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	<updated>2026-05-10T13:05:40Z</updated>
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		<id>http://www.fsdeveloper.com/wiki/index.php?title=FSX_KML&amp;diff=8646</id>
		<title>FSX KML</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=FSX_KML&amp;diff=8646"/>
		<updated>2012-12-29T14:35:47Z</updated>

		<summary type="html">&lt;p&gt;GaryGB: /* Downloading FSX KML */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[Image:before_and_after.jpg|thumb|right|150px|Before and after screenshot]]&lt;br /&gt;
&lt;br /&gt;
FSX KML is a freeware scenery design tool for Microsoft Flight Simulator X (FSX). &lt;br /&gt;
&lt;br /&gt;
It converts KML (Keyhole Markup Language) files generated by Google Earth into FSX scenery.&lt;br /&gt;
&lt;br /&gt;
Using Google Earth to draw polygons and polylines you can accurately and easily create many types of scenery.&lt;br /&gt;
&lt;br /&gt;
===Shp2Vec based scenery===&lt;br /&gt;
FSX KML uses the FSX SDK Shp2Vec tool to create the following types of vector scenery:-&lt;br /&gt;
&lt;br /&gt;
* Water polygons including oceans, rivers, lakes and canals&lt;br /&gt;
* Islands inside water features&lt;br /&gt;
* Irregular shaped land class polygons for cities, parks, beaches, forest, golf courses etc&lt;br /&gt;
* Airport boundaries and flatten polygons and AUTOGEN EXCLUSIONS&lt;br /&gt;
* Shorelines &lt;br /&gt;
* Streams&lt;br /&gt;
* Roads&lt;br /&gt;
* Railways&lt;br /&gt;
* Freeways (ie Moving traffic)&lt;br /&gt;
* Utility lines (eg power and telephone lines)&lt;br /&gt;
* Exclusions polygons (for vector data)&lt;br /&gt;
&lt;br /&gt;
===BGLComp based scenery===&lt;br /&gt;
FSX KML uses the FSX SDK BGLComp tool to create the following types of scenery:-&lt;br /&gt;
&lt;br /&gt;
* Place scenery objects (from the FSX library) along a polyline using a wide variety of [http://www.fsdeveloper.com/wiki/index.php?title=FSX_KML#v1.08_Beta_-_18th_May_2007 placement options]&lt;br /&gt;
* Exclusion rectangles&lt;br /&gt;
* Extrusion bridges&lt;br /&gt;
&lt;br /&gt;
===Resample based scenery===&lt;br /&gt;
FSX KML uses the FSX SDK Resample tool to create the following types of scenery:-&lt;br /&gt;
&lt;br /&gt;
* Land class tiles&lt;br /&gt;
* Water class tiles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make sure you also download and install [http://fsdeveloper.com/wiki/index.php?title=FSX_KML#Installing_FWTools FWTools] which is required for creating these types of scenery.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Support Forum ==&lt;br /&gt;
&lt;br /&gt;
You can discuss FSX KML at the fsdeveloper.com  &lt;br /&gt;
[http://www.fsdeveloper.com/forum/forumdisplay.php?f=81 FSX KML forum]. This is the best place to ask support questions about FSX_KML since other FSX_KML users (as well as the author) can answer your questions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Downloading FSX KML ==&lt;br /&gt;
&lt;br /&gt;
The latest version of FSX KML (1.10) can be downloaded from:- &lt;br /&gt;
&lt;br /&gt;
* AVSIM - http://library.avsim.net/esearch.php?CatID=fsxsd&amp;amp;DLID=108495 &amp;lt; dead link &amp;gt;&lt;br /&gt;
* Flightsim.com - http://www.flightsim.com/vbfs/fslib.php?do=copyright&amp;amp;fid=115211 &amp;lt; live link: 29/12/2012 &amp;gt;&lt;br /&gt;
* The Scenery Hall of Fame - http://www.scenery.org/graphical_editors.htm  &amp;lt; dead link &amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
=== Installing FSX KML ===&lt;br /&gt;
&lt;br /&gt;
FSX KML can be installed in a folder of your choice. Simply unzip the FSX KML installation zip file into the desired folder. &lt;br /&gt;
&lt;br /&gt;
After unzipping the installation file you should have the following files:-&lt;br /&gt;
&lt;br /&gt;
* FSX_KML.exe&lt;br /&gt;
* ShapeLib129.dll  &lt;br /&gt;
* FreeImage.DLL&lt;br /&gt;
* FSX_KML_TAGS.XML&lt;br /&gt;
&amp;lt;!-- * Tutorial.KML --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Installing the FSX Software Development Kit (SDK) ===&lt;br /&gt;
&lt;br /&gt;
To generate FSX scenery you will need the FSX SDK, which is distributed with the FSX Deluxe version. &lt;br /&gt;
To install the SDK:&lt;br /&gt;
&lt;br /&gt;
(1) Browse the FSX Deluxe Edition Disk 1 &lt;br /&gt;
&lt;br /&gt;
(2) Open the SDK sub-folder&lt;br /&gt;
&lt;br /&gt;
(3) Double-click the setup.exe&lt;br /&gt;
&lt;br /&gt;
(4) Tell it where to install. Default is C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the SDK is not installed in the default SDK folder you must specify its location on the FSX_KML build tab.&lt;br /&gt;
&lt;br /&gt;
For more info on the SDK installation and Service packs: [http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_%28FSX%29 http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_%28FSX%29]&lt;br /&gt;
&lt;br /&gt;
=== Installing FWTools ===&lt;br /&gt;
&lt;br /&gt;
FSX KML makes use of the freeware tool set called [http://fwtools.maptools.org/ FWTools].  FW Tools is required for scenery that uses the FSX SDK Resample tool, such as landclass and waterclass.&lt;br /&gt;
&lt;br /&gt;
Download and install the latest version of FWTools. &lt;br /&gt;
&lt;br /&gt;
Specify the location of FWTools on the FSX KML Build tab.&lt;br /&gt;
&lt;br /&gt;
=== Installing Google Earth ===&lt;br /&gt;
&lt;br /&gt;
If you notice some null values for vertices when importing KML files from Google Earth, pls consider to revert to an older version of GE. More information about this issue you can find [ http://www.fsdeveloper.com/forum/showthread.php?p=144034 here]&lt;br /&gt;
&lt;br /&gt;
Google Earth, Vers 5.1 is available here: [http://www.google.com/earth/download/thanks.html#release=previous#os=win#single=yes  Google Earth 5.1]&lt;br /&gt;
&lt;br /&gt;
== Building Scenery ==&lt;br /&gt;
&lt;br /&gt;
Building your own scenery with FSX KML is easy.&lt;br /&gt;
&lt;br /&gt;
=== Step 1 - Creating a KML file with Google Earth ===&lt;br /&gt;
&lt;br /&gt;
The first step in creating your FSX scenery is to create a KML file by using Google Earth to &amp;quot;trace&amp;quot; scenery features. &lt;br /&gt;
&lt;br /&gt;
==== Creating polygons and polylines ====&lt;br /&gt;
&lt;br /&gt;
Using Google Earth create a polygon using the &amp;quot;Add Poly&amp;quot; function or create a polyline using the &amp;quot;Add Path&amp;quot; function, &lt;br /&gt;
and then trace the scenery feature (for example a lake or road). &lt;br /&gt;
&lt;br /&gt;
After you click the &amp;quot;Add Poly&amp;quot; or &amp;quot;Add Path button&amp;quot; you will be presented with a form as shown to the right&lt;br /&gt;
&lt;br /&gt;
[[Image:GE-polygon-dialog.jpg|thumb|right|150px|Google Earth dialog for creating new polygon or polyline]]&lt;br /&gt;
&lt;br /&gt;
* Name - Give your polygon or polyline a description or leave blank&lt;br /&gt;
&lt;br /&gt;
* Description - This is where you &amp;quot;tag&amp;quot; your polygon or polyline.   You may enter a tag from FSX_KML_TAGS.XML or leave blank and tag later using FSX_KML&lt;br /&gt;
&lt;br /&gt;
* Style &amp;amp; Color - You may choose the border and fill color for polyline or polygon&lt;br /&gt;
                               &lt;br /&gt;
* Altitude - You may enter an altitude for your polyline or polygon. This can be used to specify the elevation of lakes. You may also enter the elevation later using FSX_KML. All elevations must be entered in meters.&lt;br /&gt;
&lt;br /&gt;
Begin tracing your polyline or polygon.  You may either click the mouse or hold the mouse button down and drag the mouse to create vertices.&lt;br /&gt;
&lt;br /&gt;
* Use your mouse wheel to zoom the view in and out vertically.&lt;br /&gt;
&lt;br /&gt;
* Use the up, down, left, right arrow keys to move the view horizontally.&lt;br /&gt;
&lt;br /&gt;
* Hold Shift and press left or right arrow to rotate the view.&lt;br /&gt;
&lt;br /&gt;
* Hold Ctrl and press up or down arrow to tilt the view.&lt;br /&gt;
&lt;br /&gt;
To make things easier; it is good to get into the habit of drawing polygon vertices in the same direction, perhaps always draw clockwise. That way if you decide to add new vertices to define details better, then you can simply click to the right of the currently selected vertex (blue) to add a new one in. Avoid adding vertices that make the polygon twisted.&lt;br /&gt;
While polygon &amp;quot;properties&amp;quot; is open, take the time to change the transparency (from the colour tab)- if you leave it opaque, then you end up covering important details and spotting mistakes is more difficult.&lt;br /&gt;
&lt;br /&gt;
Once you have finished click OK to save your polygon or polyline.&lt;br /&gt;
&lt;br /&gt;
To edit your polyline or polygon highlight it, right click the mouse and choose properties.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Tagging&amp;quot; the scenery features ====&lt;br /&gt;
&lt;br /&gt;
To describe what scenery feature your polygon or polyline represents it needs to be &amp;quot;tagged&amp;quot;. The file FSX_KML_TAGS.XML contains a list of the tags you can use.&lt;br /&gt;
&lt;br /&gt;
There are two ways to tag a polygon or polyline:-&lt;br /&gt;
&lt;br /&gt;
* Place the name of the tag in the description field of the polygon or polyline.&lt;br /&gt;
* Place the name of the tag in the description field of the parent folder that contains the polygon or polyline. If a polygon/polyline has no tag then it will inherit its tag from the parent folder.&lt;br /&gt;
&lt;br /&gt;
You can place these tags in GE using the properties dialog of the polygon or polyline, or you can use FSX_KML to place these tags. &lt;br /&gt;
&lt;br /&gt;
To tag using FSX_KML click on a description &amp;quot;cell&amp;quot; and press F2. An arrow will be displayed so then click on the arrow to drop down a list of valid tags. Highlight the tag you want and press ENTER. If you had multi-selected several cells then all the selected cells will be tagged. To select multiple cells hold down the shift key while clicking cells.&lt;br /&gt;
&lt;br /&gt;
==== Saving your work to a KML file ====&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re done drawing your polygon(s) or polyline(s), simply right-click on the top-most folder you created (or the polygon itself if you didn&#039;t create folders) under the &amp;quot;My Places&amp;quot; tab on the left side of your GE window. Select &amp;quot;Save As&amp;quot;, makes sure that you choose .kml as the file type, and select your desired location in your file structure.&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Processing the KML file with FSX KML ===&lt;br /&gt;
&lt;br /&gt;
[[Image:project.jpg|thumb|right|150px|The Project tab]] [[Image:build.jpg|thumb||150px|The Build tab]]&lt;br /&gt;
&lt;br /&gt;
* Run FSX_KML&lt;br /&gt;
* On the &amp;quot;Project&amp;quot; tab, click the &amp;quot;Add KML&amp;quot; button and choose a KML file. The contents of the selected KML file will be displayed. You may add multiple KML files. A FSX BGL file will be generated for each KML input file.&lt;br /&gt;
* Change to the &amp;quot;Build&amp;quot; tab&lt;br /&gt;
* Set the following build options:-&lt;br /&gt;
** &amp;quot;FSX folder&amp;quot; - Input the folder where FSX is installed. By default this is &amp;quot;C:\Program Files\Microsoft Games\Microsoft Flight Simulator X&amp;quot;&lt;br /&gt;
** &amp;quot;Terrain SDK&amp;quot; - Input the location of the FSX terrain SDK&lt;br /&gt;
** &amp;quot;FW Tools&amp;quot; - Input the location where you installed FW Tools.  FW Tools is required for scenery that uses the FSX SDK Resample tool, such as landclass and waterclass.&lt;br /&gt;
** &amp;quot;Run SDK tools&amp;quot; - If you select this option FSX KML will automatically run the SDK tools to turn your Shape Files into a FSX BGL &lt;br /&gt;
** &amp;quot;Copy generated scenery to FSX Addon Scenery Folder&amp;quot; - If you select this option FSX KML will copy the generated BGLS to the FSX addon scenery directory&lt;br /&gt;
* Click the &amp;quot;Build&amp;quot; button. FSX KML will now build your scenery. The progress of the build will be displayed in the build log window. The following actions will occur during the build:-&lt;br /&gt;
** For each KML file in your project&lt;br /&gt;
*** For vector based scenery an appropriate set of Shape files is generated depending on the features that have been tagged in the KML&lt;br /&gt;
*** For resample based scenery an appropriate Tiff file is created.&lt;br /&gt;
*** An XML config file is created for use by Shp2Vec, BGLComp and Resample&lt;br /&gt;
** A batch file called &amp;quot;Run_SDK_Tools.bat&amp;quot; will be created. This batch file contains the appropriate commands to call the FSX SDK tools (Shp2Vec, BGLComp and Resample)&lt;br /&gt;
** If you have selected the &amp;quot;Run SDK Tools&amp;quot; option then the Run_SDK_Tools.bat file will be executed. This will create various scenery .BGL files ready for use by FSX&lt;br /&gt;
** If you have selected the &amp;quot;Copy generated scenery...&amp;quot; option then the BGL files(s) will be copied to the FSX addon scenery directory. &amp;lt;U&amp;gt;Please note:&amp;lt;/U&amp;gt; If FSX is running and using a  previous version of your BGL file then the copy will not work because FSX will have the file &amp;quot;locked&amp;quot;. The easiest way to ensure your file is copied to the addon scenery folder is to make sure FSX is not running.&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Testing the scenery ===&lt;br /&gt;
&lt;br /&gt;
* If you selected the &amp;quot;Copy generated files...&amp;quot; option then your scenery will have been copied to the FSX addon scenery folder. Simply run FSX and goto your scenery location to test the scenery&lt;br /&gt;
&lt;br /&gt;
== Scenery Design Tutorial ==&lt;br /&gt;
&lt;br /&gt;
The [http://www.fsdeveloper.com/wiki/index.php?title=FSX_KML_Tutorial FSX KML Tutorial] provides help with a variety of scenery design tasks.&lt;br /&gt;
&lt;br /&gt;
== Editing a KML file using FSX_KML ==&lt;br /&gt;
&lt;br /&gt;
Using FSX_KML you can easily edit your KML file.  The following types of edits can be performed:-&lt;br /&gt;
&lt;br /&gt;
=== Copy ===&lt;br /&gt;
To copy a KML item (folder or polygon/polyline) select the item to copy and click the copy button.&lt;br /&gt;
=== Delete ===&lt;br /&gt;
To delete a KML item select the item to copy and click the delete button.&lt;br /&gt;
=== Edit === &lt;br /&gt;
To edit the Name and Description attributes of a KML item select either a single item or &amp;lt;B&amp;gt;multiple items&amp;lt;/B&amp;gt; (hold the shift key to multi-select) and then press F2 to display the inline editor. Enter the new value and press enter. Your edit will be applied to the items you selected&lt;br /&gt;
&lt;br /&gt;
=== Saving your changes ===&lt;br /&gt;
Click the save button to write your changes back to disk..&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Open in Notepad ===&lt;br /&gt;
Click the &amp;quot;Open in Notepad&amp;quot; button to open the selected KML file in Notepad.&lt;br /&gt;
=== Open in Google Earth ===&lt;br /&gt;
Click the &amp;quot;Open in Google Earth&amp;quot; button to open the selected KML file in Google Earth.&lt;br /&gt;
=== Reload a KML file ===&lt;br /&gt;
If you have edited the selected KML file using an external program (eg Google Earth or Notepad) then you can reload those changes back into FSX_KML by clicking the reload button.&lt;br /&gt;
&lt;br /&gt;
=== Properties Tab ===&lt;br /&gt;
&lt;br /&gt;
This tab shows the properties for the selected polygon or polyline. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Freeways:&amp;lt;/U&amp;gt;&lt;br /&gt;
Use the &amp;quot;NumberOfLanes&amp;quot; and &amp;quot;Traffic Direction&amp;quot; attributes to define freeway related data.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Hydropolygons:&amp;lt;/U&amp;gt;&lt;br /&gt;
Use the &amp;quot;SlopeX&amp;quot; and &amp;quot;SlopeY&amp;quot; attributes to define slope characteristics of hydropolygons. &lt;br /&gt;
&lt;br /&gt;
=== Vertices Tab ===&lt;br /&gt;
&lt;br /&gt;
This tab shows the vertices (ie points) for the selected polygon or polyline.&lt;br /&gt;
&lt;br /&gt;
Click the &amp;quot;Edit&amp;quot; button to display the vertice editor. This editor lets you edit the vertices in several ways:-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Reversing points:&amp;lt;/U&amp;gt;&lt;br /&gt;
The direction of a polygon or polyline can be reversed by using the REVERSE POINTS button. Click the &amp;quot;Reverse&amp;quot; button to change the direction of points in the polygon/polyline.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Setting elevation:&amp;lt;/U&amp;gt;&lt;br /&gt;
You can set the elevation for all vertices by clicking the &amp;quot;Set Elevation&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Manual editing:&amp;lt;/U&amp;gt;&lt;br /&gt;
You can manually edit vertices (longtitude, latitude and elevation) by editing data in the vertex grid.&lt;br /&gt;
&lt;br /&gt;
=== XML Tab ===&lt;br /&gt;
&lt;br /&gt;
This tab shows the XML for the selected polygon or polyline.&lt;br /&gt;
&lt;br /&gt;
== FSX_KML_TAGS.XML ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Tags.jpg|thumb|right|150px|FSX_KML_TAGS tab]]&lt;br /&gt;
&lt;br /&gt;
=== What is the FSX_KML_TAGS file? ===&lt;br /&gt;
&lt;br /&gt;
This file holds the &amp;quot;tags&amp;quot; that are used in the KML file to describe FSX scenery features. You can customise this file to add more tags or change existing ones. &lt;br /&gt;
&lt;br /&gt;
An easy way to browse this file is by clicking on the &amp;quot;FSX_KML_TAGS.XML&amp;quot; tab in FSX KML.&lt;br /&gt;
&lt;br /&gt;
This XML contains the following attributes for each &amp;quot;tag&amp;quot;:-&lt;br /&gt;
&lt;br /&gt;
* Tag - The unique identifier for this scenery feature. This tag is what you use to &amp;quot;tag&amp;quot; the polygons/polylines in your Google Earth KML file &lt;br /&gt;
* Description - A description of the scenery feature. This description is displayed in FSX KML.&lt;br /&gt;
* Feature Type - The type of scenery feature and must be one of the following types:-&lt;br /&gt;
** WATERPOLY - Water polygons such as coastline, rivers, lakes, canals etc&lt;br /&gt;
** WATERPOLYGPS - Low resolution water polygons for use in the GPS&lt;br /&gt;
** LANDCLASSPOLY - irregular shaped landclass polygons for towns, forest, beaches, park etc&lt;br /&gt;
** AIRPORTBOUNDRY - define airport boundries and also flatten areas and AUTOGEN EXCLUSIONS&lt;br /&gt;
** EXCLUSION - exclude default vector scenery from the polygon&lt;br /&gt;
** STREAM - create streams&lt;br /&gt;
** SHORELINE - create animated shorelines&lt;br /&gt;
** ROAD - create roads (NOT road bridges)&lt;br /&gt;
** FREEWAY - create moving traffic&lt;br /&gt;
** RAILWAY - create railways (NOT rail bridges)&lt;br /&gt;
** UTILITY - power lines, telegraph lines, fences etc&lt;br /&gt;
** SCENERYOBJECT - place scenery objects&lt;br /&gt;
** EXCLUSIONRECTANGLE - excludes scenery objects&lt;br /&gt;
** EXTRUSIONBRIDGE - creates extrusion bridges&lt;br /&gt;
** LANDCLASS - create land class&lt;br /&gt;
** WATERCLASS - create water class&lt;br /&gt;
* GUID - The FSX GUID for the scenery feature. &lt;br /&gt;
&lt;br /&gt;
Please refer to the FSX &amp;quot;terrain.cfg&amp;quot; file and terrain SDK documentation for futher information on feature types and GUIDs&lt;br /&gt;
&lt;br /&gt;
=== Editing FSX_KML_TAGS.XML using FSX KML ===&lt;br /&gt;
&lt;br /&gt;
The FSX_KML_TAGS.XML file can be easily edited in FSX KML.  To following edits can be performed:-&lt;br /&gt;
&lt;br /&gt;
==== Copy ====&lt;br /&gt;
To copy an item select the item to copy and click the copy button.&lt;br /&gt;
==== Delete ====&lt;br /&gt;
To delete an item select the item to delete and click the delete button.&lt;br /&gt;
==== Edit ==== &lt;br /&gt;
To edit the Tag, Description, FeatureType or GUID attributes of an item select either a single item or &amp;lt;B&amp;gt;multiple items&amp;lt;/B&amp;gt; (hold the shift key to multi-select) and then press F2 to display the inline editor. Enter the new value and press enter. Your edit will be applied to the items you selected&lt;br /&gt;
&lt;br /&gt;
==== Saving your changes ====&lt;br /&gt;
Click the save button to write your changes back to disk.&lt;br /&gt;
==== Open in Notepad ====&lt;br /&gt;
Click the &amp;quot;Open in Notepad&amp;quot; button to open the FSX_KML_TAGS.XML file in Notepad.&lt;br /&gt;
==== Reload ====&lt;br /&gt;
If you have edited the FSX_KML_TAGS.XML file using an external program (eg Notepad) you can reload those changes by clicking the reload button.&lt;br /&gt;
&lt;br /&gt;
== Google Earth ==&lt;br /&gt;
&lt;br /&gt;
=== Downloading Google Earth ===&lt;br /&gt;
&lt;br /&gt;
The free version Google Earth may be downloaded from the [http://earth.google.com/ Google Earth home page]&lt;br /&gt;
&lt;br /&gt;
=== Copyright of Google Earth Data ===&lt;br /&gt;
&lt;br /&gt;
Scenery developers need to be aware that there may be copyright issues associated with the use of data obtained from Google Earth. Please see the [http://earth.google.com/support/ Google Earth support page] for more information on the Google Earth policy of using this data in your freeware or commercial products.&lt;br /&gt;
&lt;br /&gt;
== Freeware scenery using FSX KML ==&lt;br /&gt;
&lt;br /&gt;
The following freeware has used FSX KML during their development:-&lt;br /&gt;
