OK, here we go.
The first thing is that you have to make sure that traffic is visible in FSX. Go into the
Options menu and ensure that the sliders for Airline and GA traffic (and vehicles and ships if you want them) are turned up to max. You can turn them down later if this setting loads your rig too much. FSX has its own built-in traffic, and you should see the various fake airlines plus a good deal of GA traffic anywhere in the world. It may even automatically populate your custom airfield, but I'm not sure about that.
To make a flight plan in AIFP, first you have to import the aircraft you want to use. Don't import flyable aircraft; they're too resource-intensive for AI and will reduce your computer to a pale shadow of the beast you once knew. Use only AI-optimised aircraft. The default flyable aircraft in FSX are fairly lightweight and are what the built-in traffic files use, but even they carry a bit too much redundant information for AI use - you don't need much of an interior or working instruments in an AI aircraft. If you don't have any specific AI aircraft, Orbx offers two free AI packages: AI Traffic Australia and New Zealand and AI Traffic North America General Aviation. These include many AI aircraft models from the smallest GA up to the A380, and a whole host of flight plans for those areas. You can use any of these aircraft for your own flight plans. Many other AI aircraft and repaints are available in the various forums.
To import the aircraft into AIFP, go to the
Aircraft menu and use either '
Bulk Add' (allows you to select a number of aircraft from a list that AIFP compiles from what it knows you have on your system) or '
Add Single Aircraft' which allows you to navigate to the exact model and paint you want to import. Once you have the various aircraft you want to use for your first flight plan, you can move on. Don't import too many; keep it simple to start with. Make sure the '
Target Version' on the left hand side of the AIFP window is selected to FSX, and the time zone is whichever you want - I recommend GMT (all real-world schedules are in GMT), but you may wish to use local time.
Next, click on '
Start New Flight Plan' (down at the bottom of the left-hand column). The Flight Plan Editor window opens, and this is where you do most of the work. You can see that I've imported a single aircraft from the Orbx North America General Aviation package...
Starting at the top, enter the information in the empty boxes:
Registration (if you want ATC you use the reg as the callsign)
Activity level that you want this flight plan to be visible at - this refers to the activity level you set on the sliders in FSX's Options menu. It's a way of filtering flight plans so the system isn't overwhelmed.
Interval: for short, repeated flights, use the 1/2/4/8/12 hour selections. If you want to do a weekly schedule that goes to various places, select that. You won't have the 2/5/8wk selections - that's for P3D and MSFS only.
IFR/VFR determines several things about how the flight is conducted. There's lots of info in this forum about this; it's too big a subject for this post. Use IFR for now.
You won't have the 'week' selection, but if you've gone for the '1 wk' schedule, you can select on which days your schedule runs.
'TNG' stands for 'Touch And Go', which is about the aircraft's behaviour when it reaches its destination. IFR plans will do repeated ILS approaches to go around; VFR plans will do visual circuits to touch-and-go until the selected landing time. This is selectable per leg.
ATC Callsign: as referred earlier, if you entered a registration, you can select that as the ATC ident. If you enter a Flight number (FN) in the leg info, ATC may use that as the ident.
There follows three bits of info that AIFP derives from the sim - Distance, Duration and ETA. These are good 'gross error checks' that you've set the right departure and arrival airfields.
Flight number: whatever you like (numerals only); if you're replicating an airline flight, you may wish to enter the correct flight number for that leg.
From: the ICAO code for your departure airfield. If the ICAO code is not in AIFP's database then it will prompt you for more information. If the airfield is, however, in FSX's database, some of the information will be pre-populated in the AIFP dialogue.
Departure time: if you've selected a 1/2/4/6/8/12 hour schedule, this is the offset from the beginning of the selected period. In my case, I've selected 20 minutes after the start of the rolling period.
To: your selected arrival airfield - which can be the same as the departure airfield.
Override ETA: this allows you to make an aircraft arrive at the destination at a time you select rather than whatever time it would get there at its cruise speed. That time must be at or after the calculated time (which appears in the Duration/ETA boxes above this box). If you want an aircraft to do circuits for a specific amount of time, this is how you make it do that.
FL: the selected cruise altitude.
In the image you can see that the airfield list has begun to be populated as I enter the leg information. There are three airfields because I entered a code that P3Dv5 and MSFS don't recognise as the airfield I intended (St Mawgan) because that ICAO has been allocated by the sim to a new location - which I don't want. I can delete that unwanted airport later, or let AIFP do it when I save the file set.
You
must enter a second leg, even if it's a repeat of the first. FSX won't accept a single-leg flight plan, so AIFP won't either. The last leg must take the aircraft back to the original airfield. To add another leg, click on the '
Add Leg' button. If any of the information needed has not been entered, AIFP will flag the error.
In the new leg, the departure airfield will be the last arrival airfield, and the departure time will have been automatically entered as 20 minutes after the arrival. You can adjust this to whatever value you like, but if you make the interval too small your aircraft may never arrive - this can be a useful factor in complex flight plans, but that's beyond the scope of this post.
Complete the info as for the first leg.
Note that I've overridden the ETA to allow the aircraft to shoot a couple of approaches, and the arrival time is after the 2 hour window. This is OK, as long as it's not more than two hours from the original departure. If it is, use a longer window.
If no more legs are needed, you can now '
Add FP to List'. Note that the Flight Plan details now appear in the FLIGHT PLAN LIST - the first of the three windows.
To get this flight plan into the sim, it must be compiled. In basic FSX installations, the file needs to be in Scenery\World\Scenery. Close the Flight Plan Editor window and click on the
Compile button at the lower left. AIFP may already have selected the right location, but if not you can do that by clicking on the '
Select Compile Parameters' button and telling the program where you want the file to go and what you want to call it. Once that's done, hit '
Compile' and your flight plan will be saved and active.
To complete the process, you should really save the file set (
Files/Save File (Set) As...). This saves the plan, airport list and aircraft list in txt files wherever you might want to access them later.
OK, there's your starter for 10. Try it and see how you get on!