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ANNOUNCEMENT Vector README IMPORTANT, for better understanding what Vector intends, does, can do and what it can't do.

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Unfortunately some people are not reading the documentation that comes with Vector. This leads to many support calls regarding elevations and various experiments as we can see on the forum. I am referring to the Vector Readme pdf which can be accessed through FTX Central. In future support calls regarding any issues covered in this documentation I will link to this post.

So, I will post it below (slightly updated) and also have attached a pdf of it:

FS (FTX) Global Vector V1.10 is out now. We had finished the primary compile and were fixing bugs coming from the forum and other areas. Going through these posts I noticed, that some users are not sure of what Vector does and can do. So I decided to have a few words of what you can expect and what has been postponed or needs another product.


As a foreword it has to be said, that the PILOT’S FS Global line (together with ORBX FTX Global line) intends to create a complete replacement of FSX and P3D default world. For a better understanding how things work together I repeat what has been posted already at the forums and manuals in a listing below …


The layers

  1. First you will need a 3D wireframe, the mesh. FS Global 2010 or Ultimate series are recommended, as we do all the testing and developing on these. Other meshes may/will work as well, but it depends on how they were derived. Even the same source data can result in a different mesh. Though it is no technical requirement, Vector will look odd in some areas when you use the sims (FSX/P3D) default mesh. We strongly recommend to use FS Global 2010 or Ultimate.
  2. Second you will need a landclass layer. This layer defines city, woods, ocean, etc. ORBX will have them ready one by one coming soon. For the time being you can use what you have installed or your sim has as a default.
  3. Third you will need these landclass data filled with textures, so that actually a picture is created. Use ORBX FTX Global for this. FTX Global is a REQUIREMENT for the use of Vector as it uses textures from there. So you MUST have FTX Global (at LEAST V1.2) installed.
  4. Fourth you will need this picture be more detailed by adding VECTOR data, such a lakes, shorelines, streets, highways, train lines, power lines, etc, etc … This is done by FS Global (FTX) Vector.

    These four layers will completely replace the FSX default world in much better detail using the most modern data available. A whole new FS world. On top of this world you can place all your detailed add-on airports and scenery. Of course some of them may need amendment since the world below them may have changed. But this is nothing new. It happens in most cases once a new sim is released.


I hope you now do understand how things fall into place. You may ask, do I need all layers? Well, if you want it all to fit and be top of the notch, yes, you will need all layers. Of course you can replace a layer with another product line, but all our products are developed to work together. We can not guarantee they will work with others.


What changed in V1.10?


Vector 1.10 is a complete new design and thus not a patch, but needs to be installed after uninstallation of V1.00. The ORBX installer will do that for you. 


  • All spikes will be gone in V1.10. They were due to errors in the source data.
  • V1.10 will come with a configuration tool. You will be able to turn on and off whatever features Vector has.
  • V1.10 will come with altitude correction of all relevant airports. You can disable this correction by the configurator as well. It may be needed for add-on airports.

How was this correction done? Most of you will know, that FSX and so far all successors rely on something we call the "flat airport concept". This concept defines, all airports in the sim are flat. Some of you will know, that this is not always the case. In real world one end of a runway can have a considerably different altitude than the other end, resulting in a slope whereas in the sim it is flat. If you have a custom mesh installed you will know the resulting effect: a wall at one end and/or a cliff at the other end. Both more or less visible depending on the difference of the altitudes of the thresholds. For this first version we have decided to set all airports to the average altitude of all threshold altitudes. So, if an airport has two runways each threshold at 100ft, the airport will be set to 100ft. If an airport has two runways with one threshold at 100ft and one at 90ft, this airport will be set to 95ft. And so on … This version will have the least impact to visual within the mesh. I mean, the "wall“ and the "cliff“ mentioned earlier will be the least visible, if we use the average value of threshold altitudes.


In the time coming, we will get your feedback and may amend this for certain airports. It is very easy to compile a new airport altitude and since Vector will be a living product, we will constantly update this.


If one airport does not "work for you“ e.g. because you have an add-on airport installed, which is not compatible with this feature, you can at any time disable it for this very airport using the configurator. But note, disabling will only work if this add-on has been programmed according to SDK standards. It is vital, that it comes with an airport boundary polygon. If someone just has added certain things, like buildings or fences, etc to the default airport, disabling will not work. In that case the programmer has to adapt his work to the SDK standard.


A list of all other changes in V1.10 can be found here:




Some words on regarding remaining "unfixed“ things


Not all the anomalies you may find in your sim after installing Vector, are in fact Vector issues. Some issues just are brought to light by Vector.


  • You will find out, that Microsoft has misplaced some airports to fit their default mesh or vector scenery or simply because they got wrong data. Yes, even a Jeppesen DB contained errors in airport reference points back then. Vector mercilessly unmasks these little cheats and errors. This may result in streets or water bodies going through airport areas (with all resulting issues, such as autogen traffic crossing the runway, etc). Testers pointed out some of these issues. These we know about have been checked using google maps and google earth. Where we found out Vector scenery was wrong, we corrected it. Where we found out Vector scenery was right and the airport was wrong, we left it as is. The scientific approach always has to be to correct the WRONG issue and not to amend the correct one to fit the wrong. Imagine, we would have amended Vector to fit the wrong airport and one day someone corrects the airport. Maybe autogen traffic would cross the runway at that time. So one day these airports need to be moved, but as of now, this is not the purpose of Vector. We will think about a solution, but can not promise anything here.  


  • Linked to the fore mentioned issue is the fact that some static as well as dynamic objects will be displaced. This includes cranes, buildings, ferries, ships, etc. The reason is the same. These objects were placed to fit the default scenery. All applying to misplaced airports applies here as well. Some day they need to be moved or removed.


  • If you use a high resolution custom mesh (FS Global 2010/ FS Global Ultimate) some airports do not completely fit into this mesh. Some may have cliffs or wall around them. I already have mentioned the flat airport concept. Again it is one reason for this visual behaviour of the mesh. Airports in the sim can not be on a slope. This results in (maybe) rising the mesh at one end and (maybe) pushing down the mesh at the other. This is no bug, but normal behaviour of FSX and P3D at this development stage. We are aware of this and already preparing solutions. In some cases editing (narrowing) the airport boundary polygon will fix it (as it may be unnecessarily large, especially at airports on hills). For other cases a NEW version of AFM may be a solution. Again, we know that and are thinking about/working on a solution.


  • You will find freezing ice textures (and water textures) with sharp edges between seasons. In areas where ice and snow change the landscape it is a FSX feature to do this not completely when the sim date is between seasons. This means between seasons FSX will change textures randomly to simulate not completely snowed or iced in areas as it is in real world. Since we do not know, where this will happen (meaning, which texture will become ice and which will not) we can not place a better fitting texture at this stage. We are aware of that and experimenting on some solutions. Stay tuned. If you absolutely do not like it, you can disable icing using the configurator.


  • You may see black patches in Prepar3D V2.0 and 2.1. This actually may be a P3D bug, we are already relaying with Lockheed Martin for fixing. It may be fixed in V2.1 already. I have not seen it anymore during testing, but some reports still stand. So I mention that here for you to know.


  • You should also notice that our various source data for Vector differs greatly depending on location. You can not expect the same quality as is in Europe for Kazakstan. We are constantly evaluating new sources and implementing them into the product. It will become better and better over the time and it will never be "ready“!


Stefan Schaefer

Feb. 23rd 2014



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