The following are the subjects that seem to be getting the most attention in the forums at present:


 

Mesh Issues:

Q: The TF area is not displaying properly on my system. I see double shorelines, extra rivers & cliffs where I don't think they should be. What have I done wrong ?

A: Before you can begin exploring Tongass Fjords you need to ensure that the two scenery library entries are positioned correctly. Since everyone's scenery library is different an autoinstaller cannot do this task for you. Thus, please start up FS2004 and go into the Settings > Scenery Library menu.

You should see the "Tongass Fjords scenery" and "Tongass Fjords landscape" entries at the top of your scenery library. If Tongass Fjords is the ONLY scenery/landscape/mesh addon you have then you can start your flights. Most likely, that is not the case so please read on.

Have a look at the screenshot below. It shows you the ideal order of entries in your scenery library menu. You may not have all these entries or they may have different names but the general order, from bottom to top is:

  1. Misty Fjords
  2. Tongass Fjords
  3. Glacier Bay (version 1 or 2)
  4. Freight Dogs (only "airports" should be active if you're using Misty & Tongass Fjords)
  5. Any local addons you may have for Misty & Tongass Fjords
  6. Any LOD10 (38m) terrain mesh files for Southeast Alaska / Northwestern B.C.

FS2004 has an unfortunate "bug" in that it reverses the display priority of terrain mesh of the same resolution (LOD). Thus, in order for FS to use the custom terrain mesh for Misty Fjords, Tongass Fjords, and Glacier Bay, you need to place any LOD10 mesh in a scenery library folder with its entry above our landscape entries.

Some thirdparty terrain mesh files, like FS Genesis' products, are placed in \Scenery\World\scenery by their autoinstallers. Thus, if you own the FSGenesis Cordillera LOD10 terrain mesh you need to set up a new scenery folder, say "mesh LOD10 North America FSG", create a "scenery" subfolder in it, move the following files from \Scenery\World\scenery into it dem38m_ can_104.bgl, dem38m_can_105.bgl, dem38m_can_114.bgl, dem38m_can_115.bgl and add that entry to the scenery library as shown in the screenshot below.

If you're using a LOD9 (76m) terrain mesh, like FS Global or MyWorld, then you don't necessarily need to do this. Once your scenery library is looking OK you need to restart FS2004.

click here for larger image


 

Scenery Problems:

Q: What happens to my global or regional textures (eg. GE, FScene, BEV, etc.) I've installed already ?

A: TF does not overwrite any default or replacement files you have installed nor does it edit or replace global config files like terrain.cfg (the auto-installer does add the two TF entries to your scenery.cfg but even that you can decline & do manually). Everything we provide will only be used within the TF coverage area & not anywhere else.

For example, if you're using Ground Environment as a replacement to your global ground textures then flying into the TF area you'll notice the change from GE textures to our Tongass textures (we've "feathered" the transition so that you won't see a straight line) &, upon leaving Tongass, the change back to your GE textures.

Why do we provide custom ground textures ? Well, it allows us to create a more accurate representation of the diverse landscape of this region, something the basic land / water class & ground texture system doesn't allow for, such as:

  • specific texture types, like muskegs, gravel bars & logging areas
  • settlement areas with custom buildings instead of generic autogen objects
  • elevation-dependent distribution of snow, which changes from month do month
  • specific colors for rivers and lakes, such as brown or silty river water & turquoise glacial lakes

For your reference here's the list of objects & textures that TF does not replace. Thus, their appearance within TF will depend on whether you're using the default versions or one of the available replacements.

  • sky & cloud textures
  • water bump map textures (Tongass replaces water color & static wave patterns but not the files that simulate dynamic wave movements)
  • road textures (asphalt & gravel)
  • generic airport textures on runways, taxiways & aprons (however, PASI & parts of PAPG use custom textures)
  • autogen tree textures (autogen building textures are restricted to a small portion of downtown Sitka)
  • some of the generic objects, like small boats, antennae, or power line towers

Everything else, terrain mesh, land and water class, seasons, ground textures, objects and buildings, etc., are custom made to provide you with as much realism and accuracy as FS allows us to.


 

AI Aircraft, Ships, etc.:

Q: I can't find all of the ships & boats. Where are they ?

A: Locations are as follows:

  1. Alaska Marine Highway Ferry MV LeConte
    made by Mitsuya (Hama) Hamaguchi
    Both the MV LeConte and the MV Matanuska travel along their real-world routes (even respecting the marine signals we placed!) but occur in three different route segments. Also, instead of coding their real-world time tables we decided to have them start their trip several times a day (every 90 minutes) at each location to make it more likely that a user will see the vessels moving. MV Leconte and MV Matanuska will be visible at 10% GA traffic density.