&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=&amp;amp;Name=Isle+of+Wight&amp;amp;FileName=&amp;amp;Author=Len+Hickman&amp;amp;CatID=fsxscen Isle of Wight (UK) reconstructed] by Len Hickman&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=&amp;amp;Name=Quebec+Scenery&amp;amp;FileName=&amp;amp;Author=Gilles+Gauthier&amp;amp;CatID=fsxscen Quebec Scenery - Lakes and Rivers] by Gilles Gauthier&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=&amp;amp;Name=Catalunya+Coast&amp;amp;FileName=&amp;amp;Author=Bodo+Hesse&amp;amp;CatID=fsxscen Catalunya Coast] by Bodo Hesse&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=&amp;amp;Name=Naval+air+station&amp;amp;FileName=&amp;amp;Author=Jim+Dhaenens&amp;amp;CatID=fsxscen Naval Air station Jacksonville (KNIP)] by Jim Dhaenens&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=103120 Naval Air Station Oceana (KNTU)] by Jim Dhaenens&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=102870 Coffs Harbour (YSCH)] by John Ross (also at www.virtualvfr.com)&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=103027 Kitimat/Terrace] by Douglas Keech&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=102995 Los Angeles &amp;quot;clean-up&amp;quot;] by Lance Tucker&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=104609 Lord howe Island and Balls Pyramid] by Don Bush&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=104853 Falklands 2007] by Brian Jamieson&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=104000 Gloucestershire Airport] by Terry Shields&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=105386 Okanagan Valley Landclass and Rivers] by Alex Sievert&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=106386&amp;amp;CatID=fsxscen Gold Coast Airport (YBCG)] by John Ross&lt;br /&gt;
* [http://marcoh.gratisim.fr Photorealistic Town of Nantes in France] by Marc-henri Guitteny&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=109752&amp;amp;CatID=fsxscen Utah Complete v1.0] by James Udall&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=111154 Bushflight Northwest] by Bill Dick / Phil &amp;quot;Snowman&amp;quot; Cayton / Chris Brisland&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=114132&amp;amp;CatID=fsxscen Wake Island] by Tony Arnold&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=117501 SICILY VFR X - Lakes and Reservoirs] by Giovanni Miduri&lt;br /&gt;
*[http://library.avsim.net/download.php?DLID=121703 Chernobyl Exclusion Zone] by Mike Dalgleish&lt;br /&gt;
*[http://fly-wonderful-islands.com/page_89.html La gomera GCGM Spain] by Allen Cremeen&lt;br /&gt;
* [http://marcoh.gratisim.fr Photorealistic St Pierre &amp;amp; Miquelon archipelago near Newfoundland] by Marc-henri Guitteny&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=105600 Quebec city v1.0] by Jean St-Cyr and Gilles Boily&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=139471 Quebec city v2.0] by Jean St-Cyr, Gilles Boily, Gilles Gauthier and Jean-Pierre Fillion&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=144264 Angel Falls for FSX] by Jean St-Cyr&lt;br /&gt;
Freeware authors please list your freeware scenery here!&lt;br /&gt;
&lt;br /&gt;
== Commercial scenery using FSX KML ==&lt;br /&gt;
&lt;br /&gt;
The following commercial scenery has used FSX KML during their development:-&lt;br /&gt;
&lt;br /&gt;
* [http://www.imaginesim.com/kcvg01.htm KCVG Cincinnati Northern Kentucky International Airport, USA] by Imagine Simulation &lt;br /&gt;
* [http://www.imaginesim.com/tjsj01.htm TJSJ San Juan Luis Munoz Marin Airport, Puerto Rico] by Imagine Simulation&lt;br /&gt;
* [http://www.imaginesim.com/kclt01.htm KCLT Charlotte Douglas Airport, USA] by Imagine Simulation&lt;br /&gt;
* [http://www.imaginesim.com/mynn01.htm MYNN Nassau International, Bahamas] by Imagine Simulation&lt;br /&gt;
* [http://www.imaginesim.com/klga01.htm KLGA New York La Guardia Airport, USA] by Imagine Simulation&lt;br /&gt;
* [http://www.imaginesim.com/kmci01.htm KMCI Kansas City International Airport, USA] by Imagine Simulation&lt;br /&gt;
* [http://www.aerosoft-shop2.com/products/helgolandx/helgolandx.html Helgoland X] by AeroSoft&lt;br /&gt;
* [http://www.aerosoft-shop2.com/products/monacox/monacox.html Monaco X] by AeroSoft&lt;br /&gt;
* [http://www.aerosoft-shop2.com/products/aspenx/aspenx.html Aspen X] by AeroSoft&lt;br /&gt;
* [http://secure.simmarket.com/product_info.php?products_id=2361 Pantanal - The Wetlands] by CenaReal &lt;br /&gt;
* [http://www.fly-wonderful-islands.com/Slide/gclp_v1.html GCLP Gran Canaria Airport Canary Islands Spain]  by Fly Wonderful Islands&lt;br /&gt;
* [http://www.fly-wonderful-islands.com/FWI_GCRRv2/Slide_GCRR_V2/FWI_GCRR_V2.html Lanzarote GCRR Airport Canary Islands Spain]  by Fly Wonderful Islands &lt;br /&gt;
Please list other commercial scenery here.&lt;br /&gt;
&lt;br /&gt;
== End User Licence ==&lt;br /&gt;
&lt;br /&gt;
Copyright Â© 2007 Innova Software ALL RIGHTS RESERVED&lt;br /&gt;
&lt;br /&gt;
FSX KML (&amp;quot;Software&amp;quot;) is distributed without charge to FSX add-on designers, redistribution of the original ZIP file is not allowed. You are NOT allowed to sell this software or ask money for its distribution. &lt;br /&gt;
&lt;br /&gt;
FSX KML may be used free of charge for the production of both freeware and commercial add-ons (including sceneries,missions,aircraft) subject to the following terms and conditions:-&lt;br /&gt;
* You notify Innova Software of the use of FSX KML in your add-on&lt;br /&gt;
* You give Innova Software a free copy of your add-on (and any updates)&lt;br /&gt;
* In your readme file you say that FSX KML was used to help with the production of your add-on&lt;br /&gt;
* The copyright and any intellectual property relating to the FSX KML software shall remain the property of Innova Software&lt;br /&gt;
* LIMITED WARRANTY - INNOVA SOFTWARE SHALL NOT BE RESPONSIBLE IN TORT OR IN CONTRACT FOR ANY LOSS OR DAMAGE HOWSOEVER CAUSED TO THE PROPERTY OR PERSON OF YOURSELF OR ANY THIRD PARTY AS A RESULT OF ANY DEFECT IN THE SOFTWARE WHETHER PATENT OR LATENT OR AS A RESULT OF ANY FAULT, NEGLIGENCE, WRONGFUL ACT OR OMISSION OF INNOVA SOFTWARE OR ANY OF ITS SERVANTS, EMPLOYEES, CONTRACTS AND AGENTS, AND YOU INDEMNIFY INNOVA SOFTWARE AGAINST ANY CLAIMS MADE AGAINST IT BY ANY THIRD PARTY ARISING OUT OF ANY SUCH DEFAULT OR FAULT, NEGLIGENCE, WRONGFUL ACT OR OMISSION AND IN NO EVENT SHALL INNOVA SOFTWARE BE LIABLE FOR ANY CLAIMS OR DAMAGES INCLUDING, BUT NOT LIMITED TO CLAIMS OF FAULTY DESIGN, NEGLIGENT OR MISLEADING ADVICE, DAMAGES ARISING FROM LOSS OR USE OF THE SOFTWARE AND/OR SUPPLY OF SERVICES; AND ANY INDIRECT, SPECIAL OR CONSEQUENTIAL DAMAGES OR INJURY TO ANY PERSON, CORPORATION OR OTHER ENTITY BY REASON OF THE PROVISION OF THE SOFTWARE AND/OR PROVISION OF SERVICES PURSUANT TO THESE TERMS AND CONDITIONS&lt;br /&gt;
&lt;br /&gt;
Developers can email acceptance of these terms and conditions to &amp;lt;B&amp;gt;fsx_kml@innovasoftware.com&amp;lt;/B&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Release History ==&lt;br /&gt;
&lt;br /&gt;
=== v1.00 Beta - 19th 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
This is first beta release of FSX KML&lt;br /&gt;
&lt;br /&gt;
=== v1.01 Beta - 19th 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
* Fixed error with FSX_KML_TAGS.XML file not found&lt;br /&gt;
&lt;br /&gt;
=== v1.02 Beta - 21st 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
* Fixed error reading polygon/poylines. FSX KML could sometimes insert an erroneous point of 0,0&lt;br /&gt;
&lt;br /&gt;
=== v1.03 Beta - 28th 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
New features and issues resolved:-&lt;br /&gt;
* Better handle tags in description field. Be less strict about &amp;quot;whitespace&amp;quot; and cr/lf&lt;br /&gt;
* Better handle international settings for decimals&lt;br /&gt;
* Add more excludes to fsx_kml_tags.xml (see tags starting with &amp;quot;exclude__&amp;quot;)&lt;br /&gt;
* Add support for moving kml items up/down&lt;br /&gt;
* Add support for moving kml items via drag drop&lt;br /&gt;
* Add support for creating new kml folder&lt;br /&gt;
* Create shapes in order they appear in the KML&lt;br /&gt;
* Assign UUID (starting at 1) to each shape in the KML based on its order in the KML&lt;br /&gt;
&lt;br /&gt;
Known issues (Features not implemented in this release):-&lt;br /&gt;
* Freeway tags (moving traffic) - in v1.03 you must manually edit the FW .DBF file to set traffic density and direction&lt;br /&gt;
&lt;br /&gt;
=== v1.04 Beta - 20th Jan 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features and issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Use INI file (FSX_KML.INI) to remember settings including list of KML files and FSX folder settings&lt;br /&gt;
* Allow multi select of KML files in Add KML file dialog&lt;br /&gt;
* Display points for selected polygon/polyline &lt;br /&gt;
* Add REVERSE POINTS button to allow direction of polygon/polyline to be reversed&lt;br /&gt;
* Add POLYGONHOLE tag to support &amp;quot;holes&amp;quot; in polygons, eg for making islands in rivers&lt;br /&gt;
* Add LEGACY_LANDWATERMASK_WATER_NOFLATTEN tag for water polygons that &amp;quot;cling&amp;quot; to mesh&lt;br /&gt;
* Default freeway traffic to one lane of traffic&lt;br /&gt;
&lt;br /&gt;
=== v1.05 Beta - 21st Jan 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features and issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Added &amp;quot;Automatically Reverse Points In Polygon Holes&amp;quot; build option. This option will auto reverse points for polygon holes when creating the shape file. Apparently Google Earth always writes polygons in a clockwise fashion to the KML file irrespective of which way they are actually drawn in Google Earth. This option simplifies the creation of polygon holes because you no longer need to manually reverse point order in FSX KML. Option is on by default.&lt;br /&gt;
* Added &amp;quot;Output Folder&amp;quot; build option. This lets you specify the folder where files are written during the build process&lt;br /&gt;
* Fixed error when loading the saved list of KML files and a KML file can longer be found.&lt;br /&gt;
&lt;br /&gt;
=== v1.05.1 Beta - 21st Jan 2007 ===&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Fixed bug where directory would not be changed prior to running the RUN_SDK_TOOLS batch file&lt;br /&gt;
&lt;br /&gt;
=== v1.06 Beta - 14th Apr 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:-&lt;br /&gt;
&lt;br /&gt;
* Added grid to allow manual editing of polygon/polyline points (longitude,latitude,elevation)&lt;br /&gt;
* Added button for setting all points in polygon/polyline to a specific elevation&lt;br /&gt;
* Added support for tag parameters (eg freeway traffic data and hydro poly slopeX/Y)&lt;br /&gt;
* Added option to save backups to backup subdirectory (on by default).&lt;br /&gt;
* Added XML tab to show XML for highlighted node&lt;br /&gt;
* Remember window size and position&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Changed tag name of &amp;quot;Park&amp;quot; to &amp;quot;LandClassPoly&amp;quot; since landclass polys can be used for more than just parks! Existing &amp;quot;Park&amp;quot; tags are automatically renamed to &amp;quot;LandClassPoly&amp;quot;&lt;br /&gt;
* Handle extra &#039;.&#039; in filenames&lt;br /&gt;
&lt;br /&gt;
=== v1.07 Beta - 25th Apr 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:-&lt;br /&gt;
&lt;br /&gt;
* Added &amp;quot;Shape&amp;quot; tab with support for shape viewing. Select single (or multiple) polygon/polylines to see its shape. Selecting a folder will show all shapes in that folder and any sub folders.  &lt;br /&gt;
* Added &amp;quot;Select All&amp;quot; function (Ctrl A) to select all polylines/polygons&lt;br /&gt;
* Added &amp;quot;New&amp;quot; button to Vertices form to insert vertice.&lt;br /&gt;
* Added &amp;quot;Copy&amp;quot; button to Vertices form to copy the selected vertice.&lt;br /&gt;
* Added &amp;quot;Delete&amp;quot; button to Vertices form to delete selected vertice.&lt;br /&gt;
* Added &amp;quot;Move Up&amp;quot; and &amp;quot;Move Down&amp;quot; button to Vertices form to move selected vertice up or down in list.&lt;br /&gt;
* Added Options menu to main form. Moved &amp;quot;Save Backups&amp;quot; to this menu&lt;br /&gt;
* Added &amp;quot;Remember Window Position and Size&amp;quot; to the options menu&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Updated the &amp;quot;About&amp;quot; form to credit the 3rd party development libraries used (eg Shapelib)&lt;br /&gt;
* Fixed misplaced longitude and latitude labels on vertice grid&lt;br /&gt;
&lt;br /&gt;
=== v1.08 Beta - 18th May 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:- &lt;br /&gt;
&lt;br /&gt;
* Add BGLCOMP support for placing of FSX library objects along polyline. The use of &amp;quot;Variance&amp;quot; parameters below helps create more naturalistic looking scenery by applying random variance to object positioning. Support the following parameters:-&lt;br /&gt;
** Altitude AGL or MSL&lt;br /&gt;
** Altitude variance - Random variance in meters applied to alitude (use 0 for no variance)&lt;br /&gt;
** Pitch (0 - 360)&lt;br /&gt;
** Pitch variance - Random variance in degrees (0 - 180) applied to pitch (use 0 for no variance)&lt;br /&gt;
** Bank (0 - 360)&lt;br /&gt;
** Bank variance - Random variance in degrees (0 - 180) applied to bank (use 0 for no variance)&lt;br /&gt;
** HeadingType &lt;br /&gt;
*** Track - Heading of each object follows the direction of each polyline segment&lt;br /&gt;
*** Fixed - Heading of all objects is specified by Heading parameter&lt;br /&gt;
*** Random - Heading is random for each object&lt;br /&gt;
*** Elevation - Heading for each object is specified by elevation of associated polyline vertice&lt;br /&gt;
** Heading (0 - 360) - Used when HeadingType = Fixed&lt;br /&gt;
** Heading variance - Random variance in degrees (0 - 180) applied to heading (use 0 for no variance)&lt;br /&gt;
** Scale - Scale multiply of object (defaults to 1.0)&lt;br /&gt;
** ScaleVariance - Random variance in scale to apply to objects. (use 0 for no variance)&lt;br /&gt;
** ImageComplexity - VerySparse, Sparse, Normal, Dense, VeryDense, ExtremelyDense&lt;br /&gt;
* FSX_KML_Tags tab - Add tags for all default FSX scenery library objects &lt;br /&gt;
* Build tab - Add button for setting BGLComp SDK path&lt;br /&gt;
* Build tab - Add &amp;quot;Open&amp;quot; button for output folder path to open Windows Explorer on that folder&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Fixed issue with copy button&lt;br /&gt;
&lt;br /&gt;
=== v1.09 Beta - 23rd June 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:-&lt;br /&gt;
&lt;br /&gt;
* Added BGLCOMP support for scenery exclusion rectangles (&amp;quot;ExclusionRectangle&amp;quot; tag). The exclusion rectangle will be defined by the &amp;quot;bounding&amp;quot; rectangle of the polyline/polygon. Supports the following parameters&lt;br /&gt;
** ExcludeAllObjects &lt;br /&gt;
** ExcludeBeaconObjects&lt;br /&gt;
** ExcludeEffectObjects&lt;br /&gt;
** ExcludeGenericBuildingObjects&lt;br /&gt;
** ExcludeLibraryObjects&lt;br /&gt;
** ExcludeTaxiwaySignObjects&lt;br /&gt;
** ExcludeTriggerObjects&lt;br /&gt;
** ExcludeWindsockObjects&lt;br /&gt;
** ImageComplexity - VerySparse, Sparse, Normal, Dense, VeryDense, ExtremelyDense&lt;br /&gt;
* Added BGLCOMP support for Extrusion Bridges (&amp;quot;ExtrusionBridge&amp;quot; tag). Draw a polyline and tag it with &amp;quot;ExclusionBridge&amp;quot;, then use the vertice editor to set the height of each bridge segment.&lt;br /&gt;
* Added &amp;quot;Change to&amp;quot; button on the Vertice Editor to change shape type from polygon to polyline and vice versa&lt;br /&gt;
* Enhanced polygons holes so that if a polygon cannot be found in the same folder as polygon hole (&amp;quot;polygon folder&amp;quot;) then the parent folder is searched for the first polygon preceding the polygon folder. This makes it possible to better organize a project by placing polygon holes (i.e islands) in a sub folder and still have them associated with a water polygon in a parent folder&lt;br /&gt;
&lt;br /&gt;
=== v1.10 Beta - 19th August 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:-&lt;br /&gt;
&lt;br /&gt;
* Land class tiles &lt;br /&gt;
* Water class tiles&lt;br /&gt;
&lt;br /&gt;
== Development Roadmap ==&lt;br /&gt;
&lt;br /&gt;
The following features are planned for upcoming releases:-&lt;br /&gt;
&lt;br /&gt;
=== Future releases ===&lt;br /&gt;
* Update this manual :)&lt;br /&gt;
* Add 10 minute autosave&lt;br /&gt;
* Add following params to BGLCOMP support:-&lt;br /&gt;
** Heading Type&lt;br /&gt;
*** FixedTrack - Heading of all objects is fixed to the direction of first polyline segment&lt;br /&gt;
** Divergence - Random divergence (in meters) from vertice. Applied in direction which is perpendicular to direction of polyline segment (use 0 for no variance)&lt;br /&gt;
* Add &amp;quot;AutoPolygonHole&amp;quot; to polygon properties sheet. This allows a polygon hole to be automatically created in the shape of the polygon, and removes the need manually create a hole (by copying and tagging as hole)&lt;br /&gt;
* Fix - Ensure lon/lat uses &#039;.&#039; and not &#039;,&#039;&lt;br /&gt;
* FSX_KML_Tags tab - Add support for tag groups&lt;br /&gt;
* Add BGLCOMP support for Tag Groups. Tag grouping allows the scenery designer to group together similar scenery library objects into a single group. For example, when populating a car park the designer could use a tag group containing a variety of car models. This would result in car models being chosen at random from the tag group. &lt;br /&gt;
* Add shape viewer to Vertice Editor form and have it refresh as vertices are edited.&lt;br /&gt;
* Add &amp;quot;Fly to&amp;quot; button to Vertices Editor form to move FSX aircraft to the selected vertice&lt;br /&gt;
* Add &amp;quot;Paste Aircraft pos&amp;quot; button to Vertices Editor form to paste the current location of aircraft (longtitude, latitude, and optionally altitude) into the list of Vertices.&lt;br /&gt;
* Export - Ability to export selected polygons/polylines to a CSV file, with option for long/lat/elevation ordering&lt;br /&gt;
* Scenery Placer - Add support for dynamically previewing scenery objects while FSX is running. This allows very precise and interactive control over the objects placement and orientation without the need to build a BGL and reload FSX.&lt;br /&gt;
* Placing FSX library objects inside a polygon. Allow number of objects and elevation  to be specified. Objects will be distributed randomly within the polygon. This can be used to populate livestock, wildlife, boats/ships in harbors, people on beaches, birds, hot air balloons etc&lt;br /&gt;
* FSX_KML_Tags tab - Texture preview for land class polygons and tiles tags&lt;br /&gt;
* FSX_KML_Tags tab - Scenery object preview for default FSX scenery objects&lt;br /&gt;
* Ability to inject a QMID 11 grid into the KML to aid with visualization of exclusion areas&lt;br /&gt;
* New, Open and Save project buttons to support multiple projects. &lt;br /&gt;
* &amp;quot;Check for Update&amp;quot; menu option to check online for updates. &lt;br /&gt;
&amp;lt;!-- * Multiple tags per KML item --&amp;gt;&lt;br /&gt;
* &amp;lt;u&amp;gt;If possible&amp;lt;/u&amp;gt; conditional display of FSX scenery library objects based on various triggers such as date/time, weather conditions and probability factor. For example, this would allow harbors to be populated with pleasure craft on sunny warm days, but not at night or in cold weather. Would allow forest fires to be generated in hot, windy conditions.&lt;br /&gt;
* &amp;lt;u&amp;gt;If possible&amp;lt;/u&amp;gt; ability to animate FSX scenery library objects along a polyline&lt;br /&gt;
* &amp;quot;Photo scenery&amp;quot; ground textures&lt;br /&gt;
* Flight plan generation along polyline&lt;br /&gt;
&amp;lt;!--Ability to build a fs9 bgl file--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Software by this author ==&lt;br /&gt;
[http://fsdeveloper.com/wiki/index.php?title=FSX_KML FSX_KML]&lt;br /&gt;
&lt;br /&gt;
[http://fsdeveloper.com/wiki/index.php?title=FSX_Photoscene FSX_PhotoScene]&lt;br /&gt;
&lt;br /&gt;
[http://fsdeveloper.com/wiki/index.php?title=SRTM_To_BGL SRTM_To_BGL]&lt;br /&gt;
&lt;br /&gt;
[[Category:Manuals]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[category:Scenery_Design]]&lt;/div&gt;</summary>
		<author><name>GaryGB</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=FSX_KML&amp;diff=8645</id>
		<title>FSX KML</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=FSX_KML&amp;diff=8645"/>
		<updated>2012-12-29T14:35:20Z</updated>

		<summary type="html">&lt;p&gt;GaryGB: /* Downloading FSX KML */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[Image:before_and_after.jpg|thumb|right|150px|Before and after screenshot]]&lt;br /&gt;
&lt;br /&gt;
FSX KML is a freeware scenery design tool for Microsoft Flight Simulator X (FSX). &lt;br /&gt;
&lt;br /&gt;
It converts KML (Keyhole Markup Language) files generated by Google Earth into FSX scenery.&lt;br /&gt;
&lt;br /&gt;
Using Google Earth to draw polygons and polylines you can accurately and easily create many types of scenery.&lt;br /&gt;
&lt;br /&gt;
===Shp2Vec based scenery===&lt;br /&gt;
FSX KML uses the FSX SDK Shp2Vec tool to create the following types of vector scenery:-&lt;br /&gt;
&lt;br /&gt;
* Water polygons including oceans, rivers, lakes and canals&lt;br /&gt;
* Islands inside water features&lt;br /&gt;
* Irregular shaped land class polygons for cities, parks, beaches, forest, golf courses etc&lt;br /&gt;
* Airport boundaries and flatten polygons and AUTOGEN EXCLUSIONS&lt;br /&gt;
* Shorelines &lt;br /&gt;
* Streams&lt;br /&gt;
* Roads&lt;br /&gt;
* Railways&lt;br /&gt;
* Freeways (ie Moving traffic)&lt;br /&gt;
* Utility lines (eg power and telephone lines)&lt;br /&gt;
* Exclusions polygons (for vector data)&lt;br /&gt;
&lt;br /&gt;
===BGLComp based scenery===&lt;br /&gt;
FSX KML uses the FSX SDK BGLComp tool to create the following types of scenery:-&lt;br /&gt;
&lt;br /&gt;
* Place scenery objects (from the FSX library) along a polyline using a wide variety of [http://www.fsdeveloper.com/wiki/index.php?title=FSX_KML#v1.08_Beta_-_18th_May_2007 placement options]&lt;br /&gt;
* Exclusion rectangles&lt;br /&gt;
* Extrusion bridges&lt;br /&gt;
&lt;br /&gt;
===Resample based scenery===&lt;br /&gt;
FSX KML uses the FSX SDK Resample tool to create the following types of scenery:-&lt;br /&gt;
&lt;br /&gt;
* Land class tiles&lt;br /&gt;
* Water class tiles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make sure you also download and install [http://fsdeveloper.com/wiki/index.php?title=FSX_KML#Installing_FWTools FWTools] which is required for creating these types of scenery.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Support Forum ==&lt;br /&gt;
&lt;br /&gt;
You can discuss FSX KML at the fsdeveloper.com  &lt;br /&gt;
