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population density data

That image is a normal GeoTIFF image as far as I know. I could just open it directly in QGIS. So not sure why you can't open it.

I did search for "world population density data" and "europe population density grid". So nothing really special there :)
 
An interesting question and great discussion!

It is my understanding that the amount of road traffic and wandering boat traffic is determined by the population density BGL which you can view but not edit (unless you follow Arno's idea).

For traffic, it doesn't matter where you place the "traffic lines" (I use sBuilderX to do it) - over default scenery, photo scenery, re-textured scenery, - it doesn't matter - it works - I've done all three. I've never broken the code on wandering boats - pesky little things - most annoying.

I guess the question might be, has certain population densities changed since FSX was released? For example, I know the population in/near Fukushima Japan has drastically changed since March 2011 (I was a member of the US military team that deployed to assist the Japanese). However, overall I doubt it has changed that much as a ratio of general population increase.

I wonder if the folks working FSX SE will update the population density BGL?
 
Hi guys,

FYI, it's perfectly possible to create one's own population density bgl file, global or local, which would then overwrite the existing version as long as it's at higher display priority in the scenery library menu. The FSX Terrain SDK "Terrain and Scenery" has a section on the format of the Population Density file (essentially just integer values between 0-100) and The Resample Tool section lists the option to set the Layer parameter of the .inf file to PopulationDensity.

If you don't have existing grid data to send to resample.exe one could use a landclass tool like SBuilderX to create a local project with landclass values between 0 and 100 and then simply change its output .inf file from LandClass to PopulationDensity and recompile. That's what I've done for a small project a while back and it worked as intended.

Cheers, Holger
 
I was about to say, "Hey, I wonder if that is how ORBX/FTX gets good traffic rates on the roads around some rural airfields?"…then I saw the author of the post. :)


Seeing traffic on a road across or near short final is just plain COOL! :)


Sent from my iPad using Tapatalk
Will Kotheimer
LaoBan esci Flightsim Publications
www.escifspubs.com
 
Yeah I just recently had to do some pop density adjustments for some places that had none, the SbuilderX method Holger describes is for sure the easiest way
 
I assume the opposite works? …and this can be used as a way to eliminate the wandering boat traffic? Set pop density to 0.

I've been working a North Korean airport that s adjacent to the Sea of Japan and of corse there is always a handful of wandering boats…well, wandering around…very unrealistic. Very few North Koreans, if any aside from Kim Jung un, have yachts, speedboat, sail boats, etc. Fishing boats, yes. Pleasure boats, no. Let's just say, "It is frowned upon by their government." :(

I've been looking for a way to kill the wandering boats - I think I'll give this a try. And its OK if it kills automobile traffic - outside of Pyongyang, not a lot of that. Thanks!
 
Pretty sure the only way to 'stop the boats' is to delete or rename to .OFF the trafficBoats.bgl file in FSX/S/W/S
 
I thought that the wander boats were different from the trafficBoats.BGL. That the oceanliners, aircraft carriers, merchant ships, etc. were the boats that trafficBoats.BGL controls. ?
 
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