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FS2004 Parking configuration

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us-northcarolina
Hi all,

I have designed several airports but when it comes to that kind of parking situation I'm not sure what to do. How do you all handle this parking style since FS will not park aircraft backwards?

async
 
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Thank you Mr. Expert :rotfl: I looked in my mess, I don't have one of those.
Did you finally fix your other system?

For all others readers: c'mon guys you MUST have gotten that situation. What did you do about it?
 
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unitedstates
Not a very complete mess.

Yup. Been up for two days. Very long story.

Nope. Never seen that situation. In real life, do planes taxi into those positions or are they moved by hand(so to speak)?

I'll think on it. Drive through or some kind of angle parking?

Bob
 
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I suppose in real life those aircraft are pushed back with some kind of trolley (manual hook-up on front wheel).

Honestly I don't see a viable solution other than making space for the aircraft to come from behind and just drive in. That reduces the number of parking spots tremendously.
The other solution is to pretend not seeing the AI driving through each other :)
 

scruffyduck

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unitedkingdom
GA planes are often manually parked - especially the small ones.
 
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unitedstates
There are some scenery objects that have small GA placed that way, that can be placed into your scenery. I'm thinking of GA planes 1 thru 4 as part of a library called fs9_custom_objects_SS_1.bgl. This was done by Sidney Schwartz
fs9_custom_objects_ss_1_v2.zip
 
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Hi Rick...thanks for your suggestion however I very seldom use static aircraft. And in that case it still wouldn't help unless all aircraft used was static, else you still need 2 openings to let 1 AI aircraft in.
 
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unitedstates
Frenchie,

Well not quite sure what you mean? This is what it looks like in the MSFS and in ADEX

KARR_GAPlanes.jpg


The real AI aircraft are where the red arrow points. The others are two scenery objects one on the left and right. Now I did this up quite quickly, so it does need tweaking.

IMO, it is pretty hard, even with the tools we have, to completely fill an airort with just AI to the extent the real airport would have real aircraft based there. So, like everything in MSFS, it takes a compromises. We just get the illusion the airport is operating as the real one. :)

Anyway, just a suggestion. Good luck with your project.

Rick
 
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You are absolutely right Rick, it's all about illusion with limitations. We (I) are just trying to push the limits as far as they stretch. And I always like to read about others opinions, even if they don't bring in THE miracle solution they sometimes generate new ideas.
 

Gaiiden

FSDevConf team
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sfrenchie, I solved this problem for myself a little while ago. Here is the technique I use now:

kcdw%20ade.png


It produces results like this:

KCDW_03.jpg


Download my scenery for this airport, which includes the ADE file and check it out. If you have any questions just post em here.

Aircraft don't park in parking spaces using this technique, but as Jon has already noted, small aircraft are manually parked so the AI shut down on the taxiway right near the parking spot as they would in real life so just some additional realism there :) The chances that another AI craft will come through and taxi through the "parked" AI craft before it disappears are slim.
 
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Hi Drew,

Thank you for the input. I couldn't use the download since I'm flying FS2004.
I'm unsure what exactly happens. Do your AI go past the parking spot, turn around, then park?
 

Gaiiden

FSDevConf team
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unitedstates
they taxi up to an open parking spot, kinda turn in towards it a bit and then just shut down on the taxiway. Note that they shut down at the last node before the parking spot, so you can, if there's room, draw them off the taxiway a bit before they shut down to clear the way for other traffic. Like this:

n81%20ade.png


The highlighted node point will draw the AI off the main taxiway line towards the parking area to shut down. Without that node, the AI would turn off very slightly from the taxiway and shut down and block traffic.

Mostly you'll just have to experiment with it to understand how it works, but it does.

So you can't run the airport in FS9 but you can still open the ADE file right?
 

Gaiiden

FSDevConf team
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unitedstates
What was the error? I can't think of why it wouldn't open in ADE unless the FSX and FS9 versions are different?

I'll find some time after I wrap my latest airport project this weekend to write up a quick tutorial explaining things better. I've been meaning to share this technique for a while anyways
 
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unitedstates
What was the error? I can't think of why it wouldn't open in ADE unless the FSX and FS9 versions are different?

I'll find some time after I wrap my latest airport project this weekend to write up a quick tutorial explaining things better. I've been meaning to share this technique for a while anyways

Patrick has to have the FSX SDK and service packs and possibly FSX installed to open an FSX airport in ADE.

Bob
 
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