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gray eagle
December 29th, 2014, 06:12
Thought I'd start a thread here on the Mile High Simulations scenery NAS Miramar as the Key West thread looked like it was going from NAS Key West to NAS Miramar.

Here is the link to the folks that make this scenery if you are interested.


http://mhsims.blogspot.com/


I got a response from SIMMARKET about the 5 activations limit and they said "
"simply contact us when you have reached the activation limit."

I have sent a few emails to the mile high simulations for a few issues noted in the thread http://www.sim-outhouse.com/sohforums/showthread.php?77572-Payware-NAS-Key-West-Is-it-worth-it

email address for mile high simulations: MileHighSims@gmx.us


(MileHighSims@gmx.us)

WarHorse47
December 29th, 2014, 06:33
Good idea. And thanks.

I'm hoping we can post various issues and feedback for improvements as the scenery has potential. I'm also hopeful the developer will respond to our e-mails on support issues, and perhaps correct or update some of the items posted.

I'd also be curious to know if anyone has tried the MAIW AI flight plans to add a little activity to the scenery.

fsafranek
December 29th, 2014, 07:00
Very good looking scenery.

If anyone has either of them, how are they on frame rates? I've got a fast machine these days
but sometimes an individual airport/airbase can become a navigation aid just by the jitters it
causes when you turn towards it. Hopefully none or minimal here because the Miramar looks
tempting. The real one is about 15 minutes south of me on the I-15.

:ernaehrung004:

gray eagle
December 29th, 2014, 07:20
Very good looking scenery.

If anyone has either of them, how are they on frame rates? I've got a fast machine these days
but sometimes an individual airport/airbase can become a navigation aid just by the jitters it
causes when you turn towards it. Hopefully none or minimal here because the Miramar looks
tempting. The real one is about 15 minutes south of me on the I-15.

:ernaehrung004:

I was stationed there in the '60's and early '70's. My folks use to live in POWAY in the 60's when it was a backwater town. In '66 , I bought my first Honda 450 in Escondido. That was a little town then.
Imagine it's overgrown with people and houses by now. Left there in '75 and haven't been there since.

The frame rates for NAS MIRAMAR are OK. I have mine locked on 30FPS. With that said, I've seen the FPS vary from 19.1 to 24.5 depending on where I am located withing the scenery i.e., near a hanger or on the runway away from the hangers. I taxied in the A2A J3 cub around the hangers and noticed the FPS cycle like I previously mentioned at 19.1 - 24.5 ~

I guess your mileage may vary.

gray eagle
December 29th, 2014, 07:36
Good idea. And thanks.

I'm hoping we can post various issues and feedback for improvements as the scenery has potential. I'm also hopeful the developer will respond to our e-mails on support issues, and perhaps correct or update some of the items posted.

I'd also be curious to know if anyone has tried the MAIW AI flight plans to add a little activity to the scenery.



I'd like to see if the FLOLS trailer function. I think some one mentioned that they might could get it to work
http://www.sim-outhouse.com/sohforums/showthread.php?77572-Payware-NAS-Key-West-Is-it-worth-it/page2

see #38 about that.

henrystreet
December 29th, 2014, 08:11
Very good looking scenery.

If anyone has either of them, how are they on frame rates?

Frank, I have KNQX and it is a good looking scenery but not so good FPS on my AMD 4.0ghz machine. Really comes down to a couple of things.

The static objects are very detailed and there are a lot of them. Luckily, the way the objects are compiled into separate bgls, it is easy to selectively remove them by backingup/deleting individual libraries.

The other problem is not so easy to solve. The buildings use multiple texture sheets per model. This really increases the drawcalls...a typical, single hangar will have 30-40 drawcalls. There are a lot of buildings on the scenery. Very similar effect when using FS9 sceneries in FSX (and for similar reasons).

Overall, a beautiful scenery and I didn't ask for a refund :untroubled: but you may have to work with it a little.

gray eagle
December 29th, 2014, 08:18
Here is what my rig uses

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=17458&stc=1


And the video info

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=17459&stc=1

gray eagle
December 29th, 2014, 11:15
Here in Word (DOC) form is info on the MAIW TOP GUN Miramar scenery. This scenery installed as its own scenery so, I think it will be independent of the Mile High SIM NAS Miramar.
I sent the author an email asking him about this. After I installed this scenery, I could not find it in the airport listings.

this is a readme for the MAIW Top Gun Miramar scenery

http://www.filedropper.com/note (http://www.filedropper.com/note)




This is link to the MAIW scenery file for NAS Miramar

http://www.militaryaiworks.com/packages/unitedstatesofamerica.html






(http://www.militaryaiworks.com/packages/unitedstatesofamerica.html)

henrystreet
December 29th, 2014, 15:28
Have you seen this one?

