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Recent content by Photosbykev

  1. Photosbykev

    simObject controlled with a Scenarii xml not snapping to ground reliably

    Tested with an extended terraforming poly and the horse sticks to the ground maybe 8 times out of 10. A significant improvement so thank you for the advice. Kev
  2. Photosbykev

    simObject controlled with a Scenarii xml not snapping to ground reliably

    Thank you for looking at it, I did have a poly under the origin but not the full length of the path, I'll try that. When there is a decent waypoint tutorial I'll probably go down that route. Project is basically on-hold because of the mess SU12 has made to polygon/rectangle falloff interaction...
  3. Photosbykev

    simObject controlled with a Scenarii xml not snapping to ground reliably

    Evening Rhumba, this link contains the simObject and the Scenarii folders. https://drive.google.com/file/d/1XxZaFff0eBqkc69b34u9tubPNOqHtqPb/view?usp=share_link
  4. Photosbykev

    simObject controlled with a Scenarii xml not snapping to ground reliably

    In Dev mode in the scenery editor the horse is 'grounded' when I restart the sim, after compiling the project, for a normal flight the horse can be grounded but sometimes it's several hundred metres off the ground. Kev
  5. Photosbykev

    simObject controlled with a Scenarii xml not snapping to ground reliably

    Good morning folks hopefully someone will be able to point out my error causing this issue. I have an animated horse with two animations in it. One an idle animation and the second one is the horse walking/trotting away. The Scenarii script contains a proximity trigger so that the simObject...
  6. Photosbykev

    FSPackageTool drag and drop compiling opens the MSFS simulator and errors

    Thank you Didier, I could see the package was compiling correctly just confused by the splashscreen and sim related error message with code. I guess I should of known it was yet another undocumented 'feature' introduced by a lack of basic testing Kev
  7. Photosbykev

    FSPackageTool drag and drop compiling opens the MSFS simulator and errors

    Any thoughts on why when dragging a project onto the FSPackagetools.exe to compile it the new MSFS splash screen loads and the sim syncs up the data etc before the cmd window compiles? After compiling the cmd window doesn't close until I clear an error dialogue box on the splash screen. I'm...
  8. Photosbykev

    Create impenetrable buildings (that you cannot see their interior) in msfs2020 with blender

    Stopping the drone camera entering buildings is a retro step in my opinion. Fair enough if you create a Collison boundary on a building or structure so that aircraft will collide with them but stopping the drone camera entering them basically stops any interior development of 'protected'...
  9. Photosbykev

    Triggering an animation based the local time of Dusk + a time offset

    Hi Folks, I'm using a simple conditional statement to trigger a fireworks display between 18:30 and 20:00 local time in Alaska. <UseTemplate Name="Asobo_GT_Update" > <FREQUENCY>0.2</FREQUENCY> <UPDATE_CODE> (E:LOCAL TIME, hour) 18.50 &gt...
  10. Photosbykev

    Compiling scenery inside the SDK is very slow, EGPR bug?

    Thank you Dick but to be honest, it's simpler to just save the scenery then quit the sim and build it externally just by dragging the project xml on the fspackagetool.exe, at least that way I can see what the compiler is doing. It's just really annoying that a custom Asobo airport that is...
  11. Photosbykev

    Compiling scenery inside the SDK is very slow, EGPR bug?

    I'm running the MS Store version, currently 1.23.12.0 Kev
  12. Photosbykev

    Compiling scenery inside the SDK is very slow, EGPR bug?

    Running the latest SU8 beta and I'm seeing longer and longer build time if I compile scenery inside the SDK editor. Using fspackagetool.exe to compile is running as normal. If I click on build the software just sits doing stuff in the background and eventually, like 5-10 minutes later or even...
  13. Photosbykev

    Runway offset threshold and odd markings behaviour

    Thank you Guido, please check your discord. Kev
  14. Photosbykev

    Runway offset threshold and odd markings behaviour

    The runway surface marks in the big image in the previous post are part of the Google Earth data and are real world markings which I want to retain. The primary reason for adding the offset threshold details into the sim are so 3rd party programmes like LNM show the offset threshold as well...
  15. Photosbykev

    Runway offset threshold and odd markings behaviour

    FWIW, this is what it should look like in the real world
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