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What follows is a very long post, with several questions from a near total newbie to scenery design, so please forgive me....and I thank anyone willing to take the time to read it, even if you don't respond. My questions come from many hours of dabbling with ADE and reading posts on these forums in hopes of learning something.
My first project is an Air Force Base I am quite familiar with. FSX's default rendition leaves me screaming in outrage. At this point, I'm doing fairly well as I've completed most of the aprons, all the taxiways, and the runways. All that's left is ground textures, parking, AI traffic, custom buildings/objects, and, and, and....the list goes on. However, I'm a perfectionist, so here goes:
Roads: My understanding is that the way to draw a road is using a vector line and not a taxi line, set to "vehicle". Is this correct? If so, I'm redoing an US Air Force Base. Would it be possible to have" airfield vehicles" also utilize roads. For example, Base Operations is responsible for checking the runways in the morning and periodically throughout the day. They begin by leaving their building which is attached to the tarmac, but they don't always return to their building this way. The sometimes leave on a road which connects to a normal road on base.
Photoreal textures: I'm hoping to include photo-real textures with this air base. The area I'm redoing not only includes the airport, but the surrounding area (the firing range used by A10s, the main base buildings, the highway we use to get to the base, etc.) Let me ask my question by describing my end goal and then hopefully someone can tell me the steps I need to take to accomplish that goal. My goal for the firing range (which FSX by default draws random subdivisions in) is to exclude the original autogen, lay down photoreal textures, and then generate the appropriate autogen on top of that (namely, vegetation). I will supply all buildings; I need there to be right kinds of vegetation in the right places without having to laydown 1000 object trees myself. Currently, I'm able to somewhat accomplish this by defining landclass polygons. However, the density of the vegetation is not right (nor does the ground texture itself) no matter what landclass I choose (and autogen setting is maxed out). Also, I'm not sure how I'd go about putting down a photoreal texture and still keep autogen vegetation.
Closed taxiways, true or false: Specifying "closed" for taxiways only affects the traffic and ATC-taxi instructions, not the visual appearance of the taxiway? I thought in one test run of my scenery that I saw the taxiway having an X drawn on it (like in real life), but ever since, I cannot seem to make it draw the X. I might have been halucinating as it was 4AM... If I was halucinating and FSX doesn't do this by default, then I know it's still possible to get text on taxiways. One thread I read recently discussed using Gmax to make a single polygon drawn horizontally, textured, exported/compiled, and then imported into your scenery design app (like ADE). I was just wondering if there might be a quicker way... (Call me a lazy perfectionist if you want...)
Slightly unrelated to ADE, but still relevant:
ALSF1 approach lights: The primary instrument runway at my base has ALSF1 approach lighting on both ends. As I'm an Air Traffic Controller, I know that the SFLs on that particular types of lights are not turned on unless required by weather or by request of the pilot. Flight Sim X seems to simulate this accurately. However, the secondary (and parallel) runway has MALSRs and the strobes on those flash no matter what. Unless I'm getting really rusty, those strobes aren't supposed to be turned on unless required by weather or pilot requested, just like ALSF1s... Am I wrong here? If not, is there a way to change when the lights show?
Runway lights: Ever since the dawn of FS, runway lights (with few exceptions) have been little round bulbs hovering over the ground with no base to support them and no glass to protect them. Would it be possible/feasible to gmax a very low poly-count runway light (5 or 6 sided at most) and place them in your scenery? I've read posts about issues with creating night lighting objects, but due to my newbness and the high-level discussion/verbage used, failed to understand what they were talking about.
Approaches: Air Force and possibly other branches have special approaches called HI-ILSs, and they are published on IAPs. Essentially, it is an ILS that starts very high (7,000 +). From my understanding as an air traffic controller, this is just a regular ILS but with a steeper descent path. I have yet to be able to speak with a pilot to confirm this from the pilot's point of view. I was wondering someone might be able to fill me in on these. Mostly what I want to know is if there is the glideslope signal actually transmitted at a steeper angle such that a steeper approach is needed to keep the glideslope needle on target? If so, can this be modelled in ADE/FSX? Similarly, military often arrive using a Simulated-Flameout (SFO) or similar approach. This begins overhead the airfield at altitudes around 7000 to 10000 (depending on the airframe executing the approach), and make a single spiraling descent to the runway in under 30 seconds. Is there a way to make AI traffic do this with a custom approach or would they not be able to handle such a rapid descent? I'm guessing that the answer to this question would also apply to the question of getting AI traffic to follow an overhead pattern vs the standard civillian rectangular.
Random animation scenery: I once purchased a scenery for a small grass airport that was quite fun. It had random sounds of a mechanic working on things, a guy that you could actually see mowing the lawn at certain times of the day on only certain days of the week, a barbeque going on Friday nights, etc. I can't remember the name or even what version of FS it was for, but it was history-making scenery back then and its methods proprietary. I was wondering if anyone was ever able to figure out how to go about doing the same thing? This base I'm trying to recreate has a lot of ground movement of towed aircraft, fuel trucks, police vehicles, mowers, etc. Default airports just seem so dead even with AI traffic...
