Thank you for this great tool.
FSCloudPort
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oooo errrr Phil, this simply amazing tool gets better and better.....and way quicker than building an airport using 3D modelling...groan
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oooo errrr Phil, this simply amazing tool gets better and better.....and way quicker than building an airport using 3D modelling...groan
For a fair comparison with 3D modeling we still need runway numbers and 3D airport objects, but that will come, for sure.
Cheers, Ed
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For a fair comparison with 3D modeling we still need runway numbers and 3D airport objects, but that will come, for sure.
Cheers, Ed
Numbers very close now - bespoke conversions like KORD have them. I'll do more bespoke conversions soon. I'm thinking that I'll work out the top 20 downloaded airports and make bespokes for them.
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Numbers very close now - bespoke conversions like KORD have them. I'll do more bespoke conversions soon. I'm thinking that I'll work out the top 20 downloaded airports and make bespokes for them.
Hi Phil:
Have you figured out a way to add runway numbers without bespoke conversions, I mean, ones that users could add as part of the process of creating airports with FSCP?.
Cheers, Ed
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Hi Phil:
Have you figured out a way to add runway numbers without bespoke conversions, I mean, ones that users could add as part of the process of creating airports with FSCP?.
Cheers, Ed
Absolutely - its all very clear in my head
I pre-generate the decals, calculate the co-ords of where they go, and overlay them as 2 separate [decal] elements per runway in the TSC file with the correct orientation. Just need a few hours to sort that.
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Runway numbers, airport vehicles, something that looks like a terminal "skyway" that connects to planes (non moving), and the ability to edit and create new versions of already claimed airports without having to ask first.
Once those four things are in the program I can't think of anything else you need to or even should add. We don't want to be seen as being in competition with commercial add-on developers. That would draw the ire of the the higher-ups, I think.
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Hello Oldar I think that larrylynx airport objects (he made them all himself and granted them) would be wonderful for this project.
Also the xref_usa_airport should be included.
I am waiting very eagerly for those to make my airports more realistic.
But lets give Phil some time to implement all those.
/Thomas
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Hello Oldar I think that larrylynx airport objects (he made them all himself and granted them) would be wonderful for this project.
Also the xref_usa_airport should be included.
I am waiting very eagerly for those to make my airports more realistic.
But lets give Phil some time to implement all those.
/Thomas
Actually I was thinking that people could put Larry's models in themselves quite easily as a quick work around until I integrate them better. All we need is to get TMB files (and textures) for each of his models, then you could use an existing model as a dummy (e.g. a round white tank) and modify the TSC file to whatever the model TMB is called.
So the question is what is the easiest way to get a TMB/TTX file for each of his models? I can autogenerate if I have .AC files.
EDIT: P.S. I knew I would eventually refer to "Larry" instead of Steve !
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My first choice would be to have a few of the more standard items added to the selection list at FSCP.
Regards,
Ray
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I would love to have everything that has been mentioned. I just wonder how far we will be allowed to go towards making this a tool that could actually satisfy all of our wants and needs.
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So the question is what is the easiest way to get a TMB/TTX file for each of his models? I can autogenerate if I have .AC files.Hi Phil,
if you PM the link to the models for me, I could try to convert some with ModelconverterX to TTX /TMB.
/Thomas
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Thank you Phil for the decals.
The screenshots are now published:
Aerofly FS 2 Screenshot Thread
/Thomas
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Runway numbers, airport vehicles, something that looks like a terminal "skyway" that connects to planes (non moving), and the ability to edit and create new versions of already claimed airports without having to ask first.
Once those four things are in the program I can't think of anything else you need to or even should add. We don't want to be seen as being in competition with commercial add-on developers. That would draw the ire of the the higher-ups, I think.
Vegetarian would be nice if possible
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Yes, I overlooked that, and I believe that it is being worked on.
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My Olso does not look like this: Olso It looks like the one above. I do have Screnery, exref, and then xref_global. I'm I missing a file or folder or is something out of order? I have a 1060 graphics card. -
Hello Dholm , did you copy the unzipped folder xref_global to My PC > Documents > Aerofly FS2 > scenery > xref ?
/Thomas -
Hello Dholm , did you copy the unzipped folder xref_global to My PC > Documents > Aerofly FS2 > scenery > xref ?
/ThomasYes If I open up the xref folder there is the xref_global folder. I will download it again incase the download was bad.
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My Olso does not look like this: Olso It looks like the one above. I do have Screnery, exref, and then xref_global. I'm I missing a file or folder or is something out of order? I have a 1060 graphics card. To avoid something similar to that you'll have to reset the xref coordinates to the entire world. I think there's a post here in the forums on how to do that. Make a backup of your original files first to be on the safe side.
See attached picture. The modified file "xref_usa.tsc" goes here:
C:\Program Files (x86)\Steam\steamapps\common\Aerofly FS 2 Flight Simulator\scenery\xref\xref_usa
Do the same for all the rest of the "xref_xxxx.TSC" files in the remaining folders to make sure you won't miss any object in your sceneries.
Cheers, Ed
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Yes If I open up the xref folder there is the xref_global folder. I will download it again incase the download was bad.
Is this your first airport download outside the US? This is a classic problem of the xref_global files being in the wrong subfolder. You can try Ed's approach but if you're uncomfortable editing TSC files, take another look at the video - it shows where exactly the xref_global files should be unzipped to.
Here's the exact point in the video:
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