Fictional Scenery for fs9

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Fictional Scenery for fs9

Postby PlutonianEmpire » Mon Dec 27, 2004 5:44 am

I have created scenery in previousl flightsims, but I was wondering, how do I create fictional airports that the AI can land at in fs2004?
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Re: Fictional Scenery for fs9

Postby Hagar » Mon Dec 27, 2004 5:56 am

There's various methods for doing it & I don't know all the latest wrinkles. I would create the visual airport with a conventional scenery design program like Airport for Windows. http://www.airportforwindows.com/

Then add the virtual scenery for the AI traffic to use with AFCAD. You can also create basic visual runways & taxyways with AFCAD.
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Re: Fictional Scenery for fs9

Postby xmit » Thu Dec 30, 2004 11:23 pm

I took a fictional airport I made for FS2002 using FSSC and installed it in FS9. I then slewed around and added runways, taxiways & aprons using AFCAD2 new airport function. I then used FSSC again and deleted the original runways, taxiways & aprons (they looked better using AFCAD2). I then added parking, comm freqs, etc. I did find out that I had to put the AFCAD2 file in with the actual scenery .bgl folder or it would not coexist with the visual FSSC scenery when putting the AFCAD2 file the normal way. I then redirected some of my AI Flightplans to my new airport. It seems to be working pretty good so far. DougD
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Re: Fictional Scenery for fs9

Postby RollerBall » Fri Dec 31, 2004 6:56 am

No, you're all wrong.

I posted my fictional STOLport called Brentwood to show how you can easily create this kind of scenery in XML using SceneGenX.

FSSC and Airport will not work in any upcoming flightsims but have to be used for now to place excludes and flattens that you can't do in XML. How M$ are going to get round that problem in the future nobody yet knows.

XML is the ONLY way to go for the future. You already have SceneGenX and Rwy12 that allow you to place default objects wherever you want and SceneGenX also lets you create runways, taxiways and aprons for which you have to use AFCAD if you use Rwy12.

So, create your new runway in AFCAD or SceneGenx, take a screen shot and use this as a background image in Airport and SceneGenx.

Then create your exclude(s) and flatten(s) in Airport using the background image as a guide so you keep things nice and tight and don't knock out too much Autogen.

Then using the same background image and scale in SceneGenX, go ahead and create your taxiways, parking, aprons and place all your objects.

There are some tricky bits in SceneGenX which I'm sure Tom will iron out, mainly with getting taxiways and parking routes sorted out especially if you go back and change them. But I think it's great and it works exceptionally well once you know how. If I get the time (dream on) I'll do a tutorial as I've seen requests all over the place for one. Maybe someone will do one before me.

Frankly, some knowledge of the XML scenery SDK is preferred. But if anyone gets a hold of my MakeScene package, follows my tutorial and understands how and why it works, that should be all they need to be successful with SceneGenX.
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Re: Fictional Scenery for fs9

Postby PlutonianEmpire » Fri Dec 31, 2004 8:05 am

Most of my fictional scenery is somehwere on a piece of land that exists in real Earth, HOWEVER, my most frequently used scenery (one I fly to most often), is the Pluto Interplanetary Airport, which is located at a latitude of 78* 15', to at least partially simulate the lighting conditions of real Pluto. It is a largely unfinished scenery, but I do have a functioning airport (ILS, fuel areas, etc.), along with major roads and 9 tall skyscrapers, right next to the ILS path of one of the runways (which would cause a 747 to get it's wing chopped off in real life, but I'm planning to reduce the height so the 'scrapers are "747-friendly").

I'm just now working on it in AFCAD. Looks good so far. AFCAD suggests that I slew around things to place things, but instead, I'm using Airport, which I used to create Pluto, to get my coordinates.

My next Question: How do I get my airport to display on the gps? Or does AFCAD do that for you?

EDIT: Nevermind about that last part, I figured it out. ;)
Now, my next dilemma, is getting all those ATC frequencies on the scenery... Does that depend on how much traffic you give the airport? Or do you need to add the multiple ATC frequencies manually?
Last edited by PlutonianEmpire on Fri Dec 31, 2004 9:44 am, edited 1 time in total.
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Re: Fictional Scenery for fs9

Postby wji » Fri Dec 31, 2004 12:17 pm

for just a quik new airport I like AFCAD2 and Rwy12

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This code should work in the scenery.cfg:
******* exclude code *********
[Area.###]
Title=North Cape Siberia
Local=Addon Scenery\Name of folder
Exclude=N68 40,W179 10,N68 41,W179 11,all
Remote=
Active=TRUE
Required=FALSE
Layer=###
*********

Re: ATC
FS9 ATC doesn't appear to recognize some of the added nav-aids such as ILS; FS9 ATC will still clear you for the visual but one can fly (couple) the ILS in the process.

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Re: Fictional Scenery for fs9

Postby RollerBall » Fri Dec 31, 2004 8:47 pm

:)

Err yesss....

Let's say Id rather have Michelangello paint my walls instead of you, Bill
Last edited by RollerBall on Fri Dec 31, 2004 8:52 pm, edited 1 time in total.
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Re: Fictional Scenery for fs9

Postby PlutonianEmpire » Fri Dec 31, 2004 8:59 pm

Wow. :o

Where do I find SceneGenx?
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Re: Fictional Scenery for fs9

Postby robertpear » Tue Jan 11, 2005 4:01 pm

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Re: Fictional Scenery for fs9

Postby Straferr » Fri Mar 18, 2005 11:52 am

The one of Siberia looks about the way I remember the place. The SceneGenX looks quite good. I was just wondering about the tarmac. Why didn't MS use that for the docks in New York City?? The greeen in the sim just doesn't exist on those docks.
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