[jhb_airlines] Re: Anyone Feeling Constructive?

  • From: "Bones" <bones@xxxxxxx>
  • To: <jhb_airlines@xxxxxxxxxxxxx>
  • Date: Sat, 19 Nov 2005 11:11:13 -0000

You can indeed use SCLink to merge a bunch of BGL files. I did this with one
version of the IoM scenery but dropped the idea in the end because it made
the scenery untweakable.

Have you tried putting in a very small invisible runway in the AFCAD? I've
seen this idea mentioned in the forums but I don't know how you go about


-----Original Message-----
From: jhb_airlines-bounce@xxxxxxxxxxxxx
[mailto:jhb_airlines-bounce@xxxxxxxxxxxxx] On Behalf Of Gerry Winskill
Sent: 19 November 2005 10:03
To: jhb_airlines@xxxxxxxxxxxxx
Subject: [jhb_airlines] Re: Anyone Feeling Constructive?

Tried that but hopes were dashed. It seems to be unsimplistic, possibly
to stop tinkerers. The Scenery file doesn't contain any AFCADs, they
only appear in his Higher Afcads scenery folder, which is there to
prevent his floaters. Disabling that scenery, which I normally do as it
used to cause lockups, still leaves the runway in place. The Part 8
Scenery folder contains only egng.bgl, egngexc.bgl, and egngtaxi.bgl. I
tried running with the egntaxi removed but runway still present.
Possibly he's created a number of Bagby .bgl files then used someting
like Bglcombine to come up with something like the egng.bgl, inside
which is hidden the original AFCAD. Does that sound feasible?  The other
potential problem with using a modified version of his Bagby,
without runways and taxiways, is that the buildings would probably be
floaters and sinkers, since they'll be set to a single altitude, whilst
the site undulates in several directions.

The other way I tried to use his buildings was to exclude the runway
areas. The programme BGLExclude allows access to a number of excludes,
on the same site, unlike the addition of an exclude line in the
Scenery.cfg file. I started by creating an exclude .bgl covering just
half of one runway. This went into a new Scenery, located higher than
Part 8. To my surprise this excluded all of his scenery. All other
attempts had the same outcome. Agin I suspect this may be the result of
something GS has built in; and we can't complain about that.

Any other suggestions welcomed, though I'm reasonably close to the
appearance of his version.

The use of undulating runways, in the absence of AFCAD's is a two edged
thing. The major impact, and I'd be very interested to hear the
reactions of others, is that I never seem to tly into AFCAD derived
grass runway fields, because they seem artificial, in a way that  tarmac
runways produced with AFCAD don't. I make exceptions in the case of
fields I know to be flat, like Barton. Barton is bumpy but not
significantly undulating. The other offputting thing about AFCAD grass
strips is the texture produced. It looks nicely worn but synthetic.

Trying to use the VFRGM identified grass strips, out of the box, is very
unrealistic. In many cases they don't look like runways at all. I'm
staggered that putting simple markers in place, no matter how few, plus
a few trees, seems totally to change one's perception of the same VFRGM
strip. When first I dipped my toes in this pool I'd thought it would be
necessary to texture the strip, in some way, on the VFRGM tile. That's
not proved to be necessary.

 One of the frustrations of the non AFCAD route is the absence of AI. So
far I've used the few available RWY12 statics. A much more pleasing way,
and one with a smaller effect on fps and access to all aircraft, is one
I've used at Ted Andrew's Kirkbride, and in my pre RWY12 versions of
Bagby and Fishburn. There I've put together Traffic files that have a/c
moving only in the early hours of the morning. That way, at all times
during the day, I have your Tiger Moth, a Bulldog, APM20, Cub, etc, all
sitting on their parking spots. I've tried to do this with non AFAD
runway fields, by creating an AFCAD containing only parking spots. The
hope was that, since they would be parked at bootup, not having to fly
in, they would appear. Sadly they don't!

Gerry Winskill

Bones wrote:

>Can you not just remove the AFCAD or flatten command in UK2000 so that
>the runway disappears but leaves the ground objects in place? If Gary's
>buildings are GMax then they should be separate to his 2D objects
>(runways, taxiways and ground polygons).
>-----Original Message-----
>From: jhb_airlines-bounce@xxxxxxxxxxxxx
>[mailto:jhb_airlines-bounce@xxxxxxxxxxxxx] On Behalf Of Gerry Winskill
>Sent: 18 November 2005 17:05
>Subject: [jhb_airlines] Anyone Feeling Constructive?
>I'm trying to tidy up Bagby, being in posession of UK2000 P8 but
>preferring the real life lumpy runway. Most of the real life objects
>can be covered, though not in the correct colours. Two things I don't
>have RW12 access to are an Ex WD Bowser, in drab green, and Bagby's
>somewhat idiosynchratically bitty green clubhouse. Does anyone fancy
>trying to produce Gmax versions, from shots I can supply, in.xml
>Gerry Winskill

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