Jump to content
Sign in to follow this  
p3dnerd

FSXcenery Addon KOAK Issue P3d v4.3

Recommended Posts

Hi all,

I purchased and installed FSXcenery's addon airport scenery for KOAK (Oakland Metro) in P3d v4.3. I also have ORBX Northern California, Orbx Global and Vector installed.  I set the Orbx bgl files to OFF that correspond to KOAK, but I've still got a minor issue....namely what appear to be two buildings situated across the taxiway just east of the FedEx ramp.  I've tried uninstall and reinstall the addon scenery to no avail.  I've contacted the developer and he thinks those are default buildings, but cannot offer any suggestions for getting rid of them other than the uninstall / reinstall that I tried.

Any thoughts or suggestions would be greatly appreciated.

 

 

Share this post


Link to post

Sounds like the scenery dev has some work to do, then...default buildings are dispensed with by adding properly-placed exclusion rectangles to the airport file or another bgl included in the scenery.  You can do it yourself using ADE, but it's something the payware dev should be handling.

Regards

 


Bob Scott | President and CEO, AVSIM Inc
ATP Gulfstream II-III-IV-V

System1 (P3Dv5/v4): i9-13900KS @ 6.0GHz, water 2x360mm, ASUS Z790 Hero, 32GB GSkill 7800MHz CAS36, ASUS RTX4090
Samsung 55" JS8500 4K TV@30Hz,
3x 2TB WD SN850X 1x 4TB Crucial P3 M.2 NVME SSD, EVGA 1600T2 PSU, 1.2Gbps internet
Fiber link to Yamaha RX-V467 Home Theater Receiver, Polk/Klipsch 6" bookshelf speakers, Polk 12" subwoofer, 12.9" iPad Pro
PFC yoke/throttle quad/pedals with custom Hall sensor retrofit, Thermaltake View 71 case, Stream Deck XL button box

Sys2 (MSFS/XPlane): i9-10900K @ 5.1GHz, 32GB 3600/15, nVidia RTX4090FE, Alienware AW3821DW 38" 21:9 GSync, EVGA 1000P2
Thrustmaster TCA Boeing Yoke, TCA Airbus Sidestick, 2x TCA Airbus Throttle quads, PFC Cirrus Pedals, Coolermaster HAF932 case

Portable Sys3 (P3Dv4/FSX/DCS): i9-9900K @ 5.0 Ghz, Noctua NH-D15, 32GB 3200/16, EVGA RTX3090, Dell S2417DG 24" GSync
Corsair RM850x PSU, TM TCA Officer Pack, Saitek combat pedals, TM Warthog HOTAS, Coolermaster HAF XB case

Share this post


Link to post

Thanks for the input...I just might have to mess around with ADE and see what I can do myself.

Yeah, as I said, the developer doesn't seem too bothered about the issue....and his quick fix suggestions haven't worked for me.

Steve Smith

Share this post


Link to post

UPDATE on this issue:

I posted this topic over at the ORBX forums and Holger responded as follows

"those are actually tunnel objects placed with FTX NCA since there is a tunnel underneath that taxiway in the real world too. Looks like by removing the other NCA files the airport is at a different level and thus the tunnels above rather than below ground.

You could try deactivating the file "FTX_NCA_objects_tunnels_PLC.BGL", located in \ORBX\FTX_NA\FTX_NA_NCA05_SCENERY\scenery. However, it would mean you'd lose all tunnel portals on other NCA highways and roads as well.

Normally, third-party airport developers would place object excludes across their entire project area (to prevent potential compatibility issues with non-default scenery) but I guess this isn't the case here.

Cheers, Holger"

I followed that advice and deactivating the bgl for the tunnels eliminated the problem.

Share this post


Link to post

Agree, I've tried on FSXcenery product and found it to be on par with Blueprint stuff; in other words, one step above an ADE home built airport.  On second thought, I'm happier with my own redention with ADE of my home base.

Edited by downscc

Dan Downs KCRP

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
  • Tom Allensworth,
    Founder of AVSIM Online


  • Flight Simulation's Premier Resource!

    AVSIM is a free service to the flight simulation community. AVSIM is staffed completely by volunteers and all funds donated to AVSIM go directly back to supporting the community. Your donation here helps to pay our bandwidth costs, emergency funding, and other general costs that crop up from time to time. Thank you for your support!

    Click here for more information and to see all donations year to date.
×
×
  • Create New...