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New scenery Göteborg-Landvetter FSX/P3D2 RC-Scenery

Messages
5,214
Censored? No, I was censored, not the project:).
Reason for the delay was to make screenshots, imagine:rolleyes:.
Now that they are made, I see no reason for more delay.
In the meantime I enjoy myself making repaints (not much to do with ESGG but at least it is taken on ESGG):

27. AI repaint.jpg


Cheers,

Update!!!!! Scenery has been sent off to Simmarket!
 
Last edited:
Messages
5,214
Hi,

Tisdag, 6 mars 2018 :)

Scenery has been sent off to Simmarket today!

(Screenshot below)

New in ESGG version 3 is:
(The scenery shows the airport and surroundings as they were in July, 2017. There have been and will be changes at the real airport, but we had to decide on a scenery date.
1. Added "Brudarmossens" 331 meter TV tower. A landmark/obstacle with hazard beacons shown on airport charts between ESGG and Gothenburg city.
2. Added access stairs to gates 12-20.
3. Added red obstacle lights to the corners of the business lounge wing, and a small roof on the left side.
4. Gates 12, 13 and 14 design/type updated.
5. Added 3D approach lights.
6. New 3D edge lights and 3D threshold lights.
7. Added dynamic lighting to all apron lights and other lights on or close to the apron. P3D only. User option to revert to standard type light.
8. Updated taxiway and apron reflector pins.
9. Updated green/yellow/white taxi lights and red hold short light systems.
10. Custom made airport vehicles updated. Orange beacons and dynamic head light effects added. P3D only. More moving AI ground vehicles added.
11. Corrected problem with ATC frequencies.
12. Runway and taxiway surfaces update. Includes integrated lettering/symbols and specular effects (sun/moon) and wet surfaces (during rain). P3D only.
13. AFCAD updated for ATC to lead user aircraft to a designated parking spot.
14. Added dynamic airport radar on the hill opposite the runway.
15. Added more fences (with gates) between air side and parking/road side.
16. Added custom wind socks at 4 locations.
17. Updated the north and south aprons of the airport to include the new stands 1, 2, 3, 41 and 41A. Added the new DHL terminal, EFS hangar, utility buildings, perimeter fences and SAS tent. Apron markings and lighting adjusted accordingly.
18. Modified design and upgraded textures on parts of the terminal.
19. Airport unique road signs and other items/objects added (snow plows, blast fences, etc.)
20. Adjusted the grass color tone of the airport photo real summer textures.
21. Visibility of apron, runway and taxiway lighting in foggy conditions optimized.
22. Even more FPS friendly and therefore with active dynamic lighting at dawn, dusk and night, framerates are still acceptable.
24. Updated vehicle hangar/fuel depot.
25. Added 3D Runway Visual Range (RVR) transmissometers next to the runway.
26. The airport files have been compiled in such a way that you can add, delete, and change everything you want if you know how to use ADE. For instance if you want to change the parking codes, then just open the "ESGG_P3Dv4.bgl", change the codes in there and then make sure you 'split' compile and only compile the airport itself without ground polys (xxx._gp.bgl), without the cvx.bgl and without the obj.bgl and save it under another name but back up the original ones.
27. The same goes for the AI ground vehicles. If you do not want them, delete the "2SGG_traffic_air.bgl" and the "3SGG_traffic_land.bgl". You can also delete the "Traffic_Landvetter_vehicles_II_FSX.bgl" and you will not have any ground vehicles anymore either. If you want to keep them but only in some cases then you can open the Traffic Toolbox and delete them there for that particular session. The file "Traffic_Landvetter.bgl" is for the 3 AI aircraft (SAS, TNT and DHL) that come with the scenery.

1.jpg


Further screenshots can be looked at when you open this link:
https://www.dropbox.com/sh/79dy5tdpjmqhuo7/AAAxxvgAnhwp2z6zvPdO5dZua?dl=0

Skål,

Chico, Roby and Stefan
 
Messages
897
Country
denmark
Hi,

Tisdag, 6 mars 2018 :)

Scenery has been sent off to Simmarket today!

