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Tip - Add or Remove a Vertex

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argentina
Just posted a question relating to that...
An idea that might help in the future would be vertex based 3 point arcs that would stay tangent to its conecting lines..
First click places one end, say a vertex of a line, end point of arc and last vertex defines the curvature...
have a great day!
 
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Of course, a Béziers curve kind of helper would solve the problem and as Jon said just a while ago:
"It is on the list for the next features update Roby" ;).
(Oops that latest reply of his dates back to the 16th of April 2014:)).
 

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Nice try Roby :) It is still on the list.
 

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No. Unless I forgot l did it.
 
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Could I request it please? I am proposing these suggestions from a scenery developer perspective as it will assist greatly in developing new polygons etc.

Shez
 

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Why is that better than ctrl +click? Since you would have to place the cursor over the point anyway. It is either use the ctrl key or another one.
 

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And to add a new one in a new poly it is just a single click
 
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The way I do it is by connecting to the aircraft via FSUIPC and slew the plane around and placing the vertices. This way I get a very good placement to match the photoreal ground underneath. For this I have to keep shifting in between the two programs and clicking ADE at the spot of the aircraft. If I could just place the cursor at the spot of the aircraft and press the key it will be easier as sometimes I struggle with the placement of the mouse just on the line.

Shez
 

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So you mean a key stroke in FS not in ADE? You can use the M key in sim to place a marker where you want it. Then go into ADE and 'join the dots' to form your poly.
 
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Well if we could have a key in FS which could place a vertex at that point in ADE that would be fantastic! However, I was saying the key stroke would be in ADE.

Maybe I miscommunicated this earlier or misunderstood the thread from earlier. The m key works too for polygons but I was interested in aprons not ground polys.

Shez
 

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Poly is a generic term of any closed object of three or more vertex points so that covers aprons as well as terrain polys and custom ground polys.
 
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Understood but they are two separate processes in FS from what I understand so wanted to clarify.
 
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