• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
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    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FSX Sound FX in FSX

I don't think it will work in FSX. I think there is some sort of special method you have to use to change the sound file to make it compatible with FSX. The Orbx sound effect files are made as if they were visual effects with sounds, they just didn't include any visuals for them to display. As long as you use the effects files AS-IS, they work fine, BUT>>>>> you can only have ONE effect for any specific location. More than ONE will cause none of the sound effects to work. I've been playing around with working Orbx Sound effects, and as long as you use only ONE effect in a location, it will work fine. More than ONE ,it will not work. Also, you CANNOT make any changes to any of the ORBX sound effect files, doing so will render it inoperative, probably designed that way to prevent people from modifying their files for personal use or distribution. The same goes with any of the Microsoft effect files with sound, you cannot modify them and have them work. As far as using your own .wav files, even if you are putting them into a working sound effect file, they will not work. There is some special attributes to the provided sound .wav files that I am not familiar with. Just any ole' .wav file WILL NOT WORK! The sound effects must use the .wav file that came with the effect. I'm not a programmer so I have no earthly idea how that could be changed. Bassicaly you are limitted to whatever sound effects are provided with the 3rd party addon or the sound effects provided in FSX. You just can't make your own, the .wav files are specificaly created using some unknown recording method that allows FSX to read them. FSX will not read just any type of .wav file. I have no idea what process they use to create the .wav files as I am not an engineer nor a programmer. So yu are just stuck with whatever is provided. If anyone does figure out a way to add your own sound effects without having to write a complicated XML file and figure out coordinates and crap, (the Orbx files do not use any XML or BGL files that I can find. They are used as stand alone files that have to be placed using ADE or by writing your own placement XML file. ) The Orbx files will work as stand-alone effects by placing them using ADE, but they only work sporaticly and randomly. And you can only use ONE in any location. This is what I have figured out after playing with them for several hours.
 
Ok, I know this is off subject, but for now the sound issue is on the back burner. I don't want to start a new thread, so here's a puzzling dilema. I had some firework effects in my project, ok, I wanted to remove all of them, so I went to the scenery list and located ALL firework effects, there are NONE in the list now. But, when I start FSX and look toward where the fireworks were, low and behold! They are still there. now how the Heck can that be when there are NO firework effects anywhere in the project, I looked everywhere closely and could not find any, there are none in the list either. So how in the world can FSX be showing something that ain't there? I even deleted ALLLLLLLL of the project files and recompiled them. Still the fireworks remain. There is something really screwed up either with ADE not actually removing the deleted effects, or something with FSX still has an old file that did not get overwritten. I can't figure that one out, there is something seriously wrong and I suspect that has something to do with the sound effects not working at all now, not even the ones that were working. So my guess is that somewhere there is a duplicate of the project being loaded instead of the updated one, so where else would I look to find copies of the project and delete the suckers to get everything back on track? I've never seen this before. I also noticed some objects being placed in areas that I never had any, such as park benches in the middle of a lake. What has gone screwy here, is the project now just a bust and will I have to start all over from scratch or possibly from a 6 month old backup file?
 
I just found out that somehow my entire project has a duplicate project underneath the one I am working on. I have no idea how this happened. the only way I can see now to fix it, is either spend the next 6 months deleting everything on the top layer which envolves going through the entire project deleting things to see if there is a duplicate, then delete thus deleting the top duplicate, or live with it. I just went into the FSX sub effects folder and removed all of the "fireworks" effects so it won't load them anymore. I refuse to just delete the whole thing and start over. I guess I will do one section at a time and delete the top duplicate layer until I do the entire project. I don't know how ADE does this and saves two copies of the same project on top of one another, it must be some sort of bug in ADE, this is twice this has happened, the first time it did it wasn't so bad, the project was in its "infant" stage and I just deleted all of the duplicate stuff which only took about an hour. But now the project has expanded so much it will take months to go in and delete all of the duplicate stuff. I think from now on I will make a daily backup of the project. And for everyone else who sees this, as I said, this is twice I had this happen, there is no explanation for it. So if things start to go haywire for no reason, this is most likely what has happened.
 
I just noticed something. I looked in my /Global/Scenery folder and found .MDL files for all of the 'firework' effects I had in the project. I also saw a .BGL file for "firework1" should I delete those? Could that be why the effects are still showing up even though they have been removed from the project?
 
Tom:

My limited time availability in the context of a full weekly (and weekend) schedule will not be able to track your multiple postings.

I may get time to read through your sequence of posts above tomorrow (Saturday) pending some decisions for the holiday.


