March 15, 200422 yr In my never-ending quest to create sloping runways, I am now experimenting with using really flat objects to create runways.I used LWMPoly3 to create a sloping area that is "almost" smooth. I am using FSSC to create the airport. Because the "stock" runways demand a flat (non-sloping) surface, I tried using taxiways to create runways, but kept getting "tears" in the surface (even using a lot of points). I also tried painting runways on the terrain, but it was just too fuzzy at ground level.So I am experimenting with using APIs created from FSDS "runway-shaped" objects. I adjust the height of the object, so that when placed using FSSC, it barely projects above the surface. It would be helpful if I could get the aircraft to roll on top of the FSDS object, but it just sinks in (setting collisions just creates a "crash"). Nevertheless, with some tweaking, I have been able to get a fairly thin looking runway and I suppose that I could use this technique to get some incredible detail.This will also be a useful way to create "dioramas" that can be placed throughout the airport.Has anyone tried this approach? Are there drawbacks to this solution (other than being very time-consuming)?Thanks,Phil
March 15, 200422 yr Commercial Member I think this can only work if you use the new GMax gamepack. With that you can make hard areas that have a slope, with the SCASM commands to make a surface hard you can only make flat planes. Arno If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done. FSDeveloper.com | Former Microsoft FS MVP | Blog
March 15, 200422 yr Too bad! You could do some interesting "fine tuning" of the runway environment with that command. On the other hand, if I set the elevation just right, it looks like the aircraft tires are flattened - which is slightly more realistic. But this is very time consuming and would probably be imppractical on a sloping surface that is not an even slope.PhilBTW- I think that LWMPoly3 is unable to create an absolutely even slope because of slight rounding errors as it transitions from one area to the next. Here is the code I am using to (try to) create a sloping area that straddles 4 areas (with "x" the intersection in the center). Let me know if there is anything I can do to improve this.include TDFMacros.incinclude TDFHeaders.incBGLHeader 17, 13, 148, 144, LWMHeader, TerrainHeaderStartLWMHeader label wordLWMFileHeader 300h, LWMIndexStart, LWMStart, LWMEnd;Altitudes (in meters ASL); A 18.3 b 25.9 B 34.7; Area 1 Area 2; a 18.0 x 25.9 c 34.6; Area 3 Area 4; D 19.1 d 28.7 C 31.7LWMStart label worddatamark_0 label word ;LWMPoly3 Macro PointCount, Reserved, Attrib,; HeightBottom, FractionBottom, HeightTop, FractionTop;LWMPoint3 Macro x, y, z 0-255 fraction of difference between; HeightBottom and HeightTop of LWMPoly3;Area 1LWMDataAreaDrawPolygons 1, 3, 1, 21, 3LWMPoly3 4, 0, 1, 18, 000, 25, 230LWMPoint3 075, 255, 000 ;a 18.0M (000)LWMPoint3 075, 160, 010 ;A 18.3M (255*.3/7.9)LWMPoint3 255, 160, 255 ;b 25.9M (255)LWMPoint3 255, 255, 255 ;x 25.9M (255) ;Area 2LWMDataAreaDrawPolygons 1, 3, 1, 22, 3LWMPoly3 4, 0, 1, 25, 230, 34, 179LWMPoint3 000, 160, 000 ;b 25.9M (000)LWMPoint3 245, 160, 255 ;B 34.7M (255)LWMPoint3 245, 255, 252 ;c 34.6M (255*8.7/8.8)LWMPoint3 000, 255, 000 ;x 25.9M (000) ;Area 3LWMDataAreaDrawPolygons 1, 3, 1, 21, 4LWMPoly3 4, 0, 1, 18, 0, 28, 179LWMPoint3 075, 000, 000 ;a 18.0M (000)LWMPoint3 255, 000, 188 ;x 25.9M (255*7.9/10.7)LWMPoint3 255, 230, 255 ;d 28.7M (255)LWMPoint3 075, 230, 026 ;D 19.1M (255*1.1/10.7);Area 4LWMDataAreaDrawPolygons 1, 3, 1, 22, 4LWMPoly3 4, 0, 1, 25, 230, 34, 153LWMPoint3 000, 000, 000 ;x 25.9M (000)LWMPoint3 245, 000, 255 ;c 34.6M (255)LWMPoint3 245, 230, 170 ;C 31.7M (255*5.8/8.7)LWMPoint3 000, 230, 082 ;d 28.7M (255*2.8/8.7) datamark_1 label word Cellv_694_213 EQU LWMCellID 0, 0, 3, 694, 213LWMIndexStart label wordLWMIndexHeader 1, LWMIndexDataLWMIndexData label wordLWMIndexEntry Cellv_694_213, LWMStart, datamark_0, datamark_1 LWMEnd label word
