There are ways to fix and customize just about anything you refer to in regard to your project.
Many of these things I have already discussed or alluded to in our prior discussions.
Proceeding gradually with a more focused approach to learning less at one point in time may help with retention and innovation.
Whenever you do not understand / recall something, do a focused Google query to get answers; you can even focus just on our discussions at FSDEV:
That I might just do. However I found a problem that was keeping my exclusions from working. I have been using the 'Flatten Exclude Autogen Mask Class' to remove vegetation from the roads, well that was working fine, but now, that selection does not work anymore. I have gone in and just for the heck of it, changed all of those to 'Flatten Exclude Autogen' and that seems to be working. I don't know if something has messed up my ADE or what, but the affore mentioned selection will no longer work.
These are the available CVX Vector GUIDs for Airport Boundary / Background Polygon (aka "ABP") objects in FSX:
https://learn.microsoft.com/en-us/p...msdn.10)?redirectedfrom=MSDN#the-shp2vec-tool
https://learn.microsoft.com/en-us/previous-versions/microsoft-esp/cc526968(v=msdn.10)
Note that the available CVX Vector GUIDs for Airport Boundary / Background Polygon (aka "ABP") objects is even more extensive in P3D:
https://www.prepar3d.com/SDKv5/sdk/world/terrain/vector_shape_properties_guids.html
Most airports use the 3-component GUID; we can use
any of the 1, 2, or 3-component GUIDs as needed (explore the pick-lists in ADE and SBuilderX).
Note that the
MaskClassMap function maps a locally-compatible Land Class terrain texture for the airport "
background"; without it we actually have
none.
Thus if we do not use the
MaskClassMap function to map a locally-compatible Land Class terrain texture for the airport "background",
underlying local Land Class terrain textures will display instead.
That mechanism usually works acceptably; but if / when you are interested, fall-back Land Class texture choices that will be 'mapped'
are documented:
https://www.fsdeveloper.com/forum/threads/grass-as-autogen-on-airport-backgrounds.442214/post-802068
If we use custom PR LC, the 3-component GUID
MaskClassMap locally-compatible Land Class terrain texture for the airport "background" does
not display.
However, the other (2) the 2-components of the 3-component GUID
will continue to work from underneath the custom PR photo-real imagery layer.
FS2Kx Pecking order of display priorities Top-To-Bottom: AFD Infrastructure Objects > Misc. Airport Apron Textures > custom PR LC > CVX Vectors
Note that CVX Vector Exclude Autogen feature from the 3-component GUID is intended to exclude default and custom Land Class terrain texture Autogen.
ExclusionRectangle objects compiled by BGLComp can only exclude default Land Class terrain texture Autogen, and not custom PR photo-real Autogen.
https://www.fsdeveloper.com/forum/threads/grass-as-autogen-on-airport-backgrounds.442214/post-802068
I would like to convert all of my 'vehicle links' to Road Vectors. But you can't link Vectors to Parking spots in ADE. I could just remove all the parking spots and use only one main spot to start at, then just move my vehicle to where I want to start from, but that is a real P.I.T.A. I am taking out some areas and merging them with others to eliminate some of the parking spots and even a few of the roads. It is slowly decreasing in size, eventually I should be able to completely scale down the entire project. At least that is what I am hoping for anyway.
You do not necessarily need to scale down the entire project; rather, you just need to 'segment' into MAX QMID-11 sized chunks so FSX stops choking.
You can convert (1) airport package into
multiple airport packages, with each RWY and AFD infrastructure group divided under different ICAOs.
Ground Vehicles you drive in are user-controllable SimObjects; these can Save
*.FLT flight scenario files at misc. start locations loaded from FS pick lists.
You can easily 'jump' to other Airport AFD infrastructure groups in the project once it is divided into different ICAOs with smaller Test Radii sizes.
Now, I have one question, I was considering moving the project to a whole new location, preferably somewhere near my own state, this is so the Real World Weather would work better. The Utah weather stations aren't too accurate and are down more than up so I don't get 'Real' weather that actually matches what is reported. I use FXReal World Weather, it has always worked for me. It will cause an occasional FSX crash on startup, but I can deal with it. Usually the second startup works like a charm. It's usually pretty accurate, but Utah has the worst weather stations I've ever seen. So how much trouble is it to move the project from a 5000ft ASL location to a lower Ground Level such as Georgia? Would I have to go in and re-adjust all of my models and scenery objects to match the new altitude of the new location?
Normally, objects are placed at '0' Meters AGL ("AltitudeIsAGL"), which means no matter the local terrain mesh elevation, objects are mesh-clinging.
If objects are placed at AMSL ("AboveMeanSeaLevel"), it means no matter the local terrain mesh elevation, objects are placed at 'X' Meters above MSL.
When an Airport is moved via ADE / FSXPlanner, or edited in de-compiled XML code, values can always be changed as needed ...by one means or another.
Typically when airport(s) are moved in a copy of the original project *.AD4, the only thing that needs to be changed is coordinates and local ARP Altitude.
Also, is there a way to make vehicle links, follow the elevation of the terrain?
I know Vectors will, I'm using a road vector right now to drive up the 100ft. mountain I created. But vectors are really hard to see at night, and you can't place lights on them. I tried using apron lights, but they don't follow elevation. For now I used some home made light models that float above the vector road so I can at least follow the path up the mountain at night. I have a lot of my missions at night and I need to see where I am going.
IIRC, vehicle links follow the elevation of the ARP, and not the terrain.
However, after the Modified Terrain. Cfg is installed, you can (
very carefully) add a custom entry to Terrain.Cfg that essentially creates CVX Roads with accompanying, automatically-placed vector objects at assigned interval just like the lights you may use with AFD "Vehicle" Taxi-links ...only
better.
https://www.fsdeveloper.com/forum/threads/path-where-cvx-textures-are-placed.458064/post-921298
You may wish to review this thread (and the
"Fun With Lines" tutorial by Luis Feliz-Tirado attached therein):
http://www.fsdeveloper.com/forum/showthread.php?t=17999
https://www.fsdeveloper.com/forum/threads/autogen-exclusion-problem.17999/post-117755
NOTE: Because of your current computer performance FPS issues, you may wish to ID "LightBalls" to use rather than using 3D LightPoles to support them
https://www.google.com/search?q=site:+www.fsdeveloper.com+GaryGB+"FSX"+Light+Balls&sca_esv=e4563a69b0135ef4&biw=1088&bih=504&ei=wOKraY6wNo_9ptQP--CHoQE&ved=0ahUKEwiOkO-lsI2TAxWPvokEHXvwIRQQ4dUDCBE&uact=5&oq=site:+www.fsdeveloper.com+GaryGB+"FSX"+Light+Balls&gs_lp=Egxnd3Mtd2l6LXNlcnAiMnNpdGU6IHd3dy5mc2RldmVsb3Blci5jb20gR2FyeUdCICJGU1giIExpZ2h0IEJhbGxzMgUQABjvBTIFEAAY7wUyBRAAGO8FMgUQABjvBUiNLVCbC1iCJHABeACQAQCYAakBoAGRAqoBAzAuMrgBA8gBAPgBAZgCA6ACwgLCAggQABiwAxjvBZgDAIgGAZAGBJIHAzEuMqAH0geyBwMwLjK4B6oCwgcDMy0zyAclgAgA&sclient=gws-wiz-serp
GaryGB