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HOW??

PostPosted: Fri Apr 13, 2007 12:00 am
by bowler_man
How do I put the FS2004 AI aircraft into FSX?

[smiley=dankk2.gif]
Jimmy

Re: HOW??

PostPosted: Sat Apr 14, 2007 11:28 am
by f18bkr
Just copy/paste the ai aircraft into the simobjects/airplane folder

Re: HOW??

PostPosted: Sat Apr 14, 2007 12:55 pm
by Gypsy_Baron
How do I put the FS2004 AI aircraft into FSX?

[smiley=dankk2.gif]
Jimmy


It would be a good idea to create a new "AI Aircraft" folder under "SimObjects" to jold
your FS2004 AI aircraft. This will make it easier to manage and to chase down any
problems that you might have.

If any effects or sounds used by the AI, you will need to copy them to the FSX "Effects"
or "Sound" folders.

The flightplan BGL file(s) will need to be copied from the FS2004 "Scenery\World\Scenery"
folder to the FSX "Scenery\World\Scenery" folder. Be advised that when you do this you will
LOSE your default FSX AI traffic. It seems that FSX doesn't like the mixture of FS9 and FSX
format traffic BGL's, even though there isn't a big difference in the two.
There are ways around this problem but the procedure is rather involved. You can search the
various forums and should find info on converting FS9 traffic BGL's to FSX traffic BGL's.

If you create a new "AI Aircraft" folder, you will need to tell FSX that it exists by editing your
fsx.CFG file. Here is my edits, after adding a seperate folder for FS9 AI aircraft and FS9
flyable aircraft ( "Aircraft" folder ):

[Main]
User Objects=Airplane, Helicopter
SimObjectPaths.0=SimObjects\Airplanes
SimObjectPaths.1=SimObjects\Rotorcraft
SimObjectPaths.2=SimObjects\GroundVehicles
SimObjectPaths.3=SimObjects\Boats
//SimObjectPaths.4=SimObjects\Animals     <--- disabled this folder...I don't need animals...
SimObjectPaths.5=SimObjects\Aircraft
SimObjectPaths.6=SimObjects\AI Aircraft

You might wish to look at the default FSX aircraft andf note the presence of the
"soundai" folder. You could create this folder simply by making a copy of the
AI aircrafts "sound" folder and renaming it to "soundai". just be aware that
many sound,cfg files contain alias entries and you'll need to make sure that
the path and folder in the alias= statements exist.

  Paul

Re: HOW??

PostPosted: Sat Apr 14, 2007 1:14 pm
by Hagar
[quote]If you create a new "AI Aircraft" folder, you will need to tell FSX that it exists by editing your
fsx.CFG file. Here is my edits, after adding a seperate folder for FS9 AI aircraft and FS9
flyable aircraft ( "Aircraft" folder ):

[Main]
User Objects=Airplane, Helicopter
SimObjectPaths.0=SimObjects\Airplanes
SimObjectPaths.1=SimObjects\Rotorcraft
SimObjectPaths.2=SimObjects\GroundVehicles
SimObjectPaths.3=SimObjects\Boats
//SimObjectPaths.4=SimObjects\Animals

Re: HOW??

PostPosted: Sat Apr 14, 2007 11:46 pm
by Gypsy_Baron
-SNIP-
Does that work Paul? I thought the numbers should run in sequence without a break. If you remark an entry the following entries should be renumbered accordingly. Also, if these aircraft have aliased panel/sound I'm not sure they will show up without the aircraft they're aliased to in the AI Aircraft folder. This might cause a conflict unless you do some editing.

I'm wondering if Jimmy wants to know how to use 3rd party AI aircraft in FSX. I don't know the answer to that one.

PS. I see you covered the aliasing issue.


Oppps.....seems I somehow managed to delete an entry when I posted that sample. I did, indeed, renumber
the entries. Here's what it really is:

[Main]
User Objects=Airplane, Helicopter
SimObjectPaths.0=SimObjects\Airplanes
SimObjectPaths.1=SimObjects\Rotorcraft
SimObjectPaths.2=SimObjects\GroundVehicles
SimObjectPaths.3=SimObjects\Boats
//SimObjectPaths.4=SimObjects\Animals
SimObjectPaths.4=SimObjects\Misc
SimObjectPaths.5=SimObjects\Aircraft
SimObjectPaths.6=SimObjects\AI Aircraft


The whole FSX AI boondogle is just to complicated to get into in every detail. I find the best
approach is to just dive in and learn as you go :)

      Paul