• 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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    • 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.

P3D v4 Terrain help

Sorry Gary, but I have just lost interest. I don't even have ADE anymore. Like you stated earlier maybe your information here will help someone else. I have moved on, thank you

Bob
 
A very interesting thread - some philosophical thoughts when it comes to these type of design issues.

Airports like this can grow as one tries to get the surrounding area to blend in nicely. I once started to do a Norfolk Int'l (KORF) and a few weeks later found myself modeling the coastline from Whiliby Spit to the Dam Neck area of Virginia beach…I think the Great Dismal Swamp got added at one point.

ADE's ability to reform aircraft boundaries, as was only possible in SBuilderX, is a nice feature that I use when I don't have difficult surrounding terrain issues.

If I am looking at developing much more area than the airfield, or if I think it is going to be a bit difficult blending in the airfield with some undulation terrain, I start with SBuilderX, develop the surrounding landscape. I then get rid of all existing airport boundaries (exclude poly) and set the airfield Flatten and noAutoGen-depending on the airfield and surrounding land class, possibly Class Map in SbuilderX. I try to make the flatten as close the runways, taxi ways, aprons and hangars as possible.

At that point I compile and take a look to see how well the flattened airfield blends in with the surrounding terrain, specifically the runway ends - too low creating a "canyon effect" or too high creating a plateau and check to see how realistic that actually is. (I did a couple of airfields in Iceland that are practically carved out of the bedrock so the steep slope on one side of the airfield was actually accurate.)

It is here that you go back to SBuilderX and using Flatten poly with sloping function (mentioned above, or just "eyeball the slope" and assign point evaluations manually) blend the airfield elevation into the rest of the surrounding terrain. Also this is where you can add terrain undulations within the overall airfield - for example if the tower is set on a hill you can add the hill if it is not already there.


What this does is ensure that everything inside the airport boundaries are at "ground level" (with the exception of extended runway centerline lights…but that's OK) Everything outside the airport is blended into the terrain.

Then I use ADE to do the airport detail.

There is some "overlap" with this design philosophy. For example I find it easier add some vegetation inside the airfield boundaries using SBuilderX …the same sometimes with generic buildings. Likewise, with the ADE perspective of the airfield, I sometimes set library objects (hazards and such) outside the airport binderies with ADE.
 
http://www.fsdeveloper.com/forum/threads/terrain-help.440753/page-2#post-778851

Sorry Gary, but I have just lost interest. I don't even have ADE anymore. Like you stated earlier maybe your information here will help someone else. I have moved on, thank you

Bob

Again, no problem, Bob.

Perhaps when one of the (apparently very few ! :yikes:) P3Dv4 users here at FS Developer have the time and interest to assist in adding to the knowledge base on how P3Dv4 renders the type of source date set used for terrain scenery content in Scott Peterson's KIFP_v2 cited above, we might then get more of the required information I asked above ...on how best to implement a fix for the anomaly you reported in the OP.

FS forum participation tends to improve here by the 2nd or 3rd week of November, so check back later to see if a community consensus has been achieved that would help make this add-on package more compatible with P3Dv4. :pushpin:

Happy Flying in your VR cockpit ! :cool:

GaryGB
 
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