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How to Remove a Duplicate Airport

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us-texas
I am doing scenery for Early County Airport. In the Sim the designation is "11J", but it's actual designation is "KBIJ". I loaded 11J into ADE, made the changes to match a satellite image, used the "Raw Data" menu to change the ICAO code, saved and compiled. Loaded the new airport and of course I had two AFCADS one for the original airport designation and one for the new airport. . . . .soooooo, how do I eliminate the "old airport"?
 
You cannot eliminate it on the map without deleting it in the default files (not recommended) but you can open the 11J ADE file, remove everything including all radio frequencies, and compile that. Then there will nothing that will duplicate your airport.
 
You cannot eliminate it on the map without deleting it in the default files (not recommended) but you can open the 11J ADE file, remove everything including all radio frequencies, and compile that. Then there will nothing that will duplicate your airport.
Well, no joy. . . .let me ask this. . .where do you compile the empty airport to?
 
I would put it into the same location as your KBIJ airport BGL. I add "remove" to the BGL file name to make it clear it is removing this airport.
 
Yep, found that this morning. Worked perfectly except, where does the blank compile go? That compiled bgl goes somewhere but all it says is compile. . . .ok, but to what folder?
 
Yep, found that this morning. Worked perfectly except, where does the blank compile go? That compiled bgl goes somewhere but all it says is compile. . . .ok, but to what folder?

Where you tell it to go?

1659245967743.png
 
Ok, I thought it might have to go to a particular folder. My reason for asking is because even though the airport is no longer conflicting and doesn't show up in the airport selections, when I select KBIJ (the current airport ICAO). . .the current location shows to be "Not in Use" which is what I named the empty file and not Early_County which is what it should show as a location.

That file is in the Addon Scenery/scenery folder
 
Not that it matters, but when an ICAO changes, I would use something like (in your case): " *** See KBU *** ". Makes it easier to understand. what is going on.

The "Removed" bgl file should go in where the others are, but make sure they have an exclamation mark in front of the filename. For example: !1S0_ADEX_ADE_Removal.bgl and !1S0_ADEX_ADE_Removal_CVX.bgl.

This is so they are read first before the current ICAO,

The ALT files (for example: .!1S0_ADEX_ADE_Removal_ALT.bgl and !KPLU_ADEX_ADE_xxx_ALT.bgl), they need to be placed in .".. Scenery/World/scenery" folder
 
Hi Ed:

Years ago (IIRC, in FS2002, Peter McLeland reported success modifying airport display by putting "stub" airport BGLs in:

[FS install path]\Addon Scenery\Scenery folder

...which at that time, was kept by nearly everyone in its original position within the FS scenery library default stack of Area layers.

When Jon Masterson (aka "Scruffyduck") and others began working more extensively with airports, they discovered that certain airport modifications worked in a specific and controllable manner when positioned at an even lower display priority as described by Doug above.

Also, as described by Doug above, one can still load (some) airport BGLs at a higher display priority (relative to other BGLs in the same folder), from within a scenery sub-folder Area layer positioned higher up in the scenery library, by using 'alpha-numeric' file naming.

And as you may know, _ALT BGLs for FS spawn altitude of a user aircraft adjusts for both normal and multi-player sessions at airports.

It is certainly a challenge to update airports when ICAOs, names, and even locations change since ACES last updated the FS database. ;)

GaryGB
 
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