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MSFS24 Remove Power Pole

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france
Hello
I have the same problem with the Tilchatel scenery (https://fr.flightsim.to/addon/103580/lfet-tilchatel-2024). There are electrical pylons in the middle of a hangar that I can't remove!

I've tried every possible polygon without success.
Perhaps I should report it to Asobo or Microsoft, but I don't know how.
If anyone has a solution, I'd be very grateful.

Regards
till.png
 
Hello
I have the same problem with the Tilchatel scenery (https://fr.flightsim.to/addon/103580/lfet-tilchatel-2024). There are electrical pylons in the middle of a hangar that I can't remove!

I've tried every possible polygon without success.
Perhaps I should report it to Asobo or Microsoft, but I don't know how.
If anyone has a solution, I'd be very grateful.

Hi Pat:

While technically this may best be addressed in a separate thread which can receive undivided attention, it is closely related to the OP topic.

The coordinates of the unwanted power pole (which may no longer exist IRL ?) is:

47.5452876337556,5.20682771333067 ...via FSUIPC7 data read from a user aircraft datum centered at the base of the unwanted power pole.


MSFS 2024 at LFET in Debug > Debug Model LODs mode shows:

fsdev_oldpat_lfet_rogue_powerpole_msfs24_debug_lod__display_full_name-jpg.100464


fsdev_oldpat_lfet_rogue_powerpole_msfs24_debug_lod__display_package_name-jpg.100465


fsdev_oldpat_lfet_rogue_powerpole_msfs24_debug_lod__display_guid-jpg.100466



MSFS 2024 at LFET in Debug > Terrain > Debug OSM Power Lines mode shows:

...no OSM vector placement of a power pole at that specific location.

fsdev_oldpat_lfet_rogue_powerpole_msfs24_debug_terrain_osm_powerline_display-jpg.100467



Note as well that in MSFS 2020 the unwanted powerpole does not show as part of either the default or custom scenery, so:

MSFS 2020 at LFET in Debug > Terrain > Debug OSM Power Lines mode shows:

...no OSM vector placement of a power pole at that specific location.


(NOTE: MSFS 2020 will not display the mapped LFET add-on *.KTX2 texture Materials, so we see the 3D models of Hangars as "untextured" checkerboard patterns)


fsdev_oldpat_lfet_rogue_powerpole_msfs20_debug_terrain_osm_powerline_display-jpg.100470


Furthermore, these are "minor" powerpole placements, and would not be included in the Mamudesign – Powerlines and Solar Farms add-on.


Thus, AFAIK in MSFS 2024 it was likely a 3D model Scenery Library Object placed via XML from \asobo_props.bgl.

And, AFAIK in MSFS 2024 it was likely placed via XML from a "streamed" BGL.


Did you attempt use of a small "ExclusionRectangle" at the base of the unwanted streetlamp_Wood02 Scenery Library Object ?


A ExclusionRectangle of a proper 'attribute' excludes by overlapping only the unwanted streetlamp_Wood02 Scenery Library Object base.


https://docs.flightsimulator.com/ms...Scenery_XML_Properties.htm#ExclusionRectangle

excludeLibraryObjectsSetting this will exclude any library objects within the rectangular area.


GaryGB
 

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Hi Pat:

While technically this may best be addressed in a separate thread which can receive undivided attention, it is closely related to the OP topic.

The coordinates of the unwanted power pole (which may no longer exist IRL ?) is:

47.5452876337556,5.20682771333067 ...via FSUIPC7 data read from a user aircraft datum centered at the base of the unwanted power pole.


MSFS 2024 at LFET in Debug > Debug Model LODs mode shows:

fsdev_oldpat_lfet_rogue_powerpole_msfs24_debug_lod__display_full_name-jpg.100464


fsdev_oldpat_lfet_rogue_powerpole_msfs24_debug_lod__display_package_name-jpg.100465


fsdev_oldpat_lfet_rogue_powerpole_msfs24_debug_lod__display_guid-jpg.100466



MSFS 2024 at LFET in Debug > Terrain > Debug OSM Power Lines mode shows:

...no OSM vector placement of a power pole at that specific location.

fsdev_oldpat_lfet_rogue_powerpole_msfs24_debug_terrain_osm_powerline_display-jpg.100467



Furthermore, these are "minor" powerpole placements, and would not be included in the Mamudesign – Powerlines and Solar Farms add-on.


Thus, AFAIK in MSFS 2024 it was likely a 3D model Scenery Library Object placed via XML from \asobo_props.bgl.

And, AFAIK in MSFS 2024 it was likely a placed via XML from a "streamed" BGL.


Did you attempt use of a small "ExclusionRectangle" at the base of the unwanted streetlamp_Wood02 Scenery Library Object ?


A ExclusionRectangle of a proper 'attribute' excludes by overlapping only the unwanted streetlamp_Wood02 Scenery Library Object base.


https://docs.flightsimulator.com/ms...Scenery_XML_Properties.htm#ExclusionRectangle

excludeLibraryObjectsSetting this will exclude any library objects within the rectangular area.


