• 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:

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Version 1.39 Feedback

Jon:

This is a posible little bug (since 1.37 version).

In the runway object -> Edit Object -> properties dialog box -> in Markings Tab the option "Edge Pavement" is not persistent.

I tray to check but the system don´t remember this check.

Best Regards

carlos

Thanks Carlos. I will check it out.
 
Jon:

This is a posible little bug (since 1.37 version).

In the runway object -> Edit Object -> properties dialog box -> in Markings Tab the option "Edge Pavement" is not persistent.

I tray to check but the system don´t remember this check.

Best Regards

carlos

Carlos

The actual problem is in FSX and not ADE. We purposely force edge pavement on/off (check/uncheck) based on other runway property's.

There is also times if edge pavement is checked we lose the chevrons on a blastpad. Some of my notes during the beta phase for runway markings should help in understanding when the edge pavement checkmark will persist.


Blast pads get chevrons in both ADE and FSX and force edge pavement on. Overruns don't get chevrons in either ADE or FSX and force edge pavement off. So, you can't have edge pavement with overrun areas, and you always get edge pavement with blast pads (but see exception below).

The exception is, if there's a blast pad at one end and an overun area at the other end of the runway, edge pavement is forced off. Edge pavement is only controllable from its checkbox under "Markings" if neither overrun area nor blast pad is specified at both ends.

Edge payment is also a formula based on length of runway. The longer the runway the wider the edge payment becomes.

We are intentionally turning on and off the checkmarks to work around the FSX bug that exist in the blast pad chevrons if used improperly (checked or unckecked by the user under certain cases).

Some of my other notes and testing says

Blast Pads and Overruns in FSX are the same. The wording is confusing because there is an actual difference but FSX cannot differentiate the difference.

Here is a difinition from a FAA Advisory dated 09/30/04

Runway Blast pads provide blast erosion protection beyound runway ends. Tables 3-1, 3-2 and 3-3 contain the standard width and length for blast pads for takeoff operations requiring blast pad erosion.

The table says 200 feet is the standard length of a blast pad for large Jets. The blast pad length is based on aircraft type using the runway.
Becasue a Blast Pad is only 200 ft long a Overrun in some cases can excede 1000 ft long.

What happens is the words start to be used together without regards to defining the length.

The following comes from a non FAA publication.

Blast pads in some areas are also known as overrun areas or stopways. Overrun areas are also constructed at the end of runways as emergency space to slowly stop planes that overrun the runway on a landing gone wrong, or to slowly stop a plane on an aborted take-off or a take-off gone wrong. Blast pads/Overuns are often not as strong as the main paved surface of the runway and are marked with yellow chevrons. Planes are not allowed to taxi, take-off or land on blast pad/Overruns, except in an emergency.

hope this helps
 
Jim is correct. My use of terms is not good. So for the avoidance of doubt. Current (and future) versions of ADE will load project files created by older version (post 1.20 for sure) However no version can be expected to load project files created by a later version.

Does that make sense or have I made it worse :)

:D No Jon you haven't made it worst! But must we be so political correct? :D "backwards" compat is just a term... not meaning to bring down new ideas... I try to be a forward thinker. :)
 
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