(Screenshot below)

New in ESGG version 3 is:
(The scenery shows the airport and surroundings as they were in July, 2017. There have been and will be changes at the real airport, but we had to decide on a scenery date.
1. Added "Brudarmossens" 331 meter TV tower. A landmark/obstacle with hazard beacons shown on airport charts between ESGG and Gothenburg city.
2. Added access stairs to gates 12-20.
3. Added red obstacle lights to the corners of the business lounge wing, and a small roof on the left side.
4. Gates 12, 13 and 14 design/type updated.
5. Added 3D approach lights.
6. New 3D edge lights and 3D threshold lights.
7. Added dynamic lighting to all apron lights and other lights on or close to the apron. P3D only. User option to revert to standard type light.
8. Updated taxiway and apron reflector pins.
9. Updated green/yellow/white taxi lights and red hold short light systems.
10. Custom made airport vehicles updated. Orange beacons and dynamic head light effects added. P3D only. More moving AI ground vehicles added.
11. Corrected problem with ATC frequencies.
12. Runway and taxiway surfaces update. Includes integrated lettering/symbols and specular effects (sun/moon) and wet surfaces (during rain). P3D only.
13. AFCAD updated for ATC to lead user aircraft to a designated parking spot.
14. Added dynamic airport radar on the hill opposite the runway.
15. Added more fences (with gates) between air side and parking/road side.
16. Added custom wind socks at 4 locations.
17. Updated the north and south aprons of the airport to include the new stands 1, 2, 3, 41 and 41A. Added the new DHL terminal, EFS hangar, utility buildings, perimeter fences and SAS tent. Apron markings and lighting adjusted accordingly.
18. Modified design and upgraded textures on parts of the terminal.
19. Airport unique road signs and other items/objects added (snow plows, blast fences, etc.)
20. Adjusted the grass color tone of the airport photo real summer textures.
21. Visibility of apron, runway and taxiway lighting in foggy conditions optimized.
22. Even more FPS friendly and therefore with active dynamic lighting at dawn, dusk and night, framerates are still acceptable.
24. Updated vehicle hangar/fuel depot.
25. Added 3D Runway Visual Range (RVR) transmissometers next to the runway.
26. The airport files have been compiled in such a way that you can add, delete, and change everything you want if you know how to use ADE. For instance if you want to change the parking codes, then just open the "ESGG_P3Dv4.bgl", change the codes in there and then make sure you 'split' compile and only compile the airport itself without ground polys (xxx._gp.bgl), without the cvx.bgl and without the obj.bgl and save it under another name but back up the original ones.
27. The same goes for the AI ground vehicles. If you do not want them, delete the "2SGG_traffic_air.bgl" and the "3SGG_traffic_land.bgl". You can also delete the "Traffic_Landvetter_vehicles_II_FSX.bgl" and you will not have any ground vehicles anymore either. If you want to keep them but only in some cases then you can open the Traffic Toolbox and delete them there for that particular session. The file "Traffic_Landvetter.bgl" is for the 3 AI aircraft (SAS, TNT and DHL) that come with the scenery.

View attachment 40172

Further screenshots can be looked at when you open this link:
https://www.dropbox.com/sh/79dy5tdpjmqhuo7/AAAxxvgAnhwp2z6zvPdO5dZua?dl=0

Skål,

Chico, Roby and Stefan

Congratulations! It looks magnificent.
 

jtanabodee

Resource contributor
Messages
3,921
Country
thailand
Congratulation for the release. It looks so good.
I was wondering if the dynamic lighting hurts fps much.
 
Messages
5,214
Thank you all.
As for the dynamic lighting, Tic, if you have P3Dv4.2 it is reasonable. LM added an effect.cfg that solved the real big FPS drop.
On my mediocre I5 quad 2.3Ghz with 8Mb RAM and a 650GTX video card I still have 30 FPS(limited to 30) upon landing and take off. When taxiing to the gates when many (but not all) DL's are in view, I still get 30. Only when you are really on the apron with all lights in view the FPD go down to ~20-25 and stabilize around 25 but smooth and without stutters.
It is also thanks to the work of Chico that made the scenery as FPS friendly as possible.
I guess that people with a better PC will have no trouble at all.
 
Messages
12
Country
poland
Is it working in P3D v4.1 too? I'm not using Dynamic Lights, so before I buy the upgraded version I want to be sure that the scenery will work without any problems.
 
