Dakota wrote:Furthermore, if you use the 1" SRTM in anything beyond a trivially small route, you will be TempDumped to death. I gave up eventually after maybe 50 TempDumps on 3x3 to 19x19. If the route is "small", i.e., you are DEMming within 20-30 miles of the reference Lat/Long, then the 1" data works great, very reliable. So it is not the data it is TS2019. Just an FYI.
Not to sound harsh, but this is not true at all.
I have generated routes over 100 miles long using 1 arc/second SRTM. I also use it to generate the majority of the distant terrain on my routes, which has often been 100+ sq miles per route.
The 'temp dump' crash is usually RAM related in 32 bit TS. If you're doing a bunch of repeated 'large scale' activities in the route editor (importing 19x19 chunks of terrain, painting large areas with a big brush size, adding and adjusting a plethora of gradient points, etc...) the game runs into an issue where it doesn't 'clear' its amount of RAM used. Once this hits its breaking point of around 3.2-3.4GB, the game crashes and displays the 'temp dump' error message. A fix for this is periodically hitting the 'play' button in the route editor to switch from editing mode to the in game/play mode, then pressing escape and going back to the route editor. This clears a bunch of the games allocated RAM. If you have 2 monitors, or run the game in windowed mode with the task manager open, you can watch this.
Are you getting the 'temp dump & crash' repeatedly in the same area? If so, check to see if you are at the extreme north end of the Lat/Long grid square. Often, the 1 arc second files are missing the last 75 yards/meters along the northern edge of the tile. If you try importing a block of SRTM that would include that gap, the game crashes. Go back to the route that you experienced all these issues with and look at the Latitude coordinates. If they are getting close to the north end of the tile, then this would be your problem. Import the tiles until you are up against the 'border' between the next lat/long grid square to the north, then use a combination of the level and blend tools to connect your terrain.