Cliffs and Potholes around KSEA

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RobdeVries
Posts: 32

Cliffs and Potholes around KSEA

Post by RobdeVries » Wed Jun 13, 2007 8:51 am

Hello,

I've a slight problem with KSEA. Around KSEA a have a cliff and further in the direction of the city I have a huge pothole.

I have installed:
- UT USA
- MegaScenery PWN photoscenery
- Holger Sandman's Columbia Gorge scenery for UT
- FlightScenery's Portland

Anyone having the same problems?

Rob
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ksea2.jpg
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skydvdan
Posts: 2121

Post by skydvdan » Wed Jun 13, 2007 8:56 am

It's probably caused by Portland. There is a patch here.
RobdeVries
Posts: 32

Post by RobdeVries » Tue Jun 19, 2007 8:05 am

Hi Dan,

Thanks for helping...

Besides that I of course already installed the patche(s) Portland or Holger's scenery seem not the problem ...I deactivated all scenery's till only FlyTampa's KSEA and UTUSA where active. The anomalies were still there. After deactivating FlyTampa KSEA the ridge and pothole were gone. So, although carefully, I conclude that it would be caused by at least the interaction between Flytampa's KSEA and UT?!

Any ideas... :|

Rob
paavo
Posts: 1612

Post by paavo » Tue Jun 19, 2007 5:06 pm

RobdeVries wrote:Hi Dan,

Thanks for helping...

Besides that I of course already installed the patche(s) Portland or Holger's scenery seem not the problem ...I deactivated all scenery's till only FlyTampa's KSEA and UTUSA where active. The anomalies were still there. After deactivating FlyTampa KSEA the ridge and pothole were gone. So, although carefully, I conclude that it would be caused by at least the interaction between Flytampa's KSEA and UT?!

Any ideas... :|

Rob
There is a seperate flatten for KSEA when using megascenery, did you use that ?
RobdeVries
Posts: 32

Post by RobdeVries » Tue Jun 19, 2007 6:38 pm

Doesn't ring a bell.... :shock: Gonna look into the documentation. Or could you give me a pointer ...

Thanks Paavo!
Rob
paavo
Posts: 1612

Post by paavo » Tue Jun 19, 2007 7:30 pm

Duh, forgot to ask what your max vertex is set to.

There is a patch for higher than 19 MVL on the download section of the main flytampa page. There should be a folder called NaW_Mod in your flytampa KSEA folder, it has the flatten.
beckerm13
Posts: 12

Post by beckerm13 » Wed Jun 20, 2007 7:11 pm

Paavo:

What is the megascenery-FlyTampa Seattle patch? I have the same problem as in the screenshots.

Marty
paavo
Posts: 1612

Post by paavo » Wed Jun 20, 2007 8:08 pm

beckerm13 wrote:Paavo:

What is the megascenery-FlyTampa Seattle patch? I have the same problem as in the screenshots.

Marty
If you have your max vertex level set higher than 19 ( I use 21 ) then you need to use the file on this page, http://www.flytampa.org/downloads.html

There is a different file that sits in a folder in your KSEA folder for, I think this gets installed automaticaly if you choose a certain option upon install of KSEA. There is a readme file that explains all this in the folder I mentioned above.

There is also an issue with megascenery that is most noticable around Alki and West Seattle, it causes a strange cliff. This is because the default coastlines are so far off, you can fix that, but it may effect other coastlines not in the area. I don't remeber what files you have to disable to fix this, sorry I can't you help with it.
paavo
Posts: 1612

Post by paavo » Wed Jun 20, 2007 8:30 pm

I just checked and I have the same pothole and cliff, but I learned a long time ago to live with it. I'm not sure if TMV of 19 instead of 21 will help. The real KSEA sits on a plateau, the road under the approach lights for the south runways is probably close to a hundred feet below them ( they look like bridges when you drive under them ). I think this causes some problems in flight sim, not really sure though
RobdeVries
Posts: 32

Post by RobdeVries » Thu Jun 21, 2007 2:54 am

Nope the 21 vertext patch (FL915150_flytampa_mod.bgl) doesn't change anything. However if you install it, it will override a modified version FL915150_flytampa_mod.ori. This renaming to ori has been done by th portland scenery, so I guess reinstalling FL915150_flytampa_mod.bgl will have negative effects on the portland scenery...
Edge
Posts: 226

Post by Edge » Thu Jun 21, 2007 7:04 pm

I don't have the pothole, but the water falling out of Angle Lake is and has been. I have The Portland scenery and probably FSG mesh. I do not have UT. TMVL is 20.
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Edge
Posts: 226

Post by Edge » Thu Jun 21, 2007 7:11 pm

I was just taking another look at your photo of the lake. In your screenshot the lake is fine, just that cliff to the south is not correct. My lake falls over to the East, waterfall looking. And also, your roads look really good position wise. I think that possibly UT is making the pothole. Just don't look down at that spot. :wink:
RobdeVries
Posts: 32

Post by RobdeVries » Fri Jun 22, 2007 4:04 am

I guess you're right Edge..just don't look but smile and wave, smile and wave...
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