Posts by kami

    Rodeo Awesome, thanks a lot - I can confirm it works with the changes you have made. It looks like a great start, indeed :)

    As far as the actual root cause goes - it looks like cultivation didn't load because .tsc file was missing an object for the runway?

    I basically copied "runway.tmb" to the directory and copied object pragma for dummy runway and it started working:

    1. <[tmsimulator_scenery_object][element][0]
    2.                 <[string8][type][object]>
    3.                 <[string8][geometry][runway]>
    4.                 <[vector3_float64][position][14.999933 46.142947 -4]> //Dummy Runway
    5.             >

    If that's the case, it would be great to document that to save others some time :)

    Rodeo thanks a lot.

    In case it helps, I'm also attaching a zip file of both of the airports where I tried to get cultivation to work (there are a bunch of test .toc files inside one of the airport folders which you can ignore).

    Edit: I could only attach zip for a single airport, because the generated TOC file for LJLJ airport is too big.



      (152.94 kB, downloaded 42 times, last: )

    admin I do, that's for a different airport which I didn't include in the zip file. I have a file called ljlj.toc in "scenery/places/ljlj" directory (please see the screenshot above).

    For some reason, kdwb example works fine, but if I just copy that example, change the coordinates to match a local location it doesn't work (cultivation is not displayed). Could it have something to do with the coordinate system since the airport is located in Europe? I noticed Swiss airports use "swiss" coordinate system, but I'm using lonlat. Having said that, runway and runway threshold placement works just fine, so it seems lonlat is working just fine.

    My original guess was something with the elevation model, but then I tried another location which is mostly flat and cultivation is also not displayed. I also checked "tm.log" file and I don't see any errors or similar.

    Is there a way to make logging more verbose / enable debug logging so I could see messages when cultivation file is loaded and parsed or similar?

    Edit: I found some developer / debug related settings in "main.mcf", but enabling those doesn't seem to make debug log any more verbose and useful.

    I put it in the same directory where the .tsc file is (see the attached zip above). I also tried using full absolute path, partial relative path, etc. nothing works.

    Without a developer console / debug build / similar it's sadly really had to troubleshoot this.

    To confirm it has nothing to do with the geoconvert scenery data causing issues, I just emptied "images/" directory and left "places/" and everything else in place and it still doesn't work - no trees, no buildings, no lights aka totally flat.

    Edit: I also tried using example directly from kdwh. I just changed the coordinates to match the local ones, but nothing shows up.

    admin Thank you - I did try this (and many variations of that) before posting (you can check the attached zip file above for an example).

    Here is an example of .tsc file for another airport which also doesn't work. As you can see, it contains "list_tmsimulator_scenery_cultivation][cultivation_files]" pragma.

    As mentioned above, I tried many variations of that (putting this pragma in different locations in the .tsc file, tried different file names, different content in .toc file, etc.).

    I know it must be something simple / stupid, but I simply haven't been able to figure it out yet. I also tried an example from kdwh and it doesn't show up. I'm running the latest version available on Steam.

    I'm also using scenery files generated by geoconvert - could this something to do it with it (e.g. scenery files are placed on top of the cultivation instead of vice-versa or similar)?

    Hello everyone,

    I created a simple .tsc file for an airport with a corresponding entry for the cultivation file (cultivation is located inside a .toc file which is referenced inside the .tsc file).

    The cultivation file has been auto-generated from the OpenStreetMap data using scengen. I tried placing pragma which loads cultivation from .toc file in various location inside the .tsc file, but the cultivation is simply not loaded / displayed in the game. Instead of using auto-generated data, I also tried using a very simple example .toc file with lights placed at the location of the tower and runway threshold, but that didn't work either. In addition to that, I tried another area which is more flat, because this area is hilly and I thought it has something to do with automatic height inference, but it also didn't work.

    I believe .tsc file format is correct because if I place cultivation pragma in a different location, .tsc file doesn't load and airport is not visible inside the game.

    Any idea what could be going on? I attached a zip file with the corresponding airport directory (there are a bunch of .toc files inside the directory because I tried various options, but none worked). If it makes it easier, I can also gist the corresponding .tsc and .toc files although the auto-generated .toc file is quite large.

    Is there a developer console or similar where I could see some debug messages (e.g. which .tsc and .toc files are loaded, etc.) which would make it easier to troubleshoot why the cultivation objects are not displayed?




      (303.37 kB, downloaded 44 times, last: )

    Thank you for looking into it.

    And yes, I didn't actually mean the rudder deflection itself, I meant the effectiveness :)

    I tried the same thing in other popular flight sim game (little bank, full right rudder - rudder correctly overpowered the small bank as I would expect it to).

    When I did my PPL flight training, we also practiced sideslips to the both sides at the altitude - the goal was to do the sideslip (full aileron deflection and the opposite rudder) and try to maintain the heading / direction. This wasn't done in C172, but I would imagine it should be a similar story in C172.

    Hello everyone,

    I have some problems with rudder authority when using Saitek Rudder Pedals (+ VR mode with Oculus Rift) in Cessna 172.

    If I try a side-slip (e.g. left wing into the wind - yoke left and full right rudder or vice-versa) the plane won't stay straight, but it will still move to the left (or right, depending on the sideslip direction). Same issue exists if I use full right rudder and very little bank to the left. If anything, I would expect it to travel right because full right rudder overpowering a very small bank.

    I thought this might have something to do with how far the pedals travel, but then again after some more thought, this shouldn't affect it at all - 100% right rudder is still 100% right rudder, it doesn't matter how far the actual pedals travel, it just means it's harder for more precise rudder movements in case the pedal travel is shorter.

    This was all tested in no wind conditions. I know about the left turning tendencies and need to use right rudder to compensate for that and sometimes you might run out of the rudder authority in such situations, but as mentioned above, same issue exists with slip in other direction and even if I use very little ailerons, bank will still "overpower" the opposite rudder.

    I haven't tried different planes yet, but I assume the same issue exists.

    Is there some kind of system which automatically tries to keep the turn coordinated and moves the rudder? I checked the settings and couldn't find anything.

    All of that of course makes any kind of sideslip impossible.

    I checked this thread (, but I don't think it's related.