<center>FSX - FSX Scenery</center> <center>FSX Scenery--MCAS Miramar
</center> <center> [ Download (http://www.flightsim.com/vbfs/fslib.php?do=copyright&fid=169273) | View (http://www.flightsim.com/vbfs/fsview.php?do=list&fid=169273) ] </center>
Name: knkx_fsx.zip (http://www.flightsim.com/vbfs/fslib.php?do=copyright&fid=169273)
Size: 55,654,241 Date: 10-29-2012 Downloads: 2,532

http://www.flightsim.com/images/fscfiles/r/knkx_fsx2.gif
http://www.flightsim.com/images/fscfiles/r/knkx_fsx.gif
FSX Scenery--MCAS Miramar (Mitscher Field). 1n 1996, The USMC abandoned the cramped quarters of MCAS El Toro and MCAS Tustin and moved into the newly redesignated MCAS Miramar. The 3rd Marine Air Wing relocated and flew its flag at MCAS Miramar in 1999. Home of many FA-18 attack squadrons, MCAS Miramar and Mitscher Field has recently undergone changes to support deployment of the V-22 Osprey and will receive one of the first operational squadrons of the F-35 Joint Strike Fighter. There is a mockup of an LHD flight deck in the southeast corner of the field. Miramar is a pretty big place. Scenery was kept to the south side of Boyington, Sidewinder, and Raven roads just to minimize the number of models. There are some very recent changes to the field without enough info to model. There's a new Hangar 7 and some tarmac changes. The octagonal fueling area is being removed to make room for more vertical lift equipment. The old runway 10-28 has given way to two vertical landing areas. By Jim Dhaenens.

modelr
December 29th, 2014, 16:26
Be sure you convert the MAIW flightplans from FS9 format to FSX format, or ALL your FSX plans will suddenly quit working!!

WarHorse47
December 29th, 2014, 17:44
I have converted and used several MAIW flight plans for several stock airfields including McChord and Whidbey Island NAS without problems.

The Mile High Sims NAS Miramar is different. I'm not sure if the AFCAD will work with the MAIW flight plans that have the ai aircraft taxiing and parking.

And yes, I've already downloaded and extracted the MAIW Miramar packages, but am not ready to convert for FSX until I better understand how the flight plans would or would not work with this product.

Just sharing what I know... Maybe after a glass of wine I might think differently.. :encouragement:

modelr
December 29th, 2014, 18:07
I am in the process of checking out the MAIW Top Gun package first, before loading the Mile High Sims version. Once my sim loads, that is.

If you have installed most/all of the Megascenery Earth packages, without turning off the ones away from where you are flying, and have the FSGenisis complete mesh packages, the sim takes 1/2-3/4 hour to load. It stops at 6% (not hangs or freezes,) for 85% of that time. Then the next 2-3% (7-10%) takes 10%, and the remaining goes real fast. The colored portion of the load bar's animation keeps working, so I know it's not a hang. When it finally loads, the first thing I will do is shut off most of the country. Then activate the Top Gun scenery and check it out.

Will report back later on what I find.

I just realized I need to go in and remove the AFCAD/ADE for the Traffic 360 version. :banghead:

TARPSBird
December 30th, 2014, 00:09
I've had the Mile High Sims Top Gun Miramar installed for a while now and I don't see a big hit in frame rates on my rig which is by no means cutting-edge technology. On take-offs I am usually in spot view on the plane's port side using Rwy 24R/L so the entire hangar and flight line complex is in my field of view. I get an occasional hiccup in the video during the take-off roll but nothing major. It's the more detailed planes like the Iris F-14 or Vertigo F9F that drop my frame rates, not the scenery. Almost everybody has a higher-end sim PC than mine so I don't think most people will have a problem with this package.

gray eagle
December 30th, 2014, 15:39
I installed the MAIW TopGun scenery into FSXA and now I wonder if this is a scenery that I select or ???
I already have Mile High Sim NAS MIramar installed. I hate to sound like I'm lost (actually I am) but how do I benefit from the
MAIW Top Gun Miramar? There is a readme that states that at certain times you will see Maverick ride his bike around the base,
a VF-24 F-14 flyover and other things going on. That sounds nice but will I see that in the Mile High scenery? I don't see the MAIW
Miramar as a scenery selection even though I loaded that scenery. :dizzy:

Just trying to figure out how this works. Need someone to add this up for me please.

