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Editing default airports

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unitedkingdom
Is there currently any way of adding to the layout of the default airports?

I know you can add polygons etc that are part of a different package, but I want to add new taxiways to an existing airport. Is there any way to do this or am I going to have to exclude the whole thing and start from scratch?
 
Not directly but there are ways to use the layout of the FSX airport, Not the same but probably the main features would be there. I am hopeful that before too long we will be able to access the actual base data but there is no firm commitment to that so far.
 
Is there currently any way of adding to the layout of the default airports?

I know you can add polygons etc that are part of a different package, but I want to add new taxiways to an existing airport. Is there any way to do this or am I going to have to exclude the whole thing and start from scratch?
I don't see any way of adding to an existing airport. You can, however, just exclude the Taxiways, so it's just the Taxiways you have to rebuild. But, of course that means you have to do the taxiways all from scratch, which is what I am just finishing up for KASH.

Now, having added well over a hundred parking spots, if only I could get the ambient traffic under control. It's ignoring my attempts at creating a Services.xml and KASH_LWcfg.xml and just sending tons of whatever vehicles it feels like. Being a GA airport, it's not like it has fire trucks and loader vehicles running around, nor 50 utility vehicles day and night. Egad.
 
Ah, so it's not *quite* as much work as I thought. Would I have to exclude the runways too? - I'm guessing you need to build both together to get them to logically connect?
 
At first I was thinking no, but, is the start point a taxiway point? If so, then I imagine yes. Jon would be the authority on that question.

Which then means you have to redo the Approach lights... sigh

I had to hand edit in the threshold arrows, I couldn't figure out how to add them in Dev Mode. And it also seems to keep deleting my <Approach Lights> card on the Primary end when I save the scenery. If I hand edit it in before I build the project, it works.

It might be I should have chosen the other end as the primary, because 32 doesn't have approach lights (so it's =NONE), but it does have REIL and Threshold lights, and I can't figure out any other way of getting those to work without the Approach Lights card. 14 does have approach lights. I'm still learning. I also have to go out to the airport to see if the 14 approach strobes are on light poles or not (snap to ground or not).

I set the slope to 3 on the approach lights, thinking that controls the ILS, but maybe that's just the slope for the lights?
 
Actually changing the code for a stock airport has always been a no no back to FS2004. The general approach is to exclude the base/stock airport so that it does not show in sim and then create a replacement. Generally in the past we have done that by copying the base/stock airport and modifying that rather than starting from scratch.
 
Yes, that would be AWESOME to have been able to copy the airport and edit it. It took me three days to create all the taxiways and parking spots :)
 
I think it will happen but I can't say exactly when
 
Actually changing the code for a stock airport has always been a no no back to FS2004. The general approach is to exclude the base/stock airport so that it does not show in sim and then create a replacement. Generally in the past we have done that by copying the base/stock airport and modifying that rather than starting from scratch.
The question was, though.... Given you can create an airport and exclude just the taxiways, and rebuild those, does he need to also exclude the runway and rebuild that to get it integrated with the taxiways, or, if an AI aircraft is near a taxiway when it lands, will it attach to it. IOW, does the runway start point have to have a taxiway attached to it?

I don't technically know the answer, and it's possible I can apply that info in the airports I'm working on.

Thanks,
Tom
 
Actually changing the code for a stock airport has always been a no no back to FS2004. The general approach is to exclude the base/stock airport so that it does not show in sim and then create a replacement. Generally in the past we have done that by copying the base/stock airport and modifying that rather than starting from scratch.
my hope for being able to just tweak and not have to replace in MSFS is because unlike previous stock airports these are *so close* to being fine as-is. I've just finished surveying all the airports in NJ/NY/PA/DE/MD and the general result is that they are all perfect blend-in recreations that just need their socks/beacons/slope lighting properly positioned and maybe some buildings adjusted. It's actually ironic how good they are that it becomes even more frustrating to notice the little things that are not correct and not be able to fix them in a few minutes and enjoy :P
 
I think you can exclude parts of an airport and not others. The Delete record allows you to do that. So if it is small things then you may just be able to add them in a new project and have them show up.
 
