS 2020 / 2024 (its performance is better than P3D).

Rhumbaflappy recently showed an easy way, to display FSX scenery in MSFS 2020 / 2024 (most custom FSX 3D models look great).

PAKY_MSFS_2024_Default-1.jpg



PS: If you have PAKY working OK now in P3Dv4, please link us to the current build here with some screenshots, if you would.


Oh, and if you are interested in further enhancing PAKY with the church and few local 3D buildings it has IRL, let me know. ;)

GaryGB
 
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This is fascinating stuff!

I have PAKY working now but only by using the 'nuclear' option of uninstalling Global Vector from P3Dv4. The result at Karkuk is very pleasing - decent scenery with boulders and scree showing nicely. (attached).

I checked out quite a few airports which I thought might prove problematic with GLobal Vector uninstalled. Screenshots of PARS and PAJN attached.

To be honest, I'm not sure that Global Vector does much in P3Dv4 - uinless mods are attempted in which case the stock airfield shows up as well.

The loss of vector corrections will likely produce some anomalies - roads cutting through airfields etc, but any I found were pretty trivial. And, of couse, completely avoidable.

IIRC FTX used to allow vector input to be disabled at a particular airport. That facility doesn't seem to exist anymore. Pity!

It would be great if it was possible to customise the vectors for PAKY. You probably pointed me in the right direction but it is a lot to take in!

Am I right in thinking that Sbuilder 3.15 is key to doing this? It is now installed on my Win 11 PC, BUT there is no help file in this version. Without a help file I will just blunder about and get nowhere.

I would defihitely be intererted IRL scenery at Karluk - you mentioned a church etc.

IIRC the same OrbX payment covered FSX and P3Dv4. I have a feeling that I had to pay again for P3Dv5.

PAKY_minus GlobVec_topdown.jpg
PAKY_minus GlobVec_topdown2.jpg
Russian Mission_PARS_minus Globved.jpg
Juneau_PAJN_minusGlobvec.jpg
PAKY_minus GlobVec_ramp view.jpg
 
Hi John:

Glad to hear of your achievements thus far. :)

You can customize any vectors, whether FS2Kx / P3D default, or OrbX Global.

SBuilderX can do most of the work, and there is a legacy v3.13 SBuilderX313.chm "Help" file in the [SBX315]\Help sub-folder.

You may need to allow permission to un-block it, or to download the Help32 executable from MS to view it in Win-11.


I can offer some guidance on how to use SBuilderX to assist in refreshing your memory with SBuilder and ADE.

I can also help you make PAKY local buildings in a free version of Sketchup, and/or to place FS library objects via ADE / MCX.

GaryGB
 
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Hi GaryGB!

I can offer some guidance on how to use SBuilderX to assist in refreshing your memory with SBuilder and ADE.

I can also help you make PAKY local buildings in a free version of Sketchup, and/or to place FS library objects via ADE / MCX.

That is a very kind and generous offer. Of course, it would be fantastic! I only hope my ancient brain is still up to it 🤔

I would be grateful for a bit of guidance on how to get fired up again in SBuilderX. I'm pretty sure I used Sketchup in FS2004 with hundreds of Nova and other textures.

***********

PAKY with Global OrbX reinstalled might be a good place to start??

I'm not clear which set of vectors would then need correction for PAKY - the OrbX, or the stock P3Dv4?

Or to be completely practical, which airport file do I load into SBuilderX for correction?
 
Hi John:

There would sometimes be challenges requiring considerable efforts modifying FS2Kx versions with OrbX FTX Global products installed.

That said, one may do so using ADE and SBuilderX and actually be successful if one is willing to put in time to learn.

I would say to try re-installing FTX Global in P3Dv4, if you prefer to use it; then test your current build of PAKY made in ADE.


Regarding SBuilderX, do you have it installed and working already for FSX ?

If so, we can copy its folder chain under a new name, and adapt it to use the P3Dv4 SDK compilers / default content.


Regarding the CVX vectors at PAKY, we can see which ones need modification after re-installing FTX Global / testing PAKY.

* Do you have the Global Vector AEC file set ?

* If so, is there an AEC file set specific to PAKY ?


If so, you may wish to extract it using Patrick Germain's CvxExtractor GUI to an ESRI SHP file, as well as BLN and KMZ files.

Then we can examine it by Appending the ESRI SHP into SBuilderX and/or Opening an extracted KMZ file in Google Earth.

In some cases, we may wish to open a BLN file extract in NotePad to see what Altitude is assigned to various CVX Polygons.


If you prefer instead use of a Global region pack SAK airport, or Global LC freeware airport, we can test those also.

Let me know where you would like to start after re-installing FTX Global and testing your own ADE custom airport replacement.

GaryGB
 
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Regarding SBuilderX, do you have it installed and working already for FSX ?

It is installed in its own folder on a separate drive from any flight sim. I haven't linked it to a sim.

Regarding the CVX vectors at PAKY, we can see which ones need modification after re-installing FTX Global / testing PAKY.

The scenery glitches are the same as before showing duplicate airports top down screenshots #18, #22.

* Do you have the Global Vector AEC file set ?

* If so, is there an AEC file set specific to PAKY ?