TARPSBird
December 30th, 2014, 23:40
Gray Eagle,
I installed the MAIW Top Gun scenery into FS9 a little while ago and now I have a whole flight line of AI F-14's and A-4's coming and going and a physical plant that is an improvement over the default scenery (Hangars 1 and 2 look good) but nowhere as complete as the Mile High Sims package in FSX. Mile High gives you aircraft on the flight line and an excellent rendition of all the major buildings (the Air Terminal is especially well done) but no AFCAD so all those planes just sit there. I suspect if you install both packages into FSX you'll end up with duplicate buildings and MAIW's AI aircraft taxiing through Mile High's parked jets.

mikewmac
December 31st, 2014, 02:53
Gray Eagle,
I installed the MAIW Top Gun scenery into FS9 a little while ago and now I have a whole flight line of AI F-14's and A-4's coming and going and a physical plant that is an improvement over the default scenery (Hangars 1 and 2 look good) but nowhere as complete as the Mile High Sims package in FSX. Mile High gives you aircraft on the flight line and an excellent rendition of all the major buildings (the Air Terminal is especially well done) but no AFCAD so all those planes just sit there. I suspect if you install both packages into FSX you'll end up with duplicate buildings and MAIW's AI aircraft taxiing through Mile High's parked jets.
Guys,

I placed the scenery objects, created the AFCAD2 airport file with drive through parking, created Maverick's motorcycle ride and created the AI FDE's for all the NBAI aircraft for the MAIW TopGun package. Back when Nick Black and I created this FS9 package for MAIW our focus was on the AI aircraft, not on creating highly detailed scenery that might impact the FPS too much when observing the TopGun AI air operations at NAS Miramar.

My suggestion would be to try merging the two packages by removing the scenery bgl file containing the static aircraft from the NAS Miramar - Mile High Simulations scenery, copying the AFCAD2 file for NAS Miramar and all the traffic files from the MAIW TopGun scenery (converted to FSX format) into the NAS Miramar - Mile High Simulations scenery and copying all the aircraft from the MAIW TopGun package into FSX and see how they work together.

Since the MAIW TopGun AFCAD2 file was based off the default FS9 NAS Miramar airport and the NAS Miramar - Mile High Simulations scenery was probably based off the default FSX NAS Miramar airport, the two may not line up properly with one another. I'd check their compatibilty myself, but I don't have the NAS Miramar - Mile High Simulations scenery, yet.

As far as the Maverick motorcycle ride in the MAIW TopGun package is concerned, it has its own invisible overlay AFCAD2 file that aligns with the visible roads in the MAIW TopGun scenery, which probably won't align well with the NAS Miramar - Mile High Simulations scenery's roads.

gray eagle
December 31st, 2014, 04:01
Gray Eagle,
I installed the MAIW Top Gun scenery into FS9 a little while ago and now I have a whole flight line of AI F-14's and A-4's coming and going and a physical plant that is an improvement over the default scenery (Hangars 1 and 2 look good) but nowhere as complete as the Mile High Sims package in FSX. Mile High gives you aircraft on the flight line and an excellent rendition of all the major buildings (the Air Terminal is especially well done) but no AFCAD so all those planes just sit there. I suspect if you install both packages into FSX you'll end up with duplicate buildings and MAIW's AI aircraft taxiing through Mile High's parked jets.

As I read your and Mike's inputs (Below) I'm actually interested in something that would add a few AI aircraft to depart/arrive at predetermined times. From what Mile has stated about his MAIW Top Gun
scenery, I figure that was a FS9 thing and really not meant for FSX nor assimilate with the new MILE HIGH NAS Miramar scenery. It sounds like there is no guarantee that his MAIW scenery will work
if parts of it are blended with the Mile High scenery. I have mental reservations about doing so therefore, I will just leave things the way they are. Hopefully, AI aircraft (F-14s etc) can be added to
the mile high scenery (I don't know how) to enhance this scenery. Oh well.......

