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help please

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us-michigan
In the picture that you see you might notice when taxiways intersect a runway MOST TIMES it will be very dark and SOME TIMES it will be light like the concrete I want it to be. I have tried to recreate these links several times. I have compared it to the links that look correct and I dont see a setting differrence. Im sure lots of people have come accross this so I hope for an easy solution. I have these problems so you guys dont get bored
:) Just trying to keep the forum active.
 

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Hi,

The stated rule is that the link from a given node closest to 270 degrees determines the surface of the intersection (as I remember). That said, it's not always apparent to me how FS determines this.

It appears that your runway links may have a different surface than the runway itself. This won't show up in FS as in ADE (the runway texture will cover it), but it can affect the taxiway links coming off of it.

If you have a problem with a surface near another intersection, the usual fix is to place an extra node between them to separate the taxiway into two (or more) sections, and then assign the surface you need to each separate part.

Hope this helps,
 
The angle should make no difference because the issue would be consistent. Plus I played around with different angles....no difference.

The runway link says it is asphalt (cannot be changed)my runways are asphalt.

More nodes make it so the taxiways doesnt curve the centerline or anything for that matter. I could be misunderstanding you on this one.
 
Hi,

I am aware that ADE will not let you make the runway link a different surface than the runway texture itself. This is a limitation that AFCAD does not have, and really limits you if you have an asphalt runway and concrete taxiways, as in your example. Unless this is a limitation of the MS compiler, this really should be changed. One really has nothing to do with the other. One controls the runway texture, and the other the taxiway textures leading from it.

In AFCAD you simply make the runway links all concrete and you will get concrete right up to the asphalt runway. In the case of ADE you cannot do this, and are thus at the mercy of the FS intersection typing system, as I described above. In each case you have circled, the link closest to 270 degrees is a concrete taxiway. In all the other cases the link closest to 270 degrees is an asphalt runway link and thus your intersection is dark.

Jon, is this really a limitation of the MS compiler?

The only workaround I can envision is to make a parallel concrete taxiway system right on top of the runway, and connect all exiting taxiways to this parallel taxiway. Then connect the black runway links to this parallel taxiway system every so often (far enough from the exits to avoid asphalt appearing, but as close as possible on each side of each exit). Then you will have concrete taxiways right up to the runway. This may slow down the planes exiting the runway, though. Otherwise you may have to live with the asphalt bits.

Hope this helps,
 
Jon, is this really a limitation of the MS compiler?

As far as I know - Jim would be the best to answer this I think. As I understand it the runway surface is not taken into account, but I would be happy to be proved wrong :)
 
I found the answer.....change the runway to concrete (it still leaves the links going into the runway asphalt) delete the links going into the runway and re-create them. This makes it so now it is concrete going into the runway. Now change back the runway properties to asphalt. This will leave the taxiways concrete :)
 
I found the answer.....change the runway to concrete (it still leaves the links going into the runway asphalt) delete the links going into the runway and re-create them. This makes it so now it is concrete going into the runway. Now change back the runway properties to asphalt. This will leave the taxiways concrete :)

Hmmm - I wonder if that is leaving the runway link with a surface of concrete and I could allow users to change that surface??
 
jon I spoke too soon.....everything looks good in ADE bus FSX still displays the asphalt links.
Im testing other possibilities. Ok I cant get it to work properly. Jon, I do think it would be a good idea to make the runway links editable to a different surface type.
 
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jon I spoke too soon.....everything looks good in ADE bus FSX still displays the asphalt links.
Im testing other possibilities.

OK l will be interested in the updates and then we can see if there is a way to re-code ADE to deal with this
 
Jon,

When I did the same thing (had an asphalt runway and concrete taxiways and then changed the runway to concrete), the adjoining taxiway segments (all concrete) were still drawn using asphalt, for some odd reason. What is even weirder is that they "magically" turned to concrete, as I worked (elsewhere) in the file. Also, if you saved the file and reloaded it, they were then all concrete, as they should have been. I never compiled the file, so I don't know what they looked like in FS9.

Hope this helps,
 
Jon,

When I did the same thing (had an asphalt runway and concrete taxiways and then changed the runway to concrete), the adjoining taxiway segments (all concrete) were still drawn using asphalt, for some odd reason. What is even weirder is that they "magically" turned to concrete, as I worked (elsewhere) in the file. Also, if you saved the file and reloaded it, they were then all concrete, as they should have been. I never compiled the file, so I don't know what they looked like in FS9.

Hope this helps,

ADE does do some background work trying to match surfaces to underlying aprons. Also the junctions do not always get updated exactly when I expect them to....
 
Lets review some basics.

FSX will not draw the same way FS9 does.
FSX has many drawing issues that we have to try and over come.
ADE draws what we would like to see much better then what FSX will give us.
FSX uses some of the apron priority code for some parts of the runway to taxiway texture draw.

Concrete is one of the lowest priority textures in FSX. That means that most every other type texture has a higher draw priority. If a runway has concrete as the texture an asphalt taxiway will butt up to it nicely and draw the fillets.

