• 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.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    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.

Messages
97
Country
unitedstates
Hi again,

It's been a whole decade since I've posted here or worked on any scenery projects. MSFS lured me back, and I'm looking forward to getting back into it.

Using the MSFS SDK Scenery Editor I've begun creating my hometown airport over from scratch (I wish we could edit instead of nuking and starting over)...however, I've stumbled on a puzzling phenomenon. I'm hoping one of you has seen it or is aware of a solution:

During my last design session, I had created several hundred Taxi Points around my airport's taxiway network. All those points were definitely at 0 elevation when I saved the scenery. I had specifically checked because when I began that session hours earlier, I had noticed a few errant nodes that were a meter or so below ground. Simply selecting the misplaced nodes caused them to immediately snap to z=0, so I corrected about 2 dozen points and carried on.

When I began working today laying out aprons as ground polys for my taxiway pavement, I noticed that all of my taxi points are hovering about a meter above the ground...

What in the world?

Has anyone seen this before? Does the simulator care if the nodes are floating/buried? Does the AI traffic care? I don't want to manually touch EVERY node again to fix it, especially if they're just going to be misplaced again the next time I start the editor.

If anyone has any evidence of adverse effects, I can submit a report to Zendesk.

Good to be back...

Nick
 
Has anyone seen this before? Does the simulator care if the nodes are floating/buried? Does the AI traffic care? I don't want to manually touch EVERY node again to fix it, especially if they're just going to be misplaced again the next time I start the editor.
The TaxiPoint object does not have a Altitude/Elevation property, so It should not matter. It's just a bug in DevMode
 
That's correct. This is the valid content of an taxipoint

1598851882713.png


Same as FSX. P3Dv5 have taxipoint elevation but that is not relevant of course
 
Copy all, thanks!

Edit: What is the biasZ property shown above do?

I'm glad it's just a cosmetic issue, but it still is pretty annoying while working within the editor because of the induced parallax error. For example, I created my TaxiPoint network separately from the rendered taxiway centerlines (I deselect "Draw Surface" and use the No Draw property), and now that I'm going back to draw my taxiway markings the position is off unless the TaxiPoint/TaxiPath is in the very center of the screen.

It's not impossible to work around, but it's still annoying.

Also...I just loaded into the sim today and found about half of my apron polygons similarly floating above the ground. Selecting any node and moving along the Z-axis snaps the whole poly back to ground level, so at least I don't have to fix every single node.
 
x and z are horizontal offsets from a given point. The vertical offset is y
 
Back
Top