SCEL elevation problem

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SN737ROK
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Joined: Sat May 11, 2019 7:46 pm

Re: SCEL elevation problem

Post by SN737ROK » Mon Jan 06, 2020 6:18 pm

The solution for me was using MCX and lowering to the airport elevation (473.704) 3 .bgl files: taxilightB, Taxilights and SCL_runwaylightsground. They where at 474 meters. Now all taxi and runway lights are at same level as the ground and not elevated as before.

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RicardoLVFR
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Location: Orlando, FL

Re: SCEL elevation problem

Post by RicardoLVFR » Mon Jan 06, 2020 10:08 pm

Hi, in reality those files were indeed placed at 0.0 above ground level, and we flattened SCEL at 473.704m

there must be some scenery causing the elevation change whic is not ours.

We did not touch the default elevation of SCEL, compared to what we did in V1.
Ricardo Morillo
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SN737ROK
Posts: 10
Joined: Sat May 11, 2019 7:46 pm

Re: SCEL elevation problem

Post by SN737ROK » Thu Jan 09, 2020 1:13 am

Thanks for the reply Ricardo!
It's strange how this files could change by itself
I own PILOT'S - FS Global Ultimate - Next Generation FTX, that's the only add-on that could interfere in that area.
So strange, so should I re-compile them to 0 (cero) elevation then? Which other files should also be 0 meters in elevation?
Thanks again

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RicardoLVFR
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Location: Orlando, FL

Re: SCEL elevation problem

Post by RicardoLVFR » Thu Jan 09, 2020 1:10 pm

hi, if it is working for you, don't do anything else, but we have tried to fix all of those elevation issues with SCEL. with past fixes/updates.
Ricardo Morillo
Managing Director/Owner

SN737ROK
Posts: 10
Joined: Sat May 11, 2019 7:46 pm

Re: SCEL elevation problem

Post by SN737ROK » Thu Jan 09, 2020 1:51 pm

For anyone that's having the same issues, open each file with MCX to see if there's one with 474 meters of elevation (I had at least 6 .BGL files that had to be lowrered). Change it to 473.704 and you will have no more hovering over terrain buildings, light posts or papi lights as I did.

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