Last edited:
Messages
5,214
Hi,

Not sure and maybe I should say 'no' because we had to rework some effects between 4.0 and v4.2. That is why it took us so long. And as no one of us still has 4.1.....
But why would you not upgrade to 4.2? Even if you do not use dynamic lighting (a catastrophe in 4.1 but no longer in 4.2) there are other improvements in v4.2 and it is a free update. Other major scenery makers have already or will update their sceneries to work with v4.2 as well (once they have figured out how to ;)). If you are worried about your other purchased sceneries and aircraft, check if they are compatible with v4.2.
From our side, we have included the option to not use the dynamic lighting by exchanging two bgl's. You will then have the standard lighting.
We have also asked Simmarket to change the introductory text (they just did!) to point out the changes between our v2 and the present v3.

Cheers,
 
Messages
12
Country
poland
Frankly speaking I'm little afraid that this update will have an influence into some my other addons / sceneries, so I always prefer waiting for a while - neverthelss I will check your scenery in v4.1. - sink or swim! ;)

BTW: can you let me know if the runway lights can be turned on for a whole day or maybe they are turning on in bad weather conditions? It's very usefuel and a more common option in the P3D sceneries.
 
Messages
5,214
Hi again,

Runway lights (at least in P3Dv4.2) are also on when visibility is low.
Send me a PM in case you need further assistance or use my E-mail robystaratplanetdotnl because this site is not supposed to be a support forum for our scenery:eek:.
Fyi and for developers:
For custom lighting (not based on effects) to be on all day or in adverse weather conditions, simply change the day texture for the light to its night texture in the apropriate bgl and add it to the scenery while making sure the original one is off (change xxx.bgl to xxx.off). That way switching is done fast and you do not need a configurator to do it for you.
 
Messages
5,214
Now the FSX version is also done and available!
For those that have v2, Simmarket only wants 9.50 Euro's (excluding VAT) :mad:!
I wished it were for free or at least for a bit less money. Although we spent a lot of time updating and enhancing, it should not be that expensive for the people that already bought v1 or v2.
But it is out of our hands.
But now I am out of ideas what to do next:(.
Would ESOW be an idea? Been done for FS9 by Björn Harling that has kindly made his FS9 version available for us but the paid for satellite images are outdated and all the rest is FS9 also.
His scenery looks very good in FS9 but is not up to present day standards.
Besides that, I still have to figure out how to use the bought and paid for photoreal as I lack the coordinates and the Cell X,Y dimension degrees.
Any suggestions/comments/?

Thanks,

Roby

PS: if (and I do) get the coordinates, how do I find out how to get those Cell X and Y dimensions?
 
Messages
100
Country
switzerland
There is already a fantastic freeware scenery for ESOW that was made for P3D V4 so I dont think we need another one
ESPA surely is one of the biggest missing airports in sweden aswell as ESNQ or ESNU. Or why not ESNZ?
 
Messages
527
Country
australia
PS: if (and I do) get the coordinates, how do I find out how to get those Cell X and Y dimensions?

If you mean xdim and ydim, then as long as you have the coordinates for left, right, top and bottom, you can calculate those by dividing the difference in coordinates by the number of pixels.

eg for xdim

coordinates difference: 126.3426649-126.287294 = 0.0553709

if the width of the image is 6842 pixels, then

0.0553709/6842 = 8.0927945045308389359836305173926e-6

so xdim = 8.0927945045308389359836305173926e-6

All these numbers are just random, but that's how you can do it. The same process is used for ydim.


BTW, does the provider of the imagery not supply the coordinates in a world file or something? You could try and do it manually using Google Earth or something to zoom in on a point to see the coordinates, but you may not be able to zoom far enough.

Have you checked if it is a GeoTiff? If so, the coordinates and more will be embedded in the file, and can be extracted from the GeoTiff using QGIS, Global Mapper, or FW Tools 2.4.7. There is info in the FSDeveloper wiki on how to extract coordinates using that, which is a good method.


Cheers,
 
Messages
5,214
Thank you for the clarification. I should have the coordinates somewhere but forgot where. But it is not a geotiff, it is a BMP.
It would be nice to know where this so called ESOW scenery for P3Dv4 can be found as I cannnot find it anywhere.
 
Messages
5,214
Thanks a bunch. Downloading ESKN_Skavsta (the second download as you said) and hope to find ESOW in it.
 
Messages
5,214
Sorry, but as I already was afraid of, there is no sign of ESOW in that download and neither does it show in any of the other sceneries that are in there.
 
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