However when the runway is a dark texture like Asphalt it becomes very hard to butt a concrete taxiway texture up to it. The asphalt runway wants to fill in the fillets and place a small amount of asphalt on to the taxiway even though the taxiway is concrete.

This gets worst when the taxiway is placed at an angle (see Tom's post above on the 270 degree) that attaches to the runway. Let me illustrate with some pictures

In this 1st picture I have drawn the runways and the taxiway textures as per Google Earth. I use asphalt for the runway and concrete taxiways to cross the runway in some locations. ADE is showing me what I should expect to see when I compile the airport.



I startup FSX and look at my runways and taxiways. Most everything looks the same as ADE except one of the angle taxiways has asphalt bleeding off of it.



Lets go back to my ADE project file and zoom in on that intersection in the next picture. Because the draw behavior in FSX is different then FS9 we have to block out the asphalt runway textures so they do not bleed into our taxiway. A few points to consider when looking at my picture below.

1. The runway link line (black) is the same as the runway texture (Asphalt). We may need to make a change in ADE
2. All the taxiway links (blue) are concrete
3. Taxiways that cross runways where the texture must chance (concrete to asphalt back to concrete) must have a blocking node positioned at the side of the runway texture. This blocking node stops the asphalt from bleeding onto the concrete taxiway.
4. Angle taxiways off a runway are very hard to stop the bleeding. The FS9 rule that Tom's post above references (270 degree angle) was left out of FSX based on certain texture changes.



Lets modify the angled taxiway and see if we can stop the asphalt bleeding onto the taxiway. Looking at the next picture I am adding some additional nodes. These nodes are not blocking nodes which do not always work for angled taxiways.

1. The 1st additional node I add is behind the holdshort node and very close. This helps to force the draw of the concrete right up to the side of the asphalt runway. In some cases this node is not needed but in some cases it is needed.

2. I add another node onto the taxiway but very close to the runway link line.

3. Always make sure that all the taxiway links (blue) are concrete.



As you study the above picture these 2 additional nodes do not guarantee that I fixed the problem with the asphalt bleeding onto my angled concrete taxiway. I must mandatory do one more thing.

Notice closely I placed a slight angle where the taxiway attaches to the runway. That is the primary purpose of this new 2nd node. It allows me to surpress the asphalt bleeding back up under the runway so it cannot be seen. I do not refer too these type nodes as blocking nodes but more of a offset node so the taxiway line is not straight.

Now I save my ade project file and compie. I start FSX and the bleeding of that one angle asphalt taxiway is gone.



Straight lines look nice and work well where a taxiway of the same texture is real long. However FSX does not like straight lines in certain places. Straight lines can cause certain additional parking spots to loose the "T", grease spots and plane outlines but on the other hand straight lines can cause certain type texture draw too show when we do not want it (bleeding).

Each airport is different. You have to use some of my post here to help eliminate unwanted bleeding of runway textures. Are these issue related to the FSX BGLComp compiler? I don't have a answer to that yet.

Jon, Tom, other beta members including myself need to revisit some of the drawing behavior in FSX and see if we can make it a little cleaner. My studies over the last year on this one issue has many unanswered questions. I have some additional test results that we need to address and post on our tracker site.

One includes being able to change the runway link line vs the runway texture. This change by itself is not a fix. Open many stock airports with AFCAD (FS9) or ADE (FSX) and MS uses the same for both line and texture and then for other airports uses something different. The stock WSSS uses bitumus runways, concrete runway link line, asphalt and concrete for taxiways coming off the runway. Some show concrete bleeding and some show asphalt bleeding regardless of what the lines are marked as.
 
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Im gonna do one of the following:
change all my runways to concrete till the problem gets resolved.
put up with the bleeding till the problem gets resolved.

I hope it gets resolved

I have 36 instances of this bleeding and I dont wanna add that many nodes.
 
Im gonna do one of the following:
change all my runways to concrete till the problem gets resolved.
put up with the bleeding till the problem gets resolved.

I hope it gets resolved

I have 36 instances of this bleeding and I dont wanna add that many nodes.

What sort of resolution are you looking for?
 
I think the ability to set runway link surface type will help.
Haven't checked the SDK on this so not sure if you can set them.
It is possible in AFCAD and it works perfectly.
 
the area i have circled is the effect I want....when I add the blocking nodes I get no curves. Am I doing something wrong?
 

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the area i have circled is the effect I want....when I add the blocking nodes I get no curves. Am I doing something wrong?

No, you are not doing anything wrong. Blocking nodes help in one area but surpress the fillets in other areas.

If you start mixing different runway textures with different taxiway textures you will find that FS does not get it correct. Many fillets are missing in many FS stock airports. We have to do what FS does. Draw the fillets that are missing with an apron.
 
Hi,

Try moving your blocking nodes much closer to the black runway line.

Hope this helps,
 
I tried but it is still straight because its not intersecting a perpendicular line to create the curve.
 
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