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(Posted this also on avsim, sorry if you see this twice.)
It is somewhat disappointing to notice that despite the fact that FSX knows that the Earth is a sphere (or ellipsoid even) and properly handles this for many aspects, there are still obvious problems in other aspects.
Using some airplane as a yardstick (landing it on a road and driving around a bit), it is plain to see that at moderately extreme latitudes (like 60 deg N, where I live), the width of road segments depends very much on their orientation. The closer the road segment is to the N-S direction, the narrower it is.
(My first impression is that in the E-W direction does the road width actually match the StripLineWidth value in terrain.cfg. This would be kinda logical, I guess, as it's the surface size of longitude units that get narrower the closer to the pole one gets. Latitude units stay constant in size. So one can almost imagine the scenario behind this problem.)
So, when preparing some vector scenery, in order to get realistic and consistent road widths, one would have to use different terrain.cfg entries for road segments in different directions. The different entries would have different StripLineWidth values to compensate for this bug. Oh well, just a small matter of programming... Hopefully the number of entries in terrain.cfg doesn't have a large effect on performance, as long as the actual texture bitmaps used by such direction-specific entries are the same, with only the StripLineWidth varying.
Of course, this isn't really a such big deal. FSX is after all a Flight Simulator, not GIS software...
--tml
It is somewhat disappointing to notice that despite the fact that FSX knows that the Earth is a sphere (or ellipsoid even) and properly handles this for many aspects, there are still obvious problems in other aspects.
Using some airplane as a yardstick (landing it on a road and driving around a bit), it is plain to see that at moderately extreme latitudes (like 60 deg N, where I live), the width of road segments depends very much on their orientation. The closer the road segment is to the N-S direction, the narrower it is.
(My first impression is that in the E-W direction does the road width actually match the StripLineWidth value in terrain.cfg. This would be kinda logical, I guess, as it's the surface size of longitude units that get narrower the closer to the pole one gets. Latitude units stay constant in size. So one can almost imagine the scenario behind this problem.)
So, when preparing some vector scenery, in order to get realistic and consistent road widths, one would have to use different terrain.cfg entries for road segments in different directions. The different entries would have different StripLineWidth values to compensate for this bug. Oh well, just a small matter of programming... Hopefully the number of entries in terrain.cfg doesn't have a large effect on performance, as long as the actual texture bitmaps used by such direction-specific entries are the same, with only the StripLineWidth varying.
Of course, this isn't really a such big deal. FSX is after all a Flight Simulator, not GIS software...
--tml