mikewmac
December 31st, 2014, 04:48
As I read your and Mike's inputs (Below) I'm actually interested in something that would add a few AI aircraft to depart/arrive at predetermined times. From what Mile has stated about his MAIW Top Gun
scenery, I figure that was a FS9 thing and really not meant for FSX nor assimilate with the new MILE HIGH NAS Miramar scenery. It sounds like there is no guarantee that his MAIW scenery will work
if parts of it are blended with the Mile High scenery. I have mental reservations about doing so therefore, I will just leave things the way they are. Hopefully, AI aircraft (F-14s etc) can be added to
the mile high scenery (I don't know how) to enhance this scenery. Oh well.......
If you convert the MAIW TopGun Traffic Files from the FS9 format to that for FSX, there is no reason that they shouldn't work with the Mile High NAS Scenery provided that there is a default airport file or either an ADE or AFX airport file with appropriate parking spots available. You can't hurt anything by trying it and as long as you do it just for your own use you are not violating the MAIW TopGun package EULA.

I'd test the compatibility for you myself, but as I said before I don't have the Mile High scenery yet and unless I decide to buy the Aerosoft F-14A/B to fly from there I probably won't buy it.

mikewmac
December 31st, 2014, 05:16
Below are a few teaser screenshots of the MAIW TopGun package in FS9 that show what its traffic files converted to the FSX format could do for the Mile High scenery in FSX using an appropriate airport file:

http://Home.MyFairPoint.net/vze3f38z/NAS_Miramar_TOPGUN/2.jpg

http://Home.MyFairPoint.net/vze3f38z/NAS_Miramar_TOPGUN/5.jpg

http://Home.MyFairPoint.net/vze3f38z/NAS_Miramar_TOPGUN/9.jpg

http://Home.MyFairPoint.net/vze3f38z/NAS_Miramar_TOPGUN/12.jpg

BTW...The handsome 'Wizzo" in the backseat of the VF-111 Sundowner TomCat is yours truly.

mikewmac
December 31st, 2014, 05:26
Then one could go a step further and place a carrier nearby for the TopGun students to use for advanced carrier training.

But of course that would be just asking for Maverick and Iceman to do their thing as shown below:

http://Home.MyFairPoint.net/vze3f38z/Bridge_Buzz/4.jpg

http://Home.MyFairPoint.net/vze3f38z/Bridge_Buzz/5.jpg

http://Home.MyFairPoint.net/vze3f38z/Bridge_Buzz/6.jpg

http://Home.MyFairPoint.net/vze3f38z/Bridge_Buzz/8.jpg

WarHorse47
December 31st, 2014, 05:54
Great shots, Mike W.

Which MAIW package did you use? There are eight different traffic files to chose from.

And what appropriate airport file did you use??

gray eagle
December 31st, 2014, 06:03
Mike,
I'm impressed with the photos :encouragement: Don't know at this time if I'll make attempt to consolidate your scenery with the Mile High one but at least I know what yours looks like.

How do I go about converting the FS9 files to FSX? Are we talking BMP to DDS format?

Wonder if your FS9 traffic and AI files will even show up in FSX?

Victory103
December 31st, 2014, 06:23
WarHorse47,

You will want the NAS Miramar Tog Gun package with this filename: maiw_top_gun.zip

gray eagle,

I use one program to convert all my MAIW and WOAI FS9 traffic bgl's to FSX standard: AIFP2. As Mike mentioned, as long as the parking is coded and sized correctly, your "retro" Tomcats will show up on the Mile High scenery. I'll look but I thought there was already a converted airfield file to allow the MAIW to park in this scenery.

mikewmac
December 31st, 2014, 06:30
Great shots, Mike W.

Which MAIW package did you use? There are eight different traffic files to chose from.

And what appropriate airport file did you use??
The NAS Miramar screenshots were all taken back when we first created the MAIW TopGun package and the scenery and aircraft were the result of a standard installation into FS9 per the ReadMe enclosed in the maiw_top_gun.zip file including all the traffic files.

The screenshots taken aboard the USS Abraham Lincoln off San Diego were using some of my own unreleased personal creations in concert with some of Nick Black's unreleased models.

WarHorse47
December 31st, 2014, 06:58
@Vistory: Yes, I already have the the package "maiw_top_gun.zip " and have extracted it to a bogus FS9 directory per the instructions.

@greay eagle: If you look around the Owl's Nest site there are instructions on how to convert the FS9 MAIW scenery to FSX. I've converted the flight plans and associated ai aircraft for Whidbey Island NAS and McChord already, so it works fine. You will need to use AI Planner 2 for the flight plan conversions.

@mikemac: The "maiw_top_gun.zip" as extracted has eight different flight plans (traffic files) which is why I'm curious to find out what works with the Mile High scenery. I see now your screenshots are from FS9, not FSX. My bad.


