• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
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    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Suggestions for Improvements to User Experience

Correct it is the graphics engine. It may also be the interaction between that and the graphics card being used since this appears to be more problematic for some users than others.
Jon, I don't think so as it happened while I used my ATI HD 5850 and it continued now with my GTX780.
There might be something that could be done to make helper shapes easier to work with
:cool: :)
Does anybody remember what it was like before we had ADE and the "hoops we had to jump through" to do certain things?

Don
Don, yes and no. I started simming with FS2 (after "getting" it for a PC compatibility test) and FS3 had been the first I bought. However, airport tweaking became part of my hobby much later, with AFCAD. Before that I used to tweak 2D-cockpits only. And if you wanted to remind us about the big progress our "little" helper applications made since - yes it's absolutely great and I appreciate it very much how you guys are acting.
 
"Custom hiding individual objects needs the ProKey."

OK, thanks. But I need to have this without having to purchase Prokey. I need this badly. But I am not so poor I cannot purchase Prokey. This is not about Prokey anyway. It is about me wanting everything served on a plate without having to spend dollars, simply said. Or not. I may spend dollars, but keep it in the same program anyway. Whatever. It is also about me not wanting a "suite" of programs in order to achieve my goals. I just want the gem called Airport Design Editor to have it all built-in.:wave:
 
It is all built in but some of it is not available except with the ProKey
 
Just bought the ProKey, but have been using ADE for years, almost since it was release to include FS9 support. Today I'm all P3Dv2 so I don't use the FS9 support anymore. Anyway.

Just a small suggestion.

I've been working on an afcad where I have 2 versions depending on the wind direction. I've named them after where the wind comes from. I.e. NE is North and East, which means the wind is coming from North or East. As SW if the wind is from South or West.

But what I need is an easy way to see the filename on the file I'm working on (if it's the NE file or the SW file). In most programs you can easily see the filename of the file you are working on, in the top bar of the program (the same line where the "minimize", "maximize" and "close" icons are located.

Maybe something for a future version?
 
But what I need is an easy way to see the filename on the file I'm working on (if it's the NE file or the SW file). In most programs you can easily see the filename of the file you are working on, in the top bar of the program (the same line where the "minimize", "maximize" and "close" icons are located.
Look at the lower-left of the ADE window:

 
I'm using 1.65.5427 but I still don't have that line.

Only when I've saved the *.ad4 file, but not if I compile or open a BGL, which is many cases is the file where I update afcads.
 
but not if I compile or open a BGL, which is many cases is the file where I update afcads.

If you are saying that you load and save from the Bgl file then that is a big no in ADE. If you are going to work on a bgl file then open it, save it as a project and then compile it. After that always open the project and not the compiled bgl file. You will not get the file path unless you save the project. It is never going to tell you about a Bgl file because of the reasons above.

This is a bit more information about project files: https://scruffyduck.screenstepslive.com/s/help_docs/m/20268/l/205956-what-is-an-ade-project-file
 
It would be great to have the model names when using the Library Object Manager.
(lib name.bgl 001 to xxx is more difficult to handle ...)
Library Creator XML writes a text file with these names for ez-scenery (optional).
So it should be possible?
 
I think you are referring to FS9 models. FSX models have names in the mdl file which ADE can read. For FS9 models the developer needs to give them names separately in a file or you can use the ADE library object manager to rename them yourself. I guess you are referring to reading in text files to the ADE LOM?
 
Yes, FS9 models...
I created some models with MCX and packed them into a library by Library Creator XML.
Yes, my idea is that you read the ez-scenery text file which contains model names and GUID.

But thanks for the hint of renaming them (I did not see it, because there was no button "rename"
 
Just change the name(s) and when you are done click Save:

ScreenShot00120.png


A significant overhaul of the Library Object Manager is planned for the next major ADE release. I can't say exactly what will be included yet ;)
 
I asked if ADE could read the txt file years ago. but it was never implemented. I now use Instant Scenery to place all library objects - much easier, and IS does read the text files.
 
Thanks Tom,

what are the pro's and con's of EZ-scenery and Instant Scenery?

or should we better wait for the "next major ADE release"
;)
 
Guenther, we would have to write a book about the advantages of any visual object placer, well a very little book.
Pros: Visual, precise, time-saving, reads models original names from txt file, visual, visual,...oh, and visual.
Cons: Module loaded in memory at all time. Sometimes crashes due to bad texture files (rarely). No search feature, at least not in my version.
 
IS is cheaper than EZS, and has more features. Some people like the mouse-centric approach of IS, others like the "move the plane" approach of EZS. Personally I wouldn't be without the "search all objects and display their object name, library file name, and placement file name" feature of IS3 - it's invaluable.
 
Looking at the list of parking spots in an airport I realized I had many duplicate parking Number. I think this is due to copy/paste.
Shouldn't/couldn't they be renumbered during the paste operation to avoid this situation?
 

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