Shark Valley Tower POI: Avatar position too high when ascending ramp

ISSUE DESCRIPTION

Description of the issue:
The Avatar appears to walk on the top of the collision box for the ramp to the viewing area, rather than on the surface of the ramp.

Coordinates or location:
Shark Valley Tower POI, WU22 (25.6576° N 80.7668° W)

FREQUENCY OF ISSUE

How often does this occur for you (Example: Just once, every time on sim load, intermittently)?
Twice in one session.

REPRODUCTION STEPS

Please list clear steps you took in order to help our test team reproduce the same issue:

  1. In free flight, choose a small GA aircraft ot helicopter and spawn cold-n-dark at the parking area for the POI - search for “Shark Valley Tower POI” on the world map or enter the coordinates 25.6578° N 80.7664° W

  2. Walk along the path to the tower and start ascending the ramp (Note: there is another small anomaly where the first post of the white rail fence is missing) (screenshot #1)

  3. Climb the ramp & note the height of the avatar (screenshot #2)

  4. I’m not sure if one was supposed to be able to climb to the observation platform as one is blocked (screenshot #3). If one is, then there is a steel plate blocking one’s ascent (screenshot #4)

YOUR SETTINGS

What peripherals are you using:
N/A for this bug

[PC Only] Are you using Developer Mode or have you made any changes to it?
No / No

[PC Only] What GPU (Graphics Card) do you use?
AMD Radeon RX 9070 XT (16GB) Driver v32.0.23017.1001 (Adrenalin v26.1.1)

[PC Only] What other relevant PC specs can you share?

Expand to see my basic PC specs:
Item Setting
CPU i7-12700K (no overclocking or undervolting)
RAM 32 GB 5200 MHz DDR5 CL40 RAM
GPU AMD Radeon RX 9070 XT (16GB) Driver v32.0.23017.1001 (Adrenalin v26.1.1)
Rebar BIOS Setting On
OS Windows 11 Pro 25 H2 v26200.8655 + all OS updates.
MSFS 2024 Edition MS Store Aviator + all WUs & CUs
Current Build Version SU6 v1.8.5.0
Downloaded Core Content None (i.e., all Streamed)
Expand to see my graphics settings
Item Setting
Display Mode Full Screen
HDR10 On
Exposure Compensation EV-1
Full Screen Res 3840 x 2160
Anti-Aliasing TAA
Render scaling 100
AMD FidelityFX Sharpening 200
Max Frame Rate On
Max Frame Rate Value 60
Frame Generation AMD FSR 3
Framerate Multiplier 2x (N/A)
VSync Off (N/A)
VSync Interval Monitor refresh rate (N/A)
Dynamic Settings On
Frame Rate Target 40
- -
Global Rendering Quality Custom
Terrain LOD 400
Off Screen Terrain Pre-Cache Ultra
Displacement Mapping On
Buildings High
Trees Medium
Plants High
Rocks High
Grass High
Object LOD 200
Volumetric Clouds Ultra
Texture Resolution High
Anisotropic Filtering 16x
Water Waves High
Raytraced Shadows Off
Shadow Maps 2048
Terrain Shadows 512
Contact Shadows High
Windshield Effects Medium
Ambient Occulsion High
Cubemap Reflections 256
Raymarched Reflections Medium (reduces windshield reflections)
Light Shafts Ultra
Depth of Field Ultra
Motion Blur Off
Visual Particle Effects Quality High
Glass Cockpit Refresh Rate High
Characters Quantity Low
Characters Variety Ultra
Characters Quality Medium
Airport Services Quantity Low
Airport Service Variety Ultra
Parked Aircraft Quantity Low
Parked Aircraft Variety Ultra
Aircraft Traffic Quantity Low
Aircraft Traffic Variety Ultra
Road Traffic Ultra
Sea Traffic Off
Fauna Ultra
Seatbelt Visibility On

MEDIA

Walk along the path to the tower (note missing post)

Start up the ramp - note the height of the avatar in this screenshot:

This is as far as one can get, as one’s head “hits” the roof of this level of the tower:

Ascent to the observation platform (if designed to be possible) is blocked:

Edit: For comparison, have a look at Clingmans Dome Lookout Tower POI (35.5629° N 83.4984° W), about 8.5 NM north of Sossamon Field (57NC).

Same design as the Shark Valley Tower, but in this case ones avatar walks up the surface of the ramp, as expected:

Though the avatar is still blocked at the top of the ramp and cannot enter the viewing platform:

Note - Similar bug: Clingmans Dome Lookout Tower POI: Avatar blocked from entering viewing platform

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