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Suggestions for Future Versions 2010

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I don´t know if not already mentioned:
For me one of the wishes is multi-selction of Objects and simply arrange them.
For Example, beiing able to select Parkings and automatically arrange them in any diection, as middle, up, down, etc, as in any other graphical orientated Tool.
Well, I can imagine this might not that simple to implement.

It is on the list and some (if not all) of what you suggest is planned for ADE 2
 
I got one.

An export feature for particular things. I'm working on an airport. Someone has done the same airport. We both did different parts. I'm only doing the apron's and taxiway's. Now it would be perfect to export, let say the apron in to a bgl file. The other one could import that bgl and have all the apron I have.

Something like that. It's is already possible to open one ad2, copy the apron, opening the other ad2 and pasting it there. but because you can't run two ad2 at once this is a very time consuming operation.
 
I got one.

An export feature for particular things. I'm working on an airport. Someone has done the same airport. We both did different parts. I'm only doing the apron's and taxiway's. Now it would be perfect to export, let say the apron in to a bgl file. The other one could import that bgl and have all the apron I have.

Something like that. It's is already possible to open one ad2, copy the apron, opening the other ad2 and pasting it there. but because you can't run two ad2 at once this is a very time consuming operation.

True but the downside of this is the opprotunity to create problems later if you release your bgl file that does not contain everything. The general philosophy is to avoid multiple bgl file for the same airport I think?
 
True but the downside of this is the opprotunity to create problems later if you release your bgl file that does not contain everything. The general philosophy is to avoid multiple bgl file for the same airport I think?

That is where the import part comes in. The thing is that i want my apron in some one else his ad2. I thought that might be possible by exporting aprons only to a bgl. (or xml or something that's your expertise). And then I import that bgl with only the apron in it and it's a done deal. If I compile that version I only and up with one bgl, right?



I got another one, might be a long shot. Autocad has a tool that could join polygon's. Let say I drew several concrete aprons with overlaps. With the mutliple selecting thing I could select them and join them in to one apron.
 
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That is where the import part comes in. The thing is that i want my apron in some one else his ad2. I thought that might be possible by exporting aprons only to a bgl. (or xml or something that's your expertise). And then I import that bgl with only the apron in it and it's a done deal. If I compile that version I only and up with one bgl, right?

Of course that could be done and ADE will import certain things now. I will add it to the list and look at how it might work.


I got another one, might be a long shot. Autocad has a tool that could join polygon's. Let say I drew several concrete aprons with overlaps. With the mutliple selecting thing I could select them and join them in to one apron

Again it can be done :)
 
Quote:
I got another one, might be a long shot. Autocad has a tool that could join polygon's. Let say I drew several concrete aprons with overlaps. With the mutliple selecting thing I could select them and join them in to one apron

Again it can be done


Jon,... isn't there a vertices count limitation also? So if the 2 could merge into 1 apron you would have to check if the limitation count has been reached or not,... right?

It's a nice idea an all... but... :)
 
Hi,

Ahmm, is it not all in the xml?
Take the xml that contains for instance the apron and add it (copy and paste the relevant parts) to the xml of the rest of the airport?
 
Quote:
I got another one, might be a long shot. Autocad has a tool that could join polygon's. Let say I drew several concrete aprons with overlaps. With the mutliple selecting thing I could select them and join them in to one apron

Again it can be done


Jon,... isn't there a vertices count limitation also? So if the 2 could merge into 1 apron you would have to check if the limitation count has been reached or not,... right?

It's a nice idea an all... but... :)

Yes it can and yesthere is a limitation
 
Hi,

Ahmm, is it not all in the xml?
Take the xml that contains for instance the apron and add it (copy and paste the relevant parts) to the xml of the rest of the airport?

True but if ADE does it for you then it saves the effort of messing with the XML ;)
 
Maybe a tool that allows you to move closed runways behind aprons, taxiways...........

e.g I'm creating new scenery for Dublin airport. Runway 23/5 (Asphalt and closed) runs through the main apron (Concrete) and under pier D. But while bits of it are visible most of it isn't. I tried to move it behind the apron using the 'move to back' option at the bottom of the right click list but nothing happened (apart from runway 34/16 moving to the front). There are taxiways that also run over runway 23/5 with clear solid lines but in ADEX, no matter what I try, it's covered by the runway.:mad:
 
ADE follows the same drawing order as FS so unless your problem is that you are getting a different drawing order in ADE than FS there is nothing we can do since it is defined by the FS drawing engine.
 
Thanks, I think I'll just have to live with it.

