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FSX Boats and water vehicles

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us-georgia
how do I go about getting AI controlled boats and other water vehicles to show up in the water in my airport?
 
Hi Tom:

Enable Land and Sea Traffic in the FSX Menu GUI {Traffic} tab.

If you have a goal of working with only specified water vehicles on assigned schedules, you may do so by coding that.

One could do this with AI Traffic utilities, Missions, or Living World tracks.

WARNING: Complex AI Traffic and/or Living World code will result in a major adverse impact on FSX run time performance.

I do not advise attempting this on your current computer with your very large Test-Radius BGLComp-compiled scenery.

GaryGB
 
I'm not worried about any specific water vehicles, I just want them as "visuals" only and the default vehicles in FSX will suffice. I enabled them in SFX, but I never see any when I fly over the water areas. Do I need to create vectors for them or what? I went as far as put my water vehicles slider to max, still none show up. Also as with land traffic, I do know it produces a rather BIG FPS hit, so I want to keep the water traffic low. I can modify things later when I upgrade my GPU. I also have to replace one of my RAM sticks as I am only getting 12G instead of the 16G I am supposed to be getting, which is what is causing some of my FPS hits and stuttering. I mostly need a new GPU. I have a GTX960 which is very low end and is bare min for FSX. I need a GTX980 or higher, but they are a bit pricy right now. I know I have a very Test Radius, what is the best radius to use, I think I need to lower it a bit.
 
Uhh...I forgot how to change the test radius? I did it once before, but forgot how the heck I did it.
 
Never mind, I remembered it now. I changed it to 220,000 and FPS did improve a bit. With that setting the radius only covers the used areas of the project instead of all of the un-used areas outside the project work space. Gary, I've added some extra stuff to the project, (street lights, util vectors,etc...) do you need a updated AD4 file to work with? If so I can upload it for you. I also cleaned up a few problem areas as well. I also added a "side" road coming off the island, is that going to affect the sloping of the mountain any? That side road was supposed to have been added a long time ago, it just recently re-entered my mind to do it. It's used as a "short-cut" from "Ukathis" (The area NW of the island) to the island. It's a private road used to transport the "Queens" between the two Kingdoms, In Game, it is a "protected" road that only certain members of the Royal Families can use. It was supposed to be there a long time ago, just recently a player pointed it out, so I just now put it in.
 
I'm not worried about any specific water vehicles, I just want them as "visuals" only and the default vehicles in FSX will suffice. I enabled them in FSX, but I never see any when I fly over the water areas. Do I need to create vectors for them or what? I went as far as put my water vehicles slider to max, still none show up.

Also as with land traffic, I do know it produces a rather BIG FPS hit, so I want to keep the water traffic low. I can modify things later when I upgrade my GPU.

AFAIK, yes, you must create "tracks" for the "water" ground vehicle objects to follow in either AI Traffic or Living World code.


I also have to replace one of my RAM sticks as I am only getting 12G instead of the 16G I am supposed to be getting, which is what is causing some of my FPS hits and stuttering. I mostly need a new GPU. I have a GTX960 which is very low end and is bare min for FSX. I need a GTX980 or higher, but they are a bit pricey right now. I know I have a very (expansive) Test Radius, what is the best radius to use, I think I need to lower it a bit.

I would first carefully 're-seat' the memory modules; almost always that is the basis of RAM issues, rather than bad modules.

Rarely, we may also need to very gently "chafe" slot contacts on RAM modules with a pencil eraser to eliminate finger prints etc.

Be sure to put a hand on the computer case metal chassis before and during any contact with a RAM module to prevent static.

Do not hold the RAM module over the RAM slot when you do it, of course, as rubber eraser debris interferes with conductivity.

GaryGB
 
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Never mind, I remembered it now. I changed it to 220,000 and FPS did improve a bit.

With that setting the radius only covers the used areas of the project instead of all of the un-used areas outside the project work space.

Will advise after loading up your new *.AD4 file into ADEv1.79x.

Gary, I've added some extra stuff to the project, (street lights, util. vectors,etc...) do you need a updated AD4 file to work with? If so I can upload it for you. I also cleaned up a few problem areas as well. I also added a "side" road coming off the island, is that going to affect the sloping of the mountain any?

That side road was supposed to have been added a long time ago, it just recently re-entered my mind to do it. It's used as a "short-cut" from "Ukathis" (The area NW of the island) to the island. It's a private road used to transport the "Queens" between the two Kingdoms, In Game, it is a "protected" road that only certain members of the Royal Families can use. It was supposed to be there a long time ago, just recently a player pointed it out, so I just now put it in.

Yes, I would need a updated *.AD4 file to work with, in order to advise on full extent of a required airport Test Radius.

GaryGB
 
I had the module tested by a computer repair expert (Used to work for them) and they did say it was defective. I will upload the new AD4 file later in the day. I gave up on the water thing for a while, I can't get the WX***.bgl to even compile anymore. It don't give any errors now, but nothing gets compiled, everything stays the same. It worked once when I first did it, but now it won't work, so I'm giving up on it for now. I obviously am doing something wrong. I'll give it another shot when I am rested up and can concentrate better. If it worked once, it should work again, I just must be doing something wrong.
 
In addition to always first creating a new SBuilderX *.SBP 'project' file , then immediately saving it to disk, we must also make a *.SBX.

The *.SBX 'exchange' file is like a *.AD4 file, in that it stores info on all object types in the project, including CVX vectors.

The project *.SBP files does not store the complete set of source point, line, poly vertices etc. so save a *.SBX before compiling.

The file is a text format that can be read and used even if it is partially mangled; if intact, it has all the *.SBP info ...and more.

GaryGB
 
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