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P3D v4 KBUR Burbank

I had to create an account just to say thank you! One of my favorite airports and a very unique one. It's looking great - keep up the great work. If you have a way to donate for your work, I'd be more than happy to.
 
This is excellent work!!! I'm creating flight plans to and from … right now I have some landclass issue but I think they are on my end so testing
 
Thanks. The minute I take donations or whatever, it becomes work and all the childlike enjoyment evaporates. In the work world we make structures for model rail, but moving into aviation this year. I'll post some stuff when relevant and maybe it tempts someone to buy one for display.

I started improving KBUR as I had it full of real flights courtesy of AI group, and United Traffic Team, after 6 months of adapting AI to p3d4 and updating my 10 year old flightplans. Thoroughly recommend them.

AI bizjet will help add the corporate stuff, a big feature of KBUR. Does add lots of large GA jets though, and they struggle to fit the tighter parking spaces. Trying to get the airport file to make big stuff park in big spaces first. P3d still seems to ignore the sequencing.

I used the airport as a simmer yesterday for first time in long time. Got a bit annoyed by the rediculous overscale industrial autogen in immediate vicinity. Looking to correct than now with some simple custom models.
 
This is excellent work!!! I'm creating flight plans to and from … right now I have some landclass issue but I think they are on my end so testing
For LC issues, do you have orbx products, particularly OLC NA, or Socal? I may need to do Orbx freindly compile with no landclass. LC areas not really essential. Gradually replacing most I did with sat images anyway.
 
Thanks. The minute I take donations or whatever, it becomes work and all the childlike enjoyment evaporates. In the work world we make structures for model rail, but moving into aviation this year. I'll post some stuff when relevant and maybe it tempts someone to buy one for display.

I started improving KBUR as I had it full of real flights courtesy of AI group, and United Traffic Team, after 6 months of adapting AI to p3d4 and updating my 10 year old flightplans. Thoroughly recommend them.

AI bizjet will help add the corporate stuff, a big feature of KBUR. Does add lots of large GA jets though, and they struggle to fit the tighter parking spaces. Trying to get the airport file to make big stuff park in big spaces first. P3d still seems to ignore the sequencing.

I used the airport as a simmer yesterday for first time in long time. Got a bit annoyed by the rediculous overscale industrial autogen in immediate vicinity. Looking to correct than now with some simple custom models.

Interesting you say that line … take a look at this thread about traffic separation in p3d: https://www.avsim.com/forums/topic/522688-p3d-v4-ai-traffic-seperation/
 
He's some airside
Hi Major, I have started the process of adding detail and generally improving the terminal. Conventrating on terminal A area first.

Your pics are proving invaluable. Would you be able to get front and side of the structure in pic below? I am adding the pipework to exterior and it is linked into a second set of pipes. Is it electric or air system?
pipeobject.jpg


Any other pics of any sort airside of terminal always welcome.
 
V1.1 is ready and link at the top of the post is active.

Enjoy, and let me know any issues, or things you like to see in airports missing from this. Considering where to go next with it.

Things to see

Aerial imagery with accurate building placement on all 4 approaches. Blended to fit with accurate road/rail add-ons. UTX and Vector.
View attachment 46924

Some enhancements to on airport structures, and all taxi lining and edging custom made


EMAS, for all you Southwest pilots...


Tweaked Dynamic Lighting


Improvements to come will include enhancing the main terminal. Very simple model and the doors don't line up with markings on the ground now.

Also may have a go at bespoke lighting. The default lighting arrangement on this cross over runway means edge lights are visible in the middle of each runway at cross-over point. Also the taxi edge lights don't appear exactly where you would want them.

For now, AI planes do not land at correct location on rwy 15. The default threshold markings can not be suppressed, so the displaced threshold has been removed. Searching for a solution/workaround.


Beautiful work. If I may ask, what program did you use to create those AGN ground files?
 
What could be causing this LC issue? I have Orbx Global, NALC, and SoCal Installed. Already tried disabling orbx kbur bgls.
 

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I would indeed like to get to bottom of this. All I have done is place a poly in that area calling on a default landclass. Urban grid wet I think it was. I can't believe that orbx rewrite things so default lc no longer work, but perhaps they do.

Only users with orbx Nalc or socal seem to have the issue.

I shall compile a cvx without any lc poly's for orbx compatibility. About to go away, shall try and remember to do it before I go.
 
Hunting around orbx forum, saw a similarish issue. May be worth trying

Ensure the Orbx Libs are installed and up to date. (is there a blue notification above the settings button in FTXC3?)


Ensure all of your 3rd party non Orbx addons are at the top of your scenery library and above your FTX entries.


Then in FTX Central 3 Insertion points, move "FTX entries should be inserted below" just below your last 3rd party addon.


Then move the "openLC entries should be inserted below" just below your FTX entries. and click "Save".

Then run the force migration option

Let me know if it works. If not, I can try asking at Orbx.
 
also try;

I would suggest that you delete your terrain.cfg file, let P3D build another and then run FTX Central to add back the Orbx entries.

If you have ultimate terrain x USA, you would also need to open the tool for it to check the entries

terrain.cfg by default is in C:\ProgramData\Lockheed Martin\Prepar3D v4.
 
Great.

It's a top tip for anyone developing scenery for distribution. Seems Orbx regions stop LC poly's calling on correct default files. If you put LC poly into your scenery, keep it in separate CVX file so it can be disabled for Orbx users.
 
For LC issues, do you have orbx products, particularly OLC NA, or Socal? I may need to do Orbx freindly compile with no landclass. LC areas not really essential. Gradually replacing most I did with sat images anyway.

my apologies for missing this … do you still need landclass?
 
Don’t think I need anything? Have you tried the patch at top of post? The issue is hopefully solved. Let me know if yours is different and continues.
 
As usual, a quick addition of a couple of buildings has become a big project (for me) for V1.2. Due to it's urban setting, the surrounding buildings are quite important. The autogen is overscale really, so been trying to add the ones you see when taxiing, or on approach, particularly to 08.

Shopping complex and all the building at 08 end have been done
westend1.jpg


Marriott hotel at terminal end. You can see it when sitting in your cockpit prepping for departure.
Marriott.jpg


Just now modelling low poly vehicles to give life to the dominant car parks, then should be able to upload.

Still not done anything about the terminal. They will probably demolish it before I get round to it.
 
Finding airside pictures of the terminal is near impossible. Any reference would be interesting, and even if I don't use them it's a good historical reference before the terminal is replaced.

All the major taxilining I want to do is complete now, so just need to find a little time to group the ground elements and compile. It's raining on Saturday...
View attachment 44708
can you list the software you use to make these this looks amazing! I would love to hear about it
 
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