[http://www.fsdeveloper.com/forum/forumdisplay.php?f=81 FSX KML forum]. This is the best place to ask support questions about FSX_KML since other FSX_KML users (as well as the author) can answer your questions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Downloading FSX KML ==&lt;br /&gt;
&lt;br /&gt;
The latest version of FSX KML (1.10) can be downloaded from:- &lt;br /&gt;
&lt;br /&gt;
* AVSIM - http://library.avsim.net/esearch.php?CatID=fsxsd&amp;amp;DLID=108495 &amp;lt; dead link &amp;gt;&lt;br /&gt;
* Flightsim.com - http://www.flightsim.com/vbfs/fslib.php?do=copyright&amp;amp;fid=115211 &amp;lt; live link: 12, 2012 &amp;gt;&lt;br /&gt;
* The Scenery Hall of Fame - http://www.scenery.org/graphical_editors.htm  &amp;lt; dead link &amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
=== Installing FSX KML ===&lt;br /&gt;
&lt;br /&gt;
FSX KML can be installed in a folder of your choice. Simply unzip the FSX KML installation zip file into the desired folder. &lt;br /&gt;
&lt;br /&gt;
After unzipping the installation file you should have the following files:-&lt;br /&gt;
&lt;br /&gt;
* FSX_KML.exe&lt;br /&gt;
* ShapeLib129.dll  &lt;br /&gt;
* FreeImage.DLL&lt;br /&gt;
* FSX_KML_TAGS.XML&lt;br /&gt;
&amp;lt;!-- * Tutorial.KML --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Installing the FSX Software Development Kit (SDK) ===&lt;br /&gt;
&lt;br /&gt;
To generate FSX scenery you will need the FSX SDK, which is distributed with the FSX Deluxe version. &lt;br /&gt;
To install the SDK:&lt;br /&gt;
&lt;br /&gt;
(1) Browse the FSX Deluxe Edition Disk 1 &lt;br /&gt;
&lt;br /&gt;
(2) Open the SDK sub-folder&lt;br /&gt;
&lt;br /&gt;
(3) Double-click the setup.exe&lt;br /&gt;
&lt;br /&gt;
(4) Tell it where to install. Default is C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the SDK is not installed in the default SDK folder you must specify its location on the FSX_KML build tab.&lt;br /&gt;
&lt;br /&gt;
For more info on the SDK installation and Service packs: [http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_%28FSX%29 http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_%28FSX%29]&lt;br /&gt;
&lt;br /&gt;
=== Installing FWTools ===&lt;br /&gt;
&lt;br /&gt;
FSX KML makes use of the freeware tool set called [http://fwtools.maptools.org/ FWTools].  FW Tools is required for scenery that uses the FSX SDK Resample tool, such as landclass and waterclass.&lt;br /&gt;
&lt;br /&gt;
Download and install the latest version of FWTools. &lt;br /&gt;
&lt;br /&gt;
Specify the location of FWTools on the FSX KML Build tab.&lt;br /&gt;
&lt;br /&gt;
=== Installing Google Earth ===&lt;br /&gt;
&lt;br /&gt;
If you notice some null values for vertices when importing KML files from Google Earth, pls consider to revert to an older version of GE. More information about this issue you can find [ http://www.fsdeveloper.com/forum/showthread.php?p=144034 here]&lt;br /&gt;
&lt;br /&gt;
Google Earth, Vers 5.1 is available here: [http://www.google.com/earth/download/thanks.html#release=previous#os=win#single=yes  Google Earth 5.1]&lt;br /&gt;
&lt;br /&gt;
== Building Scenery ==&lt;br /&gt;
&lt;br /&gt;
Building your own scenery with FSX KML is easy.&lt;br /&gt;
&lt;br /&gt;
=== Step 1 - Creating a KML file with Google Earth ===&lt;br /&gt;
&lt;br /&gt;
The first step in creating your FSX scenery is to create a KML file by using Google Earth to &amp;quot;trace&amp;quot; scenery features. &lt;br /&gt;
&lt;br /&gt;
==== Creating polygons and polylines ====&lt;br /&gt;
&lt;br /&gt;
Using Google Earth create a polygon using the &amp;quot;Add Poly&amp;quot; function or create a polyline using the &amp;quot;Add Path&amp;quot; function, &lt;br /&gt;
and then trace the scenery feature (for example a lake or road). &lt;br /&gt;
&lt;br /&gt;
After you click the &amp;quot;Add Poly&amp;quot; or &amp;quot;Add Path button&amp;quot; you will be presented with a form as shown to the right&lt;br /&gt;
&lt;br /&gt;
[[Image:GE-polygon-dialog.jpg|thumb|right|150px|Google Earth dialog for creating new polygon or polyline]]&lt;br /&gt;
&lt;br /&gt;
* Name - Give your polygon or polyline a description or leave blank&lt;br /&gt;
&lt;br /&gt;
* Description - This is where you &amp;quot;tag&amp;quot; your polygon or polyline.   You may enter a tag from FSX_KML_TAGS.XML or leave blank and tag later using FSX_KML&lt;br /&gt;
&lt;br /&gt;
* Style &amp;amp; Color - You may choose the border and fill color for polyline or polygon&lt;br /&gt;
                               &lt;br /&gt;
* Altitude - You may enter an altitude for your polyline or polygon. This can be used to specify the elevation of lakes. You may also enter the elevation later using FSX_KML. All elevations must be entered in meters.&lt;br /&gt;
&lt;br /&gt;
Begin tracing your polyline or polygon.  You may either click the mouse or hold the mouse button down and drag the mouse to create vertices.&lt;br /&gt;
&lt;br /&gt;
* Use your mouse wheel to zoom the view in and out vertically.&lt;br /&gt;
&lt;br /&gt;
* Use the up, down, left, right arrow keys to move the view horizontally.&lt;br /&gt;
&lt;br /&gt;
* Hold Shift and press left or right arrow to rotate the view.&lt;br /&gt;
&lt;br /&gt;
* Hold Ctrl and press up or down arrow to tilt the view.&lt;br /&gt;
&lt;br /&gt;
To make things easier; it is good to get into the habit of drawing polygon vertices in the same direction, perhaps always draw clockwise. That way if you decide to add new vertices to define details better, then you can simply click to the right of the currently selected vertex (blue) to add a new one in. Avoid adding vertices that make the polygon twisted.&lt;br /&gt;
While polygon &amp;quot;properties&amp;quot; is open, take the time to change the transparency (from the colour tab)- if you leave it opaque, then you end up covering important details and spotting mistakes is more difficult.&lt;br /&gt;
&lt;br /&gt;
Once you have finished click OK to save your polygon or polyline.&lt;br /&gt;
&lt;br /&gt;
To edit your polyline or polygon highlight it, right click the mouse and choose properties.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Tagging&amp;quot; the scenery features ====&lt;br /&gt;
&lt;br /&gt;
To describe what scenery feature your polygon or polyline represents it needs to be &amp;quot;tagged&amp;quot;. The file FSX_KML_TAGS.XML contains a list of the tags you can use.&lt;br /&gt;
&lt;br /&gt;
There are two ways to tag a polygon or polyline:-&lt;br /&gt;
&lt;br /&gt;
* Place the name of the tag in the description field of the polygon or polyline.&lt;br /&gt;
* Place the name of the tag in the description field of the parent folder that contains the polygon or polyline. If a polygon/polyline has no tag then it will inherit its tag from the parent folder.&lt;br /&gt;
&lt;br /&gt;
You can place these tags in GE using the properties dialog of the polygon or polyline, or you can use FSX_KML to place these tags. &lt;br /&gt;
&lt;br /&gt;
To tag using FSX_KML click on a description &amp;quot;cell&amp;quot; and press F2. An arrow will be displayed so then click on the arrow to drop down a list of valid tags. Highlight the tag you want and press ENTER. If you had multi-selected several cells then all the selected cells will be tagged. To select multiple cells hold down the shift key while clicking cells.&lt;br /&gt;
&lt;br /&gt;
==== Saving your work to a KML file ====&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re done drawing your polygon(s) or polyline(s), simply right-click on the top-most folder you created (or the polygon itself if you didn&#039;t create folders) under the &amp;quot;My Places&amp;quot; tab on the left side of your GE window. Select &amp;quot;Save As&amp;quot;, makes sure that you choose .kml as the file type, and select your desired location in your file structure.&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Processing the KML file with FSX KML ===&lt;br /&gt;
&lt;br /&gt;
[[Image:project.jpg|thumb|right|150px|The Project tab]] [[Image:build.jpg|thumb||150px|The Build tab]]&lt;br /&gt;
&lt;br /&gt;
* Run FSX_KML&lt;br /&gt;
* On the &amp;quot;Project&amp;quot; tab, click the &amp;quot;Add KML&amp;quot; button and choose a KML file. The contents of the selected KML file will be displayed. You may add multiple KML files. A FSX BGL file will be generated for each KML input file.&lt;br /&gt;
* Change to the &amp;quot;Build&amp;quot; tab&lt;br /&gt;
* Set the following build options:-&lt;br /&gt;
** &amp;quot;FSX folder&amp;quot; - Input the folder where FSX is installed. By default this is &amp;quot;C:\Program Files\Microsoft Games\Microsoft Flight Simulator X&amp;quot;&lt;br /&gt;
** &amp;quot;Terrain SDK&amp;quot; - Input the location of the FSX terrain SDK&lt;br /&gt;
** &amp;quot;FW Tools&amp;quot; - Input the location where you installed FW Tools.  FW Tools is required for scenery that uses the FSX SDK Resample tool, such as landclass and waterclass.&lt;br /&gt;
** &amp;quot;Run SDK tools&amp;quot; - If you select this option FSX KML will automatically run the SDK tools to turn your Shape Files into a FSX BGL &lt;br /&gt;
** &amp;quot;Copy generated scenery to FSX Addon Scenery Folder&amp;quot; - If you select this option FSX KML will copy the generated BGLS to the FSX addon scenery directory&lt;br /&gt;
* Click the &amp;quot;Build&amp;quot; button. FSX KML will now build your scenery. The progress of the build will be displayed in the build log window. The following actions will occur during the build:-&lt;br /&gt;
** For each KML file in your project&lt;br /&gt;
*** For vector based scenery an appropriate set of Shape files is generated depending on the features that have been tagged in the KML&lt;br /&gt;
*** For resample based scenery an appropriate Tiff file is created.&lt;br /&gt;
*** An XML config file is created for use by Shp2Vec, BGLComp and Resample&lt;br /&gt;
** A batch file called &amp;quot;Run_SDK_Tools.bat&amp;quot; will be created. This batch file contains the appropriate commands to call the FSX SDK tools (Shp2Vec, BGLComp and Resample)&lt;br /&gt;
** If you have selected the &amp;quot;Run SDK Tools&amp;quot; option then the Run_SDK_Tools.bat file will be executed. This will create various scenery .BGL files ready for use by FSX&lt;br /&gt;
** If you have selected the &amp;quot;Copy generated scenery...&amp;quot; option then the BGL files(s) will be copied to the FSX addon scenery directory. &amp;lt;U&amp;gt;Please note:&amp;lt;/U&amp;gt; If FSX is running and using a  previous version of your BGL file then the copy will not work because FSX will have the file &amp;quot;locked&amp;quot;. The easiest way to ensure your file is copied to the addon scenery folder is to make sure FSX is not running.&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Testing the scenery ===&lt;br /&gt;
&lt;br /&gt;
* If you selected the &amp;quot;Copy generated files...&amp;quot; option then your scenery will have been copied to the FSX addon scenery folder. Simply run FSX and goto your scenery location to test the scenery&lt;br /&gt;
&lt;br /&gt;
== Scenery Design Tutorial ==&lt;br /&gt;
&lt;br /&gt;
The [http://www.fsdeveloper.com/wiki/index.php?title=FSX_KML_Tutorial FSX KML Tutorial] provides help with a variety of scenery design tasks.&lt;br /&gt;
&lt;br /&gt;
== Editing a KML file using FSX_KML ==&lt;br /&gt;
&lt;br /&gt;
Using FSX_KML you can easily edit your KML file.  The following types of edits can be performed:-&lt;br /&gt;
&lt;br /&gt;
=== Copy ===&lt;br /&gt;
To copy a KML item (folder or polygon/polyline) select the item to copy and click the copy button.&lt;br /&gt;
=== Delete ===&lt;br /&gt;
To delete a KML item select the item to copy and click the delete button.&lt;br /&gt;
=== Edit === &lt;br /&gt;
To edit the Name and Description attributes of a KML item select either a single item or &amp;lt;B&amp;gt;multiple items&amp;lt;/B&amp;gt; (hold the shift key to multi-select) and then press F2 to display the inline editor. Enter the new value and press enter. Your edit will be applied to the items you selected&lt;br /&gt;
&lt;br /&gt;
=== Saving your changes ===&lt;br /&gt;
Click the save button to write your changes back to disk..&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Open in Notepad ===&lt;br /&gt;
Click the &amp;quot;Open in Notepad&amp;quot; button to open the selected KML file in Notepad.&lt;br /&gt;
=== Open in Google Earth ===&lt;br /&gt;
Click the &amp;quot;Open in Google Earth&amp;quot; button to open the selected KML file in Google Earth.&lt;br /&gt;
=== Reload a KML file ===&lt;br /&gt;
If you have edited the selected KML file using an external program (eg Google Earth or Notepad) then you can reload those changes back into FSX_KML by clicking the reload button.&lt;br /&gt;
&lt;br /&gt;
=== Properties Tab ===&lt;br /&gt;
&lt;br /&gt;
This tab shows the properties for the selected polygon or polyline. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Freeways:&amp;lt;/U&amp;gt;&lt;br /&gt;
Use the &amp;quot;NumberOfLanes&amp;quot; and &amp;quot;Traffic Direction&amp;quot; attributes to define freeway related data.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Hydropolygons:&amp;lt;/U&amp;gt;&lt;br /&gt;
Use the &amp;quot;SlopeX&amp;quot; and &amp;quot;SlopeY&amp;quot; attributes to define slope characteristics of hydropolygons. &lt;br /&gt;
&lt;br /&gt;
=== Vertices Tab ===&lt;br /&gt;
&lt;br /&gt;
This tab shows the vertices (ie points) for the selected polygon or polyline.&lt;br /&gt;
&lt;br /&gt;
Click the &amp;quot;Edit&amp;quot; button to display the vertice editor. This editor lets you edit the vertices in several ways:-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Reversing points:&amp;lt;/U&amp;gt;&lt;br /&gt;
The direction of a polygon or polyline can be reversed by using the REVERSE POINTS button. Click the &amp;quot;Reverse&amp;quot; button to change the direction of points in the polygon/polyline.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Setting elevation:&amp;lt;/U&amp;gt;&lt;br /&gt;
You can set the elevation for all vertices by clicking the &amp;quot;Set Elevation&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Manual editing:&amp;lt;/U&amp;gt;&lt;br /&gt;
You can manually edit vertices (longtitude, latitude and elevation) by editing data in the vertex grid.&lt;br /&gt;
&lt;br /&gt;
=== XML Tab ===&lt;br /&gt;
&lt;br /&gt;
This tab shows the XML for the selected polygon or polyline.&lt;br /&gt;
&lt;br /&gt;
== FSX_KML_TAGS.XML ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Tags.jpg|thumb|right|150px|FSX_KML_TAGS tab]]&lt;br /&gt;
&lt;br /&gt;
=== What is the FSX_KML_TAGS file? ===&lt;br /&gt;
&lt;br /&gt;
This file holds the &amp;quot;tags&amp;quot; that are used in the KML file to describe FSX scenery features. You can customise this file to add more tags or change existing ones. &lt;br /&gt;
&lt;br /&gt;
An easy way to browse this file is by clicking on the &amp;quot;FSX_KML_TAGS.XML&amp;quot; tab in FSX KML.&lt;br /&gt;
&lt;br /&gt;
This XML contains the following attributes for each &amp;quot;tag&amp;quot;:-&lt;br /&gt;
&lt;br /&gt;
* Tag - The unique identifier for this scenery feature. This tag is what you use to &amp;quot;tag&amp;quot; the polygons/polylines in your Google Earth KML file &lt;br /&gt;
* Description - A description of the scenery feature. This description is displayed in FSX KML.&lt;br /&gt;
* Feature Type - The type of scenery feature and must be one of the following types:-&lt;br /&gt;
** WATERPOLY - Water polygons such as coastline, rivers, lakes, canals etc&lt;br /&gt;
** WATERPOLYGPS - Low resolution water polygons for use in the GPS&lt;br /&gt;
** LANDCLASSPOLY - irregular shaped landclass polygons for towns, forest, beaches, park etc&lt;br /&gt;
** AIRPORTBOUNDRY - define airport boundries and also flatten areas and AUTOGEN EXCLUSIONS&lt;br /&gt;
** EXCLUSION - exclude default vector scenery from the polygon&lt;br /&gt;
** STREAM - create streams&lt;br /&gt;
** SHORELINE - create animated shorelines&lt;br /&gt;
** ROAD - create roads (NOT road bridges)&lt;br /&gt;
** FREEWAY - create moving traffic&lt;br /&gt;
** RAILWAY - create railways (NOT rail bridges)&lt;br /&gt;
** UTILITY - power lines, telegraph lines, fences etc&lt;br /&gt;
** SCENERYOBJECT - place scenery objects&lt;br /&gt;
** EXCLUSIONRECTANGLE - excludes scenery objects&lt;br /&gt;
** EXTRUSIONBRIDGE - creates extrusion bridges&lt;br /&gt;
** LANDCLASS - create land class&lt;br /&gt;
** WATERCLASS - create water class&lt;br /&gt;
* GUID - The FSX GUID for the scenery feature. &lt;br /&gt;
&lt;br /&gt;
Please refer to the FSX &amp;quot;terrain.cfg&amp;quot; file and terrain SDK documentation for futher information on feature types and GUIDs&lt;br /&gt;
&lt;br /&gt;
=== Editing FSX_KML_TAGS.XML using FSX KML ===&lt;br /&gt;
&lt;br /&gt;
The FSX_KML_TAGS.XML file can be easily edited in FSX KML.  To following edits can be performed:-&lt;br /&gt;
&lt;br /&gt;
==== Copy ====&lt;br /&gt;
To copy an item select the item to copy and click the copy button.&lt;br /&gt;
==== Delete ====&lt;br /&gt;
To delete an item select the item to delete and click the delete button.&lt;br /&gt;
==== Edit ==== &lt;br /&gt;
To edit the Tag, Description, FeatureType or GUID attributes of an item select either a single item or &amp;lt;B&amp;gt;multiple items&amp;lt;/B&amp;gt; (hold the shift key to multi-select) and then press F2 to display the inline editor. Enter the new value and press enter. Your edit will be applied to the items you selected&lt;br /&gt;
&lt;br /&gt;
==== Saving your changes ====&lt;br /&gt;
Click the save button to write your changes back to disk.&lt;br /&gt;
==== Open in Notepad ====&lt;br /&gt;
Click the &amp;quot;Open in Notepad&amp;quot; button to open the FSX_KML_TAGS.XML file in Notepad.&lt;br /&gt;
==== Reload ====&lt;br /&gt;
If you have edited the FSX_KML_TAGS.XML file using an external program (eg Notepad) you can reload those changes by clicking the reload button.&lt;br /&gt;
&lt;br /&gt;
== Google Earth ==&lt;br /&gt;
&lt;br /&gt;
=== Downloading Google Earth ===&lt;br /&gt;
&lt;br /&gt;
The free version Google Earth may be downloaded from the [http://earth.google.com/ Google Earth home page]&lt;br /&gt;
&lt;br /&gt;
=== Copyright of Google Earth Data ===&lt;br /&gt;
&lt;br /&gt;
Scenery developers need to be aware that there may be copyright issues associated with the use of data obtained from Google Earth. Please see the [http://earth.google.com/support/ Google Earth support page] for more information on the Google Earth policy of using this data in your freeware or commercial products.&lt;br /&gt;
&lt;br /&gt;
== Freeware scenery using FSX KML ==&lt;br /&gt;
&lt;br /&gt;
The following freeware has used FSX KML during their development:-&lt;br /&gt;
&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=&amp;amp;Name=Isle+of+Wight&amp;amp;FileName=&amp;amp;Author=Len+Hickman&amp;amp;CatID=fsxscen Isle of Wight (UK) reconstructed] by Len Hickman&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=&amp;amp;Name=Quebec+Scenery&amp;amp;FileName=&amp;amp;Author=Gilles+Gauthier&amp;amp;CatID=fsxscen Quebec Scenery - Lakes and Rivers] by Gilles Gauthier&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=&amp;amp;Name=Catalunya+Coast&amp;amp;FileName=&amp;amp;Author=Bodo+Hesse&amp;amp;CatID=fsxscen Catalunya Coast] by Bodo Hesse&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=&amp;amp;Name=Naval+air+station&amp;amp;FileName=&amp;amp;Author=Jim+Dhaenens&amp;amp;CatID=fsxscen Naval Air station Jacksonville (KNIP)] by Jim Dhaenens&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=103120 Naval Air Station Oceana (KNTU)] by Jim Dhaenens&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=102870 Coffs Harbour (YSCH)] by John Ross (also at www.virtualvfr.com)&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=103027 Kitimat/Terrace] by Douglas Keech&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=102995 Los Angeles &amp;quot;clean-up&amp;quot;] by Lance Tucker&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=104609 Lord howe Island and Balls Pyramid] by Don Bush&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=104853 Falklands 2007] by Brian Jamieson&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=104000 Gloucestershire Airport] by Terry Shields&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=105386 Okanagan Valley Landclass and Rivers] by Alex Sievert&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=106386&amp;amp;CatID=fsxscen Gold Coast Airport (YBCG)] by John Ross&lt;br /&gt;
* [http://marcoh.gratisim.fr Photorealistic Town of Nantes in France] by Marc-henri Guitteny&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=109752&amp;amp;CatID=fsxscen Utah Complete v1.0] by James Udall&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=111154 Bushflight Northwest] by Bill Dick / Phil &amp;quot;Snowman&amp;quot; Cayton / Chris Brisland&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=114132&amp;amp;CatID=fsxscen Wake Island] by Tony Arnold&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=117501 SICILY VFR X - Lakes and Reservoirs] by Giovanni Miduri&lt;br /&gt;
*[http://library.avsim.net/download.php?DLID=121703 Chernobyl Exclusion Zone] by Mike Dalgleish&lt;br /&gt;
*[http://fly-wonderful-islands.com/page_89.html La gomera GCGM Spain] by Allen Cremeen&lt;br /&gt;
* [http://marcoh.gratisim.fr Photorealistic St Pierre &amp;amp; Miquelon archipelago near Newfoundland] by Marc-henri Guitteny&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=105600 Quebec city v1.0] by Jean St-Cyr and Gilles Boily&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=139471 Quebec city v2.0] by Jean St-Cyr, Gilles Boily, Gilles Gauthier and Jean-Pierre Fillion&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=144264 Angel Falls for FSX] by Jean St-Cyr&lt;br /&gt;
Freeware authors please list your freeware scenery here!&lt;br /&gt;
&lt;br /&gt;
== Commercial scenery using FSX KML ==&lt;br /&gt;
&lt;br /&gt;
The following commercial scenery has used FSX KML during their development:-&lt;br /&gt;
&lt;br /&gt;
* [http://www.imaginesim.com/kcvg01.htm KCVG Cincinnati Northern Kentucky International Airport, USA] by Imagine Simulation &lt;br /&gt;
* [http://www.imaginesim.com/tjsj01.htm TJSJ San Juan Luis Munoz Marin Airport, Puerto Rico] by Imagine Simulation&lt;br /&gt;
