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MSFS Scenery object SCALE (and slew mode)

Footprint dimensions come from the bounding box of an object. How close that is to the physical dimensions depends on how the creator made it. Also some objects have a bounding box that is larger than the physical object. MSFS Street Lamps are a notorious example in that the footprint as generated is many times larger than the actual object

View attachment 72500

All those triangular shapes are lights. Here is one pulled out of the scenery


View attachment 72501

I am hoping that the two way editing of alpha 19 will make it easier to understand the correct size of objects. I would tend to rely on the size/shape/position in Dev Mode since that reflects the MSFS rendering engine. This is the apparent bounding box of the lamp with draw detailed footprints turned off in ADE

View attachment 72502

A bit more reasonable size

In Dev Mode it looks like a street lamp

View attachment 72503
Hi Jon,
Just starting this up again in the sense that in the two way editing, most objects added display correctly in ADE with the exception of the High-Mast Lights which overlap and basically cover everything under their footprint. Is there a function in ADE that will reduce or remove that apart from deleting the lights and only adding them back as basically the final step before release of the project?
 
Hi Jon,
Just starting this up again in the sense that in the two way editing, most objects added display correctly in ADE with the exception of the High-Mast Lights which overlap and basically cover everything under their footprint. Is there a function in ADE that will reduce or remove that apart from deleting the lights and only adding them back as basically the final step before release of the project?

I am looking at a way to reduce footprint sizes for some objects. I think it may be a manual user action to turn off footprints that are causing problems. I haven't implemented it yet but might manage it for the next alpha
 
OK thanks. I thought maybe there was an option "Display/No Display" that could hide them ;) - guessing that's what you mean
 
There may be but ADE has not got an automatic way to determine which objects have a small base but an outsized footprint
 
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