# Terrain The **Terrain** option from the [Debug](../../debug_info/) menu will open up the following sub-menu: {{< image-center src="images/2_DevMode/menus/debug/terrain/options_20.png" alt="The Terrain Sub-Menu" >}} This menu has the following debug options for terrain: - ##### Draw On Terrain When enabled, surfaces and other items will be drawn on top of the base terrain photogram textures. When disabled, the terrain photogram will be drawn only. Mouse over the image below to see the difference this makes when enabled or disabled. This option is enabled by default. {{< image-hover src="images/2_DevMode/menus/debug/terrain/options_21.png" hover="images/2_DevMode/menus/debug/terrain/options_22.png" alt="Draw On Terrain Disabled And Enabled" >}} - ##### Draw Shapes This option is for enabling or disabling the different polygon shapes that may have been used to generate terrain. By default this is enabled. - ##### Debug Shapes Enabling this option will outline the different polygon shapes used to generate terrain. {{< image-center src="images/2_DevMode/menus/debug/terrain/options_23.png" alt="Different Polygons Shown In The Terrain Debug Overlay" >}} This will open an additional window for toggling further information: {{< image-center src="images/2_DevMode/menus/debug/terrain/options_24.png" alt="Vector Data Debug Window" >}} **Draw Package Name** will draw the name of the add-on package that the polygon (vector) data comes from, while **Draw Type** will draw information about the type of data the polygon is associated with (eg `NoTIN - Buildings`, or `NoTIN - Airport`, etc...) - ##### Debug Exclusion Rectangles This option permits you to debug any exclusion rectangles that are used in the add-on. It will open the following window that permits you to filter the the visuals to show more or less information: {{< image-center src="images/2_DevMode/menus/debug/terrain/options_25.png" alt="The Exclusion Rectangle Debug Window" >}} Checking **Draw Package Name** will add an overlay text to the rectangles with the name of the package they belong to, while checking **Draw Type** will draw the type of things the rectangle is excludding. You can also filter the rectangles using the **Filter By Type** list. FInally, at the bottom, you have the **Count** section, which gives you a numeric breakdown of the packages and how many rectangles are included within them. - ##### Debug OSM Roads Enabling this option will show all the debug information for the {{< glossterm >}}osm{{< /glossterm >}} road system in the simulation. {{< image-center src="images/2_DevMode/menus/debug/terrain/options_26.png" alt="The OSM Debug Overlay In The Simulation" >}} - ##### Debug OSM Powerlines Enabling this option will show all the debug information for the {{< glossterm >}}osm{{< /glossterm >}} powerline system in the simulation. Red lines are major powerlines with tall masts and the blue lines are minor powerlines with smaller masts. {{< image-center src="images/2_DevMode/menus/debug/terrain/options_27.png" alt="The OSM Debug Powerlines In The Simulation" >}} - ##### Debug OSM Feature Points When this option is enabled, various {{< glossterm >}}osm{{< /glossterm >}} feature points will be marked in the simulation using coloured crosses. {{< image-center src="images/2_DevMode/menus/debug/terrain/options_28.png" alt="The OSM Debug Feature Points In The Simulation" >}} {{< callout context="note" title="NOTE" icon="outline/bulb" >}} This option can cause severe lag in areas where there are a lot of feature points. {{< /callout >}} Each colour represents the following features: {{< table-wrapper >}} | Colour | Description | |--------------|------------------------------------| | Lime Green | Broadleaf trees and shrubs. | | Green | Needle leaved trees and shrubs. | | Light Green | Palm trees. | | Yellow-Green | Leafless trees and shrubs. | | Pale Green | Mixed leaf trees and shrubs. | | White | Horizontal turbine. | | Gray | Vertical turbine. | | Red | Windmill with vanes. | | Dark Red | Windmill without vanes. | | Orange | Oil/petroleum well. | | Light Blue | Water well. | | Dark Blue | Water tower. | | Magenta | Generic/unknown mast of some kind. | | Pink | COMs mast. | | Deep Pink | Communication tower. | {{< /table-wrapper >}} - #### Debug Road Vehicles When this option is enabled, all road vehicles will be shown using a red bounding sphere: {{< image-center src="images/2_DevMode/menus/debug/terrain/options_29.png" alt="The World With Debug Road Vehicles Enabled" >}} - #### Debug Biomes {{< image-center src="images/2_DevMode/menus/debug/terrain/options_terrain_biome_1.png" alt="The Debug Biomes Window" >}} This window offers