A revised version for this add-on has been updoaded to flightsim.to, should contain all the requested fixes (mainly removing boats from unwanted places, airport approach lights, industrial area, ferry’s jetty and such), + some more
Please consider that for further updates I don’t plan to pull the changes from the OSM Database, I keep updating my internal data because it is a lot more faster.
I noticed in the Seattle area that there is much bigger FPS impact than in other areas, probably because there are a ton of marinas around Seattle. I did some testing and the hit is about 10-15 fps, slightly fluctuating. In other areas it’s barely noticable, though. That’s with the previous version.
Seattle is quite heavy, so much boats there !
The update have remove some boats in the industrial area
I will introduce boathouses in next update so I can save some more objects (both Seattle and Vancouver have those, the annoying thing is there is no tag for them so all manual work)
If you want to disable moored boats you can rename the boats bgls
For each country there is a “countryName”-internal-boats.bgl and “countryName”-marinas-boats.bgl
Remove the one you don’t want and piers will be empty
Thanks, that worked! What does piers.bgl do then if it’s marinas.bgl that controls piers?
I put the breakwaters back in, I’m starting to prefer them now, didn’t realise places looked weird without just burnt in before.
Just tried Seattle with the new version. That increased the FPS by a good 10fps. Now the performane hit is minimal again. Thanks! Washington is one of favorite areas to fly so that’s an important improvement for me.
Hello Mamu, just found something when I was selected a flight from GCXO to GCGM (La Gomera)
Couldn’t find it as a destination airport anymore (SimWings addon) but find it only as a ‘anchor’, not as destination.
Something to do with your mod?
Nope, I’m sorry no way that Marinas can affect airport availability
Looks like a common problem with SU10, seems to be related to wrong material assigned to the runway: if this is the problem, only Asobo can fix it (or a dedicated small mod)
I’ve been playing around with this a lot more lately and I really like it. I have a couple of questions though.
I initially disabled breakwaters as I thought they looked weird, but then when I disabled them I noticed the beaches had ugly burn in textures of breakwaters below that I just hadn’t noticed before. Then looking at drone beach videos on Youtube I saw that breakwater walls are indeed everywhere, and quite ugly from the air I just hadn’t noticed before!
So I’ve put them back in. But sometimes they go a little over the top laying down piles of rocks onto piers and breakwaters that are already in the sim. If I disable the piers.bgl will that stop breakwaters appearing on piers or does the breakwater.bgl control everything?
I guess this will improve in time and especially when third party developers exclude your scenery from theres.
Also and this is probably not possible, but I notice that sometimes breakwaters in real life aren’t piles of rocks but rows of stone posts. Are additional models possible or does the auto gen not allow that? It’s still very good, certainly not complaining.
Another thing I’ve noticed is that often in lakes there are moorings with lots of boats in the centre of the lake. I’ve never paid attention to boat moorings in my life so this might be totally accurate, but I just wondered why do they do that? I mean you’d need a boat to get out to the boats?
I’m posting here not knowing how to raise an issue with the v0.6.1 and MSFS v1.34.16. There’s s (wrong) stone pier all along Bowerman (KHQM) airport, which appears only when the (great) Marinas addon is active :
Someone know how to bring attention of @mamuDesign here ? Thank you, I’m soon to release a freeware for the airport