* [http://www.imaginesim.com/kclt01.htm KCLT Charlotte Douglas Airport, USA] by Imagine Simulation&lt;br /&gt;
* [http://www.imaginesim.com/mynn01.htm MYNN Nassau International, Bahamas] by Imagine Simulation&lt;br /&gt;
* [http://www.imaginesim.com/klga01.htm KLGA New York La Guardia Airport, USA] by Imagine Simulation&lt;br /&gt;
* [http://www.imaginesim.com/kmci01.htm KMCI Kansas City International Airport, USA] by Imagine Simulation&lt;br /&gt;
* [http://www.aerosoft-shop2.com/products/helgolandx/helgolandx.html Helgoland X] by AeroSoft&lt;br /&gt;
* [http://www.aerosoft-shop2.com/products/monacox/monacox.html Monaco X] by AeroSoft&lt;br /&gt;
* [http://www.aerosoft-shop2.com/products/aspenx/aspenx.html Aspen X] by AeroSoft&lt;br /&gt;
* [http://secure.simmarket.com/product_info.php?products_id=2361 Pantanal - The Wetlands] by CenaReal &lt;br /&gt;
* [http://www.fly-wonderful-islands.com/Slide/gclp_v1.html GCLP Gran Canaria Airport Canary Islands Spain]  by Fly Wonderful Islands&lt;br /&gt;
* [http://www.fly-wonderful-islands.com/FWI_GCRRv2/Slide_GCRR_V2/FWI_GCRR_V2.html Lanzarote GCRR Airport Canary Islands Spain]  by Fly Wonderful Islands &lt;br /&gt;
Please list other commercial scenery here.&lt;br /&gt;
&lt;br /&gt;
== End User Licence ==&lt;br /&gt;
&lt;br /&gt;
Copyright Â© 2007 Innova Software ALL RIGHTS RESERVED&lt;br /&gt;
&lt;br /&gt;
FSX KML (&amp;quot;Software&amp;quot;) is distributed without charge to FSX add-on designers, redistribution of the original ZIP file is not allowed. You are NOT allowed to sell this software or ask money for its distribution. &lt;br /&gt;
&lt;br /&gt;
FSX KML may be used free of charge for the production of both freeware and commercial add-ons (including sceneries,missions,aircraft) subject to the following terms and conditions:-&lt;br /&gt;
* You notify Innova Software of the use of FSX KML in your add-on&lt;br /&gt;
* You give Innova Software a free copy of your add-on (and any updates)&lt;br /&gt;
* In your readme file you say that FSX KML was used to help with the production of your add-on&lt;br /&gt;
* The copyright and any intellectual property relating to the FSX KML software shall remain the property of Innova Software&lt;br /&gt;
* LIMITED WARRANTY - INNOVA SOFTWARE SHALL NOT BE RESPONSIBLE IN TORT OR IN CONTRACT FOR ANY LOSS OR DAMAGE HOWSOEVER CAUSED TO THE PROPERTY OR PERSON OF YOURSELF OR ANY THIRD PARTY AS A RESULT OF ANY DEFECT IN THE SOFTWARE WHETHER PATENT OR LATENT OR AS A RESULT OF ANY FAULT, NEGLIGENCE, WRONGFUL ACT OR OMISSION OF INNOVA SOFTWARE OR ANY OF ITS SERVANTS, EMPLOYEES, CONTRACTS AND AGENTS, AND YOU INDEMNIFY INNOVA SOFTWARE AGAINST ANY CLAIMS MADE AGAINST IT BY ANY THIRD PARTY ARISING OUT OF ANY SUCH DEFAULT OR FAULT, NEGLIGENCE, WRONGFUL ACT OR OMISSION AND IN NO EVENT SHALL INNOVA SOFTWARE BE LIABLE FOR ANY CLAIMS OR DAMAGES INCLUDING, BUT NOT LIMITED TO CLAIMS OF FAULTY DESIGN, NEGLIGENT OR MISLEADING ADVICE, DAMAGES ARISING FROM LOSS OR USE OF THE SOFTWARE AND/OR SUPPLY OF SERVICES; AND ANY INDIRECT, SPECIAL OR CONSEQUENTIAL DAMAGES OR INJURY TO ANY PERSON, CORPORATION OR OTHER ENTITY BY REASON OF THE PROVISION OF THE SOFTWARE AND/OR PROVISION OF SERVICES PURSUANT TO THESE TERMS AND CONDITIONS&lt;br /&gt;
&lt;br /&gt;
Developers can email acceptance of these terms and conditions to &amp;lt;B&amp;gt;fsx_kml@innovasoftware.com&amp;lt;/B&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Release History ==&lt;br /&gt;
&lt;br /&gt;
=== v1.00 Beta - 19th 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
This is first beta release of FSX KML&lt;br /&gt;
&lt;br /&gt;
=== v1.01 Beta - 19th 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
* Fixed error with FSX_KML_TAGS.XML file not found&lt;br /&gt;
&lt;br /&gt;
=== v1.02 Beta - 21st 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
* Fixed error reading polygon/poylines. FSX KML could sometimes insert an erroneous point of 0,0&lt;br /&gt;
&lt;br /&gt;
=== v1.03 Beta - 28th 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
New features and issues resolved:-&lt;br /&gt;
* Better handle tags in description field. Be less strict about &amp;quot;whitespace&amp;quot; and cr/lf&lt;br /&gt;
* Better handle international settings for decimals&lt;br /&gt;
* Add more excludes to fsx_kml_tags.xml (see tags starting with &amp;quot;exclude__&amp;quot;)&lt;br /&gt;
* Add support for moving kml items up/down&lt;br /&gt;
* Add support for moving kml items via drag drop&lt;br /&gt;
* Add support for creating new kml folder&lt;br /&gt;
* Create shapes in order they appear in the KML&lt;br /&gt;
* Assign UUID (starting at 1) to each shape in the KML based on its order in the KML&lt;br /&gt;
&lt;br /&gt;
Known issues (Features not implemented in this release):-&lt;br /&gt;
* Freeway tags (moving traffic) - in v1.03 you must manually edit the FW .DBF file to set traffic density and direction&lt;br /&gt;
&lt;br /&gt;
=== v1.04 Beta - 20th Jan 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features and issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Use INI file (FSX_KML.INI) to remember settings including list of KML files and FSX folder settings&lt;br /&gt;
* Allow multi select of KML files in Add KML file dialog&lt;br /&gt;
* Display points for selected polygon/polyline &lt;br /&gt;
* Add REVERSE POINTS button to allow direction of polygon/polyline to be reversed&lt;br /&gt;
* Add POLYGONHOLE tag to support &amp;quot;holes&amp;quot; in polygons, eg for making islands in rivers&lt;br /&gt;
* Add LEGACY_LANDWATERMASK_WATER_NOFLATTEN tag for water polygons that &amp;quot;cling&amp;quot; to mesh&lt;br /&gt;
* Default freeway traffic to one lane of traffic&lt;br /&gt;
&lt;br /&gt;
=== v1.05 Beta - 21st Jan 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features and issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Added &amp;quot;Automatically Reverse Points In Polygon Holes&amp;quot; build option. This option will auto reverse points for polygon holes when creating the shape file. Apparently Google Earth always writes polygons in a clockwise fashion to the KML file irrespective of which way they are actually drawn in Google Earth. This option simplifies the creation of polygon holes because you no longer need to manually reverse point order in FSX KML. Option is on by default.&lt;br /&gt;
* Added &amp;quot;Output Folder&amp;quot; build option. This lets you specify the folder where files are written during the build process&lt;br /&gt;
* Fixed error when loading the saved list of KML files and a KML file can longer be found.&lt;br /&gt;
&lt;br /&gt;
=== v1.05.1 Beta - 21st Jan 2007 ===&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Fixed bug where directory would not be changed prior to running the RUN_SDK_TOOLS batch file&lt;br /&gt;
&lt;br /&gt;
=== v1.06 Beta - 14th Apr 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:-&lt;br /&gt;
&lt;br /&gt;
* Added grid to allow manual editing of polygon/polyline points (longitude,latitude,elevation)&lt;br /&gt;
* Added button for setting all points in polygon/polyline to a specific elevation&lt;br /&gt;
* Added support for tag parameters (eg freeway traffic data and hydro poly slopeX/Y)&lt;br /&gt;
* Added option to save backups to backup subdirectory (on by default).&lt;br /&gt;
* Added XML tab to show XML for highlighted node&lt;br /&gt;
* Remember window size and position&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Changed tag name of &amp;quot;Park&amp;quot; to &amp;quot;LandClassPoly&amp;quot; since landclass polys can be used for more than just parks! Existing &amp;quot;Park&amp;quot; tags are automatically renamed to &amp;quot;LandClassPoly&amp;quot;&lt;br /&gt;
* Handle extra &#039;.&#039; in filenames&lt;br /&gt;
&lt;br /&gt;
=== v1.07 Beta - 25th Apr 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:-&lt;br /&gt;
&lt;br /&gt;
* Added &amp;quot;Shape&amp;quot; tab with support for shape viewing. Select single (or multiple) polygon/polylines to see its shape. Selecting a folder will show all shapes in that folder and any sub folders.  &lt;br /&gt;
* Added &amp;quot;Select All&amp;quot; function (Ctrl A) to select all polylines/polygons&lt;br /&gt;
* Added &amp;quot;New&amp;quot; button to Vertices form to insert vertice.&lt;br /&gt;
* Added &amp;quot;Copy&amp;quot; button to Vertices form to copy the selected vertice.&lt;br /&gt;
* Added &amp;quot;Delete&amp;quot; button to Vertices form to delete selected vertice.&lt;br /&gt;
* Added &amp;quot;Move Up&amp;quot; and &amp;quot;Move Down&amp;quot; button to Vertices form to move selected vertice up or down in list.&lt;br /&gt;
* Added Options menu to main form. Moved &amp;quot;Save Backups&amp;quot; to this menu&lt;br /&gt;
* Added &amp;quot;Remember Window Position and Size&amp;quot; to the options menu&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Updated the &amp;quot;About&amp;quot; form to credit the 3rd party development libraries used (eg Shapelib)&lt;br /&gt;
* Fixed misplaced longitude and latitude labels on vertice grid&lt;br /&gt;
&lt;br /&gt;
=== v1.08 Beta - 18th May 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:- &lt;br /&gt;
&lt;br /&gt;
* Add BGLCOMP support for placing of FSX library objects along polyline. The use of &amp;quot;Variance&amp;quot; parameters below helps create more naturalistic looking scenery by applying random variance to object positioning. Support the following parameters:-&lt;br /&gt;
** Altitude AGL or MSL&lt;br /&gt;
** Altitude variance - Random variance in meters applied to alitude (use 0 for no variance)&lt;br /&gt;
** Pitch (0 - 360)&lt;br /&gt;
** Pitch variance - Random variance in degrees (0 - 180) applied to pitch (use 0 for no variance)&lt;br /&gt;
** Bank (0 - 360)&lt;br /&gt;
** Bank variance - Random variance in degrees (0 - 180) applied to bank (use 0 for no variance)&lt;br /&gt;
** HeadingType &lt;br /&gt;
*** Track - Heading of each object follows the direction of each polyline segment&lt;br /&gt;
*** Fixed - Heading of all objects is specified by Heading parameter&lt;br /&gt;
*** Random - Heading is random for each object&lt;br /&gt;
*** Elevation - Heading for each object is specified by elevation of associated polyline vertice&lt;br /&gt;
** Heading (0 - 360) - Used when HeadingType = Fixed&lt;br /&gt;
** Heading variance - Random variance in degrees (0 - 180) applied to heading (use 0 for no variance)&lt;br /&gt;
** Scale - Scale multiply of object (defaults to 1.0)&lt;br /&gt;
** ScaleVariance - Random variance in scale to apply to objects. (use 0 for no variance)&lt;br /&gt;
** ImageComplexity - VerySparse, Sparse, Normal, Dense, VeryDense, ExtremelyDense&lt;br /&gt;
* FSX_KML_Tags tab - Add tags for all default FSX scenery library objects &lt;br /&gt;
* Build tab - Add button for setting BGLComp SDK path&lt;br /&gt;
* Build tab - Add &amp;quot;Open&amp;quot; button for output folder path to open Windows Explorer on that folder&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Fixed issue with copy button&lt;br /&gt;
&lt;br /&gt;
=== v1.09 Beta - 23rd June 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:-&lt;br /&gt;
&lt;br /&gt;
* Added BGLCOMP support for scenery exclusion rectangles (&amp;quot;ExclusionRectangle&amp;quot; tag). The exclusion rectangle will be defined by the &amp;quot;bounding&amp;quot; rectangle of the polyline/polygon. Supports the following parameters&lt;br /&gt;
** ExcludeAllObjects &lt;br /&gt;
** ExcludeBeaconObjects&lt;br /&gt;
** ExcludeEffectObjects&lt;br /&gt;
** ExcludeGenericBuildingObjects&lt;br /&gt;
** ExcludeLibraryObjects&lt;br /&gt;
** ExcludeTaxiwaySignObjects&lt;br /&gt;
** ExcludeTriggerObjects&lt;br /&gt;
** ExcludeWindsockObjects&lt;br /&gt;
** ImageComplexity - VerySparse, Sparse, Normal, Dense, VeryDense, ExtremelyDense&lt;br /&gt;
* Added BGLCOMP support for Extrusion Bridges (&amp;quot;ExtrusionBridge&amp;quot; tag). Draw a polyline and tag it with &amp;quot;ExclusionBridge&amp;quot;, then use the vertice editor to set the height of each bridge segment.&lt;br /&gt;
* Added &amp;quot;Change to&amp;quot; button on the Vertice Editor to change shape type from polygon to polyline and vice versa&lt;br /&gt;
* Enhanced polygons holes so that if a polygon cannot be found in the same folder as polygon hole (&amp;quot;polygon folder&amp;quot;) then the parent folder is searched for the first polygon preceding the polygon folder. This makes it possible to better organize a project by placing polygon holes (i.e islands) in a sub folder and still have them associated with a water polygon in a parent folder&lt;br /&gt;
&lt;br /&gt;
=== v1.10 Beta - 19th August 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:-&lt;br /&gt;
&lt;br /&gt;
* Land class tiles &lt;br /&gt;
* Water class tiles&lt;br /&gt;
&lt;br /&gt;
== Development Roadmap ==&lt;br /&gt;
&lt;br /&gt;
The following features are planned for upcoming releases:-&lt;br /&gt;
&lt;br /&gt;
=== Future releases ===&lt;br /&gt;
* Update this manual :)&lt;br /&gt;
* Add 10 minute autosave&lt;br /&gt;
* Add following params to BGLCOMP support:-&lt;br /&gt;
** Heading Type&lt;br /&gt;
*** FixedTrack - Heading of all objects is fixed to the direction of first polyline segment&lt;br /&gt;
** Divergence - Random divergence (in meters) from vertice. Applied in direction which is perpendicular to direction of polyline segment (use 0 for no variance)&lt;br /&gt;
* Add &amp;quot;AutoPolygonHole&amp;quot; to polygon properties sheet. This allows a polygon hole to be automatically created in the shape of the polygon, and removes the need manually create a hole (by copying and tagging as hole)&lt;br /&gt;
* Fix - Ensure lon/lat uses &#039;.&#039; and not &#039;,&#039;&lt;br /&gt;
* FSX_KML_Tags tab - Add support for tag groups&lt;br /&gt;
* Add BGLCOMP support for Tag Groups. Tag grouping allows the scenery designer to group together similar scenery library objects into a single group. For example, when populating a car park the designer could use a tag group containing a variety of car models. This would result in car models being chosen at random from the tag group. &lt;br /&gt;
* Add shape viewer to Vertice Editor form and have it refresh as vertices are edited.&lt;br /&gt;
* Add &amp;quot;Fly to&amp;quot; button to Vertices Editor form to move FSX aircraft to the selected vertice&lt;br /&gt;
* Add &amp;quot;Paste Aircraft pos&amp;quot; button to Vertices Editor form to paste the current location of aircraft (longtitude, latitude, and optionally altitude) into the list of Vertices.&lt;br /&gt;
* Export - Ability to export selected polygons/polylines to a CSV file, with option for long/lat/elevation ordering&lt;br /&gt;
* Scenery Placer - Add support for dynamically previewing scenery objects while FSX is running. This allows very precise and interactive control over the objects placement and orientation without the need to build a BGL and reload FSX.&lt;br /&gt;
* Placing FSX library objects inside a polygon. Allow number of objects and elevation  to be specified. Objects will be distributed randomly within the polygon. This can be used to populate livestock, wildlife, boats/ships in harbors, people on beaches, birds, hot air balloons etc&lt;br /&gt;
* FSX_KML_Tags tab - Texture preview for land class polygons and tiles tags&lt;br /&gt;
* FSX_KML_Tags tab - Scenery object preview for default FSX scenery objects&lt;br /&gt;
* Ability to inject a QMID 11 grid into the KML to aid with visualization of exclusion areas&lt;br /&gt;
* New, Open and Save project buttons to support multiple projects. &lt;br /&gt;
* &amp;quot;Check for Update&amp;quot; menu option to check online for updates. &lt;br /&gt;
&amp;lt;!-- * Multiple tags per KML item --&amp;gt;&lt;br /&gt;
* &amp;lt;u&amp;gt;If possible&amp;lt;/u&amp;gt; conditional display of FSX scenery library objects based on various triggers such as date/time, weather conditions and probability factor. For example, this would allow harbors to be populated with pleasure craft on sunny warm days, but not at night or in cold weather. Would allow forest fires to be generated in hot, windy conditions.&lt;br /&gt;
* &amp;lt;u&amp;gt;If possible&amp;lt;/u&amp;gt; ability to animate FSX scenery library objects along a polyline&lt;br /&gt;
* &amp;quot;Photo scenery&amp;quot; ground textures&lt;br /&gt;
* Flight plan generation along polyline&lt;br /&gt;
&amp;lt;!--Ability to build a fs9 bgl file--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Software by this author ==&lt;br /&gt;
[http://fsdeveloper.com/wiki/index.php?title=FSX_KML FSX_KML]&lt;br /&gt;
&lt;br /&gt;
[http://fsdeveloper.com/wiki/index.php?title=FSX_Photoscene FSX_PhotoScene]&lt;br /&gt;
&lt;br /&gt;
[http://fsdeveloper.com/wiki/index.php?title=SRTM_To_BGL SRTM_To_BGL]&lt;br /&gt;
&lt;br /&gt;
[[Category:Manuals]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[category:Scenery_Design]]&lt;/div&gt;</summary>
		<author><name>GaryGB</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=FSX_KML&amp;diff=8644</id>
		<title>FSX KML</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=FSX_KML&amp;diff=8644"/>
		<updated>2012-12-29T14:34:37Z</updated>

		<summary type="html">&lt;p&gt;GaryGB: /* Downloading FSX KML */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[Image:before_and_after.jpg|thumb|right|150px|Before and after screenshot]]&lt;br /&gt;
&lt;br /&gt;
FSX KML is a freeware scenery design tool for Microsoft Flight Simulator X (FSX). &lt;br /&gt;
&lt;br /&gt;
It converts KML (Keyhole Markup Language) files generated by Google Earth into FSX scenery.&lt;br /&gt;
&lt;br /&gt;
Using Google Earth to draw polygons and polylines you can accurately and easily create many types of scenery.&lt;br /&gt;
&lt;br /&gt;
===Shp2Vec based scenery===&lt;br /&gt;
FSX KML uses the FSX SDK Shp2Vec tool to create the following types of vector scenery:-&lt;br /&gt;
&lt;br /&gt;
* Water polygons including oceans, rivers, lakes and canals&lt;br /&gt;
* Islands inside water features&lt;br /&gt;
* Irregular shaped land class polygons for cities, parks, beaches, forest, golf courses etc&lt;br /&gt;
* Airport boundaries and flatten polygons and AUTOGEN EXCLUSIONS&lt;br /&gt;
* Shorelines &lt;br /&gt;
* Streams&lt;br /&gt;
* Roads&lt;br /&gt;
* Railways&lt;br /&gt;
* Freeways (ie Moving traffic)&lt;br /&gt;
* Utility lines (eg power and telephone lines)&lt;br /&gt;
* Exclusions polygons (for vector data)&lt;br /&gt;
&lt;br /&gt;
===BGLComp based scenery===&lt;br /&gt;
FSX KML uses the FSX SDK BGLComp tool to create the following types of scenery:-&lt;br /&gt;
&lt;br /&gt;
* Place scenery objects (from the FSX library) along a polyline using a wide variety of [http://www.fsdeveloper.com/wiki/index.php?title=FSX_KML#v1.08_Beta_-_18th_May_2007 placement options]&lt;br /&gt;
* Exclusion rectangles&lt;br /&gt;
* Extrusion bridges&lt;br /&gt;
&lt;br /&gt;
===Resample based scenery===&lt;br /&gt;
FSX KML uses the FSX SDK Resample tool to create the following types of scenery:-&lt;br /&gt;
&lt;br /&gt;
* Land class tiles&lt;br /&gt;
* Water class tiles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make sure you also download and install [http://fsdeveloper.com/wiki/index.php?title=FSX_KML#Installing_FWTools FWTools] which is required for creating these types of scenery.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Support Forum ==&lt;br /&gt;
&lt;br /&gt;
You can discuss FSX KML at the fsdeveloper.com  &lt;br /&gt;
[http://www.fsdeveloper.com/forum/forumdisplay.php?f=81 FSX KML forum]. This is the best place to ask support questions about FSX_KML since other FSX_KML users (as well as the author) can answer your questions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Downloading FSX KML ==&lt;br /&gt;
&lt;br /&gt;
The latest version of FSX KML (1.10) can be downloaded from:- &lt;br /&gt;
&lt;br /&gt;
* AVSIM - http://library.avsim.net/esearch.php?CatID=fsxsd&amp;amp;DLID=108495 &amp;lt; dead link &amp;gt;&lt;br /&gt;
* Flightsim.com - http://www.flightsim.com/vbfs/fslib.php?do=copyright&amp;amp;fid=115211 &amp;lt; updated December 12, 2012 &amp;gt;&lt;br /&gt;
* The Scenery Hall of Fame - http://www.scenery.org/graphical_editors.htm  &amp;lt; dead link &amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
=== Installing FSX KML ===&lt;br /&gt;
&lt;br /&gt;
FSX KML can be installed in a folder of your choice. Simply unzip the FSX KML installation zip file into the desired folder. &lt;br /&gt;
&lt;br /&gt;
After unzipping the installation file you should have the following files:-&lt;br /&gt;
&lt;br /&gt;
* FSX_KML.exe&lt;br /&gt;
* ShapeLib129.dll  &lt;br /&gt;
* FreeImage.DLL&lt;br /&gt;
* FSX_KML_TAGS.XML&lt;br /&gt;
&amp;lt;!-- * Tutorial.KML --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Installing the FSX Software Development Kit (SDK) ===&lt;br /&gt;
&lt;br /&gt;
To generate FSX scenery you will need the FSX SDK, which is distributed with the FSX Deluxe version. &lt;br /&gt;
To install the SDK:&lt;br /&gt;
&lt;br /&gt;
(1) Browse the FSX Deluxe Edition Disk 1 &lt;br /&gt;
&lt;br /&gt;
(2) Open the SDK sub-folder&lt;br /&gt;
&lt;br /&gt;
(3) Double-click the setup.exe&lt;br /&gt;
&lt;br /&gt;
(4) Tell it where to install. Default is C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the SDK is not installed in the default SDK folder you must specify its location on the FSX_KML build tab.&lt;br /&gt;
&lt;br /&gt;
For more info on the SDK installation and Service packs: [http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_%28FSX%29 http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_%28FSX%29]&lt;br /&gt;
&lt;br /&gt;
=== Installing FWTools ===&lt;br /&gt;
&lt;br /&gt;
FSX KML makes use of the freeware tool set called [http://fwtools.maptools.org/ FWTools].  FW Tools is required for scenery that uses the FSX SDK Resample tool, such as landclass and waterclass.&lt;br /&gt;
&lt;br /&gt;
Download and install the latest version of FWTools. &lt;br /&gt;
&lt;br /&gt;
Specify the location of FWTools on the FSX KML Build tab.&lt;br /&gt;
&lt;br /&gt;
=== Installing Google Earth ===&lt;br /&gt;
&lt;br /&gt;
If you notice some null values for vertices when importing KML files from Google Earth, pls consider to revert to an older version of GE. More information about this issue you can find [ http://www.fsdeveloper.com/forum/showthread.php?p=144034 here]&lt;br /&gt;