*This package contains various traffic .bgl files that depict different units that were stationed at NAS Miramar circa 1986, below is a quick summary of each bgl so you can decide which ones you would like to use:


Traffic_MAIW_TOPGUN_RAG: This file depicts VF-124, which was the west coast F-14 replacement squadron tasked with training pilots and radar intercept officers on how to fly and operate the Tomcat.

Traffic_MAIW_TOPGUN_NSAWC: This file depicts the Naval Strike and Air Warfare Center and their operations during the mid 1980s and contains the Top Gun movie themed aircraft

Traffic_MAIW_TOPGUN_KNKX: This file depicts VF-301, VF-302, VX-4 and Tomcats assigned to NASA and Grumman Aircraft Corporation

Traffic_MAIW_TOPGUN_AirWing2: This file depicts the squadrons VF-1 and VF-2

Traffic_MAIW_TOPGUN_AirWing9: This file depicts the squadrons VF-211 and VF-24

Traffic_MAIW_TOPGUN_AirWing10: This file depicts the squadrons VF-191 and VF-194

Traffic_MAIW_TOPGUN_AirWing11: This file depicts the squadrons VF-114 and VF-213

Traffic_MAIW_TOPGUN_AirWing15: This file depicts the squadrons VF-51 and VF-111

Just so you know.... :adoration:

And while we're on this discussion, has anybody (besides me) encountered the flickering/disappearing Tomcats with the Mile High Miramar scenery?? I would think that I could disable the specific *.bgl since they are broken downing into individual sets, but no time at the moment to experiment. And I have not received a response from the developer as yet.

fsafranek
December 31st, 2014, 09:47
I'd like to see if the FLOLS trailer function. I think some one mentioned that they might could get it to work
http://www.sim-outhouse.com/sohforums/showthread.php?77572-Payware-NAS-Key-West-Is-it-worth-it/page2

see #38 about that.
Until it does work you might try Scene RFN v3.4 the from Royal French Navy at http://royalefrenchnavy.perso.sfr.fr/RFN-Creations.htm (http://royalefrenchnavy.perso.sfr.fr/RFN-Creations.htm#Sce).
It contains parts specifically for Miramar 24L. There are options to use it with and without their TACAN gauge.
:ernaehrung004:

gray eagle
December 31st, 2014, 10:07
Until it does work you might try Scene RFN v3.4 the from Royal French Navy at http://royalefrenchnavy.perso.sfr.fr/RFN-Creations.htm (http://royalefrenchnavy.perso.sfr.fr/RFN-Creations.htm#Sce).
It contains parts specifically for Miramar 24L. There are options to use it with and without their TACAN gauge.
:ernaehrung004:

Thanks, I'll give it a go.

Aharon
September 20th, 2015, 06:59
My apologies for bumping up this old thread. I am wondering if any of you had luck getting replies from tech support dept of Mile High Simulations?

I bought from Mile High Simulations the KNQX Key West Naval Station scenery. The installation and scenery work well BUT there is tiny problem of few FSX default hangers overlapping the scenery buildings. I sent them email few days ago asking them to fix this problem. Have not heard back so far.

Here are screenshots as seen below:

http://i770.photobucket.com/albums/xx348/CVA0343/ky1_zpsnf4brssa.jpg

http://i770.photobucket.com/albums/xx348/CVA0343/ky2_zps8e4jezx4.jpg

http://i770.photobucket.com/albums/xx348/CVA0343/ky3_zps4rr1ovhw.jpg

Because this scenery looks terrific, I cannot wait to use it but would need Mile High Simulations to remove those wrong buildings from the scenery.

Tropical Sims famous for excellent Caribbean airport scenries had similar problem with one of their cool scenries that I bought and they immediately fixed the problem few hours after I sent them email requesting for removal of wrong FSX default buildings. Their fix file worked charm and they immediately responded to my emails.

I hope Mile High Simulations would read this post and help me with this problem.

Regards,

Aharon

Butcherbird17
September 20th, 2015, 07:33
Aharon,
That is the stock KNQX bgl showing those hangers. Go into FSX folder (Scenery\0302\scenery) and look for this file APX26230.bgl.
Then move it to a backup folder within the same folder and that should make those hangers disappear.
Another way would be to open the MHS KNQX bgl in either ADE or the payware ADEX and create an exclude for the stock buildings.

