Turn down the lights...
I remembered there were still a few important details I needed to add to the airport before I could begin breaking up files and such - night lights, taxi signs, airport starts and a beacon. Oh, I also had to make sure you could request ATC to send you to the one hangar that's available for parking as well.
Taxi signs were easy and I could reference aerial photos for placement. I also made sure to read the KWRI airport remarks to dig up info - like how they note there are no runway exit signs for taxiways J and K. I even, for the first time, remembered to add those runway distance markers.
Night lighting was a bit more tedious. I also referenced the airport remarks listed online to find that some taxiways were unlit but had reflective markers and some lights were out in some areas of the airport. I also did not light the two taxiways coming off RWY24-06 that no longer exist in real life but I put there because the MSE ground textures still show them. I was able to see and measure distances between the ground lighting in Google Earth to be able to place them all accurately.
Of course the night lighting added its own performance problem. There are 702 light objects in the airport - including blue taxiway lights, blue reflective poles and green taxi line lights. To help mitigate the performance hit these objects can cause the user has several options. First, I compiled out the lights into a separate BGL so the user can choose to simply not let them load in the scenery at all. If they are included, setting the scenery density to Normal will hide all the reflective poles, taxi line lights (as they are only on one tarmac area) and roughly half of the taxiway lights. This is "landing mode" as it will give you a good overall lighting for the airport as you approach and land. Once on the ground and moving slower you can up the scenery to Dense which will give you full edge lighting, roughly half the amount of reflective markers and roughly half the taxi line lights. Bumping up to Very Dense will give you the full 702 light objects. The last three images depict this.
Next thing to do was compile out the various densities of static aircraft, which will be separately controlled from the in-sim scenery density settings. Low amount of static aircraft includes a few scattered planes around the tarmacs that do not take up any parking locations, with exception to the helicopters on the Marine ramp, and is meant to be used with 60-100% MAIW traffic. Medium static aircraft adds a decent helping of aircraft taking up parking locations on all tarmacs and is meant to be used with ~40% MAIW traffic. High static aircraft fills up almost all parking locations, leaving 1-3 of each type open for the user, and is meant to be used with no AI traffic. Each static aircraft BGL has it's own accompanying airport BGL so parking locations and AI pathing are removed to prevent the user or AI from taking up a parking spot already occupied by a static aircraft.
Finally, I took note of the static aircraft I was using for the scenery and re-compiled the static library with only the necessary aircraft to reduce it from 347MB to a slightly slimmer but still substantial 211MB. I'm just going to host that myself and link to it in the ReadMe to not have to deal with library upload limits - and to not burden those who wouldn't have planned to use static aircraft anyways.
Speaking of static aircraft, I don't even know right now if I'll be including them
at all. Depends on how
discussion over at MAIW forums goes. Though I would like to ask here too - would it be wrong of me to just make the model/texture files available if I can't get in touch of the original authors because they've left the FS scene or I can't find info on how to reach? Obviously I plan to include full credits for all models/textures in the ReadMe.
Wow. I'm almost done. ALMOST DONE. Just have to start working on the documentation tomorrow and get the website ready to host the airport page. I want to try to release tomorrow or Saturday as then a new aircraft will be out that I have to review for AVSIM so want to be able to dedicate my attention to that and take a general design break for a week or so as well.
(Normal Density)
(Dense Density)
(Very Dense Density)