I recommend you pace your self, and not draw conclusions based on how things 'seem' to work after many hours of striving.

Test only after rest.


Keep multiple backups in ZIP archives of anything you are proposing to delete or otherwise reinstall.


You should not need to delete your project(s) and start over from 6 month old backups.


Because of the way you seem to want to do your development and testing, you would benefit from use of:

ADE Menu > Lists > Project Tree

...to track / find / edit scenery placements.


Effects placed via Fx files- and not via MDLs- may be a more practical method considering your project's extreme complexity.

Otherwise, they may not show up in the ADE Project Tree, where they can also be "found" via the [Find] button.

Effects may show under Lists for Scenery Objects, but that scatters them all over in the list, and we cannot [Find] them there.


For future planning, since your project already exceeds FSX' intended Geographic extents for Airport Test Radius due in part to your insistence on use of Vehicle Links for Roads, you will likely continue to suffer from run time rendering issues and crashes.

That is complicated by limitations of your current hardware configuration, but can also occur on more powerful computers.

I am now testing FS synchronization issues on my more powerful computer that I did not have on older computers in the past.

https://www.fsdeveloper.com/forum/threads/radius-1.19185/post-935408


IIUC, the only work around if you build- and use- a scenery with a large extent ...is by following guidelines ACES intended for FSX.


FSX provides scenery to cover the entire world, but in sub-divided Areas, as seen in [FSX install path]\Scenery sub-folder chains.

If you look at how Aces sub-divided the FS world into Areas, you will see how you must sub-divide your project.

Ultimate Terrain products also sub-divided their scenery into Areas that are compatible with the scheme used by ACES.


You must limit the Airport Test Radius extent in Kilometers used for each of your airports.

You must sub-divide your Airport Facilities Data infrastructure object extents to no more than QMID-11 or QMID-15 quads.

You must not use very long vehicle paths as a substitute for CVX Vector Roads with linked 3D street lights and light splashes.


I had hoped it would be possible for you to see the futility of doing things in the way that you have persisted in doing them.

This has essentially prevented you from achieving the success that we would all like to see you enjoy.


IIUC, your preferred scenery project concepts will require special procedures to work around "FS' Evil Airport Infrastructure".

That may open up Pandora's Box, and potentially put you in 'a world of hurt' if you are not up to the precision of the task. :redflag:


Multiple (but only a few) add-on developers created custom entries to extend the default FSX Terrain.Cfg.

However, FSX only allows (1) Terrain.Cfg to be used per FS installation; all add-on extensions must be added to (1) Terrain.Cfg.


Consequently, end users have to substitute the add-on Terrain.Cfg for their own, or they will have missing scenery objects.

This led to complex attempts to write utilities to backup / restore / modify / consolidate multiple versions of Terrain.Cfg.


Modification to Terrain.Cfg must be performed with the utmost of precision and complete understanding of what is required.

If you are not up to the task at all- or do not recognize onset of fatigue after a long day of striving- DO NOT ATTEMPT THIS.


You can create a modified Terrain.Cfg that adds entries beyond that in one developed by Dick and Luis Feliz-Tirado for FSX.

That Modified Terrain.Cfg is 'offered' to be installed by default when SBuilderX is first run after installation.


Alternatively, the Richard Ludowise / Luis Feliz-Tirado "Modified Terrain.Cfg" can be downloaded form multiple FS web sites.

I suggest if you attempt this, you build upon that base file when testing your new Terrain.Cfg entries, keeping multiple backups.


Also, Luis Feliz-Tirado has a tutorial "Fun With Lines", written during transition from FS9 to FSX, which explains how to do this.

https://www.fsdeveloper.com/forum/threads/autogen-exclusion-problem.17999/post-117755


IMHO, it is necessary to ask that any modified Terrain.Cfg file you develop, not be posted publicly for download by others. :alert:


AFAIK, that may be the best way to provide you with the Road types you want to use, but which will be clipped to quad sizes.


I am not certain yet, but it may also be possible to make a flatten that can not be hijacked by "FS' Evil Airport Infrastructure".

In other words, a generic FS flatten which is not an Airport Boundary (aka "AB") flatten that is forced to follow ARP Altitude.


This process will allow FSX to ingest scenery instructions in bite-size pieces, instead of being force-fed more than it can handle.


You should be able to decide what multiple features you want associated alongside your custom Roads, and at what intervals.

You can then define that as a CVX Vector 'Autogen' meta-object which is placed automatically when a CVX Vector line is placed.


More to come on these issues as time permits.

If I do decide start my holiday travel on Saturday, I may not return to this thread's complex topics until Tuesday.

GaryGB
 
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