Yes, I understand that the algorithm is not really simple and is landklass dependent. I also see (not only for this issue) that Ben and Co did a very good job to create global areas. But some how I have an impression (and not only me), that this algorithms not really adjusted to show us all possibilities of X-Plane scenery/render engine. Just my ideas: On the second screenshot we can calculate an area of " "grass" for 1000 square miles" and tell X-Plane make a texture tile size be proportional to this value and make direction of such fields not so chaotic. If you look Ukrainian fields in flat areas they are really big. Also if you put a single forests lines between some fields it will look much better! Random forests and another staff is not what I see in such "empty" areas as well. If we have no data, then we need to create it.. P.S. Water fields is another problem. Why don't smooth the corners and long edges? It's shouldn't be so difficult with shape-files. Even without besier curves it can look better. So, i think I am finish here with critic..