March 15, 200422 yr It would help if I asked about the right code! Here is the code after changing points b, x, and d to lie on a straight line between A-B, a-c and D-C, respectively. This should give a straight slope from west to east, but (in fact) there is a (very) slight dip before it reaches the center. Raising x by .1 did not fix it. (I wonder if LWMPoly3 allows the original surface to poke through?)include TDFMacros.incinclude TDFHeaders.incBGLHeader 17, 13, 148, 144, LWMHeader, TerrainHeaderStartLWMHeader label wordLWMFileHeader 300h, LWMIndexStart, LWMStart, LWMEnd;Altitude (in meters ASL); A 18.3 b 25.2 B 34.7; Area 1 Area2; a 18.0 x 25.0 c 34.6; Area 3 Area4; D 19.1 d 24.4 C 31.7LWMStart label word datamark_0 label word ;LWMPoly3 Macro PointCount, Reserved, Attrib,; HeightBottom, FractionBottom, HeightTop, FractionTop;LWMPoint3 Macro x, y, z 0-255 fraction of difference between; HeightBottom and HeightTop of LWMPoly3;Area1LWMDataAreaDrawPolygons 1, 3, 1, 21, 3LWMPoly3 4, 0, 1, 18, 000, 25, 051LWMPoint3 075, 255, 000 ;a 18.0M (000)LWMPoint3 075, 160, 011 ;A 18.3M (255*.3/7.2)LWMPoint3 255, 160, 255 ;b 25.2M (255)LWMPoint3 255, 255, 248 ;x 25.0M (255*7.0/7.2) ;Area2LWMDataAreaDrawPolygons 1, 3, 1, 22, 3LWMPoly3 4, 0, 1, 25, 000, 34, 179LWMPoint3 000, 160, 005 ;b 25.2M (255*.2/9.7)LWMPoint3 245, 160, 255 ;B 34.7M (255)LWMPoint3 245, 255, 252 ;c 34.6M (255*9.6/9.7)LWMPoint3 000, 255, 000 ;x 25.0M (000) ;Area3LWMDataAreaDrawPolygons 1, 3, 1, 21, 4LWMPoly3 4, 0, 1, 18, 0, 25, 000LWMPoint3 075, 000, 000 ;a 18.0M (000)LWMPoint3 255, 000, 255 ;x 25.0M (255)LWMPoint3 255, 230, 233 ;d 24.4M (255*6.4/7.0)LWMPoint3 075, 230, 040 ;D 19.1M (255*1.1/7.0);Area4LWMDataAreaDrawPolygons 1, 3, 1, 22, 4LWMPoly3 4, 0, 1, 24, 102, 34, 153LWMPoint3 000, 000, 015 ;x 30.5M (255*1.9/10.2)LWMPoint3 245, 000, 255 ;c 34.6M (255)LWMPoint3 245, 230, 183 ;C 31.7M (255*3.1/10.2)LWMPoint3 000, 230, 000 ;d 28.6M (000) datamark_1 label word Cellv_694_213 EQU LWMCellID 0, 0, 3, 694, 213LWMIndexStart label wordLWMIndexHeader 1, LWMIndexDataLWMIndexData label wordLWMIndexEntry Cellv_694_213, LWMStart, datamark_0, datamark_1 LWMEnd label word
March 17, 200422 yr There is in FSDS an option to make the surface " hardned " for landing. Not sure where i saw this in the pop-downs but I did see it. Never used it either so I can't say if it makes the surface level.Joe W.
March 18, 200422 yr Joe,I can't find it either. Maybe it's in a later version (I have 2.11) or maybe it's in their airport design program? You can set the collision flag, but that doesn't help.Phil
March 18, 200422 yr Hi,FSDS V2.24 and later have elevated helipads/hardening option. Also, You can use smooth (ground) option in FSSC which will also haredn the surface (I use it a lot).Hope it helps!Best regards,Goran BrumenFS Slovenija 2002 teamhttp://slovenia.avsim.net
March 22, 200422 yr Thanks,Yes, the FSSC harden option was absolutely necessary to make this work. Unfortunately, the FSDS option only works on "non-sloping" non-fractional flat surfaces. However, I had not realized that there was an upgrade to FSDS, so I at least now have that!Because I love a challenge, I am "laying" runways on the actual terrain (created with a 10 meter dem). It takes about 2-3 hours per runway. So far, so good.Phil
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