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FSXA Some observations with TS Pro

Hi Don,

I'm fighting a bit with problems even in the latest version of your TS Pro.
  • When using the Hot Cursor function I often want to add points to an already existing polygon. Each time I get the message "A node already exists here" when I want to do it along a already existing contour. I haven't checked whether I wrote it before, but this one exists from the very beginning of the PRO-version and not in the old one.
    1582041993034.png
  • The Blend outline is even more difficult. After adding the first nodes CCW it always happens the below pictured message pops up. Quite often TS crashes when trying to resort the renumbered nodes (as it did in the example afterwords). In the picture I marked the starting point, the direction I've used and the node numbers after the "need-to-rewinding-message appears.
    1582044222638.png
Actually, after getting the fourth crash in a row, I decided trying the old version 1.209 for my purposes (again). Finger crossing...

...after a while: The legacy version worked like a charm (only a few nodes hopped to unintended spots while defining the blend outline).
 

gadgets

Resource contributor
Axel, I may not get to this today, but ASAP. Re the Blend issue, that's probably because the poly crossed over itself. Please try again with a simple shape and let me know if still occurs.

Knowing that the other issue doesn't exist in the earlier version should make it easy to find.
 

gadgets

Resource contributor
When using the Hot Cursor function I often want to add points to an already existing polygon
I have discovered a fairly fundamental problem with the hot cursor. I haven't looked at that code for over a year so I need to think carefully about the fix. It will be fixed, but it may be a few days.

After adding the first nodes CCW it always happens the below pictured message pops up
if you look carefully at your screenshot, you'll see that, with nodes sequence 1, 13 and 14, you have, in fact created a clockwise path. The Blend profile is expected to be an enclosed path surrounding a number of other nodes. While, perhaps, the sensing algorithm could be made "smarter", if you draw such a path in a counter-clockwise manner that does not cross over itself. I doubt you'll get this message.

I'll release a fix for the hot-cursor ASAP.
 
Hi Don,
In fact the blend poly crosses itself (that didn't disturb the old version), but it was intended to be continued around the airport flatten.
you'll see that, with nodes sequence 1, 13 and 14, you have, in fact created a clockwise path.
Nope, I didn't! It started correctly and it had been renumbered for whatever reasons. I marked the original poly-start in the drawing and it mutated to node #14 :yikes:.

As far as I can remember earlier PRO versions, including 1.0, had the same behaviour. In some cases I'd been able to finalise the contour and sorted the definitely wrongly renumbered nodes manually one by one. It also worked in the present version, even if there had been always the risk of a CTD.

Actually, I would like adding something else. After importing airport flattens from BGL files they often need a redefinition to be pure AB-Flattens. Otherwise the result are likely different textured triangles. In the old version it was sufficient, doing this for just one none and the whole poly is done. Now you need to use to select a poly by name before getting the result. Probably both ways should work, but personally I felt the first way simpler.

Hey, finally I like to thank you for your great work and the quick reaction.
 

gadgets

Resource contributor
I have just posted Version 2.1.02. It addresses several issues- some you highlighted, others you didn't - as follows:
  • The check for winding direction of new polys, including the Blend outline, is deferred until the poly is complete and any necessary rewinding is automatic (and silent).
  • Nodes can now be inserted into completed polys using the Hot Cursor in "Add Nodes" mode. This was not contemplated in the original design - which is why it didn't work - but seems logical and was simple to accomplish.
  • Re changing the terrain assignment of a poly, I have implemented an even simpler alternative. Now, when you select a terrain in the Terrain Type combobox, if any nodes are then selected you are asked if you want to change the terrain assignment of those nodes. To change the assignment of a whole poly, select any node in that poly, right-click to bring up the context menu, check Select Peer Nodes and then select the desired new terrain type.
  • In the previous release, I made what I thought was a simple, isolated change to add "Exclude All" (guid 0000...) to terrain menus. Turns out that change had a number of unanticipated side effects which you would eventually discover. I also fixed all of those side effects I could identify. There may still be others which I'm happy to fix when discovered.
Nope, I didn't! It started correctly and it had been renumbered for whatever reasons. I marked the original poly-start in the drawing and it mutated to node #14 :yikes:.
If you think about the mechanics of rewinding (i.e. reversing the order of the nodes in a poly) , the fact that the first-placed node becomes the highest numbered one shouldn't be surprising.

I think you'll find this release much-better behaved.
 
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