I have been touring Portugal, and at many of the GA fields, there are trees across the glide slope, causing the landing to be either through trees or well down the often short runway.
I am not an IT expert, but I don’t think it should be beyond the wit of man to set up an algorithm which prevents trees from being generated in line with runways for at least 100 yards or so.
Somehow MSFS render trees at their maximum heights.
Try this mod to make tree heights more realistic.
https://flightsim.to/file/392/tree-height-modification-for-mfs2020-shorter-realistic-trees
Thank you for your link to the shorter tree mod., I will try it.
However, what I really need is an MS2020 version of an old add-on for FSX - ? called Lumberjack ? - which cleared the glideslope of trees. I guess it was smart enough (a) to recognise the runway ends and their approaches, and (b) to stop tree generation there.
I have tried the mod, I have to say that Portugal now looks more like it should, and I haven’t had a problem with trees so far after another 3 legs. Thank you.
Big trees at the threshold are an issue at many airfields globally. Papua New Guinea is another popular area that has this problem. It renders many strips unuseable. There is a mod for some of the strips in PNG that helps.
Sorry if my answer is no help.
Until they can increase tree density, a trick to make forests appear denser is to render them larger than life. It’s a delicate balancing act, for sure, and despite their assurances if I spawn in my home town, and look at tree sizes compared to buildings its way off.
Tree size clearly contributes to the problem but it is not the cause of the problem.
In most instances the trees should not be there.
Not sure if ADE is fully functional with MSFS yet but certainly in FSX it could be used to edit out trees at thresholds.
True, its not the cause, it just makes it worse.
I believe you can use exclusion rectangles to remove them. But that means manually editing a boatload of airports…or Asobo could get the Blackshark AI to do that for us perhaps?
You don’t even need an AI to figure out some exclusion areas around approaches.
Same applies for placing approach illumination onto the runway (see EDDS RWY 07).
Unfortunately they chose the AI to place tree areas (from satellite imagery) and turns out the AI isn’t as intelligent as it should be.
Some basic algorithms should be able to provide some sanity checks for results coming from the AI as long as it isn’t capable of doing these decisions out of the box.
Even though there are certainly locations with high trees, the default should not be to always place high trees on approach but instead to default to small trees except some manual modification explicitly suggests there should be vegetation/power towers at that specific location.
I’m on Xbox and don’t have the ability to use a mod. So, between large trees
obscuring runways, strange humps and AI vehicles it’s roll the dice with some runways.
Keeps it interesting I guess ![]()
If touring Portugal I suggest you avoid LPFI and LPCN then.
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