&lt;br /&gt;
Google Earth, Vers 5.1 is available here: [http://www.google.com/earth/download/thanks.html#release=previous#os=win#single=yes  Google Earth 5.1]&lt;br /&gt;
&lt;br /&gt;
== Building Scenery ==&lt;br /&gt;
&lt;br /&gt;
Building your own scenery with FSX KML is easy.&lt;br /&gt;
&lt;br /&gt;
=== Step 1 - Creating a KML file with Google Earth ===&lt;br /&gt;
&lt;br /&gt;
The first step in creating your FSX scenery is to create a KML file by using Google Earth to &amp;quot;trace&amp;quot; scenery features. &lt;br /&gt;
&lt;br /&gt;
==== Creating polygons and polylines ====&lt;br /&gt;
&lt;br /&gt;
Using Google Earth create a polygon using the &amp;quot;Add Poly&amp;quot; function or create a polyline using the &amp;quot;Add Path&amp;quot; function, &lt;br /&gt;
and then trace the scenery feature (for example a lake or road). &lt;br /&gt;
&lt;br /&gt;
After you click the &amp;quot;Add Poly&amp;quot; or &amp;quot;Add Path button&amp;quot; you will be presented with a form as shown to the right&lt;br /&gt;
&lt;br /&gt;
[[Image:GE-polygon-dialog.jpg|thumb|right|150px|Google Earth dialog for creating new polygon or polyline]]&lt;br /&gt;
&lt;br /&gt;
* Name - Give your polygon or polyline a description or leave blank&lt;br /&gt;
&lt;br /&gt;
* Description - This is where you &amp;quot;tag&amp;quot; your polygon or polyline.   You may enter a tag from FSX_KML_TAGS.XML or leave blank and tag later using FSX_KML&lt;br /&gt;
&lt;br /&gt;
* Style &amp;amp; Color - You may choose the border and fill color for polyline or polygon&lt;br /&gt;
                               &lt;br /&gt;
* Altitude - You may enter an altitude for your polyline or polygon. This can be used to specify the elevation of lakes. You may also enter the elevation later using FSX_KML. All elevations must be entered in meters.&lt;br /&gt;
&lt;br /&gt;
Begin tracing your polyline or polygon.  You may either click the mouse or hold the mouse button down and drag the mouse to create vertices.&lt;br /&gt;
&lt;br /&gt;
* Use your mouse wheel to zoom the view in and out vertically.&lt;br /&gt;
&lt;br /&gt;
* Use the up, down, left, right arrow keys to move the view horizontally.&lt;br /&gt;
&lt;br /&gt;
* Hold Shift and press left or right arrow to rotate the view.&lt;br /&gt;
&lt;br /&gt;
* Hold Ctrl and press up or down arrow to tilt the view.&lt;br /&gt;
&lt;br /&gt;
To make things easier; it is good to get into the habit of drawing polygon vertices in the same direction, perhaps always draw clockwise. That way if you decide to add new vertices to define details better, then you can simply click to the right of the currently selected vertex (blue) to add a new one in. Avoid adding vertices that make the polygon twisted.&lt;br /&gt;
While polygon &amp;quot;properties&amp;quot; is open, take the time to change the transparency (from the colour tab)- if you leave it opaque, then you end up covering important details and spotting mistakes is more difficult.&lt;br /&gt;
&lt;br /&gt;
Once you have finished click OK to save your polygon or polyline.&lt;br /&gt;
&lt;br /&gt;
To edit your polyline or polygon highlight it, right click the mouse and choose properties.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Tagging&amp;quot; the scenery features ====&lt;br /&gt;
&lt;br /&gt;
To describe what scenery feature your polygon or polyline represents it needs to be &amp;quot;tagged&amp;quot;. The file FSX_KML_TAGS.XML contains a list of the tags you can use.&lt;br /&gt;
&lt;br /&gt;
There are two ways to tag a polygon or polyline:-&lt;br /&gt;
&lt;br /&gt;
* Place the name of the tag in the description field of the polygon or polyline.&lt;br /&gt;
* Place the name of the tag in the description field of the parent folder that contains the polygon or polyline. If a polygon/polyline has no tag then it will inherit its tag from the parent folder.&lt;br /&gt;
&lt;br /&gt;
You can place these tags in GE using the properties dialog of the polygon or polyline, or you can use FSX_KML to place these tags. &lt;br /&gt;
&lt;br /&gt;
To tag using FSX_KML click on a description &amp;quot;cell&amp;quot; and press F2. An arrow will be displayed so then click on the arrow to drop down a list of valid tags. Highlight the tag you want and press ENTER. If you had multi-selected several cells then all the selected cells will be tagged. To select multiple cells hold down the shift key while clicking cells.&lt;br /&gt;
&lt;br /&gt;
==== Saving your work to a KML file ====&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re done drawing your polygon(s) or polyline(s), simply right-click on the top-most folder you created (or the polygon itself if you didn&#039;t create folders) under the &amp;quot;My Places&amp;quot; tab on the left side of your GE window. Select &amp;quot;Save As&amp;quot;, makes sure that you choose .kml as the file type, and select your desired location in your file structure.&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Processing the KML file with FSX KML ===&lt;br /&gt;
&lt;br /&gt;
[[Image:project.jpg|thumb|right|150px|The Project tab]] [[Image:build.jpg|thumb||150px|The Build tab]]&lt;br /&gt;
&lt;br /&gt;
* Run FSX_KML&lt;br /&gt;
* On the &amp;quot;Project&amp;quot; tab, click the &amp;quot;Add KML&amp;quot; button and choose a KML file. The contents of the selected KML file will be displayed. You may add multiple KML files. A FSX BGL file will be generated for each KML input file.&lt;br /&gt;
* Change to the &amp;quot;Build&amp;quot; tab&lt;br /&gt;
* Set the following build options:-&lt;br /&gt;
** &amp;quot;FSX folder&amp;quot; - Input the folder where FSX is installed. By default this is &amp;quot;C:\Program Files\Microsoft Games\Microsoft Flight Simulator X&amp;quot;&lt;br /&gt;
** &amp;quot;Terrain SDK&amp;quot; - Input the location of the FSX terrain SDK&lt;br /&gt;
** &amp;quot;FW Tools&amp;quot; - Input the location where you installed FW Tools.  FW Tools is required for scenery that uses the FSX SDK Resample tool, such as landclass and waterclass.&lt;br /&gt;
** &amp;quot;Run SDK tools&amp;quot; - If you select this option FSX KML will automatically run the SDK tools to turn your Shape Files into a FSX BGL &lt;br /&gt;
** &amp;quot;Copy generated scenery to FSX Addon Scenery Folder&amp;quot; - If you select this option FSX KML will copy the generated BGLS to the FSX addon scenery directory&lt;br /&gt;
* Click the &amp;quot;Build&amp;quot; button. FSX KML will now build your scenery. The progress of the build will be displayed in the build log window. The following actions will occur during the build:-&lt;br /&gt;
** For each KML file in your project&lt;br /&gt;
*** For vector based scenery an appropriate set of Shape files is generated depending on the features that have been tagged in the KML&lt;br /&gt;
*** For resample based scenery an appropriate Tiff file is created.&lt;br /&gt;
*** An XML config file is created for use by Shp2Vec, BGLComp and Resample&lt;br /&gt;
** A batch file called &amp;quot;Run_SDK_Tools.bat&amp;quot; will be created. This batch file contains the appropriate commands to call the FSX SDK tools (Shp2Vec, BGLComp and Resample)&lt;br /&gt;
** If you have selected the &amp;quot;Run SDK Tools&amp;quot; option then the Run_SDK_Tools.bat file will be executed. This will create various scenery .BGL files ready for use by FSX&lt;br /&gt;
** If you have selected the &amp;quot;Copy generated scenery...&amp;quot; option then the BGL files(s) will be copied to the FSX addon scenery directory. &amp;lt;U&amp;gt;Please note:&amp;lt;/U&amp;gt; If FSX is running and using a  previous version of your BGL file then the copy will not work because FSX will have the file &amp;quot;locked&amp;quot;. The easiest way to ensure your file is copied to the addon scenery folder is to make sure FSX is not running.&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Testing the scenery ===&lt;br /&gt;
&lt;br /&gt;
* If you selected the &amp;quot;Copy generated files...&amp;quot; option then your scenery will have been copied to the FSX addon scenery folder. Simply run FSX and goto your scenery location to test the scenery&lt;br /&gt;
&lt;br /&gt;
== Scenery Design Tutorial ==&lt;br /&gt;
&lt;br /&gt;
The [http://www.fsdeveloper.com/wiki/index.php?title=FSX_KML_Tutorial FSX KML Tutorial] provides help with a variety of scenery design tasks.&lt;br /&gt;
&lt;br /&gt;
== Editing a KML file using FSX_KML ==&lt;br /&gt;
&lt;br /&gt;
Using FSX_KML you can easily edit your KML file.  The following types of edits can be performed:-&lt;br /&gt;
&lt;br /&gt;
=== Copy ===&lt;br /&gt;
To copy a KML item (folder or polygon/polyline) select the item to copy and click the copy button.&lt;br /&gt;
=== Delete ===&lt;br /&gt;
To delete a KML item select the item to copy and click the delete button.&lt;br /&gt;
=== Edit === &lt;br /&gt;
To edit the Name and Description attributes of a KML item select either a single item or &amp;lt;B&amp;gt;multiple items&amp;lt;/B&amp;gt; (hold the shift key to multi-select) and then press F2 to display the inline editor. Enter the new value and press enter. Your edit will be applied to the items you selected&lt;br /&gt;
&lt;br /&gt;
=== Saving your changes ===&lt;br /&gt;
Click the save button to write your changes back to disk..&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Open in Notepad ===&lt;br /&gt;
Click the &amp;quot;Open in Notepad&amp;quot; button to open the selected KML file in Notepad.&lt;br /&gt;
=== Open in Google Earth ===&lt;br /&gt;
Click the &amp;quot;Open in Google Earth&amp;quot; button to open the selected KML file in Google Earth.&lt;br /&gt;
=== Reload a KML file ===&lt;br /&gt;
If you have edited the selected KML file using an external program (eg Google Earth or Notepad) then you can reload those changes back into FSX_KML by clicking the reload button.&lt;br /&gt;
&lt;br /&gt;
=== Properties Tab ===&lt;br /&gt;
&lt;br /&gt;
This tab shows the properties for the selected polygon or polyline. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Freeways:&amp;lt;/U&amp;gt;&lt;br /&gt;
Use the &amp;quot;NumberOfLanes&amp;quot; and &amp;quot;Traffic Direction&amp;quot; attributes to define freeway related data.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Hydropolygons:&amp;lt;/U&amp;gt;&lt;br /&gt;
Use the &amp;quot;SlopeX&amp;quot; and &amp;quot;SlopeY&amp;quot; attributes to define slope characteristics of hydropolygons. &lt;br /&gt;
&lt;br /&gt;
=== Vertices Tab ===&lt;br /&gt;
&lt;br /&gt;
This tab shows the vertices (ie points) for the selected polygon or polyline.&lt;br /&gt;
&lt;br /&gt;
Click the &amp;quot;Edit&amp;quot; button to display the vertice editor. This editor lets you edit the vertices in several ways:-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Reversing points:&amp;lt;/U&amp;gt;&lt;br /&gt;
The direction of a polygon or polyline can be reversed by using the REVERSE POINTS button. Click the &amp;quot;Reverse&amp;quot; button to change the direction of points in the polygon/polyline.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Setting elevation:&amp;lt;/U&amp;gt;&lt;br /&gt;
You can set the elevation for all vertices by clicking the &amp;quot;Set Elevation&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Manual editing:&amp;lt;/U&amp;gt;&lt;br /&gt;
You can manually edit vertices (longtitude, latitude and elevation) by editing data in the vertex grid.&lt;br /&gt;
&lt;br /&gt;
=== XML Tab ===&lt;br /&gt;
&lt;br /&gt;
This tab shows the XML for the selected polygon or polyline.&lt;br /&gt;
&lt;br /&gt;
== FSX_KML_TAGS.XML ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Tags.jpg|thumb|right|150px|FSX_KML_TAGS tab]]&lt;br /&gt;
&lt;br /&gt;
=== What is the FSX_KML_TAGS file? ===&lt;br /&gt;
&lt;br /&gt;
This file holds the &amp;quot;tags&amp;quot; that are used in the KML file to describe FSX scenery features. You can customise this file to add more tags or change existing ones. &lt;br /&gt;
&lt;br /&gt;
An easy way to browse this file is by clicking on the &amp;quot;FSX_KML_TAGS.XML&amp;quot; tab in FSX KML.&lt;br /&gt;
&lt;br /&gt;
This XML contains the following attributes for each &amp;quot;tag&amp;quot;:-&lt;br /&gt;
&lt;br /&gt;
* Tag - The unique identifier for this scenery feature. This tag is what you use to &amp;quot;tag&amp;quot; the polygons/polylines in your Google Earth KML file &lt;br /&gt;
* Description - A description of the scenery feature. This description is displayed in FSX KML.&lt;br /&gt;
* Feature Type - The type of scenery feature and must be one of the following types:-&lt;br /&gt;
** WATERPOLY - Water polygons such as coastline, rivers, lakes, canals etc&lt;br /&gt;
** WATERPOLYGPS - Low resolution water polygons for use in the GPS&lt;br /&gt;
** LANDCLASSPOLY - irregular shaped landclass polygons for towns, forest, beaches, park etc&lt;br /&gt;
** AIRPORTBOUNDRY - define airport boundries and also flatten areas and AUTOGEN EXCLUSIONS&lt;br /&gt;
** EXCLUSION - exclude default vector scenery from the polygon&lt;br /&gt;
** STREAM - create streams&lt;br /&gt;
** SHORELINE - create animated shorelines&lt;br /&gt;
** ROAD - create roads (NOT road bridges)&lt;br /&gt;
** FREEWAY - create moving traffic&lt;br /&gt;
** RAILWAY - create railways (NOT rail bridges)&lt;br /&gt;
** UTILITY - power lines, telegraph lines, fences etc&lt;br /&gt;
** SCENERYOBJECT - place scenery objects&lt;br /&gt;
** EXCLUSIONRECTANGLE - excludes scenery objects&lt;br /&gt;
** EXTRUSIONBRIDGE - creates extrusion bridges&lt;br /&gt;
** LANDCLASS - create land class&lt;br /&gt;
** WATERCLASS - create water class&lt;br /&gt;
* GUID - The FSX GUID for the scenery feature. &lt;br /&gt;
&lt;br /&gt;
Please refer to the FSX &amp;quot;terrain.cfg&amp;quot; file and terrain SDK documentation for futher information on feature types and GUIDs&lt;br /&gt;
&lt;br /&gt;
=== Editing FSX_KML_TAGS.XML using FSX KML ===&lt;br /&gt;
&lt;br /&gt;
The FSX_KML_TAGS.XML file can be easily edited in FSX KML.  To following edits can be performed:-&lt;br /&gt;
&lt;br /&gt;
==== Copy ====&lt;br /&gt;
To copy an item select the item to copy and click the copy button.&lt;br /&gt;
==== Delete ====&lt;br /&gt;
To delete an item select the item to delete and click the delete button.&lt;br /&gt;
==== Edit ==== &lt;br /&gt;
To edit the Tag, Description, FeatureType or GUID attributes of an item select either a single item or &amp;lt;B&amp;gt;multiple items&amp;lt;/B&amp;gt; (hold the shift key to multi-select) and then press F2 to display the inline editor. Enter the new value and press enter. Your edit will be applied to the items you selected&lt;br /&gt;
&lt;br /&gt;
==== Saving your changes ====&lt;br /&gt;
Click the save button to write your changes back to disk.&lt;br /&gt;
==== Open in Notepad ====&lt;br /&gt;
Click the &amp;quot;Open in Notepad&amp;quot; button to open the FSX_KML_TAGS.XML file in Notepad.&lt;br /&gt;
==== Reload ====&lt;br /&gt;
If you have edited the FSX_KML_TAGS.XML file using an external program (eg Notepad) you can reload those changes by clicking the reload button.&lt;br /&gt;
&lt;br /&gt;
== Google Earth ==&lt;br /&gt;
&lt;br /&gt;
=== Downloading Google Earth ===&lt;br /&gt;
&lt;br /&gt;
The free version Google Earth may be downloaded from the [http://earth.google.com/ Google Earth home page]&lt;br /&gt;
&lt;br /&gt;
=== Copyright of Google Earth Data ===&lt;br /&gt;
&lt;br /&gt;
Scenery developers need to be aware that there may be copyright issues associated with the use of data obtained from Google Earth. Please see the [http://earth.google.com/support/ Google Earth support page] for more information on the Google Earth policy of using this data in your freeware or commercial products.&lt;br /&gt;
&lt;br /&gt;
== Freeware scenery using FSX KML ==&lt;br /&gt;
&lt;br /&gt;
The following freeware has used FSX KML during their development:-&lt;br /&gt;
&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=&amp;amp;Name=Isle+of+Wight&amp;amp;FileName=&amp;amp;Author=Len+Hickman&amp;amp;CatID=fsxscen Isle of Wight (UK) reconstructed] by Len Hickman&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=&amp;amp;Name=Quebec+Scenery&amp;amp;FileName=&amp;amp;Author=Gilles+Gauthier&amp;amp;CatID=fsxscen Quebec Scenery - Lakes and Rivers] by Gilles Gauthier&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=&amp;amp;Name=Catalunya+Coast&amp;amp;FileName=&amp;amp;Author=Bodo+Hesse&amp;amp;CatID=fsxscen Catalunya Coast] by Bodo Hesse&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=&amp;amp;Name=Naval+air+station&amp;amp;FileName=&amp;amp;Author=Jim+Dhaenens&amp;amp;CatID=fsxscen Naval Air station Jacksonville (KNIP)] by Jim Dhaenens&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=103120 Naval Air Station Oceana (KNTU)] by Jim Dhaenens&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=102870 Coffs Harbour (YSCH)] by John Ross (also at www.virtualvfr.com)&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=103027 Kitimat/Terrace] by Douglas Keech&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=102995 Los Angeles &amp;quot;clean-up&amp;quot;] by Lance Tucker&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=104609 Lord howe Island and Balls Pyramid] by Don Bush&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=104853 Falklands 2007] by Brian Jamieson&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=104000 Gloucestershire Airport] by Terry Shields&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=105386 Okanagan Valley Landclass and Rivers] by Alex Sievert&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=106386&amp;amp;CatID=fsxscen Gold Coast Airport (YBCG)] by John Ross&lt;br /&gt;
* [http://marcoh.gratisim.fr Photorealistic Town of Nantes in France] by Marc-henri Guitteny&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=109752&amp;amp;CatID=fsxscen Utah Complete v1.0] by James Udall&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=111154 Bushflight Northwest] by Bill Dick / Phil &amp;quot;Snowman&amp;quot; Cayton / Chris Brisland&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=114132&amp;amp;CatID=fsxscen Wake Island] by Tony Arnold&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=117501 SICILY VFR X - Lakes and Reservoirs] by Giovanni Miduri&lt;br /&gt;
*[http://library.avsim.net/download.php?DLID=121703 Chernobyl Exclusion Zone] by Mike Dalgleish&lt;br /&gt;
*[http://fly-wonderful-islands.com/page_89.html La gomera GCGM Spain] by Allen Cremeen&lt;br /&gt;
* [http://marcoh.gratisim.fr Photorealistic St Pierre &amp;amp; Miquelon archipelago near Newfoundland] by Marc-henri Guitteny&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=105600 Quebec city v1.0] by Jean St-Cyr and Gilles Boily&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=139471 Quebec city v2.0] by Jean St-Cyr, Gilles Boily, Gilles Gauthier and Jean-Pierre Fillion&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=144264 Angel Falls for FSX] by Jean St-Cyr&lt;br /&gt;
Freeware authors please list your freeware scenery here!&lt;br /&gt;
&lt;br /&gt;
== Commercial scenery using FSX KML ==&lt;br /&gt;
&lt;br /&gt;
The following commercial scenery has used FSX KML during their development:-&lt;br /&gt;
&lt;br /&gt;
* [http://www.imaginesim.com/kcvg01.htm KCVG Cincinnati Northern Kentucky International Airport, USA] by Imagine Simulation &lt;br /&gt;
* [http://www.imaginesim.com/tjsj01.htm TJSJ San Juan Luis Munoz Marin Airport, Puerto Rico] by Imagine Simulation&lt;br /&gt;
* [http://www.imaginesim.com/kclt01.htm KCLT Charlotte Douglas Airport, USA] by Imagine Simulation&lt;br /&gt;
* [http://www.imaginesim.com/mynn01.htm MYNN Nassau International, Bahamas] by Imagine Simulation&lt;br /&gt;
* [http://www.imaginesim.com/klga01.htm KLGA New York La Guardia Airport, USA] by Imagine Simulation&lt;br /&gt;
* [http://www.imaginesim.com/kmci01.htm KMCI Kansas City International Airport, USA] by Imagine Simulation&lt;br /&gt;
* [http://www.aerosoft-shop2.com/products/helgolandx/helgolandx.html Helgoland X] by AeroSoft&lt;br /&gt;
* [http://www.aerosoft-shop2.com/products/monacox/monacox.html Monaco X] by AeroSoft&lt;br /&gt;
* [http://www.aerosoft-shop2.com/products/aspenx/aspenx.html Aspen X] by AeroSoft&lt;br /&gt;
* [http://secure.simmarket.com/product_info.php?products_id=2361 Pantanal - The Wetlands] by CenaReal &lt;br /&gt;
* [http://www.fly-wonderful-islands.com/Slide/gclp_v1.html GCLP Gran Canaria Airport Canary Islands Spain]  by Fly Wonderful Islands&lt;br /&gt;
* [http://www.fly-wonderful-islands.com/FWI_GCRRv2/Slide_GCRR_V2/FWI_GCRR_V2.html Lanzarote GCRR Airport Canary Islands Spain]  by Fly Wonderful Islands &lt;br /&gt;
Please list other commercial scenery here.&lt;br /&gt;
&lt;br /&gt;
== End User Licence ==&lt;br /&gt;
&lt;br /&gt;
Copyright Â© 2007 Innova Software ALL RIGHTS RESERVED&lt;br /&gt;
&lt;br /&gt;
FSX KML (&amp;quot;Software&amp;quot;) is distributed without charge to FSX add-on designers, redistribution of the original ZIP file is not allowed. You are NOT allowed to sell this software or ask money for its distribution. &lt;br /&gt;
&lt;br /&gt;
FSX KML may be used free of charge for the production of both freeware and commercial add-ons (including sceneries,missions,aircraft) subject to the following terms and conditions:-&lt;br /&gt;
* You notify Innova Software of the use of FSX KML in your add-on&lt;br /&gt;
* You give Innova Software a free copy of your add-on (and any updates)&lt;br /&gt;
* In your readme file you say that FSX KML was used to help with the production of your add-on&lt;br /&gt;
* The copyright and any intellectual property relating to the FSX KML software shall remain the property of Innova Software&lt;br /&gt;