GaryGB
Thanks for your quick reply.
I'll try all that and let you know how it goes.

Where can I find "Thus, AFAIK in MSFS 2024 it was likely a 3D model Scenery Library Object placed via XML from \asobo_props.bgl."
 
Where can I find "Thus, AFAIK in MSFS 2024 it was likely a 3D model Scenery Library Object placed via XML from \asobo_props.bgl."

Please note the path to the object seen in the screenshot taken in DevMode with Debug LODs and Full Name enabled:

MSFS 2024 at LFET in Debug > Debug Model LODs mode shows:

fsdev_oldpat_lfet_rogue_powerpole_msfs24_debug_lod__display_full_name-jpg.100464


Furthermore, these are "minor" powerpole placements, and would not be included in the Mamudesign – Powerlines and Solar Farms add-on.


Thus, AFAIK in MSFS 2024 it was likely a 3D model Scenery Library Object placed via XML from \asobo_props.bgl.

And, AFAIK in MSFS 2024 it was likely a placed via XML from a "streamed" BGL.

To find the MSFS path to \asobo_props.bgl, I suggest utilizing "Everything" search utility (version 1.5 Beta is quite well-vetted and useful) with this query string:

Code:
*asobo_props.bgl*

https://www.voidtools.com/forum/viewtopic.php?t=9787

https://www.voidtools.com/


As MSFS 2024 "streams" that content instead of providing the discrete ModelLib BGL, on my FS computer, I can only find that BGL in my MSFS 2020 installation:

C:\Users\[user name]\AppData\Local\Packages\Microsoft.FlightSimulator_8wekyb3d8bbwe\LocalCache\Packages\Official\OneStore\fs-base\scenery\Global\Asobo_Props


I suggest using Arno's ModelConverterX (aka "MCX") 3D model preview to ID the exact object you wish to place (Asobo_Props.bgl has 'true' streetlights to choose).

https://www.scenerydesign.org/development-releases/


Apparently, it is critical to also purchase and install MSFS 2020 to increase one's options for customizing MSFS 2024 default scenery :banghead:

At the least that may allow us to look up GUIDs for objects that (still ?) exist in MSFS 2024 to ID them for exclude / replace purposes etc..


Historically, OldPat (aka "G. Guichard), Michel Mangonnaux (Simaltitude), and Lehcim21 appear to have originally developed the entire airport scenery since FSX at LFET:

https://mega.nz/folder/gXBmUKxD#xoxbZJFN9s3kyhc9amCIyw

https://library.avsim.net/file/204914-version-3-1-to-five-terrains-around-dijon

https://fr.flightsim.to/addon/103580/lfet-tilchatel-2024

https://flightsim.to/addon/103580/lfet-tilchatel-2024

...so it seems likely 'OldPat' may opt to create the entire LFET airport for MSFS 2024 as well.


If one wished to exclude / replace the entire MSFS 2024 airport, one would not be able to access the 2024 native LFET "generic airport" in scenery/0601/apx49150.bgl, inside:

C:\XboxGames\Microsoft Flight Simulator 2024\Content\minimalcache\fs24-fs-base-genericairports\minimal.fsarchive

...so we must again use MSFS 2020 to gather required data sources to use in MSFS 2024. o_O


Other options to exclude / replace the entire MSFS 2024 airport may be found in these threads:

https://www.fsdeveloper.com/forum/threads/airport-bgl-file-format-msfs-2024.460474/post-937219

https://www.fsdeveloper.com/forum/t...-extract-xml-code-for-msfs-2024.461067/unread

https://devsupport.flightsimulator.com/t/default-airport-edits/14639/23


GaryGB
 
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Hello
I have the same problem with the Tilchatel scenery (https://fr.flightsim.to/addon/103580/lfet-tilchatel-2024). There are electrical pylons in the middle of a hangar that I can't remove!

I've tried every possible polygon without success.
Perhaps I should report it to Asobo or Microsoft, but I don't know how.
If anyone has a solution, I'd be very grateful.

Regards

hello,

What kind of polygon did you use?

Since this is an actual scenery object you want to exclude, you most likely need a Rectangle along with an Exclusion Rectangle. I had similar issues before and Asobo explained how to solve in this thread:

 
A few comments. First, most, if not all of the objects you want to exclude are SimPropContainers. Next, you don't need multiple packages to exclude and then place objects... one package will do it. Next, this isn't an airport replacement. This is just scenery. You're not changing any of the airport elements... just the objects and adding some polygons. Your package order hint should probably be CUSTOM_SCENERY_PATCH. Leave out the airport stub in the XML.
I attached a zip file with just the necessary excludes. You could add your modellib, than add the placements, and you should be good to go with a single scenery package.
 

