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Sabretooth78

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About Sabretooth78

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  • Birthday 07/07/1978

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  1. Good question - I've never had occasion (nor reason) to try and figure that one out. I may have run into that while creating my KFLL AFCAD but that was so long ago...
  2. Just to follow up on this, I was just experiencing the same around MROC and "verify files" wasn't enough. I followed what @Alox posted above (except I didn't verify Vector) and it worked like a charm. Clearly there's some corruption going on in terrain.cfg that Central isn't picking up on - of course good luck finding the culprit!
  3. Correct me if I'm wrong, but I believe you would need to exclude the Vector road segments over which those lights appear. I had a similar problem when I had created a custom AFCAD to extend runway 10R/28L at KFLL; in this case the lights over US 1 would appear above the runway. The problem with excluding the roads is you'll end up excluding a length which can run miles in either direction which would then have to be drawn back in, and still won't match what was excluded. In other words it can be far more trouble than it's worth.
  4. The attached file should add the missing piece of the canal as well as a few nearby branches that were missing. Note that in the interest of modifying as little as possible, I didn't connect it directly to the segment of canal immediately to the north - so the drawbridge there might look a little "fat", but shouldn't be anything one would notice from altitude. CVX_4913_SBX_CMS.BGL
  5. That should be an easy fix. It looks like the shorelines are still there (?) so it's either a busted polygon or just missing outright. Hopefully the latter. I can't get to it immediately but I'll add it to the list!
  6. It could in theory be done but the problem is it's a fairly large and convoluted section of coastline and it would take me quite a while to edit for minimal benefit, as the coastline depicted technically is not incorrect but rather is displaying an incorrect texture (as has already been discussed). It would probably be most simply fixed with a landclass polygon, unfortunately there are no default tidal flat textures that I'm aware of that would do the area justice and actually create an improvement. The Orbx FTX series uses a custom texture that I either can't access with SBX Builder (or I'm just not skilled enough to know how) not to mention a fix user would need to have that texture as I understandably would not be allowed to distribute it. I've also been hesitant to work on fixes where such fix is obviated by a popular add-on, be it by Orbx or anyone else. By chance, have you looked at the area in default v5 to see if there is any improvement? Or, with v5's performance gains (assuming you intend to upgrade) allowing expanded utility of the FTX series for airliner ops, I would simply highly recommend picking up FTX PNW for once all our favorite airliners make the conversion.
  7. Anywhere in the scenery library above the Vector entries. It can go in the same folder as any of my other fixes.
  8. Piece of cake! Nothing was broken here, the island is just missing completely. There do appear to be a lot of water features on the island (mostly irrigation canals) but I didn't add those. The quality of the vector data is so-so in Asia anyway; I noticed in flights through the area that there are often swaths of rivers missing. It would be quite an undertaking just to find all the errors, let alone fix them. CVX_7920_SBX_CMS.BGL
  9. I found some busted hydro polygons in Burullus Lake (below) and the Nile River (not pictured) near Desouk in Egypt. The attached file (5620_SBX_CMS.bgl) corrects these errors. P3D4 + Vector: with fix: The attached file (5620_SBX_CMS.bgl) corrects these errors. CVX_5620_SBX_CMS.BGL
  10. Here are files that fix that canyon - note that I wasn't able to remove a shoreline element that still persists at the eastern end of where the canyon was, so you'll see wave effects on the land there. Overall it's a significant improvement, however. This also reminded me of a similar trench I had found a long time ago which crosses 3 islands in Fiji; I've included those as well (0037, 0038, 9537 and 9538). Unfortunately, there is such a trench along the entire 180 degree line of longitude - also crossing portions of Russia (Chukotka) and Antarctica. I don't have any intent of fixing the whole thing, but at least the part with the most proximate airports is fixed. These can be placed anywhere in the scenery library above Vector. This also assumes you don't use my Vector Misfit Airport fixes. If you do, it is not necessary to install the files named "xxxxA_SBX_CMS.bgl" scenery.zip
  11. I can't speak to Orbx' intent to update (or not), but it should be fairly easy to remove these airports from the FTX regions. I'm not very familiar with how they are set up, but I would try a search for the particular airport you wish to remove (such as CYYC) and deactivate all of the files that it returns. (Similar to as you would do if you added a 3rd-party airport within an FTX region.) Of course, I'm not sure how the excludes (if any) work, which seems to be the big sticking point with the v5 upgrade. Of course if it works, it's no permanent solution, but at least something to keep you going until such time the region is updated - there's a whole lot of airports that would have to be checked across all the FTX regions and that will take some time to complete!
  12. Could this be similar to the issue caused by having the mesh resolution set too high at certain airports? For instance, I get something very similar to this at a freeware version of SCIP.
  13. As an FYI, I tried to "do the right thing" and install everything possible into the library (as opposed to the sim) but I'm still seeing this exact same behavior in the same place in v5 (see post #4) - so it looks like it's still advisable to install the globals (Base & OpenLCs) directly into the sim.
  14. KGPI is former KFCA. I believe there is a setting to change ICAO of that airport to KFCA in Orbx Central in order to enable AI traffic.
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