* LIMITED WARRANTY - INNOVA SOFTWARE SHALL NOT BE RESPONSIBLE IN TORT OR IN CONTRACT FOR ANY LOSS OR DAMAGE HOWSOEVER CAUSED TO THE PROPERTY OR PERSON OF YOURSELF OR ANY THIRD PARTY AS A RESULT OF ANY DEFECT IN THE SOFTWARE WHETHER PATENT OR LATENT OR AS A RESULT OF ANY FAULT, NEGLIGENCE, WRONGFUL ACT OR OMISSION OF INNOVA SOFTWARE OR ANY OF ITS SERVANTS, EMPLOYEES, CONTRACTS AND AGENTS, AND YOU INDEMNIFY INNOVA SOFTWARE AGAINST ANY CLAIMS MADE AGAINST IT BY ANY THIRD PARTY ARISING OUT OF ANY SUCH DEFAULT OR FAULT, NEGLIGENCE, WRONGFUL ACT OR OMISSION AND IN NO EVENT SHALL INNOVA SOFTWARE BE LIABLE FOR ANY CLAIMS OR DAMAGES INCLUDING, BUT NOT LIMITED TO CLAIMS OF FAULTY DESIGN, NEGLIGENT OR MISLEADING ADVICE, DAMAGES ARISING FROM LOSS OR USE OF THE SOFTWARE AND/OR SUPPLY OF SERVICES; AND ANY INDIRECT, SPECIAL OR CONSEQUENTIAL DAMAGES OR INJURY TO ANY PERSON, CORPORATION OR OTHER ENTITY BY REASON OF THE PROVISION OF THE SOFTWARE AND/OR PROVISION OF SERVICES PURSUANT TO THESE TERMS AND CONDITIONS&lt;br /&gt;
&lt;br /&gt;
Developers can email acceptance of these terms and conditions to &amp;lt;B&amp;gt;fsx_kml@innovasoftware.com&amp;lt;/B&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Release History ==&lt;br /&gt;
&lt;br /&gt;
=== v1.00 Beta - 19th 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
This is first beta release of FSX KML&lt;br /&gt;
&lt;br /&gt;
=== v1.01 Beta - 19th 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
* Fixed error with FSX_KML_TAGS.XML file not found&lt;br /&gt;
&lt;br /&gt;
=== v1.02 Beta - 21st 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
* Fixed error reading polygon/poylines. FSX KML could sometimes insert an erroneous point of 0,0&lt;br /&gt;
&lt;br /&gt;
=== v1.03 Beta - 28th 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
New features and issues resolved:-&lt;br /&gt;
* Better handle tags in description field. Be less strict about &amp;quot;whitespace&amp;quot; and cr/lf&lt;br /&gt;
* Better handle international settings for decimals&lt;br /&gt;
* Add more excludes to fsx_kml_tags.xml (see tags starting with &amp;quot;exclude__&amp;quot;)&lt;br /&gt;
* Add support for moving kml items up/down&lt;br /&gt;
* Add support for moving kml items via drag drop&lt;br /&gt;
* Add support for creating new kml folder&lt;br /&gt;
* Create shapes in order they appear in the KML&lt;br /&gt;
* Assign UUID (starting at 1) to each shape in the KML based on its order in the KML&lt;br /&gt;
&lt;br /&gt;
Known issues (Features not implemented in this release):-&lt;br /&gt;
* Freeway tags (moving traffic) - in v1.03 you must manually edit the FW .DBF file to set traffic density and direction&lt;br /&gt;
&lt;br /&gt;
=== v1.04 Beta - 20th Jan 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features and issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Use INI file (FSX_KML.INI) to remember settings including list of KML files and FSX folder settings&lt;br /&gt;
* Allow multi select of KML files in Add KML file dialog&lt;br /&gt;
* Display points for selected polygon/polyline &lt;br /&gt;
* Add REVERSE POINTS button to allow direction of polygon/polyline to be reversed&lt;br /&gt;
* Add POLYGONHOLE tag to support &amp;quot;holes&amp;quot; in polygons, eg for making islands in rivers&lt;br /&gt;
* Add LEGACY_LANDWATERMASK_WATER_NOFLATTEN tag for water polygons that &amp;quot;cling&amp;quot; to mesh&lt;br /&gt;
* Default freeway traffic to one lane of traffic&lt;br /&gt;
&lt;br /&gt;
=== v1.05 Beta - 21st Jan 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features and issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Added &amp;quot;Automatically Reverse Points In Polygon Holes&amp;quot; build option. This option will auto reverse points for polygon holes when creating the shape file. Apparently Google Earth always writes polygons in a clockwise fashion to the KML file irrespective of which way they are actually drawn in Google Earth. This option simplifies the creation of polygon holes because you no longer need to manually reverse point order in FSX KML. Option is on by default.&lt;br /&gt;
* Added &amp;quot;Output Folder&amp;quot; build option. This lets you specify the folder where files are written during the build process&lt;br /&gt;
* Fixed error when loading the saved list of KML files and a KML file can longer be found.&lt;br /&gt;
&lt;br /&gt;
=== v1.05.1 Beta - 21st Jan 2007 ===&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Fixed bug where directory would not be changed prior to running the RUN_SDK_TOOLS batch file&lt;br /&gt;
&lt;br /&gt;
=== v1.06 Beta - 14th Apr 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:-&lt;br /&gt;
&lt;br /&gt;
* Added grid to allow manual editing of polygon/polyline points (longitude,latitude,elevation)&lt;br /&gt;
* Added button for setting all points in polygon/polyline to a specific elevation&lt;br /&gt;
* Added support for tag parameters (eg freeway traffic data and hydro poly slopeX/Y)&lt;br /&gt;
* Added option to save backups to backup subdirectory (on by default).&lt;br /&gt;
* Added XML tab to show XML for highlighted node&lt;br /&gt;
* Remember window size and position&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Changed tag name of &amp;quot;Park&amp;quot; to &amp;quot;LandClassPoly&amp;quot; since landclass polys can be used for more than just parks! Existing &amp;quot;Park&amp;quot; tags are automatically renamed to &amp;quot;LandClassPoly&amp;quot;&lt;br /&gt;
* Handle extra &#039;.&#039; in filenames&lt;br /&gt;
&lt;br /&gt;
=== v1.07 Beta - 25th Apr 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:-&lt;br /&gt;
&lt;br /&gt;
* Added &amp;quot;Shape&amp;quot; tab with support for shape viewing. Select single (or multiple) polygon/polylines to see its shape. Selecting a folder will show all shapes in that folder and any sub folders.  &lt;br /&gt;
* Added &amp;quot;Select All&amp;quot; function (Ctrl A) to select all polylines/polygons&lt;br /&gt;
* Added &amp;quot;New&amp;quot; button to Vertices form to insert vertice.&lt;br /&gt;
* Added &amp;quot;Copy&amp;quot; button to Vertices form to copy the selected vertice.&lt;br /&gt;
* Added &amp;quot;Delete&amp;quot; button to Vertices form to delete selected vertice.&lt;br /&gt;
* Added &amp;quot;Move Up&amp;quot; and &amp;quot;Move Down&amp;quot; button to Vertices form to move selected vertice up or down in list.&lt;br /&gt;
* Added Options menu to main form. Moved &amp;quot;Save Backups&amp;quot; to this menu&lt;br /&gt;
* Added &amp;quot;Remember Window Position and Size&amp;quot; to the options menu&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Updated the &amp;quot;About&amp;quot; form to credit the 3rd party development libraries used (eg Shapelib)&lt;br /&gt;
* Fixed misplaced longitude and latitude labels on vertice grid&lt;br /&gt;
&lt;br /&gt;
=== v1.08 Beta - 18th May 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:- &lt;br /&gt;
&lt;br /&gt;
* Add BGLCOMP support for placing of FSX library objects along polyline. The use of &amp;quot;Variance&amp;quot; parameters below helps create more naturalistic looking scenery by applying random variance to object positioning. Support the following parameters:-&lt;br /&gt;
** Altitude AGL or MSL&lt;br /&gt;
** Altitude variance - Random variance in meters applied to alitude (use 0 for no variance)&lt;br /&gt;
** Pitch (0 - 360)&lt;br /&gt;
** Pitch variance - Random variance in degrees (0 - 180) applied to pitch (use 0 for no variance)&lt;br /&gt;
** Bank (0 - 360)&lt;br /&gt;
** Bank variance - Random variance in degrees (0 - 180) applied to bank (use 0 for no variance)&lt;br /&gt;
** HeadingType &lt;br /&gt;
*** Track - Heading of each object follows the direction of each polyline segment&lt;br /&gt;
*** Fixed - Heading of all objects is specified by Heading parameter&lt;br /&gt;
*** Random - Heading is random for each object&lt;br /&gt;
*** Elevation - Heading for each object is specified by elevation of associated polyline vertice&lt;br /&gt;
** Heading (0 - 360) - Used when HeadingType = Fixed&lt;br /&gt;
** Heading variance - Random variance in degrees (0 - 180) applied to heading (use 0 for no variance)&lt;br /&gt;
** Scale - Scale multiply of object (defaults to 1.0)&lt;br /&gt;
** ScaleVariance - Random variance in scale to apply to objects. (use 0 for no variance)&lt;br /&gt;
** ImageComplexity - VerySparse, Sparse, Normal, Dense, VeryDense, ExtremelyDense&lt;br /&gt;
* FSX_KML_Tags tab - Add tags for all default FSX scenery library objects &lt;br /&gt;
* Build tab - Add button for setting BGLComp SDK path&lt;br /&gt;
* Build tab - Add &amp;quot;Open&amp;quot; button for output folder path to open Windows Explorer on that folder&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Fixed issue with copy button&lt;br /&gt;
&lt;br /&gt;
=== v1.09 Beta - 23rd June 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:-&lt;br /&gt;
&lt;br /&gt;
* Added BGLCOMP support for scenery exclusion rectangles (&amp;quot;ExclusionRectangle&amp;quot; tag). The exclusion rectangle will be defined by the &amp;quot;bounding&amp;quot; rectangle of the polyline/polygon. Supports the following parameters&lt;br /&gt;
** ExcludeAllObjects &lt;br /&gt;
** ExcludeBeaconObjects&lt;br /&gt;
** ExcludeEffectObjects&lt;br /&gt;
** ExcludeGenericBuildingObjects&lt;br /&gt;
** ExcludeLibraryObjects&lt;br /&gt;
** ExcludeTaxiwaySignObjects&lt;br /&gt;
** ExcludeTriggerObjects&lt;br /&gt;
** ExcludeWindsockObjects&lt;br /&gt;
** ImageComplexity - VerySparse, Sparse, Normal, Dense, VeryDense, ExtremelyDense&lt;br /&gt;
* Added BGLCOMP support for Extrusion Bridges (&amp;quot;ExtrusionBridge&amp;quot; tag). Draw a polyline and tag it with &amp;quot;ExclusionBridge&amp;quot;, then use the vertice editor to set the height of each bridge segment.&lt;br /&gt;
* Added &amp;quot;Change to&amp;quot; button on the Vertice Editor to change shape type from polygon to polyline and vice versa&lt;br /&gt;
* Enhanced polygons holes so that if a polygon cannot be found in the same folder as polygon hole (&amp;quot;polygon folder&amp;quot;) then the parent folder is searched for the first polygon preceding the polygon folder. This makes it possible to better organize a project by placing polygon holes (i.e islands) in a sub folder and still have them associated with a water polygon in a parent folder&lt;br /&gt;
&lt;br /&gt;
=== v1.10 Beta - 19th August 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:-&lt;br /&gt;
&lt;br /&gt;
* Land class tiles &lt;br /&gt;
* Water class tiles&lt;br /&gt;
&lt;br /&gt;
== Development Roadmap ==&lt;br /&gt;
&lt;br /&gt;
The following features are planned for upcoming releases:-&lt;br /&gt;
&lt;br /&gt;
=== Future releases ===&lt;br /&gt;
* Update this manual :)&lt;br /&gt;
* Add 10 minute autosave&lt;br /&gt;
* Add following params to BGLCOMP support:-&lt;br /&gt;
** Heading Type&lt;br /&gt;
*** FixedTrack - Heading of all objects is fixed to the direction of first polyline segment&lt;br /&gt;
** Divergence - Random divergence (in meters) from vertice. Applied in direction which is perpendicular to direction of polyline segment (use 0 for no variance)&lt;br /&gt;
* Add &amp;quot;AutoPolygonHole&amp;quot; to polygon properties sheet. This allows a polygon hole to be automatically created in the shape of the polygon, and removes the need manually create a hole (by copying and tagging as hole)&lt;br /&gt;
* Fix - Ensure lon/lat uses &#039;.&#039; and not &#039;,&#039;&lt;br /&gt;
* FSX_KML_Tags tab - Add support for tag groups&lt;br /&gt;
* Add BGLCOMP support for Tag Groups. Tag grouping allows the scenery designer to group together similar scenery library objects into a single group. For example, when populating a car park the designer could use a tag group containing a variety of car models. This would result in car models being chosen at random from the tag group. &lt;br /&gt;
* Add shape viewer to Vertice Editor form and have it refresh as vertices are edited.&lt;br /&gt;
* Add &amp;quot;Fly to&amp;quot; button to Vertices Editor form to move FSX aircraft to the selected vertice&lt;br /&gt;
* Add &amp;quot;Paste Aircraft pos&amp;quot; button to Vertices Editor form to paste the current location of aircraft (longtitude, latitude, and optionally altitude) into the list of Vertices.&lt;br /&gt;
* Export - Ability to export selected polygons/polylines to a CSV file, with option for long/lat/elevation ordering&lt;br /&gt;
* Scenery Placer - Add support for dynamically previewing scenery objects while FSX is running. This allows very precise and interactive control over the objects placement and orientation without the need to build a BGL and reload FSX.&lt;br /&gt;
* Placing FSX library objects inside a polygon. Allow number of objects and elevation  to be specified. Objects will be distributed randomly within the polygon. This can be used to populate livestock, wildlife, boats/ships in harbors, people on beaches, birds, hot air balloons etc&lt;br /&gt;
* FSX_KML_Tags tab - Texture preview for land class polygons and tiles tags&lt;br /&gt;
* FSX_KML_Tags tab - Scenery object preview for default FSX scenery objects&lt;br /&gt;
* Ability to inject a QMID 11 grid into the KML to aid with visualization of exclusion areas&lt;br /&gt;
* New, Open and Save project buttons to support multiple projects. &lt;br /&gt;
* &amp;quot;Check for Update&amp;quot; menu option to check online for updates. &lt;br /&gt;
&amp;lt;!-- * Multiple tags per KML item --&amp;gt;&lt;br /&gt;
* &amp;lt;u&amp;gt;If possible&amp;lt;/u&amp;gt; conditional display of FSX scenery library objects based on various triggers such as date/time, weather conditions and probability factor. For example, this would allow harbors to be populated with pleasure craft on sunny warm days, but not at night or in cold weather. Would allow forest fires to be generated in hot, windy conditions.&lt;br /&gt;
* &amp;lt;u&amp;gt;If possible&amp;lt;/u&amp;gt; ability to animate FSX scenery library objects along a polyline&lt;br /&gt;
* &amp;quot;Photo scenery&amp;quot; ground textures&lt;br /&gt;
* Flight plan generation along polyline&lt;br /&gt;
&amp;lt;!--Ability to build a fs9 bgl file--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Software by this author ==&lt;br /&gt;
[http://fsdeveloper.com/wiki/index.php?title=FSX_KML FSX_KML]&lt;br /&gt;
&lt;br /&gt;
[http://fsdeveloper.com/wiki/index.php?title=FSX_Photoscene FSX_PhotoScene]&lt;br /&gt;
&lt;br /&gt;
[http://fsdeveloper.com/wiki/index.php?title=SRTM_To_BGL SRTM_To_BGL]&lt;br /&gt;
&lt;br /&gt;
[[Category:Manuals]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[category:Scenery_Design]]&lt;/div&gt;</summary>
		<author><name>GaryGB</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=FSX_KML&amp;diff=8643</id>
		<title>FSX KML</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=FSX_KML&amp;diff=8643"/>
		<updated>2012-12-29T14:33:57Z</updated>

		<summary type="html">&lt;p&gt;GaryGB: /* Downloading FSX KML */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[Image:before_and_after.jpg|thumb|right|150px|Before and after screenshot]]&lt;br /&gt;
&lt;br /&gt;
FSX KML is a freeware scenery design tool for Microsoft Flight Simulator X (FSX). &lt;br /&gt;
&lt;br /&gt;
It converts KML (Keyhole Markup Language) files generated by Google Earth into FSX scenery.&lt;br /&gt;
&lt;br /&gt;
Using Google Earth to draw polygons and polylines you can accurately and easily create many types of scenery.&lt;br /&gt;
&lt;br /&gt;
===Shp2Vec based scenery===&lt;br /&gt;
FSX KML uses the FSX SDK Shp2Vec tool to create the following types of vector scenery:-&lt;br /&gt;
&lt;br /&gt;
* Water polygons including oceans, rivers, lakes and canals&lt;br /&gt;
* Islands inside water features&lt;br /&gt;
* Irregular shaped land class polygons for cities, parks, beaches, forest, golf courses etc&lt;br /&gt;
* Airport boundaries and flatten polygons and AUTOGEN EXCLUSIONS&lt;br /&gt;
* Shorelines &lt;br /&gt;
* Streams&lt;br /&gt;
* Roads&lt;br /&gt;
* Railways&lt;br /&gt;
* Freeways (ie Moving traffic)&lt;br /&gt;
* Utility lines (eg power and telephone lines)&lt;br /&gt;
* Exclusions polygons (for vector data)&lt;br /&gt;
&lt;br /&gt;
===BGLComp based scenery===&lt;br /&gt;
FSX KML uses the FSX SDK BGLComp tool to create the following types of scenery:-&lt;br /&gt;
&lt;br /&gt;
* Place scenery objects (from the FSX library) along a polyline using a wide variety of [http://www.fsdeveloper.com/wiki/index.php?title=FSX_KML#v1.08_Beta_-_18th_May_2007 placement options]&lt;br /&gt;
* Exclusion rectangles&lt;br /&gt;
* Extrusion bridges&lt;br /&gt;
&lt;br /&gt;
===Resample based scenery===&lt;br /&gt;
FSX KML uses the FSX SDK Resample tool to create the following types of scenery:-&lt;br /&gt;
&lt;br /&gt;
* Land class tiles&lt;br /&gt;
* Water class tiles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make sure you also download and install [http://fsdeveloper.com/wiki/index.php?title=FSX_KML#Installing_FWTools FWTools] which is required for creating these types of scenery.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Support Forum ==&lt;br /&gt;
&lt;br /&gt;
You can discuss FSX KML at the fsdeveloper.com  &lt;br /&gt;
[http://www.fsdeveloper.com/forum/forumdisplay.php?f=81 FSX KML forum]. This is the best place to ask support questions about FSX_KML since other FSX_KML users (as well as the author) can answer your questions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Downloading FSX KML ==&lt;br /&gt;
&lt;br /&gt;
The latest version of FSX KML (1.10) can be downloaded from:- &lt;br /&gt;
&lt;br /&gt;
* AVSIM - http://library.avsim.net/esearch.php?CatID=fsxsd&amp;amp;DLID=108495 &amp;lt; dead link &amp;gt;&lt;br /&gt;
* Flightsim.com - http://www.flightsim.com/vbfs/fslib.php?do=copyright&amp;amp;fid=115211 &amp;lt; updated Dec.ember 12, 2012 &amp;gt;&lt;br /&gt;
* The Scenery Hall of Fame - http://www.scenery.org/graphical_editors.htm  &amp;lt; dead link &amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
=== Installing FSX KML ===&lt;br /&gt;
&lt;br /&gt;
FSX KML can be installed in a folder of your choice. Simply unzip the FSX KML installation zip file into the desired folder. &lt;br /&gt;
&lt;br /&gt;
After unzipping the installation file you should have the following files:-&lt;br /&gt;
&lt;br /&gt;
* FSX_KML.exe&lt;br /&gt;
* ShapeLib129.dll  &lt;br /&gt;
* FreeImage.DLL&lt;br /&gt;
* FSX_KML_TAGS.XML&lt;br /&gt;
&amp;lt;!-- * Tutorial.KML --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Installing the FSX Software Development Kit (SDK) ===&lt;br /&gt;
&lt;br /&gt;
To generate FSX scenery you will need the FSX SDK, which is distributed with the FSX Deluxe version. &lt;br /&gt;
To install the SDK:&lt;br /&gt;
&lt;br /&gt;
(1) Browse the FSX Deluxe Edition Disk 1 &lt;br /&gt;
&lt;br /&gt;
(2) Open the SDK sub-folder&lt;br /&gt;
&lt;br /&gt;
(3) Double-click the setup.exe&lt;br /&gt;
&lt;br /&gt;
(4) Tell it where to install. Default is C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the SDK is not installed in the default SDK folder you must specify its location on the FSX_KML build tab.&lt;br /&gt;
&lt;br /&gt;
For more info on the SDK installation and Service packs: [http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_%28FSX%29 http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_%28FSX%29]&lt;br /&gt;
&lt;br /&gt;
=== Installing FWTools ===&lt;br /&gt;
&lt;br /&gt;
FSX KML makes use of the freeware tool set called [http://fwtools.maptools.org/ FWTools].  FW Tools is required for scenery that uses the FSX SDK Resample tool, such as landclass and waterclass.&lt;br /&gt;
&lt;br /&gt;
Download and install the latest version of FWTools. &lt;br /&gt;
&lt;br /&gt;
Specify the location of FWTools on the FSX KML Build tab.&lt;br /&gt;
&lt;br /&gt;
=== Installing Google Earth ===&lt;br /&gt;
&lt;br /&gt;
If you notice some null values for vertices when importing KML files from Google Earth, pls consider to revert to an older version of GE. More information about this issue you can find [ http://www.fsdeveloper.com/forum/showthread.php?p=144034 here]&lt;br /&gt;
&lt;br /&gt;
Google Earth, Vers 5.1 is available here: [http://www.google.com/earth/download/thanks.html#release=previous#os=win#single=yes  Google Earth 5.1]&lt;br /&gt;
&lt;br /&gt;
== Building Scenery ==&lt;br /&gt;
&lt;br /&gt;
Building your own scenery with FSX KML is easy.&lt;br /&gt;
&lt;br /&gt;
=== Step 1 - Creating a KML file with Google Earth ===&lt;br /&gt;
&lt;br /&gt;
The first step in creating your FSX scenery is to create a KML file by using Google Earth to &amp;quot;trace&amp;quot; scenery features. &lt;br /&gt;
&lt;br /&gt;
==== Creating polygons and polylines ====&lt;br /&gt;
&lt;br /&gt;
Using Google Earth create a polygon using the &amp;quot;Add Poly&amp;quot; function or create a polyline using the &amp;quot;Add Path&amp;quot; function, &lt;br /&gt;
and then trace the scenery feature (for example a lake or road). &lt;br /&gt;
&lt;br /&gt;
After you click the &amp;quot;Add Poly&amp;quot; or &amp;quot;Add Path button&amp;quot; you will be presented with a form as shown to the right&lt;br /&gt;
&lt;br /&gt;
[[Image:GE-polygon-dialog.jpg|thumb|right|150px|Google Earth dialog for creating new polygon or polyline]]&lt;br /&gt;
&lt;br /&gt;
* Name - Give your polygon or polyline a description or leave blank&lt;br /&gt;
&lt;br /&gt;
* Description - This is where you &amp;quot;tag&amp;quot; your polygon or polyline.   You may enter a tag from FSX_KML_TAGS.XML or leave blank and tag later using FSX_KML&lt;br /&gt;
&lt;br /&gt;
* Style &amp;amp; Color - You may choose the border and fill color for polyline or polygon&lt;br /&gt;
                               &lt;br /&gt;
* Altitude - You may enter an altitude for your polyline or polygon. This can be used to specify the elevation of lakes. You may also enter the elevation later using FSX_KML. All elevations must be entered in meters.&lt;br /&gt;
&lt;br /&gt;
Begin tracing your polyline or polygon.  You may either click the mouse or hold the mouse button down and drag the mouse to create vertices.&lt;br /&gt;
&lt;br /&gt;
* Use your mouse wheel to zoom the view in and out vertically.&lt;br /&gt;
&lt;br /&gt;
* Use the up, down, left, right arrow keys to move the view horizontally.&lt;br /&gt;
&lt;br /&gt;
* Hold Shift and press left or right arrow to rotate the view.&lt;br /&gt;
&lt;br /&gt;
* Hold Ctrl and press up or down arrow to tilt the view.&lt;br /&gt;
&lt;br /&gt;
To make things easier; it is good to get into the habit of drawing polygon vertices in the same direction, perhaps always draw clockwise. That way if you decide to add new vertices to define details better, then you can simply click to the right of the currently selected vertex (blue) to add a new one in. Avoid adding vertices that make the polygon twisted.&lt;br /&gt;
