Seattle Airports X

Latest version: v1.4 (2020)

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CaptKornDog
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Re: Seattle Airports X

Post by CaptKornDog »

After many, many hours of trying to isolate bgl files the past few days, I've narrowed it down to some combination of:

APX15140.bgl (default 0101 scenery folder)
dem0101.bgl (default 0101 scenery folder)
Snohomish Co KPAE.bgl (Seattle X)
CVX_KPAE_Vect.bgl (Seattle X)

There appears to be some kind of difference in airport elevation between the basic P3D files and the Drzewiecki Design files; based on the difference in trench/plateau elevation, it appears to be about 40 or 50 feet.
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Martin_Starski
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Re: Seattle Airports X

Post by Martin_Starski »

Thanks for your feedback. Frankly speaking at the moment I have no idea what is causing such problem in your case, but we will look into it. How does it look like in your sim after this last configuration? Can you also provide me with your scenery.cfg and add-ons.cfg? They can be zipped and attached here,
CaptKornDog
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Re: Seattle Airports X

Post by CaptKornDog »

Without Seattle X installed, the default KPAE looks flat and normal. I know a colleague who also purchased Seattle X this week with similar issues on a fresh installation of P3D v5.1 HF1.

Requested files attached.

https://i.imgur.com/rZLn0dJ.png
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CaptKornDog
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Re: Seattle Airports X

Post by CaptKornDog »

I'll also point out there are duplicate default taxiway signs at KSEA.

https://i.imgur.com/Up7i9lm.png
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Martin_Starski
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Re: Seattle Airports X

Post by Martin_Starski »

Let us check with p3d v5.1 HF1 again - will get back to you.
ahuimanu
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Re: Seattle Airports X

Post by ahuimanu »

Is there any fix for the bright/glowing Mt. Rainier textures at night? This was mentioned in this forum by others and myself a few different times.

Thank you.
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Martin_Starski
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Re: Seattle Airports X

Post by Martin_Starski »

Negative. It was mentioned before indeed, however so far we didn't find a good way for such change, which will keep the same level of scenery's optimization in terms of file sizes.
ahuimanu
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Re: Seattle Airports X

Post by ahuimanu »

Thank you Martin, can I remove it somehow?
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DD Stanislaw
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Re: Seattle Airports X

Post by DD Stanislaw »

Hi.
Yes, you can remove the Seattle X\Scenery\Sea_FT_Reinier.bgl file.
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CaptKornDog
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Re: Seattle Airports X

Post by CaptKornDog »

"Let us check with p3d v5.1 HF1 again - will get back to you."

OK, standing by, thank you.
CaptKornDog
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Re: Seattle Airports X

Post by CaptKornDog »

Appears there is a large, triangular swath of land/class autogen also on the water just north of KRNT as well. Not seeing the elevation issues though at KRNT, like I am with KPAE in v5.1 HF1. Anyone else see this?

https://i.imgur.com/ZHbz9Z5.png

Thank you.
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Martin_Starski
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Re: Seattle Airports X

Post by Martin_Starski »

Any other addons for this location?
CaptKornDog
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Re: Seattle Airports X

Post by CaptKornDog »

No.

I do not have Orbx PNW either. This is a new, vanilla installation of P3D v5 HF1.
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Martin_Starski
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Re: Seattle Airports X

Post by Martin_Starski »

It seems that we need to check the current status of Seattle Airports X in P3D v5 with HF1, but it can take a little bit more time - both P3D and MSFS are changing a lot and this is very challenging issue to us to provide the compatibility to all these changes in the short term.
HJMX
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Re: Seattle Airports X

Post by HJMX »

Since I did not get any answer, I'm asking a second time.

Is it somehow possible to reduce the amount of static airplanes? KPAE for example is full with static a/c so arriving ai freighters (AIG OCI) always perform a Go Around because there are no free parking slots left. Don't get me wrong, I'm happy with all those Boeing a/c on the airport but it is simply too much. Reducing it by ca. 20-25% would be great. The same is true for KBFI and KRNT. I would try it myself with ADE, but I don't know how to do, since no models are included in the corresponding airport files.

Best,
Harry
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