***New Idea***

FSSC, Airport 2.*, CfgEdit, etc. Get to grips with designing Scenery & Panels here!

***New Idea***

Postby Katahu » Fri Jan 09, 2004 1:37 am

I think I have an idea on how to create road traffic without Microsoft having to put it in for us.

Instead of using Macros, Scasms, and such, why not use the AI traffic as road traffic as well?

Just simply have many low-poly car models riding around on the roads. And since AI traffic can be affected by you in a certain way, it would seem realistic. Not only that, the AI ground population can be controlled in the same way as the air traffic.

The downside to this is that you need plenty of patience. This is because you need a lot of ground plans [better than saying flight plans] for the AI car models and certain number of streets. But it's best to just start off with the highways.

Since we have the latest version AFCAD, we can build our own road ways.

The only streets we need to make are the highways.

And since we have plenty of scenery-addon developers who make scenery for free, we'll have all the help we need.

This is how it goes.

Just make the road system for your city while other developers make the road system for their own city as well. Just by using the taxiways in AFCAD.

I guess Microsoft never thought of this method. ;) ;D

What do you guys think? Crazy, huh? LOL

But think about it. We want FS to come alive, don't we? ;)

Don't forget about the Mercedes [released] and the Porsche [not yet done] you can drive around with.

We got everything we need in order to do this. AFCAD, FSDS, GMAX, TTools, and FSSC. :D

And we have the know-how.

PS: Pardon me for being a wierdo. LMAO!!!!!
User avatar
Katahu
Lieutenant Colonel
Lieutenant Colonel
 
Posts: 5993
Joined: Mon Jul 22, 2002 10:29 pm

Re: ***New Idea***

Postby Travis » Fri Jan 09, 2004 3:45 am

Well, its a good idea, but I see a problem.

AI traffic follows courses laid out by what nav aids are available in the area.  So any traffic would have to go through those, which would negate the possibility of having roads that curve or make sharp turns.  Of course, the roads could be made in such a way that they corresponded to the directions taken by the AI traffic, but that would negate the possibility of of having roads that correspond directly to maps of the area.

I think the only way of doing this would be to make dynamic scenery and have the cars move through that. :(
Image
User avatar
Travis
Major
Major
 
Posts: 4381
Joined: Thu Feb 06, 2003 3:17 am
Location: KAUS - 30 MI NW

Re: ***New Idea***

Postby Han » Fri Jan 09, 2004 6:41 am

Although I'm not into scenery, I know of some guys that have boats working on AFCAD's in the harbour..they go out to sea and suddenly take off...hehehe...
Pilots are the best computers we can put aboard aircraft, and the only ones that can be massproduced with unskilled labor..
Han
Ground hog
Ground hog
 
Posts: 27
Joined: Sat Apr 19, 2003 3:13 pm

Re: ***New Idea***

Postby RollerBall » Fri Jan 09, 2004 9:36 am

:(
Hate pouring cold water on things but I'm afraid that's not how this sort of thing is done.

Originally the software used for this sort of animation was DOD (Dynamic Object Designer) which I think is still excellent. I've used it for a few dynamics in my FS02 Kai Tak scenery (and it also works in 04 although I haven't uploaded the dynamics for that yet). The problem is that there is no support for it and although I've asked everywhere for help, I've found it impossible to discover how to successfully get new, modern objects into the necessary dynamic object libraries.

The modern alternative is BusyObjects which requires a pretty detailed knowledge of GMax to be able to use. It's not an easy program to master which I guess is why you don't see that many sceneries with dynamic objects.

However, if you want to see what you are talking about being used to what must currently be THE level of perfection, get and install the scenery file zshc_v2.zip for Hangzhou Xiaoshan International Airport, China by Jiangwei Shen. I picked it up from Avsim.

The streets surrounding the airport and the airport itself are full of moving vehicles. The effect of taxying out to the active with vehicles passing your aircraft on the road next to the airport has to be seen to be believed. ALL of the vehicles in the following shot are moving at 'normal' speed on the roads.