    • PAF1 - Petersburg ferry terminal to Kake ferry terminal
    • PAF2 - Kake ferry terminal to Angoon ferry terminal (south of town)
    • PAF3 - Tenakee ferry terminal to near Hoonah (outside of Tongass Fjords, in Glacier Bay project area)

  2. Alaska Marine Highway Ferry MV Matanuska
    made by Mitsuya (Hama) Hamaguchi
    MV Matanuska will be visible at 10% GA traffic density.

    • PAW1 - Clarence Strait (off Thorne Bay) to Wrangell ferry terminal
    • PAP2 - Wrangell ferry terminal to Petersburg ferry terminal, through Wrangell Narrows
    • PAS1 - Sitka ferry terminal (north of town) to Chatham Strait off Angoon, through Olga Strait, Neva Strait, and Peril Strait

  3. US Coast Guard 110' Patrol Boat 1335 Anacapa
    made by Mitsuya (Hama) Hamaguchi
    Similar to the ferries, we placed three instances of the Anacapa in different areas. These vessels operate 24 hours a day and will start their patrols on a one-hour rotation with the 47' USCG Motor Life Boat listed below. USCG Anacapa will be visible at 10% GA traffic density.

    • PAW2 - Petersburg berth to Shoemaker Bay south of Wrangell, through Wrangell Narrows
    • PAS2 - Sitka harbor Coast Guard dock to Redoubt Bay, SW of Sitka, traveling around Kruzof Island in clockwise direction
    • PAC1 - San Alberto Bay W of Craig to Bucareli Bay S of Craig, traveling N through San Cristoval Channel, Gulf of Esquibel, Tuxekan Passage (past Naukati), El Capitan Passage (past Tokeen), and then back S through Davidson Inlet, Sea Otter Sound, Gulf of Esquibel, and Portillo Channel.

  4. Fishing boats 5423 Lake Bay & 3588 Zetuesemce
    made by Mitsuya (Hama) Hamaguchi
    These two purse seiners often use the same "tracks" (except PAW3 and PAC2) but usually start in different locations and at different times (except PAS5). At each location, one boat will be visible at 10% GA traffic density, the other at 50% traffic density.

    • PAS5 - Sitka harbor canneries to Sitka Sound (off Kasiana Island) with a fishing session (moving in circles) near Deep Inlet
    • PAW3 - both seiners end in Wrangell harbor, with one vessel starting in Blake Canal at N56*15' W131*57' and the other in Wrangell Narrows at N56*43' W132*57'
    • PAP1 - Petersburg harbor to Stephens Passage east of Five Finger Lighthouse
    • PAC2 - Craig harbor to St. Nicholas Channel W of Lulu Island, with one vessel taking a southern route (Port Real Marina) and the other a northern route (San Cristoval Channel)

  5. Sea Kayaks
    made by Mitsuya (Hama) Hamaguchi
    There are three different sea kayaks, two singles and one double. They always travel together in single file on the same "track". They start their routes every 90 minutes during daylight hours. Be aware that the kajays are quite difficult to spot from the air. All kayaks will be visible at 10% GA traffic density.

    • PAS4 - circular route in Kanga Bay SW of Sitka, approx. N56*53' W135*21'
    • PAP4 - circular route on lower Stikine River, starting at Shakes Slough cabin (N56*42' W132*06'), traveling downriver and then back up to Shakes Slough
    • PAP5 - one-way route from the confluence of the Stikine River, North Arm (N56*43' W132*32'), into LeConte Bay to the glacier (N56*50' W132*22')
    • PAP6 - round trip from the inlet of Petersburg Creek (N56*50' W133*03') into Petersburg harbor and back

  6. Cruise Ship MV Veendam (Holland America Lines)
    made by Mitsuya (Hama) Hamaguchi
    While many cruise ships sail the waters of southeast Alaska in the summer months we wanted to focus on vessels other than those we provided with Misty Fjords. Thus, we limited cruise ship traffic to a sister ship of the MV Voldendam and of the MV Crown Princess, respectively. MV Veendam will be visible at 50% GA traffic density.

    • PAS3 - Sitka cruise ship anchoring area (south of town) to the southern tip of Baranof Island

  7. Cruise Ship MV Dawn Princess (Princess Lines)
    made by Mitsuya (Hama) Hamaguchi
    MV Dawn Princess will be visible at 10% GA traffic density.

