Vector Lines - Utility pylons

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Bavarello
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Joined: Sun Nov 18, 2007 1:57 pm
Location: Italy - LICF

Vector Lines - Utility pylons

Post by Bavarello » Sun Aug 23, 2015 12:54 pm

Hello everyone . Hello especially Luis.

I can not understand by what logic, after designing the vector lines (utlity pylons) in FSX display are partially or not at all. Same result with all versions 168 // 169 // 226. In the project that I am working for example, a line is visible only part ..up to where it runs in a straight line after opening with an angle of about 30 degrees then no longer displayed. On another line even if it runs in a straight line for still many kilometers it does not appear at the boundary QMID11.
Please excuse my bad English (Google Translate) and I hope I was a little light in describing the problem.

Giovanni
gmfk_01.jpg

Bavarello
Posts: 11
Joined: Sun Nov 18, 2007 1:57 pm
Location: Italy - LICF

Re: Vector Lines - Utility pylons

Post by Bavarello » Sun Aug 23, 2015 8:25 pm

I had not noticed that SBX also has the ability, when working on a line of "Slice to QMID11" (thanks Dick).

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luisfeliztirado
Posts: 436
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Location: Santo Domingo

Re: Vector Lines - Utility pylons

Post by luisfeliztirado » Mon Aug 24, 2015 4:23 pm

Hello,

I am not sure of the cause of your problem.

You draw a utility line, but it does not completely display within the SBuilder workspace, as I see from your image.

Does it display when you hide the background Map?

Can you draw another line where the missing part should be and join it to the original line?

Can you extend the part that is displayed (by dragging its endpoint)?

Does the line display correctly in TMFViewer or in-game?

Best regards.
Luis

Bavarello
Posts: 11
Joined: Sun Nov 18, 2007 1:57 pm
Location: Italy - LICF

Re: Vector Lines - Utility pylons

Post by Bavarello » Mon Aug 24, 2015 9:28 pm

luisfeliztirado wrote:
Does it display when you hide the background Map?
It is perfectly visible
luisfeliztirado wrote: Can you draw another line where the missing part should be and join it to the original line?
I have done this many times. in the same position there is no result. a little further north then it was moved to where I need it ... gone!
luisfeliztirado wrote: Can you extend the part that is displayed (by dragging its endpoint)?
did .... no result !!!
luisfeliztirado wrote: Does the line display correctly in TMFViewer or in-game?
in TMFViewer it is perfectly visible (into game is the problem)

:oops:
Attachments
GMFK_area.zip
(1.03 MiB) Downloaded 1242 times

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luisfeliztirado
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Re: Vector Lines - Utility pylons

Post by luisfeliztirado » Tue Aug 25, 2015 12:38 am

If the entire line is visible in TMFViewer, then it has been compiled and should display in game. In which case, the problem would be the display in SBuilder.

But, you mention that FSX does not display the entire line which is very strange.

We are having serious blackouts here, and probably throughout the Caribbean, because of the drought (no hydroelectric power) so I don't often get a chance to turn the computer on.

But, I shall take a look at your attachment as soon as possible.

Best regards.
Luis

Bavarello
Posts: 11
Joined: Sun Nov 18, 2007 1:57 pm
Location: Italy - LICF

Re: Vector Lines - Utility pylons

Post by Bavarello » Wed Aug 26, 2015 9:11 pm

Hi Luis,
thanks for your availability. From what I understand, with the help of Dick "Rumbaflappy" and Holger Sandemann the problem is not in SBX, but a bug in the code of FSX.

http://www.fsdeveloper.com/forum/thread ... ost-719678

By combining various techniques, I think, that you can finally have a good one.

My best regards.

Giovanni

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