my hope for being able to just tweak and not have to replace in MSFS is because unlike previous stock airports these are *so close* to being fine as-is. I've just finished surveying all the airports in NJ/NY/PA/DE/MD and the general result is that they are all perfect blend-in recreations that just need their socks/beacons/slope lighting properly positioned and maybe some buildings adjusted. It's actually ironic how good they are that it becomes even more frustrating to notice the little things that are not correct and not be able to fix them in a few minutes and enjoy :p

You can check out my KASH airport release on www.flightsim.to where I did just that, replaced a bunch of the hangars with default hangars and added some more detail to the airport. I did not have to create an Airport object to do that, I just suppressed the buildings with Polygons and the massive beacon with an exclusion rectangle. I don't know if the exclusion rectangle works for windsocks, but it might, it did for the beacon.

In order to suppress fuel stations, however, you need to suppress the whole taxi network, so that requires an airport object and exclusions of items as Jon suggested. To redo the slope (I assume you mean ILS slope?), you'll need to create an airport object for that. So as rev 2, I ended up redoing the whole airport. I wanted to correct the parking anyway, and the runway and lighting needed fixing. I still kept a bunch of features though (like the hangars I had kept (which wasn't many), just replaced the runway, taxi network and aprons, it already doesn't have procedures (not many GA airports do for some reason), so I'll be adding those, too. And other features. I'm nearly done.

Their is only one beacon object in the library, and it's pretty big. I reused it and scaled it, but the beacon light doesn't scale in position with it... sigh. So I put two beacons there. One at the size I wanted without a beacon light, and then put another in the same position, but made it super small so you can't see it, and then positioned its height for the light to be in the correct position. There are probably better workarounds.

The issue that I have with adding a beacon in is, they are on 24 hours a day, they don't follow the day/night/IFR rules that FSX beacons do, and I don't know how to fix that.

The thing that's really bugging me, though, is that in adding more parking, I've exponentially increased the amount of ambient traffic, including vehicles that would never be at my airport. I found a thread describing how that Living World system works, but so far I haven't figured out how to get it to work to my liking.

Also the light row object isn't working properly (known bug), It seems to basically put in the first and last light that you specify, even though it looks correct in Dev Mode. Given how bad the default taxi lighting was, it looks good enough to me. The workaround is to create a single light row object for every light. I'm not doing that, not to mention the other associated bug is that it doesn't create a light in Dev mode for the first point you place, but does for all the rest of the points you place, but that's the light that works in sim mode o_O... I'll wait for them to fix those bugs and live with the taxi lighting as it is. There's not a ton at my aiport anyway.

For the runway, I had to create the threshold arrows in the xml by hand. It stuck.

32 doesn't have approach lighting, but it does have REIL and Endlights, but everytime I add a Primary Approachlights=None Endlights=True REIL=True card to the file, it deletes it when I save the scenery (even if I add it before I open the project), and it ignores those checkboxes in the Runway options. It'll keep it if I add the card after I save but before I build the project. I wonder if I make 14 the Primary, maybe the lighting options will work more properly.

All these issues could be bugs or things I'm doing wrong. Just passing along my experience.
 
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I think it will happen but I can't say exactly when
It'll be nice just to have airport layout design in a standalone application. Interacting with the actual objects in the sim is great for immediate feedback on object placement but sometimes it's just nice to work on top of a flat aerial photo without having to wrestle with camera views and framerates and 5-minute loading times.
 
It'll be nice just to have airport layout design in a standalone application. Interacting with the actual objects in the sim is great for immediate feedback on object placement but sometimes it's just nice to work on top of a flat aerial photo without having to wrestle with camera views and framerates and 5-minute loading times.
Hopefully ADE 2020 will fit that requirement
 
Just wondering if now, 5 months on, can we modify stock airports from within the official editor ? Things like changing existing taxiways and gates etc or do we still need to almost start from scratch ? (or use ADE)
 
Just wondering if now, 5 months on, can we modify stock airports from within the official editor ? Things like changing existing taxiways and gates etc or do we still need to almost start from scratch ? (or use ADE)
I don't think there is any way specifically with the in sim tools but there are a couple of ways to generate xml for a stock airport and use that as the starting point for an internal airport update. For example: https://www.fsdeveloper.com/forum/t...here-is-a-small-app-to-help-you-draft.450344/ Otherwise you can create the project in ADE as you suggest and then open it directly in sim and use it that way rather than with ADE
 
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