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What Irritates you about ADE?

George

I am sorry but I looked at the code related to link type changes and multi select and there is an unholy alliance in there. Allowing a multi-select change of type - which I agree is very sensible - messes up several other things including taxi names and surfaces. Yep I know - crap programmer :oops:
 
I don't understand. Surely the properties of links with type="TAXI" and type="PATH" are exactly the same.
 
Refering to the initial question of this thread: CTRL + S doesn't save ;-)

Beside that: awesome tool and I like the look&feel of the GUI!

Cheers Volker
 
Hmmm - Ctrl+S works here for me..............
 
Working for me as well .... however, I normally use the drop down menu - and the reason for that is in the past, Ctrl-S didn't work.
I can't remember when this happened or what version but I've been using the menu for a long time now.
 
Most irritating for me are the "jumping" guide lines and the helper shapes.
Example: If you want to adapt a rounded object like an ellipse of almost unknown size to a certain position in order to have the best tangential approximation to existing objects I find it nearly impossible just to move one of the handles without influencing the position of the whole object.

In principle I got the imagination that for all objects being emphasised (after being selected) the position changes slightly. This is disturbing when adapting a polygon to a helper shape.

Furthermore I would like to have a better WYSIWYG relationship between taxiways and their lines (centre and edges) as shown in ADE compared to the result in the sim. I know from other discussions that this can be a big problem but it would be nice to know the final result before compiling - better than today... :rolleyes:
 
I understand those issues Axel - unfortunately fixing them would probably mean completely changing the graphics engine :(
 
I understand those issues Axel - unfortunately fixing them would probably mean completely changing the graphics engine :(
Jon, even if I dislike the message itself I can fully understand that you want to avoid such major change. I think we all have learnt to live and to deal with it (more or less).
 
I will see if I can make the graphics display better but to replace the engine at this time would be a big (like 80%) change in the code.....
 
My biggest irritation with ADE9 is named SBuilder. ADEX can do many of the things Sbuilder9 can do - landclass, vector terrain features, etc. Unfortunately, ADE9 doesn't have these capabilities. So, when I'm working on making a recalcitrant airport play nice with 19m terrain mesh and Ultimate Terrain, I'm constantly switching between all three programs adjusting things. It'd be much more convenient to be able to just use ADE9...

But - since that would take a HUGE amount of programming for you to implement, take it as a suggestion at best - it's certainly not a request I expect to see implemented any time soon if at all.

Thanks for your wonderful programs! I use them heavily - and until my present project is done, daily!
 
My biggest irritation with ADE9 is named SBuilder. ADEX can do many of the things Sbuilder9 can do - landclass, vector terrain features, etc. Unfortunately, ADE9 doesn't have these capabilities. So, when I'm working on making a recalcitrant airport play nice with 19m terrain mesh and Ultimate Terrain, I'm constantly switching between all three programs adjusting things. It'd be much more convenient to be able to just use ADE9...

But - since that would take a HUGE amount of programming for you to implement, take it as a suggestion at best - it's certainly not a request I expect to see implemented any time soon if at all.

Thanks for your wonderful programs! I use them heavily - and until my present project is done, daily!


Thank you for your kind words and suggestion. There is always the possibility that we will extend the terrain capabilities for FS9 but I can't say when that might happen.....
 
Things from SBuilderX I would like to see in ADE:

o The ability to automatically put vectors on the edges of polygons, for example shorelines. But also with the option to choose which vertices would start and end with. You would have to choose a third vertex midway to determine the direction of the vector. Or the opposite, making a polygon from the vertices of a vector.

o The ability to reverse the direction of a vector. Some shoreline vectors can only be used one waym for example Ocean perennial. (Are you able to tell what my recent frustrations were?)

o The ability to custom make generic buildings.

Not from SBuilderX:
Using a similar logic of the first point by selecting start, mid, and end vertices, the ability to marry/join/match vertices of two polygons would be ideal. It'd be better than doing one at a time.

In approach mode, because some waypoints are a heading and a DME from the local VOR, the ability to make a Waypoint by entering the VOR, heading, and DME
 
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Things from SBuilderX I would like to see in ADE:

o The ability to automatically put vectors on the edges of polygons, for example shorelines. But also with the option to choose which vertices would start and end with. You would have to choose a third vertex midway to determine the direction of the vector. Or the opposite, making a polygon from the vertices of a vector.

o The ability to reverse the direction of a vector. Some shoreline vectors can only be used one waym for example Ocean perennial. (Are you able to tell what my recent frustrations were?)

o The ability to custom make generic buildings.

Not from SBuilderX:
Using a similar logic of the first point by selecting start, mid, and end vertices, the ability to marry/join/match vertices of two polygons would be ideal. It'd be better than doing one at a time.

In approach mode, because some waypoints are a heading and a DME from the local VOR, the ability to make a Waypoint by entering the VOR, heading, and DME


Some of these things are in the pipeline ;)
 
Is it a simple matter to put the name of the current file somewhere on the working screen?
It tells us the ICAO code and the airport name but I sometimes have several different versions of the same airport on the go whilst trying different things out and it would be helpful to be able to see, at a glance, which physical ad4 file I am working on.
 
snip----------------

In approach mode, because some waypoints are a heading and a DME from the local VOR, the ability to make a Waypoint by entering the VOR, heading, and DME

In the approach mode a Terminal_Waypoint can be added on a precise heading and DME from any type Navaid. The Guideline is a draw device with headings and DME so you do not have to manually enter any values for calculation.

Select the Guideline from the top menu bar buttons (looks like a ruler) and click on the VOR. Now drag the mouse crosshair in any direction at any distance and ADE will show the DME and heading in the upper left corner.

In this picture the Terminal_Waypoint is on a True Heading of 310 degree (mag 311) from the AHN VOR at precisely 13.5 NM's.

 
Is it a simple matter to put the name of the current file somewhere on the working screen?
It tells us the ICAO code and the airport name but I sometimes have several different versions of the same airport on the go whilst trying different things out and it would be helpful to be able to see, at a glance, which physical ad4 file I am working on.

Roby:)
 
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