The other option, I think, is to create your own airport using something like GMax or FSDS. I am not expert enough to think of another way :o
 
Got one in addition.
GMAX XYZ-Axis aren´t at all times equally in ADE9X.
Sometimes the measurements aren´t 1:1 ported.
OK, minor things, one can get across those.
Get´s interessting, if you have "tons of copied objects" at different airports.
Talking about cars, trucks, pallets, barrels, things like that.
 
Got one in addition.
GMAX XYZ-Axis aren´t at all times equally in ADE9X.
Sometimes the measurements aren´t 1:1 ported.
OK, minor things, one can get across those.
Get´s interessting, if you have "tons of copied objects" at different airports.
Talking about cars, trucks, pallets, barrels, things like that.

I am not sure what you mean? ADE imports the footprint data for an object from the mdl file. If the designer created a footprint that exceeds or is different than the actual object then there is nothing that ADE can do at the moment since it reads the data that is available.
 
Guide lines

It would be incredibly useful if guide lines had a customisable "scale" on them. A user would specify a certain distance, and the guide would display a mark at the set intervals along its length, starting from the origin of the line.

I see this function as being equivalent to using a ruler when drawing by hand.

This would be particularly useful when creating taxiway junction nodes alongside a neat line of parking spots: User creates a "guide" line along the adjoining taxiway, and sets marked intervals at, say, 15m; and then simply places nodes at each marking point to create tidy/aligned junctions for their (7.5m radius) parking spots. Naturally, if such a metric function existed on the guide line tool, the user would have also used it to place the parking spots as well!
 
It would be incredibly useful if guide lines had a customisable "scale" on them. A user would specify a certain distance, and the guide would display a mark at the set intervals along its length, starting from the origin of the line.

I see this function as being equivalent to using a ruler when drawing by hand.

This would be particularly useful when creating taxiway junction nodes alongside a neat line of parking spots: User creates a "guide" line along the adjoining taxiway, and sets marked intervals at, say, 15m; and then simply places nodes at each marking point to create tidy/aligned junctions for their (7.5m radius) parking spots. Naturally, if such a metric function existed on the guide line tool, the user would have also used it to place the parking spots as well!

There is one of the things that are being looked at for version 2.
 
Jon,

As per your request, adding in here another suggestion...

Create user-definable path for models. Perhaps include this in the Preferences section along with the other data paths/pointers window????

Thx
Mark
 
Jon,

As per your request, adding in here another suggestion...

Create user-definable path for models. Perhaps include this in the Preferences section along with the other data paths/pointers window????

Thx
Mark

Thanks! :)
 
ADE is the topmost tool!

Hi Guys!
I come from the 3D world (specifically I used for years Lightwave 3D) so I have some ideas about 3D objects, textures and modeling tools and renders...
In FSX we have some darn compiled formats that drive me nuts (I'm a newbie here, so bear with me!); 'till now I made several attempts to edit some airports, and finally stumbled upon ADE and I found it as the most integrated and intelligent tool to use for many tasks, and not just Airport, I believe.
I would love to be able to operate on objects too directly here, maybe through a module that opens its own editing window, such as a 4 views one of which can be a 3D render preview (where I can grab a thumbnail of the said object, and have it available); in this objects' editor I can i.e. change the textures or even make some simple polys' transformations (I know this may be far fetched, but I'm asking it anyway!:D); if something similar can be implemented inside ADE, you can use just one tool to catch many flags: modify objects and building the objects' library with thumbnails!
As for another far fetched request, I would also like to be able to modify terrain meshes anywhere, not just at the AP, so I would need some deforming tools to manipulate meshes through vectors' splines and vetex control points and handles, and some texturing tools to paint my new meshes...
scruffyduck and the team have made some wonderful and consistent program for free that surpasses even the commercial ones available, and hopefully it may grows and expands given the very solid fundations. Kudos! and many thanks...;)
I'm posting these requests anyway, even if it may look like a case of someone giving an hand in generosity, while the other grabs his whole arm!

PS: OK, I'm getting into ADE deeper and deeper, so I decided to add some bgl libraries, and detail them with thumbnails and detail; to speed up the lengthy procedure I ended up using the very nice Model Converter X from Arno: this little and powerful tool is an excellent solution to preview the textured objects contained in a bgl library, and it has a nice screen shot feature to save directly a jpeg, besides being a small editor for textures and polys, and a cross-format saver! Now, this program is almost exactly what I meant above: if integrated into ADE will it let us visualize the object we're placing on the map at least as a wireframe for a more accurate orientation or just for the right one, and will it batch save and associate with the GUID all the thumbnails of any library?....
Thanks for reading!
 
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