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Holger Sandmann

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Posts posted by Holger Sandmann

  1. Hi Michael,

     

    indeed, it currently is missing. In P3Dv5 the old default model got replaced by a generic extrusion bridge (!?!), which the PNW exclude files (thankfully) remove.

     

    The good news is that we're working on a custom solution for not just the Lions Gate Bridge but also all the other landmark bridges in PNW's Vancouver area -- stay tuned!

     

    Cheers, Holger

    • Like 6
  2. Hi guys,

     

    very weird, I've never seen a report of this before. The thing is that landscape components, like mesh or flattens, are passive meaning they can't reach up and grab an airplane out of the sky. Thus, I'd think that it must have something to do with the coding of the aircraft, in particular what ground data it reads (and when) while close to the ground. As far as I know a lot of the flight modelling with these complex aircraft is computed externally and thus they (intentionally) behave differently from aircraft relying on the default flight model.

     

    Have you shown the video to the respective developers? Maybe they can elaborate how their aircraft determine their position in the final moments prior to touchdown and how a sudden change in ground elevation can confuse the aircraft's flight model; perhaps something related to computing ground effect? (i.e., in this case the effective height of the air column underneath the aircraft suddenly decreases by 12ft, which could make a big difference in the calculations).

     

    The default altitude for KSFO is 13ft (3.96m). With NCA we change this to 3.69m = 12.1ft, not because we wanted to but because, for whatever reason, Flightbeam's KSFO team had done so and many NCA customers wanted the two products to be compatible. However, the difference is less than a foot, much less than the drop experienced by your plane, so I don't think this really is a factor. Moreover, Tristan has stated that the issue occurs with both default scenery and NCA meaning default and altered airport elevation.

     

    Given that reducing the mesh resolution setting makes a difference it seems to me that the critical factor is the slope of the step, which is controlled by the adjacent flattens (ocean water and airport ground, respectively) and the spacing of mesh points as set by the mesh resolution slider. Does the issue still occur if just the NCA mesh entry is deactivated? If not perhaps the successful test with just Global Vector also was without an added terrain mesh file (the default mesh is coarser meaning less steep slopes).

     

    Either way, unless we know what actually triggers the change in the aircraft's flight model it wouldn't make much sense to attempt to make any adjustment to NCA files.   

     

    Quote

    If I disable Orbx NorCal, is there a way you know off the top of your head to fix the grass on the runway?

     

    You'll also need to deactivate ADE_FTX_NCA_KSFO_elevation_adjustment.BGL in scenery\world\scenery as it enforces the NCA elevation change.

     

    Cheers, Holger

     

    • Thanks 3
  3. Hi again,

     

    Global Vector doesn't exclude, place, or alter antennae, so that cannot have been the issue or trigger.

     

    Any particular reason all of your screenshots are taken at night? Makes it difficult to cross-check. Also, coordinates blended in with all screenshots would help to find the same location. I did check the area south of KCDW and there are lots of default antennae in the area (more noticeable when temporarily deactivating all autogen). However, they all have different heights, which is different from the display issue in the referenced threads where all antennae show their full length of ~300ft. Difficult to say from your night screenshots whether you're just looking at the default scenery or whether you do have the display issue. 

     

    Cheers, Holger

  4. Hi there,

     

    as mentioned in the threads you're referencing the issue isn't with the objects but rather some camera or view .cfg that interferes with this particular kind of extrusion objects.

     

    The default masts and antennae are part of the "hazards.bgl" library, located in  \Scenery\Global\scenery. However, deactivating that file isn't a good idea. For one, you'd lose quite a few other objects also included in that library. More importantly, the many default placement files for those extrusion objects (the OBX... files in the numbered default folders)  remain active, which will cause the sim to repeatedly search for the missing library file.

     

    I'd suggest trying to figure out what specific setting in the camera/view is causing the issue. Have you checked whether this occurs with any aircraft, including default?

     

    Cheers, Holger

     

     

  5. Hi Mike,

     

    indeed, the FSX/P3D world is divided into a regular, nested grid; see http://www.prepar3d.com/SDKv4/sdk/world/terrain/terrain_overview.html#Base File Information

     

    Using that map it's relatively easy to find the name of the numbered default folder for your area of interest. However, those folders are based on the QMID 4 level (the red lines in the map) while both the default and Vector's file sets are based on the smaller QMID 7 level (the black lines), which is the column/row number you need to determine.

     

    If you have ADE (Airport Design Editor) installed you can locate a nearby stock airport and the selection screen will also list the default file it's in, which contains the local grid cell number in its name. For example, start ADE, search for city Detroit, then select KDTW, and its file name gets listed as "APX25160.bgl" meaning you're looking for QMID 7 grid cell "2516".

     

    Alternatively, if you have the P3D/FSX SDK installed, you can open its TMFViewer.exe tool, activate the QMID7 grid display, and then use Jump > Lat/Long to center the display on the local grid cell and to read its number (File#) from the bottom of the screen. The local coordinates can be copied from Google or Bing Maps or the sim's map or coordinate displays.

     

    Cheers, Holger

  6. Hi there,

     

    if you uncheck the "Bridges" option you will lose all 3D "extrusion" bridges globally (no road vectors across rivers, just gaps), which may not be desirable. Instead, you could re-activate the checkbox(es) and then just manually deactivate Vector's bridges file for the San Francisco area, named "1518_OBJ_ExtrusionBridges_Highway.bgl", located in "\ORBX\FTX_VECTOR\FTX_VECTOR_OBJ\scenery". Renaming its .bgl extension to .OFF should do the trick.

     

    Make sure to pick the correct file as there are many with similar names.

     

    Cheers, Holger

  7. Hi there,

     

    aside from the fact that we don't support mixing&matching that file isn't interchangeable with anything in Global Vector because it's limited to southeastern England whereas the Vector water/shoreline file for QMID7 48x13 also includes a good chunk of Belgium and France.

     

    Cheers, Holger

     

     

  8. Hi all,


     


    I don't use DX10 Preview mode in FSX and thus am not familiar with the particular of Steve's shader coding. However, I just stumbled across a new entry on his blog that appears to provide a work-around to correctly display our 3D lights by adding some code to his original freeware patches. If true this should be of interest to those who have been unable to purchase his (currently discontinued) payware add-on. 


     


    https://stevesfsxanalysis.wordpress.com/2014/07/08/ftx-global-lights/


     


    Perhaps people can experiment with this and let us and Steve know whether it does lead to positive results?


     


    Cheers, Holger


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