Currently it’s set at 256x256. Even doubling that would solve a LOT of the issues I’m having with workflow. As of right now, there’s no way to properly terraform even a tiny airport without junk resolution. Using multiple rectangles is a non-starter, because of the aggressive falloff that appears when they overlap and even slightly disagree in elevation value. That could use a good fix too.
Ideally it should be possible to apply 32-bit displacement/height textures to projected meshes that allow more than +/-2m vertical offset.
This would be much more straightforward than heightmaps in XML code.
But currently 32-bit materials as heightmaps are limited to (usually tiled) library ground materials and those to a maximum of +/-2 meters in vertical direction.