Joe

Aharon
September 21st, 2015, 05:35
Joe,

Thanks for tips BUT BUT I am afraid that if I follow your useful suggestions, I would invalid warranty or guarantee of the Key West Naval Station and Mile High Simulations will refuse to provide technical support to me.

Regards,

Aharon

DaveB
September 21st, 2015, 06:20
This shouldn't be happening should it. If you've checked all the install instructions and readme files.. my advice would be to go to the vendor you bought it off and ask for your money back. The scenery is not fit for purpose.

ATB
DaveB:)

Butcherbird17
September 21st, 2015, 10:14
Aharon,

Doing what I wrote first will not void any warranty being that all you have to do is move a FSX stock file or edit it.
If you do this you will fix your problem with the Hangers and not have to wait on the developer to do it for you.
I am only trying to help you as you asked for it.

Joe

Aharon
September 21st, 2015, 14:31
Okay Thanks Joe I will try luck with this programming stunt in hope it will work and will not screw anything up!

Regards,

Aharon

Aharon
February 12th, 2016, 14:20
That is the stock KNQX bgl showing those hangers. Go into FSX folder (Scenery\0302\scenery) and look for this file APX26230.bgl.Then move it to a backup folder within the same folder and that should make those hangers disappear.

Joe,

Right now, I decided to be brave and try your trick. Unfortunately, it did not work and the FSX default buildings are still there superimposing over the payware scenery's buildings as seen on enclosed screenshots in previous post.

Regards,

Aharon

Aharon
February 14th, 2016, 07:34
Anybody can help me on this please?

Thanks,

Aharon

ian elliot
February 14th, 2016, 09:29
Have you got your scenery complexity slider at max, maybe reducing it will help.

look in settings-display-scenery.

cheers ian

Butcherbird17
February 14th, 2016, 09:32
Aharon,
If it's not the stock knqx, do you have another scenery for this area installed? I would do a search of the root FSX folder for KNQX,
and see if any duplicates come up in the search.

Joe

Aharon
February 15th, 2016, 05:48
If it's not the stock knqx, do you have another scenery for this area installed? I would do a search of the root FSX folder for KNQX,and see if any duplicates come up in the search.

No other scenery. Just six FSX default buildings superimposing on payware Mile High Sim KNQX scenery. This kind of situation is common for other software companies' sceneries and they immediately sent files to fix the problem. For example, Tropical Sim fixed it IMMEDIATELY via repair file in two hours after my request to remove 2 FSX default buildings from payware MBPV scenery.

Unfortunately, Mile High Sim is totally impossible to reach and communicate. Even the reseller websites cannot reach that vendor!!! I know that Mile High Sim is capable of fixing that problem. I can ask other software companies to do me favor fixing that but it is NOT their problem.

Ian,

I do not think it has to do with scenery complexity slider but I tested it and it produced no results.

Regards,

Aharon

falcon409
February 15th, 2016, 06:03
Anybody can help me on this please?

Thanks,
Aharon
It would appear that at this point you're on your own Aharon. Obviously the Developer isn't interested enough to assist and so worrying if something you do will void any warranty/guarantee is a mute point. One of the previous suggestions "should" eliminate the default buildings if done correctly (use ADE or SceneryBuilderX to apply exclude boxes). The good thing about exclude boxes is that if it works you're off and running. If they screw something up, delete them and everything goes back to where it was. No harm, no foul. If you don't have SceneryBuilderX, don't try it....learning curve for someone who has never used it will take longer than it's worth. ADE however is fairly easy and will produce exclude boxes to knock out the buildings.

falcon409
February 15th, 2016, 06:06
What position does your scenery hold in the Scenery Library? If it's not at the top, try moving it there to see if that alleviates the problem....just a thought.

Aharon
February 15th, 2016, 12:33
Many many many thanks to the SOH forum member by the name of Dimus who sent me his specially custom made repair file to remove all eight FSX default buildings from gorgeous Mile High Sim KNQX Key West Naval station. :encouragement::encouragement::applause:

Now my payware scenery is working well. :biggrin-new:

Once again, many thanks to Dimus for his kindness and extremely valuable help to solve the problem.

Regards with great gratitude,

Aharon

Dimus
February 15th, 2016, 12:40
As said to Aharon, I just made a few exclude boxes in SBX on the location of the hangars as seen in his screenshot and sent a small bgl to him. I do not even have the scenery. It was really Ed's idea that just took 5 minutes. I just wonder how something like this could show up in a payware scenery so it could be that Aharon's install may not have been done correctly. Anyway, I am glad it is working now.