While polygon &amp;quot;properties&amp;quot; is open, take the time to change the transparency (from the colour tab)- if you leave it opaque, then you end up covering important details and spotting mistakes is more difficult.&lt;br /&gt;
&lt;br /&gt;
Once you have finished click OK to save your polygon or polyline.&lt;br /&gt;
&lt;br /&gt;
To edit your polyline or polygon highlight it, right click the mouse and choose properties.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Tagging&amp;quot; the scenery features ====&lt;br /&gt;
&lt;br /&gt;
To describe what scenery feature your polygon or polyline represents it needs to be &amp;quot;tagged&amp;quot;. The file FSX_KML_TAGS.XML contains a list of the tags you can use.&lt;br /&gt;
&lt;br /&gt;
There are two ways to tag a polygon or polyline:-&lt;br /&gt;
&lt;br /&gt;
* Place the name of the tag in the description field of the polygon or polyline.&lt;br /&gt;
* Place the name of the tag in the description field of the parent folder that contains the polygon or polyline. If a polygon/polyline has no tag then it will inherit its tag from the parent folder.&lt;br /&gt;
&lt;br /&gt;
You can place these tags in GE using the properties dialog of the polygon or polyline, or you can use FSX_KML to place these tags. &lt;br /&gt;
&lt;br /&gt;
To tag using FSX_KML click on a description &amp;quot;cell&amp;quot; and press F2. An arrow will be displayed so then click on the arrow to drop down a list of valid tags. Highlight the tag you want and press ENTER. If you had multi-selected several cells then all the selected cells will be tagged. To select multiple cells hold down the shift key while clicking cells.&lt;br /&gt;
&lt;br /&gt;
==== Saving your work to a KML file ====&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re done drawing your polygon(s) or polyline(s), simply right-click on the top-most folder you created (or the polygon itself if you didn&#039;t create folders) under the &amp;quot;My Places&amp;quot; tab on the left side of your GE window. Select &amp;quot;Save As&amp;quot;, makes sure that you choose .kml as the file type, and select your desired location in your file structure.&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Processing the KML file with FSX KML ===&lt;br /&gt;
&lt;br /&gt;
[[Image:project.jpg|thumb|right|150px|The Project tab]] [[Image:build.jpg|thumb||150px|The Build tab]]&lt;br /&gt;
&lt;br /&gt;
* Run FSX_KML&lt;br /&gt;
* On the &amp;quot;Project&amp;quot; tab, click the &amp;quot;Add KML&amp;quot; button and choose a KML file. The contents of the selected KML file will be displayed. You may add multiple KML files. A FSX BGL file will be generated for each KML input file.&lt;br /&gt;
* Change to the &amp;quot;Build&amp;quot; tab&lt;br /&gt;
* Set the following build options:-&lt;br /&gt;
** &amp;quot;FSX folder&amp;quot; - Input the folder where FSX is installed. By default this is &amp;quot;C:\Program Files\Microsoft Games\Microsoft Flight Simulator X&amp;quot;&lt;br /&gt;
** &amp;quot;Terrain SDK&amp;quot; - Input the location of the FSX terrain SDK&lt;br /&gt;
** &amp;quot;FW Tools&amp;quot; - Input the location where you installed FW Tools.  FW Tools is required for scenery that uses the FSX SDK Resample tool, such as landclass and waterclass.&lt;br /&gt;
** &amp;quot;Run SDK tools&amp;quot; - If you select this option FSX KML will automatically run the SDK tools to turn your Shape Files into a FSX BGL &lt;br /&gt;
** &amp;quot;Copy generated scenery to FSX Addon Scenery Folder&amp;quot; - If you select this option FSX KML will copy the generated BGLS to the FSX addon scenery directory&lt;br /&gt;
* Click the &amp;quot;Build&amp;quot; button. FSX KML will now build your scenery. The progress of the build will be displayed in the build log window. The following actions will occur during the build:-&lt;br /&gt;
** For each KML file in your project&lt;br /&gt;
*** For vector based scenery an appropriate set of Shape files is generated depending on the features that have been tagged in the KML&lt;br /&gt;
*** For resample based scenery an appropriate Tiff file is created.&lt;br /&gt;
*** An XML config file is created for use by Shp2Vec, BGLComp and Resample&lt;br /&gt;
** A batch file called &amp;quot;Run_SDK_Tools.bat&amp;quot; will be created. This batch file contains the appropriate commands to call the FSX SDK tools (Shp2Vec, BGLComp and Resample)&lt;br /&gt;
** If you have selected the &amp;quot;Run SDK Tools&amp;quot; option then the Run_SDK_Tools.bat file will be executed. This will create various scenery .BGL files ready for use by FSX&lt;br /&gt;
** If you have selected the &amp;quot;Copy generated scenery...&amp;quot; option then the BGL files(s) will be copied to the FSX addon scenery directory. &amp;lt;U&amp;gt;Please note:&amp;lt;/U&amp;gt; If FSX is running and using a  previous version of your BGL file then the copy will not work because FSX will have the file &amp;quot;locked&amp;quot;. The easiest way to ensure your file is copied to the addon scenery folder is to make sure FSX is not running.&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Testing the scenery ===&lt;br /&gt;
&lt;br /&gt;
* If you selected the &amp;quot;Copy generated files...&amp;quot; option then your scenery will have been copied to the FSX addon scenery folder. Simply run FSX and goto your scenery location to test the scenery&lt;br /&gt;
&lt;br /&gt;
== Scenery Design Tutorial ==&lt;br /&gt;
&lt;br /&gt;
The [http://www.fsdeveloper.com/wiki/index.php?title=FSX_KML_Tutorial FSX KML Tutorial] provides help with a variety of scenery design tasks.&lt;br /&gt;
&lt;br /&gt;
== Editing a KML file using FSX_KML ==&lt;br /&gt;
&lt;br /&gt;
Using FSX_KML you can easily edit your KML file.  The following types of edits can be performed:-&lt;br /&gt;
&lt;br /&gt;
=== Copy ===&lt;br /&gt;
To copy a KML item (folder or polygon/polyline) select the item to copy and click the copy button.&lt;br /&gt;
=== Delete ===&lt;br /&gt;
To delete a KML item select the item to copy and click the delete button.&lt;br /&gt;
=== Edit === &lt;br /&gt;
To edit the Name and Description attributes of a KML item select either a single item or &amp;lt;B&amp;gt;multiple items&amp;lt;/B&amp;gt; (hold the shift key to multi-select) and then press F2 to display the inline editor. Enter the new value and press enter. Your edit will be applied to the items you selected&lt;br /&gt;
&lt;br /&gt;
=== Saving your changes ===&lt;br /&gt;
Click the save button to write your changes back to disk..&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Open in Notepad ===&lt;br /&gt;
Click the &amp;quot;Open in Notepad&amp;quot; button to open the selected KML file in Notepad.&lt;br /&gt;
=== Open in Google Earth ===&lt;br /&gt;
Click the &amp;quot;Open in Google Earth&amp;quot; button to open the selected KML file in Google Earth.&lt;br /&gt;
=== Reload a KML file ===&lt;br /&gt;
If you have edited the selected KML file using an external program (eg Google Earth or Notepad) then you can reload those changes back into FSX_KML by clicking the reload button.&lt;br /&gt;
&lt;br /&gt;
=== Properties Tab ===&lt;br /&gt;
&lt;br /&gt;
This tab shows the properties for the selected polygon or polyline. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Freeways:&amp;lt;/U&amp;gt;&lt;br /&gt;
Use the &amp;quot;NumberOfLanes&amp;quot; and &amp;quot;Traffic Direction&amp;quot; attributes to define freeway related data.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Hydropolygons:&amp;lt;/U&amp;gt;&lt;br /&gt;
Use the &amp;quot;SlopeX&amp;quot; and &amp;quot;SlopeY&amp;quot; attributes to define slope characteristics of hydropolygons. &lt;br /&gt;
&lt;br /&gt;
=== Vertices Tab ===&lt;br /&gt;
&lt;br /&gt;
This tab shows the vertices (ie points) for the selected polygon or polyline.&lt;br /&gt;
&lt;br /&gt;
Click the &amp;quot;Edit&amp;quot; button to display the vertice editor. This editor lets you edit the vertices in several ways:-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Reversing points:&amp;lt;/U&amp;gt;&lt;br /&gt;
The direction of a polygon or polyline can be reversed by using the REVERSE POINTS button. Click the &amp;quot;Reverse&amp;quot; button to change the direction of points in the polygon/polyline.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Setting elevation:&amp;lt;/U&amp;gt;&lt;br /&gt;
You can set the elevation for all vertices by clicking the &amp;quot;Set Elevation&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Manual editing:&amp;lt;/U&amp;gt;&lt;br /&gt;
You can manually edit vertices (longtitude, latitude and elevation) by editing data in the vertex grid.&lt;br /&gt;
&lt;br /&gt;
=== XML Tab ===&lt;br /&gt;
&lt;br /&gt;
This tab shows the XML for the selected polygon or polyline.&lt;br /&gt;
&lt;br /&gt;
== FSX_KML_TAGS.XML ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Tags.jpg|thumb|right|150px|FSX_KML_TAGS tab]]&lt;br /&gt;
&lt;br /&gt;
=== What is the FSX_KML_TAGS file? ===&lt;br /&gt;
&lt;br /&gt;
This file holds the &amp;quot;tags&amp;quot; that are used in the KML file to describe FSX scenery features. You can customise this file to add more tags or change existing ones. &lt;br /&gt;
&lt;br /&gt;
An easy way to browse this file is by clicking on the &amp;quot;FSX_KML_TAGS.XML&amp;quot; tab in FSX KML.&lt;br /&gt;
&lt;br /&gt;
This XML contains the following attributes for each &amp;quot;tag&amp;quot;:-&lt;br /&gt;
&lt;br /&gt;
* Tag - The unique identifier for this scenery feature. This tag is what you use to &amp;quot;tag&amp;quot; the polygons/polylines in your Google Earth KML file &lt;br /&gt;
* Description - A description of the scenery feature. This description is displayed in FSX KML.&lt;br /&gt;
* Feature Type - The type of scenery feature and must be one of the following types:-&lt;br /&gt;
** WATERPOLY - Water polygons such as coastline, rivers, lakes, canals etc&lt;br /&gt;
** WATERPOLYGPS - Low resolution water polygons for use in the GPS&lt;br /&gt;
** LANDCLASSPOLY - irregular shaped landclass polygons for towns, forest, beaches, park etc&lt;br /&gt;
** AIRPORTBOUNDRY - define airport boundries and also flatten areas and AUTOGEN EXCLUSIONS&lt;br /&gt;
** EXCLUSION - exclude default vector scenery from the polygon&lt;br /&gt;
** STREAM - create streams&lt;br /&gt;
** SHORELINE - create animated shorelines&lt;br /&gt;
** ROAD - create roads (NOT road bridges)&lt;br /&gt;
** FREEWAY - create moving traffic&lt;br /&gt;
** RAILWAY - create railways (NOT rail bridges)&lt;br /&gt;
** UTILITY - power lines, telegraph lines, fences etc&lt;br /&gt;
** SCENERYOBJECT - place scenery objects&lt;br /&gt;
** EXCLUSIONRECTANGLE - excludes scenery objects&lt;br /&gt;
** EXTRUSIONBRIDGE - creates extrusion bridges&lt;br /&gt;
** LANDCLASS - create land class&lt;br /&gt;
** WATERCLASS - create water class&lt;br /&gt;
* GUID - The FSX GUID for the scenery feature. &lt;br /&gt;
&lt;br /&gt;
Please refer to the FSX &amp;quot;terrain.cfg&amp;quot; file and terrain SDK documentation for futher information on feature types and GUIDs&lt;br /&gt;
&lt;br /&gt;
=== Editing FSX_KML_TAGS.XML using FSX KML ===&lt;br /&gt;
&lt;br /&gt;
The FSX_KML_TAGS.XML file can be easily edited in FSX KML.  To following edits can be performed:-&lt;br /&gt;
&lt;br /&gt;
==== Copy ====&lt;br /&gt;
To copy an item select the item to copy and click the copy button.&lt;br /&gt;
==== Delete ====&lt;br /&gt;
To delete an item select the item to delete and click the delete button.&lt;br /&gt;
==== Edit ==== &lt;br /&gt;
To edit the Tag, Description, FeatureType or GUID attributes of an item select either a single item or &amp;lt;B&amp;gt;multiple items&amp;lt;/B&amp;gt; (hold the shift key to multi-select) and then press F2 to display the inline editor. Enter the new value and press enter. Your edit will be applied to the items you selected&lt;br /&gt;
&lt;br /&gt;
==== Saving your changes ====&lt;br /&gt;
Click the save button to write your changes back to disk.&lt;br /&gt;
==== Open in Notepad ====&lt;br /&gt;
Click the &amp;quot;Open in Notepad&amp;quot; button to open the FSX_KML_TAGS.XML file in Notepad.&lt;br /&gt;
==== Reload ====&lt;br /&gt;
If you have edited the FSX_KML_TAGS.XML file using an external program (eg Notepad) you can reload those changes by clicking the reload button.&lt;br /&gt;
&lt;br /&gt;
== Google Earth ==&lt;br /&gt;
&lt;br /&gt;
=== Downloading Google Earth ===&lt;br /&gt;
&lt;br /&gt;
The free version Google Earth may be downloaded from the [http://earth.google.com/ Google Earth home page]&lt;br /&gt;
&lt;br /&gt;
=== Copyright of Google Earth Data ===&lt;br /&gt;
&lt;br /&gt;
Scenery developers need to be aware that there may be copyright issues associated with the use of data obtained from Google Earth. Please see the [http://earth.google.com/support/ Google Earth support page] for more information on the Google Earth policy of using this data in your freeware or commercial products.&lt;br /&gt;
&lt;br /&gt;
== Freeware scenery using FSX KML ==&lt;br /&gt;
&lt;br /&gt;
The following freeware has used FSX KML during their development:-&lt;br /&gt;
&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=&amp;amp;Name=Isle+of+Wight&amp;amp;FileName=&amp;amp;Author=Len+Hickman&amp;amp;CatID=fsxscen Isle of Wight (UK) reconstructed] by Len Hickman&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=&amp;amp;Name=Quebec+Scenery&amp;amp;FileName=&amp;amp;Author=Gilles+Gauthier&amp;amp;CatID=fsxscen Quebec Scenery - Lakes and Rivers] by Gilles Gauthier&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=&amp;amp;Name=Catalunya+Coast&amp;amp;FileName=&amp;amp;Author=Bodo+Hesse&amp;amp;CatID=fsxscen Catalunya Coast] by Bodo Hesse&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=&amp;amp;Name=Naval+air+station&amp;amp;FileName=&amp;amp;Author=Jim+Dhaenens&amp;amp;CatID=fsxscen Naval Air station Jacksonville (KNIP)] by Jim Dhaenens&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=103120 Naval Air Station Oceana (KNTU)] by Jim Dhaenens&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=102870 Coffs Harbour (YSCH)] by John Ross (also at www.virtualvfr.com)&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=103027 Kitimat/Terrace] by Douglas Keech&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=102995 Los Angeles &amp;quot;clean-up&amp;quot;] by Lance Tucker&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=104609 Lord howe Island and Balls Pyramid] by Don Bush&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=104853 Falklands 2007] by Brian Jamieson&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=104000 Gloucestershire Airport] by Terry Shields&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=105386 Okanagan Valley Landclass and Rivers] by Alex Sievert&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=106386&amp;amp;CatID=fsxscen Gold Coast Airport (YBCG)] by John Ross&lt;br /&gt;
* [http://marcoh.gratisim.fr Photorealistic Town of Nantes in France] by Marc-henri Guitteny&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=109752&amp;amp;CatID=fsxscen Utah Complete v1.0] by James Udall&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=111154 Bushflight Northwest] by Bill Dick / Phil &amp;quot;Snowman&amp;quot; Cayton / Chris Brisland&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=114132&amp;amp;CatID=fsxscen Wake Island] by Tony Arnold&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=117501 SICILY VFR X - Lakes and Reservoirs] by Giovanni Miduri&lt;br /&gt;
*[http://library.avsim.net/download.php?DLID=121703 Chernobyl Exclusion Zone] by Mike Dalgleish&lt;br /&gt;
*[http://fly-wonderful-islands.com/page_89.html La gomera GCGM Spain] by Allen Cremeen&lt;br /&gt;
* [http://marcoh.gratisim.fr Photorealistic St Pierre &amp;amp; Miquelon archipelago near Newfoundland] by Marc-henri Guitteny&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=105600 Quebec city v1.0] by Jean St-Cyr and Gilles Boily&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=139471 Quebec city v2.0] by Jean St-Cyr, Gilles Boily, Gilles Gauthier and Jean-Pierre Fillion&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=144264 Angel Falls for FSX] by Jean St-Cyr&lt;br /&gt;
Freeware authors please list your freeware scenery here!&lt;br /&gt;
&lt;br /&gt;
== Commercial scenery using FSX KML ==&lt;br /&gt;
&lt;br /&gt;
The following commercial scenery has used FSX KML during their development:-&lt;br /&gt;
&lt;br /&gt;
* [http://www.imaginesim.com/kcvg01.htm KCVG Cincinnati Northern Kentucky International Airport, USA] by Imagine Simulation &lt;br /&gt;
* [http://www.imaginesim.com/tjsj01.htm TJSJ San Juan Luis Munoz Marin Airport, Puerto Rico] by Imagine Simulation&lt;br /&gt;
* [http://www.imaginesim.com/kclt01.htm KCLT Charlotte Douglas Airport, USA] by Imagine Simulation&lt;br /&gt;
* [http://www.imaginesim.com/mynn01.htm MYNN Nassau International, Bahamas] by Imagine Simulation&lt;br /&gt;
* [http://www.imaginesim.com/klga01.htm KLGA New York La Guardia Airport, USA] by Imagine Simulation&lt;br /&gt;
* [http://www.imaginesim.com/kmci01.htm KMCI Kansas City International Airport, USA] by Imagine Simulation&lt;br /&gt;
* [http://www.aerosoft-shop2.com/products/helgolandx/helgolandx.html Helgoland X] by AeroSoft&lt;br /&gt;
* [http://www.aerosoft-shop2.com/products/monacox/monacox.html Monaco X] by AeroSoft&lt;br /&gt;
* [http://www.aerosoft-shop2.com/products/aspenx/aspenx.html Aspen X] by AeroSoft&lt;br /&gt;
* [http://secure.simmarket.com/product_info.php?products_id=2361 Pantanal - The Wetlands] by CenaReal &lt;br /&gt;
* [http://www.fly-wonderful-islands.com/Slide/gclp_v1.html GCLP Gran Canaria Airport Canary Islands Spain]  by Fly Wonderful Islands&lt;br /&gt;
* [http://www.fly-wonderful-islands.com/FWI_GCRRv2/Slide_GCRR_V2/FWI_GCRR_V2.html Lanzarote GCRR Airport Canary Islands Spain]  by Fly Wonderful Islands &lt;br /&gt;
Please list other commercial scenery here.&lt;br /&gt;
&lt;br /&gt;
== End User Licence ==&lt;br /&gt;
&lt;br /&gt;
Copyright Â© 2007 Innova Software ALL RIGHTS RESERVED&lt;br /&gt;
&lt;br /&gt;
FSX KML (&amp;quot;Software&amp;quot;) is distributed without charge to FSX add-on designers, redistribution of the original ZIP file is not allowed. You are NOT allowed to sell this software or ask money for its distribution. &lt;br /&gt;
&lt;br /&gt;
FSX KML may be used free of charge for the production of both freeware and commercial add-ons (including sceneries,missions,aircraft) subject to the following terms and conditions:-&lt;br /&gt;
* You notify Innova Software of the use of FSX KML in your add-on&lt;br /&gt;
* You give Innova Software a free copy of your add-on (and any updates)&lt;br /&gt;
* In your readme file you say that FSX KML was used to help with the production of your add-on&lt;br /&gt;
* The copyright and any intellectual property relating to the FSX KML software shall remain the property of Innova Software&lt;br /&gt;
* LIMITED WARRANTY - INNOVA SOFTWARE SHALL NOT BE RESPONSIBLE IN TORT OR IN CONTRACT FOR ANY LOSS OR DAMAGE HOWSOEVER CAUSED TO THE PROPERTY OR PERSON OF YOURSELF OR ANY THIRD PARTY AS A RESULT OF ANY DEFECT IN THE SOFTWARE WHETHER PATENT OR LATENT OR AS A RESULT OF ANY FAULT, NEGLIGENCE, WRONGFUL ACT OR OMISSION OF INNOVA SOFTWARE OR ANY OF ITS SERVANTS, EMPLOYEES, CONTRACTS AND AGENTS, AND YOU INDEMNIFY INNOVA SOFTWARE AGAINST ANY CLAIMS MADE AGAINST IT BY ANY THIRD PARTY ARISING OUT OF ANY SUCH DEFAULT OR FAULT, NEGLIGENCE, WRONGFUL ACT OR OMISSION AND IN NO EVENT SHALL INNOVA SOFTWARE BE LIABLE FOR ANY CLAIMS OR DAMAGES INCLUDING, BUT NOT LIMITED TO CLAIMS OF FAULTY DESIGN, NEGLIGENT OR MISLEADING ADVICE, DAMAGES ARISING FROM LOSS OR USE OF THE SOFTWARE AND/OR SUPPLY OF SERVICES; AND ANY INDIRECT, SPECIAL OR CONSEQUENTIAL DAMAGES OR INJURY TO ANY PERSON, CORPORATION OR OTHER ENTITY BY REASON OF THE PROVISION OF THE SOFTWARE AND/OR PROVISION OF SERVICES PURSUANT TO THESE TERMS AND CONDITIONS&lt;br /&gt;
&lt;br /&gt;
Developers can email acceptance of these terms and conditions to &amp;lt;B&amp;gt;fsx_kml@innovasoftware.com&amp;lt;/B&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Release History ==&lt;br /&gt;
&lt;br /&gt;
=== v1.00 Beta - 19th 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
This is first beta release of FSX KML&lt;br /&gt;
&lt;br /&gt;
=== v1.01 Beta - 19th 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
* Fixed error with FSX_KML_TAGS.XML file not found&lt;br /&gt;
&lt;br /&gt;
=== v1.02 Beta - 21st 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
* Fixed error reading polygon/poylines. FSX KML could sometimes insert an erroneous point of 0,0&lt;br /&gt;
&lt;br /&gt;
=== v1.03 Beta - 28th 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
New features and issues resolved:-&lt;br /&gt;
* Better handle tags in description field. Be less strict about &amp;quot;whitespace&amp;quot; and cr/lf&lt;br /&gt;
* Better handle international settings for decimals&lt;br /&gt;
* Add more excludes to fsx_kml_tags.xml (see tags starting with &amp;quot;exclude__&amp;quot;)&lt;br /&gt;
* Add support for moving kml items up/down&lt;br /&gt;
* Add support for moving kml items via drag drop&lt;br /&gt;
* Add support for creating new kml folder&lt;br /&gt;
* Create shapes in order they appear in the KML&lt;br /&gt;
* Assign UUID (starting at 1) to each shape in the KML based on its order in the KML&lt;br /&gt;
&lt;br /&gt;
Known issues (Features not implemented in this release):-&lt;br /&gt;
* Freeway tags (moving traffic) - in v1.03 you must manually edit the FW .DBF file to set traffic density and direction&lt;br /&gt;
&lt;br /&gt;
=== v1.04 Beta - 20th Jan 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features and issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Use INI file (FSX_KML.INI) to remember settings including list of KML files and FSX folder settings&lt;br /&gt;
* Allow multi select of KML files in Add KML file dialog&lt;br /&gt;
* Display points for selected polygon/polyline &lt;br /&gt;
* Add REVERSE POINTS button to allow direction of polygon/polyline to be reversed&lt;br /&gt;
