Kevlar01 Posted August 6, 2016 Share Posted August 6, 2016 Greetings, Found a rather large tree incursion problem at (default) Houston KIAH. That poor Spirit Airlines pilot is doing his best to navigate through the forest! Cheers, Kevin Link to comment Share on other sites More sharing options...
Orbx Flyer Posted August 6, 2016 Share Posted August 6, 2016 There are a few, coming up with this. I found a couple in the Phoenix area. Probably a fix patch will come real soon... Link to comment Share on other sites More sharing options...
MotoDave Posted August 6, 2016 Share Posted August 6, 2016 I also have trees on aprons. Link to comment Share on other sites More sharing options...
Stillwater Posted August 6, 2016 Share Posted August 6, 2016 Have you tried - manually re-installing of the last Orbxlibs - manually re-shuffling the scenery.cfg sequence, so as to meet the requirements described in the Open_LC user guide (and the "orbx-ftx-definitive-guide")? Link to comment Share on other sites More sharing options...
pete_auau Posted August 8, 2016 Share Posted August 8, 2016 No issues here although not using default kiah but payware so could only effecting default airports Link to comment Share on other sites More sharing options...
Mach 2 Posted August 8, 2016 Share Posted August 8, 2016 I've also seen trees in several airports on taxiways and parking areas since installing openLC North America. All I have installed are "Global" products. (Also have Trees HD, possible cause?) Sometimes they are right in the path of the FSX "progressive taxiway" and you have to drive around them. I hope there will be a global fix for this because the list of airports seems to be growing. Link to comment Share on other sites More sharing options...
Mach 2 Posted August 8, 2016 Share Posted August 8, 2016 I visited Houston KIAH and and concur with the tree problem. There's also HEAVY freeway traffic zooming around across the taxiways! Link to comment Share on other sites More sharing options...
airernie Posted August 10, 2016 Share Posted August 10, 2016 On 8/8/2016 at 8:33 AM, pete_auau said: No issues here although not using default kiah but payware so could only effecting default airports Hi Pete, Same here, so I think the payware has excludes which hide the trees because when I switched to default I got the trees. Link to comment Share on other sites More sharing options...
pete_auau Posted August 11, 2016 Share Posted August 11, 2016 15 hours ago, airernie said: Hi Pete, Same here, so I think the payware has excludes which hide the trees because when I switched to default I got the trees. Hi think this could be related to the freeware global airports have to wait till one of the devs can confirm this Link to comment Share on other sites More sharing options...
PandaBare Posted August 11, 2016 Share Posted August 11, 2016 4 hours ago, pete_auau said: Hi think this could be related to the freeware global airports have to wait till one of the devs can confirm this Negative. Trees are still there when I disable the Orbx Global freeware airports. However, trees are gone when I disable the two OpenLC NA entries in the scenery library. This is P3D v3.3.5. Link to comment Share on other sites More sharing options...
pete_auau Posted August 12, 2016 Share Posted August 12, 2016 than iam at a loss than as I said got no issues here, using fsx Link to comment Share on other sites More sharing options...
Kevlar01 Posted August 13, 2016 Author Share Posted August 13, 2016 Hi Pete, FWIW your guess in your first post is correct in that these 'trees and roads where they don't belong issues' are all associated with default airports and locations. Your Houston payware airport either has a LC exclusion or if it's higher up in your scenery library (above the openLC entries) then it will overwrite whatever FTX openLC is telling the sim to draw for the default airport in that same area. (I always keep my payware airports at the top of my scenery library so there's no question that they will display as intended). Anyway my only point in starting the thread was just to make sure the Devs were aware of the issue so it's on their list of things to look at for future patches. Cheers, Kevin Link to comment Share on other sites More sharing options...
Nick Cooper Posted August 13, 2016 Share Posted August 13, 2016 Thanks Kevin, They are aware and I have been told that a fix is imminent. Link to comment Share on other sites More sharing options...
Kevlar01 Posted August 13, 2016 Author Share Posted August 13, 2016 Hi Nick, Yes thank you I just saw that a patch has already been issued for some of these early issues. Well done to the Dev team for the quick response! Cheers, Kevin Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.