multiple debug tools related to the different *biomes* in the world. It is designed to be used in conjunction with the [Biomes Editor](../../../editors/biomes-editor/the-biomes-editor/). You can find full details on the contents of this window on the following page: - [Biome Debug](../biome-debug/) - #### Debug Surface Types {{< image-center src="images/2_DevMode/menus/debug/terrain/options_terrain_surface_1.png" alt="The Debug Surface Type Window" >}} This window allows you to see a visual representation of the different ground surface types. The display will initially be centered around the mouse and show a square area of sample points showing either **surface type**, or the **meta-marker** for each point (you can toggle between the two with the {{< button "*" />}} key). Meta-markers are the ones added manually through scenery and other means, and are more nuanced and detailed, while the surface types are generated through machine learning and are more general and used primarily for vegetation and other large-scale geographic features. Note that from this window you can also change the number of sample points, and the distance between them, so you can expand/contract the area depending on what you require. {{< image-center src="images/2_DevMode/menus/debug/terrain/options_terrain_surface_2.png" alt="An Example Of The Debug Surface Sampling Grid" >}} The table below shows the various acronyms and colours that are used, and what surface type / meta marker they represent: {{< spacer >}} **Meta Markers** {{< table-wrapper >}} | Colour Name | Acronym | Description | | ---- | ---- | ---- | | Pink | **CRT** | Concrete. | | Green | **G** | Grass, low vegetation, soft, bumpy ground that can be landed on. | | Pink | **WFS** | Legacy water from FSX. | | Pink | **GB** | Grass, low vegetation, bumpy ground that cannot be landed on. | | Dark Grey | **A** | Asphalt. | | Bright Green | **SG** | Short grass. | | Bright Green | **LG** | Long grass. | | Pink | **HT** | Hard turf. | | Light grey | **SN** | Snow. | | Pink | **ICE** | Ice. | | Mid Brown | **URB** | Urban buildings and concrete. | | Dark Green | **FRT** | Forest and high vegetation. | | Light Brown | **D** | Dirt and mud, in particular for dirt runways. | | Pink | **COR** | Coral, used for coral runways. | | Grey Brown | **GRV** | Gravel, in particular for gravel runways. | | Pink | **OTR** | Used for oil treated (tar-and-chip) runways. | | Pink | **STM** | Used for steel mats (steel mesh) temporary runways. | | Pink | **BIT** | Bituminous surfaces. | | Pink | **BRI** | Brickwork. | | Pink | **MCD** | Macadam (compacted small stones). | | Pink | **PLA** | Wooden planks. | | Yellow | **SND** | Sand. | | Pink | **SHA** | Shale. | | Pink | **TMC** | Tar macadam. | | Pink | **WFT** | Legacy Wright flyer track from FSX. | | Blue | **R** | Rivers and creeks. | | Blue | **WW** | Waste water. | | Dark Blue | **W** | Large bodies of water. | | Blue | **P** | Ponds. | | Blue | **L** | Lakes. | | Blue | **O** | Ocean. | | Pink | **P** | Painted surfaces. | | Dark Grey | **R** | Roads. | | Pink | **EG** | Grass erasure. | | Mid Grey | **RCK** | Rocky surfaces. | | Light Brown | **SCR** | Scree. | | Pink | **DST** | Dusty surfaces. | | Brown | **MUD** | Mud. | | Light Blue | **UKN** | An unknown (but still valid) surface. | | Orange | **UDF** | An unknown (but invalid) | {{< /table-wrapper>}} {{< spacer >}} **Surface Types** {{< table-wrapper>}} | Colour Name | Acronym | Description | | ---- | ---- | ---- | | Mid brown | **DAM** | Dirt and mud. | | Red Brown | **RS** | Rocks. | | Light Brown | **DAG** | Dust and gravel. | | Black | **SAB** | Scree and boulders. | | Yellow | **SND** | Sand. | | Green | **LV** | Low vegetation. | | Dark Green | **HV** | High vegetation. | | Purple | **BAC** | Building and concrete. | | Blue | **W** | Water. | | Dark Lilac | **A** | Asphalt. | | White | **SNW** | Snow. | | Lilac | **CLD** | Clouds. | | Pink | **PLG** | Ploughed land. | | Pink | **CLF** | Cliffs. | {{< /table-wrapper>}} - #### Disable TIN Colour Correction This option will disable any colour correction that has been applied from TIN data. Mouse over the image below to see what kind of difference this can make: {{< image-hover src="images/2_DevMode/menus/debug/terrain/options_terrain_colour_on.png" hover="images/2_DevMode/menus/debug/terrain/options_terrain_colour_off.png" alt="TIN Colour Correction Enabled And Disabled" >}} - #### Display GenId This window is purely for Microsoft Flight Simulator 2024 debugging and should not be used under any circumstances. {{< image-center src="images/2_DevMode/menus/debug/terrain/options_genid.png" alt="The GenID Debug Window" >}}