Attachments

Quelques remarques. Premièrement, la plupart, voire la totalité, des objets à exclure sont des SimPropContainers. Ensuite, un seul package suffit pour exclure puis placer les objets. Deuxièmement, il ne s'agit pas d'un remplacement d'aéroport, mais simplement d'un élément de décor. Vous ne modifiez aucun élément de l'aéroport, seulement les objets et ajoutez quelques polygones. L'indication d'ordre des packages devrait probablement être CUSTOM_SCENERY_PATCH. Omettez le stub de l'aéroport dans le fichier XML.
J'ai joint un fichier zip contenant uniquement les exclusions nécessaires. Vous pouvez ajouter votre bibliothèque de modèles, puis les emplacements, et vous devriez pouvoir utiliser un seul pack de scènes.

Thank you for your reply.

I'm going to restart the project, starting with a scene instead of an airport.

I tried adding a polygon (noTIN noBuilding), as in your example, but the pylon is still there!
I'm continuing my research and I'll keep you updated.
 
AFAIK, an ExclusionRectangle may merit testing for the 'streetlamp_Wood02' object, as it specifically can exclude that scenery library object placed, IIUC, from the \asobo_props.bgl ModelLib file (supplied via a MSFS "streamed" *.fsarchive file).

The ExclusionRectangle "excludeLibraryObjects" exclude attribute may be practical to test first, IMHO, for the unwanted 'streetlamp_Wood02' object.

https://docs.flightsimulator.com/ms...Scenery_XML_Properties.htm#ExclusionRectangle


UPDATE (later):

I had not yet loaded up Dick's project inside the attached ZIP above, into MSFS 2024 Scenery Editor.

Having done so now, I see it does indeed exclude ... via an ExclusionRectangle, the unwanted 'streetlamp_Wood02' object protruding from the hangar cited above. :wizard:

fsdev_oldpat_lfet_rogue_powerpole_msfs24_devmode_load_rhumbaflappy_my_lfet_project-1-jpg.100492



AFAIK, Dick granted permission to utilize this as a project 'primitive' to customize and add 3D scenery models etc., then Build / Compile a test version for inspection / use.

GaryGB
 

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A few comments. First, most, if not all of the objects you want to exclude are SimPropContainers.

When selecting the (multiple) 'attributes' to use for the ExclusionRectangle, how does one discern which MSFS24 default LFET objects are SimPropContainer objects ? :scratchch


I see that the streetlamp_Wood02 Object type is "Scenery" (but not 'SimPropContainer') ...in the Scenery Editor Objects dialog pick list.

And streetlamp_Wood02 is not found ...in the Scenery Editor Objects dialog pick list when 'SimPropContainer' is selected as the Object type


AFAIK, SimPropContainer attributes are assigned via MSFS24 Scenery Editor, so I wonder if they are conveyed to- / retained by- 3D models after compiled into a ModelLib BGL ?


I did see that your own custom BGL was able to show assigned SimPropContainer attributes via MSFS 2024 SDK BGLExplorer:

https://www.fsdeveloper.com/forum/threads/airport-bgl-file-format-msfs-2024.460474/post-937239


But what if a FS Developer does not have MSFS 2020 and also cannot access 3D models inside MSFS 2024 "streamed" files ?


Or is one otherwise able to find the other cited "SimPropContainer" objects placed at LFET ...inside a MSFS 2024 *.SPB fie ?


UPDATE: (later)

Thanks to Dick's reply below in this same thread:

https://www.fsdeveloper.com/forum/threads/remove-power-pole.461070/post-941421


...I can now see that there are indeed multiple SimPropContainers at MSFS 2024 LFET ...revealed via DevMode menu > Debug > SimPropContainer dialog:

fsdev_oldpat_lfet_rogue_powerpole_msfs24_devmode_load_rhumbaflappy_my_lfet_project_simpropcont-jpg.100510



...And I can now also see that there are indeed multiple SimObjects at MSFS 2024 LFET ...revealed via DevMode menu > Debug > SimObjects > Containers dialog:

fsdev_oldpat_lfet_rogue_powerpole_msfs24_devmode_load_rhumbaflappy_my_lfet_project_simpropcont-jpg.100508


fsdev_oldpat_lfet_rogue_powerpole_msfs24_devmode_load_rhumbaflappy_my_lfet_project_simpropcont-jpg.100509


As a 'streetlamp_Wood02' object at LFET is not a SimPropContainer or SimObject, it may only require an ExclusionRectangle with a excludeLibraryObjects attribute.

GaryGB
 

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Thank you for all your helpful advice and assistance.
I'm restarting the entire project, and the initial results are encouraging.

Once completed, an update will be posted at:
 
The Exclusion rectangles I used were to take out the windsock and another to get rid of the SimPropContainers and any other debris. After the SimPropContainers are gone, then you are still going to see whatever was placed in the generic LFET by Asobo. So the polygons eliminate those leftover old buildings. Now you have a blank slate for making a custom scenery.

Identifying the SimPropContainers was a guess based on the gliders indicating this was part of the Microsoft glider addon package, and looking at the LODs... dozens of objects like doors and windows and fuse boxes. SimPropContainers makes sense rather than individually placed models. In Devmode, Debug menu, there is SimPropContainers... clicking that confirms they are there.

There's hundreds (thousands?) of SimPropContainers in the sim, and no guide as to what they look like so a dev could easily choose to use them.
 
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