That's enough for now. If you're still reading, thanks again....
My first project is an Air Force Base I am quite familiar with. FSX's default rendition leaves me screaming in outrage. At this point, I'm doing fairly well as I've completed most of the aprons, all the taxiways, and the runways. All that's left is ground textures, parking, AI traffic, custom buildings/objects, and, and, and....the list goes on. However, I'm a perfectionist, so here goes:
Roads: My understanding is that the way to draw a road is using a vector line and not a taxi line, set to "vehicle". Is this correct? If so, I'm redoing an US Air Force Base. Would it be possible to have" airfield vehicles" also utilize roads. For example, Base Operations is responsible for checking the runways in the morning and periodically throughout the day. They begin by leaving their building which is attached to the tarmac, but they don't always return to their building this way. The sometimes leave on a road which connects to a normal road on base.
Photoreal textures: I'm hoping to include photo-real textures with this air base. The area I'm redoing not only includes the airport, but the surrounding area (the firing range used by A10s, the main base buildings, the highway we use to get to the base, etc.) Let me ask my question by describing my end goal and then hopefully someone can tell me the steps I need to take to accomplish that goal. My goal for the firing range (which FSX by default draws random subdivisions in) is to exclude the original autogen, lay down photoreal textures, and then generate the appropriate autogen on top of that (namely, vegetation). I will supply all buildings; I need there to be right kinds of vegetation in the right places without having to laydown 1000 object trees myself. Currently, I'm able to somewhat accomplish this by defining landclass polygons. However, the density of the vegetation is not right (nor does the ground texture itself) no matter what landclass I choose (and autogen setting is maxed out). Also, I'm not sure how I'd go about putting down a photoreal texture and still keep autogen vegetation.
Closed taxiways, true or false: Specifying "closed" for taxiways only affects the traffic and ATC-taxi instructions, not the visual appearance of the taxiway? I thought in one test run of my scenery that I saw the taxiway having an X drawn on it (like in real life), but ever since, I cannot seem to make it draw the X. I might have been halucinating as it was 4AM... If I was halucinating and FSX doesn't do this by default, then I know it's still possible to get text on taxiways. One thread I read recently discussed using Gmax to make a single polygon drawn horizontally, textured, exported/compiled, and then imported into your scenery design app (like ADE). I was just wondering if there might be a quicker way... (Call me a lazy perfectionist if you want...)
Slightly unrelated to ADE, but still relevant:
ALSF1 approach lights: The primary instrument runway at my base has ALSF1 approach lighting on both ends. As I'm an Air Traffic Controller, I know that the SFLs on that particular types of lights are not turned on unless required by weather or by request of the pilot. Flight Sim X seems to simulate this accurately. However, the secondary (and parallel) runway has MALSRs and the strobes on those flash no matter what. Unless I'm getting really rusty, those strobes aren't supposed to be turned on unless required by weather or pilot requested, just like ALSF1s... Am I wrong here? If not, is there a way to change when the lights show?
Runway lights: Ever since the dawn of FS, runway lights (with few exceptions) have been little round bulbs hovering over the ground with no base to support them and no glass to protect them. Would it be possible/feasible to gmax a very low poly-count runway light (5 or 6 sided at most) and place them in your scenery? I've read posts about issues with creating night lighting objects, but due to my newbness and the high-level discussion/verbage used, failed to understand what they were talking about.
Approaches: Air Force and possibly other branches have special approaches called HI-ILSs, and they are published on IAPs. Essentially, it is an ILS that starts very high (7,000 +). From my understanding as an air traffic controller, this is just a regular ILS but with a steeper descent path. I have yet to be able to speak with a pilot to confirm this from the pilot's point of view. I was wondering someone might be able to fill me in on these. Mostly what I want to know is if there is the glideslope signal actually transmitted at a steeper angle such that a steeper approach is needed to keep the glideslope needle on target? If so, can this be modelled in ADE/FSX? Similarly, military often arrive using a Simulated-Flameout (SFO) or similar approach. This begins overhead the airfield at altitudes around 7000 to 10000 (depending on the airframe executing the approach), and make a single spiraling descent to the runway in under 30 seconds. Is there a way to make AI traffic do this with a custom approach or would they not be able to handle such a rapid descent? I'm guessing that the answer to this question would also apply to the question of getting AI traffic to follow an overhead pattern vs the standard civillian rectangular.
Random animation scenery: I once purchased a scenery for a small grass airport that was quite fun. It had random sounds of a mechanic working on things, a guy that you could actually see mowing the lawn at certain times of the day on only certain days of the week, a barbeque going on Friday nights, etc. I can't remember the name or even what version of FS it was for, but it was history-making scenery back then and its methods proprietary. I was wondering if anyone was ever able to figure out how to go about doing the same thing? This base I'm trying to recreate has a lot of ground movement of towed aircraft, fuel trucks, police vehicles, mowers, etc. Default airports just seem so dead even with AI traffic...
That's enough for now. If you're still reading, thanks again....