Image

I emailed the author to get details of how he did it but never received a reply unfortunately.

Roger
RollerBall
 

Re: ***New Idea***

Postby Katahu » Fri Jan 09, 2004 12:22 pm

I think it is possible. You might never know until you try it.

I'll give it a try. I believe it can be done.

As for flying cars, the best way to avoid SEEING the flying cars is to make them invisible when they take off. This is possible because I use to fly a Mustang in CFS1 and it disappears whenever the gears are retracted.

And to avoid seeing cars taking off, just simply place some camoflaged runways in plases in places where you don'e normally visit. Then build the taxiways in a way so that the cars are guided there.

Then have them land in either another system of roads or on the same system.

I'll start off by just using the visible roads that are already there in the default scenery and just apply the taxiways over them.
User avatar
Katahu
Lieutenant Colonel
Lieutenant Colonel
 
Posts: 5993
Joined: Mon Jul 22, 2002 10:29 pm

Re: ***New Idea***

Postby RollerBall » Fri Jan 09, 2004 1:44 pm

:)

he he

But don't forget all your AI in that scenery will want to use those taxiways if they are a route to the runway. If they're not, AI won't use em because AI ONLY taxies to take off or park after landing.

You can't make AI drive from one part of an airport to another.
RollerBall
 

Re: ***New Idea***

Postby Dan » Fri Jan 09, 2004 2:08 pm

Sounds real cool. You didn't mention which sim though.
Dan
Fs2002 pro
Image
3DMark01 || [url=http://www.overclockers.co.uk/acatalog/]OCUK - The best UK shop
User avatar
Dan
Major
Major
 
Posts: 1712
Joined: Fri Apr 04, 2003 9:37 am
Location: Carmarthenshire, Wales, Uk!

Re: ***New Idea***

Postby Katahu » Fri Jan 09, 2004 2:37 pm

FS9

;D

I found out it was a little too difficult for me to accurately place the taxiways over the existing roads of FS.

So I started off by making road traffic around my home airport.

There was many autogen houses and trees in the way. So I went to the scenery.cfg file and added an exclusion area around my home airport [KTMB].

But after adding the area, I found out that it excluded not only the autogen objects, but also the entire airport. :o

How can I add an exclusion area without excluding the existing airport?

I modified the airport in AFCAD [v2.21] and saved the modification in the following directory.

c:\Program Files\Microsoft Games\Flight Simulator 9\Addon Scenery\AF2_KTMB\Scenery

I then enabled the modification in the Scenery Library.

But still, the airport is still excluded. How do I keep my airport visible?

PS: The AI air traffic is there, but not the airport.
User avatar
Katahu
Lieutenant Colonel
Lieutenant Colonel
 
Posts: 5993
Joined: Mon Jul 22, 2002 10:29 pm

Re: ***New Idea***

Postby Daz » Fri Jan 16, 2004 12:26 am

would exluding the area remove afcad files??? or add on scenery??

what im thinking is open your airport and then make a slight change and then save it now the bgl is in the addon scenery folder and when you exclude it its still there apart from any visual elements of course but taxiways and what have you will be there :D

am i right.. its getting late and my brain is starting to fail on me lol

EDIT ::: SILLY ME FORGOT TO READ THE WHOLE POST STATING THAT YOU TRIED THAT :D sorry
Last edited by Daz on Fri Jan 16, 2004 12:28 am, edited 1 time in total.
AMD athlon XP2800+ @2.34ghz
Epox 8RDA3G 400 fsb, 8x AGP
1024MB DDR400 PC3200
XFX 256MB FX5950 Ultra (oc 525/1.04)
40 gig maxtor 7200rpm
80 gig seagate baracuda 7200rpm
User avatar
Daz
Major
Major
 
Posts: 1163
Joined: Thu Jan 09, 2003 10:03 pm
Location: Leeds, UK


Return to Scenery & Panel Design

Who is online

Users browsing this forum: No registered users and 378 guests