Yes but no AEC file set specific to PAKY.
There are ABP.PAKY.bgl and APT.PAKY.bgl files in "F:\Lockheed Martin\Prepar3D v4\ORBX\FTX_VECTOR\FTX_VECTOR_FixedAPT\scenery\ABP_PAKY.bgl"

Let me know where you would like to start after re-installing FTX Global and testing your own ADE custom airport replacement.

Since I fly around Kodiak Island a lot, it would make sense for me to fix PAKY. I've hit on a problem there so it could be a useful testbed for learning.

If you have a worked example for some other 'glitchy' airport, then I'd take your advice on that. Whatever is most convenient for you.
 
Hi John:

I could take a look at the (2) PAKY files you cited above if you ZIP and attach or link to them via a Direct Message here at FSDEV.


Before you do that, however, it might be a good idea to scan for other unanticipated PAKY files in overlooked locations on your drives.


You can quickly do that using "Everything" search utility, available here:

https://www.voidtools.com/

https://www.voidtools.com/everything-1.5a/


I used "Everything" 1.4 for years, then version 1.5a Alpha for a year multiple times week; it seems ready for release, so it may be best.

Just type file or folder names with " * " wildcards before and after words, in between multiple words etc., or just type words without " * ".

Whether NTFS or other OS file systems, "Everything" may be able to find them via the Windows Master File Tables, thus very quickly.


It also has a file contents search which I have not yet had time to test; rhumbaflappy has successfully used that and posted about it here:

https://www.fsdeveloper.com/forum/threads/re-using-msfs-textures.456467/post-926766


To do a simple search for PAKY, I would just type this in the search field at the top of the Everything window: *PAKY*

That would allow anything which precedes- and follows- PAKY to be included in results, as long as objects (file or folder) contain PAKY intheir name.


If you would reply with the results of that Everything query, we can conclude what I might also need to examine.


Then we could proceed with a plan to fix PAKY display within the context of your currently installed add-ons in P3Dv4.


Beyond that, we can plan what else you may wish to not only fix- but enhance- at PAKY. :)

GaryGB
 
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Hi John:

When I load a flight at PAKY with the files attached above, they look OK, no anomalies.

When I load your PAKY without the other (2) files cited above, it looks OK, no anomalies (aside from prior new taxiway blend issues).

And when I load your PAKY from the top of Scenery.Cfg above / with the other (2) files cited above, it shows (2) RWYs, mismatched in size.

I am not seeing any terrain anomalies that appear to require correction at this time, in any of the (3) load scenarios above. :)

IIUC, that is because all the sceneries are fitted to the default terrain mesh BGL, which technically does not match IRL terrain near the PAKY airport overlooking the precipice above Karluk lagoon

I am "tripping" over some ground obstacles in the user aircraft within the immediate vicinity of the Global airport / infrastructure.


I'll see what we can do to update your PAKY in ADE to exclude and replace the Global airport, and will report back tomorrow (Monday).

ADE edits are not intended to change any CVX vector land class texture display added locally by Global; only airport BGLComp code. ;)


PS: I have done a high resolution satellite imagery for the local Karluk area, which underscored further the need to also replace the local terrain mesh

I plan to test that option later today (Monday).

This casts suspicion on the (local ?) default scenery in L-M P3Dv4 as to whether it has inherited the incorrectly GIS projected and thereby malpositioned core CVX Vectors and terrain mesh of FSX by-way-of ESP.

If in fact, P3Dv5 North America licensed new and correct CVX Vector data, in order for that to "fit" with other default P3Dv5 scenery,, the terrain mesh would need to have been updated as well.

So I must request that you ZIP and link via a Direct Message here at FSDEV, (2) files, which I will provide more info on in a Direct Message here at FSDEV shortly.

GaryGB
 
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Hi John:

I have completed some tests of available data sets for aerial imagery and terrain mesh which I believe may be worthy to use at PAKY.

The terrain mesh that can be made with 5-Meter IFSAR of Kodiak Island is very good, and I am considering making the entire island.

If there is not sufficient time for that, I shall do the Karluk inlet region, and it can be loaded on top of a freeware Alaska terrain mesh that is better than other payware and freeware data sets for Alaska.


The aerial imagery looks good, but could be limited to the waterways and nearby shore areas where required for details over land class.


I shall have more news tomorrow (Tuesday) regarding those terrain options, and will also update on options to modify PAKY airport.


Be assured there are many opportunities for you to successfully learn- and complete- workflows to upgrade your favorite scenery. :)

GaryGB
 
Amazing stuff!

I hope I can learn. Perhaps if you are willing to send me 'workflows' so that I can follow each step. I guess this would add to your workload, but it would allow me to get up to speed rapidly.
My old brain (close to 80 years) is still ticking over pretty well, but I am time short and short-cuts to success are obligatory!

If I do learn successfully, then maybe I can help by updating the terrain mesh for a small area, so that eventually the whole island can be upgraded.

Having said that, I am probably underestimating the steepness of the learning curve.
 
Sounds good to me. :)

I am confident in your abilities, in the comprehensibility of available tutorials for learning, and in FSDEV's ability to help.

PS: I sent you a Direct Message.

GaryGB
 
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