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Ceuta scenery betatesting

Using my dubious skills in GMax, I created a model of the apron and placed it 5mm below the flatten.

Note. The model does not match the pier but it demonstrates the procedure.







If the model were made slightly larger and an AFD apron added, it should look OK.
 
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Hi,

Thank you George for all the work.
However, the apron is not the problem.
I make the apron with ADE set the heliport height at 8 ft and make a flatten (exclude autogen) at 8 ft underneath. I then make a wall in GSU (easier than Gmax for sure) around it. So far that is OK.
I have to make the flatten smaller than the apron by at least 2 meters to avoid the water climbing the wall (at least that is my experience on my PC).
Now we go to the quays.
The quays are at 13.1 ft, say 4 meters, and I therefore have to make a flatten underneath the quays, at least if I want to have the quay at the right level and to have it hard (I can not use an apron to make it hard because that one would only be possible at 8 ft) and also because the terrain behind the quays should also be at 4 meters.
Now, because the quay is higher, I have to leave more distance between the edge of the water and the edge of the flatten underneath.
For me this has several consequences:
- A major part of the quay is not hard (because I have no Gmax platform in the object);
- I have to increase the size of the quay object to avoid having the slope of the flatten showing (see screenshot of relocated Ceuta quay);
- I have to set the reference point of the object at sealevel and far enough away from the flatten. If not, the object will be raised on the initially increased sealevel and only after a while, when the scenery has 'settled', everything will show as it should but not straight away and neither when you are some distance off (see screenshot 2 and taken a while later screenshot 3).
For the seaside quays, it is not a big problem to have no flatten although I would miss the rocks and have a straight wall down to the sea.
For the landside quays, I need these flattens.
The strange thing is that you tell me you do not have this problem with "climbing water".

Roby

PS I have to set my mesh resolution at 1 or 2 m otherwise the result is worse still.
 
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The strange thing is that you tell me you do not have this problem with "climbing water".

I lied when I said I didn't have a problem with climbing water, that is why my flatten is slightly less than the apron object ;)

I have to set the reference point of the object at sea level and far enough away from the flatten.

Not if you position it using altitudeIsAgl="FALSE", then you can place it in the centre of the object.
 
Hi George,

I am not sure if this time you are not lying either :confused:?
Although I should have known when you were 'tempted to suggest' to leave out the flattens on some outward quays.
So, that leaves me with the problem of making huge library objects, as little flattens as possible and as far away from the sea as possible, of positioning all the roads, landclass, flattens and library objects again or, either wait for Africa to have moved closer to Europe or tell Google their maps are off :D.
Another option: do nothing and hope there are very few Georges around that notice such trivialities:rolleyes:.
Enough joking.
Thanks for your help as I presume you cannot help me any further either (sigh).
PS As for the hardened surfaces in some places, José Bourgoignie from EBOS was kind enough to make me a platform in Gmax that I can scale and put at the right height wherever I want the surface hardened.
 
I presume you cannot help me any further either (sigh).

I am rather busy at the moment, however I have a suggestion you might try.

In SBX, create a flatten at the required height and surround it by sloping polygons where the points are very close together to form an almost vertical plane. This should inhibit the climbing water.

 
Hi,

And thank you, Michael.
Been abroad for a couple of days. Tomorrow I will send some texture fixes for those interested: stone1_bump.dds so that the shadows are correct and the alboranwindowsblue_spec.dds so that the windows of the ferry and of some custom buildings will become semi-transparent.
For the balance, I need more time.
 
Hi again,

George, your suggestion was tried by me earlier on before but with flattens made in ADE.
Result was negative.
 
Ceuta Scenary

Hello¿, what about the scenery?, I'm glad to see that you was making Ceuta Heliport because I was "trying":o, to make the same thing, a good project, but you "Must" include the Algeciras Heliport, there is a regular route with ceuta, will be a nice project, I had the same problem with the water and the platform¡¡, and left the altitude to zero:mad:, never Knew why that problem, your project look good, well if you need help, here I'm, by the way, the location is diferent?, even I could sent my project or upload, to comment, it,s no finished yet, must I upload photos to flickr to show photos in the web??, well, that's all, (sorry but the english language is not my native language, sorry for the mistakes) greetings¡.
 
Just to let you know I am still working on the Ceuta scenery (since March 2010:o, which would almost make it like a bottle of reasonably drinkable wiskey, as it were, if it still takes somewhat longer to be opened:)).
Unfortunately and in the light of several other threads about not being able to use photoreal scenery from GE, I have to cover up all photoreal with FSX landclass.
I wonder if I could let the photoreal coast strip in as it is very nice (nobody would probably notice?:D) and because it is partly blended out by a blend mask.
And one other thing that bugs me is that I cannot find a high res areal detail of the heliport ground.
And finally, I wonder if it would be bad :mischievo to upload the photoreal version in a way that it can only be downloaded to the ones I give the download code for (the way I did for the previous beta version)? That way it would not be public, would it?

Roby

PS This time George, it is in the right spot, not 500m off;).
PS2 How about Algeciiras, Bernardo, never heard anymore about it either?
PS3 I start getting the hang of those smileys, you noticed:duck:?
PS4 Climbing water is solved if you set your mesh resolution to 1m.
 
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