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FS2004 OMDW - Dubai World Central build - world's biggest

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canada
I've been building this airport since summer 2020, progress is a bit slow due to my free time, I want to finish it anyway. Just have a problem with the northern runway, on the first image satellite view it's covered in terrain textures a little and on the second image runway looks distorted with missing markings on one end. Just to say, the airport is very big, like absolutely huge space taken in ADE, if I try to make it bigger by expanding the big main apron with the quadruple terminals moving them further up north the airport won't compile anymore. Does ADE have a limit on size/spacing built airports, if that's the way to say it. I also noticed airports done by some users, they add a "_TER" bgl file along with the main airport bgl file, what exactly is that file, it's terrain but what is it for? I'll appreciate help please.
 

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Hi Jon, thanks for that, I set a big new polygon square to flatten the area, got the _TER bgl now but the runway on second image still has problem, everything seems correct, I can't figure out why.
 
Time to revive this project and finish it after a long delay, I've got some days off coming soon and I want to work on that build to complete it.
A quick question, does ADE have a limit how big we can build/edit an airport? I need to add an apron and runway at the area showcased rectangular black in the image but then it won't compile anymore.
The area is served for maintenance I think.
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If this is FS9 and the compile fails try the option to split the compile. There is a limitation in the compiler. File > Extended Compile

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Choose an option and see if you get one that compiles. Note that a split compile will generate several bgl files which need to be kept together
 
Ok, forgot to mention a small thing. I added this big apron then I compile, it says airport compiled but the bgl is nowhere to be found.

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Now if I extend compile I still get this error and I do get one file but it's not bgl.

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I recall that there is a limit on vertex points for aprons. If you make a copy of the airport and try reducing the number of vertices until you get a compile. But first try the complex split as Guenther suggests
 
One approach is to replace some of the aprons with ground polygons using the FS apron texture. If you get the texture mapping correct it will look just like a default apron. I kept doing this until my file would compile.
 
As fas as I can see the ADE pictures, I think the number of aprons is not so high, a "list aprons" could show it, but parking spots and taxi/parking links could be critical...
 
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Seems it worked with complex split. I got 12 files, 6 bgl and 6 xml, I added all 6 bgl in addon scenery and tested it and seems everything was there. Now the work really begins to keep adding objects and others, just hoping that everything will still compile once everything is added because obviously there will be lots and lots of more objects to add. So far there are 19 aprons, might add more or remove some and 367 parking as in gates only, I have yet to add cargos and ramps. Also, I may have to redo all these 367 gates because when the AI parks they apparently follow the parking index order and not parking gate number.
Will post further issues if needed. Thanks everyone.
 
Is this project a fantasy airport or a future step because there is no similarity to Google Earth and AIP Charts?
 
Note that it is not the number of aprons that is the limit, it is the number of vertices in those aprons.
 
Danke. I don't think there would still be addons made for these kind of airports anymore due to FS9 being old now and with FS2020/2024 present. That's why I decided to do that and yes it's way too early but still nonetheless.
I will try much I can to make it friendly fps as I've seen many addons which have heavy memory load.
 
This library object, generic.bgl 147, is disappearing when it's dusk, night and dawn times, why?

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Those generic tanks are terrible. They don’t show up sometimes, they collapse when you move away from them. I just avoid using them.
 
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