    • PAP3 - from Stephens Passage, Holkham Bay (N57*46' W133*41'), round trip through Tracy Arm to Sawyer Glacier, then north along Stephens Passage to end point off Grand Island, SE of Juneau.

  8. US Coast Guard 47' Motor Life Boat
    made by Larry Silsbee
    There are three instances of this smaller Coast Guard vessel, which operate on the same "tracks" as the USCG Anacapa above, though starting in different locations. The Motor Life Boat will be visible at 50% GA traffic density.

  9. Small Boats
    made by Larry Silsbee
    Similar to the static boats in FS, these small vessels occur in the harbor areas of Sitka and Petersburg. Four boats in each area operate on staggered time tables with a 2-hour repeat cycle during daylight hours. At each location, one boat will be visible at 10% GA traffic density, boats two and three at 50%, and boat four at 90%.

    • PAS6 - start locations are marinas in Crescent Bay, Sitka Harbor, Thomson Harbor, and on Japonski Island, with different routes throughout Sitka Sound to a common end point near Halibut Point (N57*06' W135*24') north of Sitka.
    • PAP7 - start locations are docks at Frederick Point, North Shore, Tonka Mountain, and Shoemaker Bay Harbor, with different routes through Petersburg Creek, Wrangell Narrows, and Frederick Sound, to a common end point in Petersburg Harbor.

 

Compatability with other scenery packages, FSX. etc.:

Q: My older bush scenery no longer looks proper in the TF landscape. How can I make it right ?

A: As announced in the Tongass manual (p. 30) we are planning to provide patch files for existing add-ons, if feasible. Keep an eye open in the forum or check this site here for add-on patches as they are released.

 

Q: Will FSX make Tongass Fjords (and Misty Fjords) unnecessary ?

A: While ACES hasn't released any FSX screenshots of Southeast Alaska yet we know that, globally, there will be some improvement in the landscape detail, including terrain mesh, accuracy of coastlines and lakes / rivers, resolution of ground textures, and autogen density. As with FS2004, the level of detail and accuracy will likely vary across the FS world.

We also know that ACES is using "some of the same data sources used by Mappoint, as filtered by the Mappoint team".

While the representation of the Mappoint data in FSX will not be identical to what is available, their online maps should provide a rough indication of what we can expect for Southeast Alaska in terms of landscape detail. As you can see in those maps, most of Alaska continues to be a bit of a "black hole" compared to the rest of North America. Attached below is a screenshot of an area within Tongass Fjords taken with the highest level of detail in Mappoint data. For comparison see the screenshot of water bodies in Tongass Fjords of the same area.

Moreover, it is highly unlikely that FSX will contain any of the enhanced features that Tongass and Misty include, such as custom ground textures (e.g., muskegs and logging areas), accurate land and water class distribution files, glaciers, elevation-dependent snow distribution, "freezing" of lakes and rivers, or a complete network of (forestry) roads.

At best we'd expect the FSX landscape in Southeast Alaska to be similar to a combination of Ultimate Terrain Canada / Alaska and FS Genesis terrain mesh. As our screenshot comparisons indicate, Tongass Fjords would still offer a major improvement in detail and accuracy.

Last but not least, with Tongass Fjords come a large number of custom 3-D objects: houses and trailers, seaplane bases, airfields, marine signals, and AI ships and floatplanes. Again, it's unlikely that FSX out-of-the-box will provide similar detail to these areas in Southeast Alaska.

 

Q: Will Tongass Fjords be compatible with FSX ?

A: The ACES team has stated that they will ensure backward compatibility of FS2004 code and features as much as possible. It's probably fair to translate that statement into "most things will work but others won't". Thus, it's pretty much a given that we will have to provide an update so that Tongass Fjords can be used with FSX.

Compatibility is one thing, the other is the use of any new features and options that FSX may provide, such as higher resolution ground textures, dynamic objects, and general changes to the terrain display engine. Developing add-ons that make full use of FSX will probably be a much larger undertaking. Therefore we expect to initially issue a compatibility update soon after the release of FSX and a new made-for-FSX-only version of our Southeast Alaska sceneries at a (much?) later date.

 

Q: Will the FSX updates to Tongass be free of charge for existing users ?

A: That depends on the amount of work involved for our team. Hopefully, a compatibility update won't be too much work and we can provide this quickly and free of charge to current users. If, on the other hand, a new version of Tongass and Misty specific to FSX is required, it will likely be a major undertaking and thus will take many months to complete and won't be free.

 

 
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