* Add POLYGONHOLE tag to support &amp;quot;holes&amp;quot; in polygons, eg for making islands in rivers&lt;br /&gt;
* Add LEGACY_LANDWATERMASK_WATER_NOFLATTEN tag for water polygons that &amp;quot;cling&amp;quot; to mesh&lt;br /&gt;
* Default freeway traffic to one lane of traffic&lt;br /&gt;
&lt;br /&gt;
=== v1.05 Beta - 21st Jan 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features and issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Added &amp;quot;Automatically Reverse Points In Polygon Holes&amp;quot; build option. This option will auto reverse points for polygon holes when creating the shape file. Apparently Google Earth always writes polygons in a clockwise fashion to the KML file irrespective of which way they are actually drawn in Google Earth. This option simplifies the creation of polygon holes because you no longer need to manually reverse point order in FSX KML. Option is on by default.&lt;br /&gt;
* Added &amp;quot;Output Folder&amp;quot; build option. This lets you specify the folder where files are written during the build process&lt;br /&gt;
* Fixed error when loading the saved list of KML files and a KML file can longer be found.&lt;br /&gt;
&lt;br /&gt;
=== v1.05.1 Beta - 21st Jan 2007 ===&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Fixed bug where directory would not be changed prior to running the RUN_SDK_TOOLS batch file&lt;br /&gt;
&lt;br /&gt;
=== v1.06 Beta - 14th Apr 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:-&lt;br /&gt;
&lt;br /&gt;
* Added grid to allow manual editing of polygon/polyline points (longitude,latitude,elevation)&lt;br /&gt;
* Added button for setting all points in polygon/polyline to a specific elevation&lt;br /&gt;
* Added support for tag parameters (eg freeway traffic data and hydro poly slopeX/Y)&lt;br /&gt;
* Added option to save backups to backup subdirectory (on by default).&lt;br /&gt;
* Added XML tab to show XML for highlighted node&lt;br /&gt;
* Remember window size and position&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Changed tag name of &amp;quot;Park&amp;quot; to &amp;quot;LandClassPoly&amp;quot; since landclass polys can be used for more than just parks! Existing &amp;quot;Park&amp;quot; tags are automatically renamed to &amp;quot;LandClassPoly&amp;quot;&lt;br /&gt;
* Handle extra &#039;.&#039; in filenames&lt;br /&gt;
&lt;br /&gt;
=== v1.07 Beta - 25th Apr 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:-&lt;br /&gt;
&lt;br /&gt;
* Added &amp;quot;Shape&amp;quot; tab with support for shape viewing. Select single (or multiple) polygon/polylines to see its shape. Selecting a folder will show all shapes in that folder and any sub folders.  &lt;br /&gt;
* Added &amp;quot;Select All&amp;quot; function (Ctrl A) to select all polylines/polygons&lt;br /&gt;
* Added &amp;quot;New&amp;quot; button to Vertices form to insert vertice.&lt;br /&gt;
* Added &amp;quot;Copy&amp;quot; button to Vertices form to copy the selected vertice.&lt;br /&gt;
* Added &amp;quot;Delete&amp;quot; button to Vertices form to delete selected vertice.&lt;br /&gt;
* Added &amp;quot;Move Up&amp;quot; and &amp;quot;Move Down&amp;quot; button to Vertices form to move selected vertice up or down in list.&lt;br /&gt;
* Added Options menu to main form. Moved &amp;quot;Save Backups&amp;quot; to this menu&lt;br /&gt;
* Added &amp;quot;Remember Window Position and Size&amp;quot; to the options menu&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Updated the &amp;quot;About&amp;quot; form to credit the 3rd party development libraries used (eg Shapelib)&lt;br /&gt;
* Fixed misplaced longitude and latitude labels on vertice grid&lt;br /&gt;
&lt;br /&gt;
=== v1.08 Beta - 18th May 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:- &lt;br /&gt;
&lt;br /&gt;
* Add BGLCOMP support for placing of FSX library objects along polyline. The use of &amp;quot;Variance&amp;quot; parameters below helps create more naturalistic looking scenery by applying random variance to object positioning. Support the following parameters:-&lt;br /&gt;
** Altitude AGL or MSL&lt;br /&gt;
** Altitude variance - Random variance in meters applied to alitude (use 0 for no variance)&lt;br /&gt;
** Pitch (0 - 360)&lt;br /&gt;
** Pitch variance - Random variance in degrees (0 - 180) applied to pitch (use 0 for no variance)&lt;br /&gt;
** Bank (0 - 360)&lt;br /&gt;
** Bank variance - Random variance in degrees (0 - 180) applied to bank (use 0 for no variance)&lt;br /&gt;
** HeadingType &lt;br /&gt;
*** Track - Heading of each object follows the direction of each polyline segment&lt;br /&gt;
*** Fixed - Heading of all objects is specified by Heading parameter&lt;br /&gt;
*** Random - Heading is random for each object&lt;br /&gt;
*** Elevation - Heading for each object is specified by elevation of associated polyline vertice&lt;br /&gt;
** Heading (0 - 360) - Used when HeadingType = Fixed&lt;br /&gt;
** Heading variance - Random variance in degrees (0 - 180) applied to heading (use 0 for no variance)&lt;br /&gt;
** Scale - Scale multiply of object (defaults to 1.0)&lt;br /&gt;
** ScaleVariance - Random variance in scale to apply to objects. (use 0 for no variance)&lt;br /&gt;
** ImageComplexity - VerySparse, Sparse, Normal, Dense, VeryDense, ExtremelyDense&lt;br /&gt;
* FSX_KML_Tags tab - Add tags for all default FSX scenery library objects &lt;br /&gt;
* Build tab - Add button for setting BGLComp SDK path&lt;br /&gt;
* Build tab - Add &amp;quot;Open&amp;quot; button for output folder path to open Windows Explorer on that folder&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Fixed issue with copy button&lt;br /&gt;
&lt;br /&gt;
=== v1.09 Beta - 23rd June 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:-&lt;br /&gt;
&lt;br /&gt;
* Added BGLCOMP support for scenery exclusion rectangles (&amp;quot;ExclusionRectangle&amp;quot; tag). The exclusion rectangle will be defined by the &amp;quot;bounding&amp;quot; rectangle of the polyline/polygon. Supports the following parameters&lt;br /&gt;
** ExcludeAllObjects &lt;br /&gt;
** ExcludeBeaconObjects&lt;br /&gt;
** ExcludeEffectObjects&lt;br /&gt;
** ExcludeGenericBuildingObjects&lt;br /&gt;
** ExcludeLibraryObjects&lt;br /&gt;
** ExcludeTaxiwaySignObjects&lt;br /&gt;
** ExcludeTriggerObjects&lt;br /&gt;
** ExcludeWindsockObjects&lt;br /&gt;
** ImageComplexity - VerySparse, Sparse, Normal, Dense, VeryDense, ExtremelyDense&lt;br /&gt;
* Added BGLCOMP support for Extrusion Bridges (&amp;quot;ExtrusionBridge&amp;quot; tag). Draw a polyline and tag it with &amp;quot;ExclusionBridge&amp;quot;, then use the vertice editor to set the height of each bridge segment.&lt;br /&gt;
* Added &amp;quot;Change to&amp;quot; button on the Vertice Editor to change shape type from polygon to polyline and vice versa&lt;br /&gt;
* Enhanced polygons holes so that if a polygon cannot be found in the same folder as polygon hole (&amp;quot;polygon folder&amp;quot;) then the parent folder is searched for the first polygon preceding the polygon folder. This makes it possible to better organize a project by placing polygon holes (i.e islands) in a sub folder and still have them associated with a water polygon in a parent folder&lt;br /&gt;
&lt;br /&gt;
=== v1.10 Beta - 19th August 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:-&lt;br /&gt;
&lt;br /&gt;
* Land class tiles &lt;br /&gt;
* Water class tiles&lt;br /&gt;
&lt;br /&gt;
== Development Roadmap ==&lt;br /&gt;
&lt;br /&gt;
The following features are planned for upcoming releases:-&lt;br /&gt;
&lt;br /&gt;
=== Future releases ===&lt;br /&gt;
* Update this manual :)&lt;br /&gt;
* Add 10 minute autosave&lt;br /&gt;
* Add following params to BGLCOMP support:-&lt;br /&gt;
** Heading Type&lt;br /&gt;
*** FixedTrack - Heading of all objects is fixed to the direction of first polyline segment&lt;br /&gt;
** Divergence - Random divergence (in meters) from vertice. Applied in direction which is perpendicular to direction of polyline segment (use 0 for no variance)&lt;br /&gt;
* Add &amp;quot;AutoPolygonHole&amp;quot; to polygon properties sheet. This allows a polygon hole to be automatically created in the shape of the polygon, and removes the need manually create a hole (by copying and tagging as hole)&lt;br /&gt;
* Fix - Ensure lon/lat uses &#039;.&#039; and not &#039;,&#039;&lt;br /&gt;
* FSX_KML_Tags tab - Add support for tag groups&lt;br /&gt;
* Add BGLCOMP support for Tag Groups. Tag grouping allows the scenery designer to group together similar scenery library objects into a single group. For example, when populating a car park the designer could use a tag group containing a variety of car models. This would result in car models being chosen at random from the tag group. &lt;br /&gt;
* Add shape viewer to Vertice Editor form and have it refresh as vertices are edited.&lt;br /&gt;
* Add &amp;quot;Fly to&amp;quot; button to Vertices Editor form to move FSX aircraft to the selected vertice&lt;br /&gt;
* Add &amp;quot;Paste Aircraft pos&amp;quot; button to Vertices Editor form to paste the current location of aircraft (longtitude, latitude, and optionally altitude) into the list of Vertices.&lt;br /&gt;
* Export - Ability to export selected polygons/polylines to a CSV file, with option for long/lat/elevation ordering&lt;br /&gt;
* Scenery Placer - Add support for dynamically previewing scenery objects while FSX is running. This allows very precise and interactive control over the objects placement and orientation without the need to build a BGL and reload FSX.&lt;br /&gt;
* Placing FSX library objects inside a polygon. Allow number of objects and elevation  to be specified. Objects will be distributed randomly within the polygon. This can be used to populate livestock, wildlife, boats/ships in harbors, people on beaches, birds, hot air balloons etc&lt;br /&gt;
* FSX_KML_Tags tab - Texture preview for land class polygons and tiles tags&lt;br /&gt;
* FSX_KML_Tags tab - Scenery object preview for default FSX scenery objects&lt;br /&gt;
* Ability to inject a QMID 11 grid into the KML to aid with visualization of exclusion areas&lt;br /&gt;
* New, Open and Save project buttons to support multiple projects. &lt;br /&gt;
* &amp;quot;Check for Update&amp;quot; menu option to check online for updates. &lt;br /&gt;
&amp;lt;!-- * Multiple tags per KML item --&amp;gt;&lt;br /&gt;
* &amp;lt;u&amp;gt;If possible&amp;lt;/u&amp;gt; conditional display of FSX scenery library objects based on various triggers such as date/time, weather conditions and probability factor. For example, this would allow harbors to be populated with pleasure craft on sunny warm days, but not at night or in cold weather. Would allow forest fires to be generated in hot, windy conditions.&lt;br /&gt;
* &amp;lt;u&amp;gt;If possible&amp;lt;/u&amp;gt; ability to animate FSX scenery library objects along a polyline&lt;br /&gt;
* &amp;quot;Photo scenery&amp;quot; ground textures&lt;br /&gt;
* Flight plan generation along polyline&lt;br /&gt;
&amp;lt;!--Ability to build a fs9 bgl file--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Software by this author ==&lt;br /&gt;
[http://fsdeveloper.com/wiki/index.php?title=FSX_KML FSX_KML]&lt;br /&gt;
&lt;br /&gt;
[http://fsdeveloper.com/wiki/index.php?title=FSX_Photoscene FSX_PhotoScene]&lt;br /&gt;
&lt;br /&gt;
[http://fsdeveloper.com/wiki/index.php?title=SRTM_To_BGL SRTM_To_BGL]&lt;br /&gt;
&lt;br /&gt;
[[Category:Manuals]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[category:Scenery_Design]]&lt;/div&gt;</summary>
		<author><name>GaryGB</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=ObPlacer_XML&amp;diff=8599</id>
		<title>ObPlacer XML</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=ObPlacer_XML&amp;diff=8599"/>
		<updated>2012-11-29T22:14:45Z</updated>

		<summary type="html">&lt;p&gt;GaryGB: /* Installation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This article is the user manual for ObPlacer XML. This tool allows you to place objects while you slew through FS. It provides you a graphical user interface to the creation of an XML scenery file. You can place library objects, effects, generic buildings or MDL objects (exported from GMax).&lt;br /&gt;
&lt;br /&gt;
You might think the features of this tool sound very similar to the [http://www.rwy12.com Rwy12] Object Placer tool and that is true. After Rwy12 was released I have considered if I should continue developing ObPlacer XML. But because I think there are some difference between these tools I have continued the development (as you can see from this new version). &lt;br /&gt;
&lt;br /&gt;
Rwy12 is a great tool if you are not really a scenery designer and want to place a few library objects around your favourite airport. But for a scenery designer who just wants to place an object he has made in GMax and which is unique for a certain airport I think Rwy12 is not really efficient, as you would have to make a special XML file for Rwy12 first, while ObPlacer XML is able to read your BGLComp library XML or add the MDL object directly.&lt;br /&gt;
&lt;br /&gt;
If you feel you are more comfortable with placing objects from a predefined library, I advice you to take a look at Rwy12 instead. If you by now still think this could be the tool for you, please continue reading the rest of this manual.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
[http://www.fsdeveloper.com/forum/downloads.php?do=file&amp;amp;id=13 Installer version]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/downloads.php?do=file&amp;amp;id=12 Zipfile version]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
The installation procedure of ObPlacer XML depends on the version you have downloaded. If you have downloaded one of the installers, then you only need to run that installer and you are ready to go. If you have chosen to download the ZIP file version, you need to unzip the content of the file to a folder of your choice.&lt;br /&gt;
&lt;br /&gt;
Before you can start using ObPlacer XML there are two things that you need to check. First you need to make sure that FSUIPC is installed on your computer. FSUIPC is the module that ObPlacer XML uses to communicate with Flight Simulator and to read or write the position of your aircraft. If you do not have FSUIPC installed yet, you can download it from the [http://www.schiratti.com/dowson.html FSUIPC homepage]&lt;br /&gt;
&lt;br /&gt;
Without FSUIPC you can still use ObPlacer XML to place your objects, but you will have to type in the coordinates manually. So it is strongly adviced to use FSUIPC, as you can then just slew around in FS to get the correct coordinates.&lt;br /&gt;
&lt;br /&gt;
To make use of the dynamic preview of the GenericBuilding objects, you will need to install the latest version of the graphical DLL files by Martin Wright as well. Without these files the dynamic preview will be disabled (but the rest of the tool is still working). You can get these DLL files from his [http://www.mwgfx.co.uk/ homepage].&lt;br /&gt;
&lt;br /&gt;
The first time you start ObPlacer XML a configuration file will be made. If you are updating ObPlacer XML and you get crashes at startup, please remove your current &#039;&#039;config.xml&#039;&#039; file and let ObPlacer XML create a new one for you.&lt;br /&gt;
&lt;br /&gt;
To get preview pictures with most default library objects, it is also adviced that you install the additional picture pack that is available from [http://www.fsdeveloper.com FsDeveloper.com]. Just unzip all these pictures to a subfolder called &amp;lt;code&amp;gt;pics&amp;lt;/code&amp;gt; in your ObPlacer XML folder.&lt;br /&gt;
&lt;br /&gt;
If you ever want to uninstall ObPlacer XML, you can run the uninstall program that is located in your ObPlacer XML folder. You can also start this uninstaller from the &amp;quot;Add or remove software&amp;quot; section of the control panel. If you used the ZIP file distribution you can just delete the folder you placed the files in.&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
&lt;br /&gt;
This section describes the components of the graphical user interface. As the interface is totally new compared to the previous versions of ObPlacer XML it is advised that every user reads this section.&lt;br /&gt;
&lt;br /&gt;
The interface consists of the following main elements:&lt;br /&gt;
&lt;br /&gt;
* A main form that contains a list of all objects placed in your XML file&lt;br /&gt;
* A form with a tree view of all object available for placement&lt;br /&gt;
* A form that shows the properties of the currently selected object&lt;br /&gt;
* A form that can show a preview of the selected object&lt;br /&gt;
&lt;br /&gt;
Below you find an image of how the interface of ObPlacer XML can look. Besides the main elements, which will be described in more detail later, the interface also contains a menu bar and a status bar.&lt;br /&gt;
&lt;br /&gt;
[[Image:obp_screen.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
=== The dockable forms ===&lt;br /&gt;
&lt;br /&gt;
One of the main features of the new interface is that the forms are dockable. So you can arrange them in a way that suits you. The object tree, the object properties and the preview form can all three be placed either at the top, bottom, left or right side of the screen. You can also change their width and height. All other space is filled with the list of placed XML objects. Your current layout of the forms is saved when you export ObPlacer XML, so it will have been remembered the next time you start again.&lt;br /&gt;
&lt;br /&gt;
For example, when placing library object I prefer to have the object properties and the preview form on the right, as you need quite some space to display the tree of available objects. When placing GenericBuildings on the other hand, you need a lot of space for the properties (as I hate to have to scroll through them). So in that case I prefer to have the preview on the left, together with the available object tree.&lt;br /&gt;
&lt;br /&gt;
You can also undock the forms and use them as floating forms. If you have a multi monitor setup you could even place the preview form full screen on your second monitor.&lt;br /&gt;
&lt;br /&gt;
=== Menu bar ===&lt;br /&gt;
&lt;br /&gt;
==== File ====&lt;br /&gt;
&lt;br /&gt;
[[Image:obp_mfile.jpg]]&lt;br /&gt;
&lt;br /&gt;
The file menu gives you access to the usual things you would expect there.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;New XML&#039;&#039;&#039; Create a new XML file. You are asked to provide a name for the new XML file. If the file already exists you will be ask if you want to overwrite it.&lt;br /&gt;
* &#039;&#039;&#039;Open XML&#039;&#039;&#039; Open an existing XML file.&lt;br /&gt;
* &#039;&#039;&#039;Save XML&#039;&#039;&#039; Save the currently loaded XML file.&lt;br /&gt;
* &#039;&#039;&#039;Save XML As&#039;&#039;&#039; Save the currently loaded XML file, where you get the chance to provide a new file name.&lt;br /&gt;
* &#039;&#039;&#039;Compile BGL&#039;&#039;&#039; Compile the currently loaded XML to a BGL file. You will be asked to provide the location for this BGL file (the default location is in the same folder as your XML file). Your selected location will be remembered and used as default the next time you compile. This is done for each XML file separately. During the compilation you will be shown a form that displays any messages from the compiler.&lt;br /&gt;
* &#039;&#039;&#039;Export as SHP file&#039;&#039;&#039; Save the current XML file as a shapefile((If you have no idea what I am talking about here, just skip this item, so will probably not need it in that case. This is more an advanced option if you want to export your XML data to another format.)). This option only works if you have installed the file &#039;&#039;shapelib.dll&#039;&#039; on your system (not provided with ObPlacer XML). In the database file belonging the to shape file, the GUID, name and the comment of the object are written.&lt;br /&gt;
* &#039;&#039;&#039;Last opened files&#039;&#039;&#039; At the bottom of the menu you will find a maximum of 8 XML files that you have recently used. This allows you to reopen them faster.&lt;br /&gt;
&lt;br /&gt;
==== Edit ====&lt;br /&gt;
&lt;br /&gt;
[[Image:obp_medit.jpg]]&lt;br /&gt;
&lt;br /&gt;
The edit menu gives you the option to undo recent changes your made to the XML file. This can either be adding or removing an object, adding or removing a local MDL object or changing the parameters of an object.&lt;br /&gt;
&lt;br /&gt;
Temporarily files are created in your ObPlacer XML folder for each undo state. So during runtime this could take a little harddisk space, but these files will be removed once your close ObPlacer XML.&lt;br /&gt;
&lt;br /&gt;
The number of undo steps that you can perform is almost unlimited. The counter of the undo list has a maximum value of 32767, but I doubt someone will make that many changes to a single XML file.&lt;br /&gt;
&lt;br /&gt;
Besides the undo functionality, the edit menu also gives you access to a Coordinate conversion tool and a SHP file import option. These two options only work correctly if you are using the Dutch RD coordinate system, so they are probably not of much use to most users.&lt;br /&gt;
&lt;br /&gt;
==== Objects ====&lt;br /&gt;
&lt;br /&gt;
The Object menu is also available as a right click menu in the available object tree, its functions will be described in more detail when that form is discussed.&lt;br /&gt;
&lt;br /&gt;
==== View ====&lt;br /&gt;
&lt;br /&gt;
[[Image:obp_mview.jpg]]&lt;br /&gt;
&lt;br /&gt;
The view menu allows you to enable or disable the display of the three dockable forms. So if you don&#039;t need the preview at the moment for example, you can hide it to get more space for the other forms. Clicking the option again will bring back the form at its last location.&lt;br /&gt;
&lt;br /&gt;
=== Statusbar ===&lt;br /&gt;
&lt;br /&gt;
[[Image:obp_statusbar.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
At the bottom of the screen you find a statusbar. In the left side messages can be displayed, for example when you add new objects. On the right you find two buttons, each with a special function.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dockable&#039;&#039;&#039; The dockable button indicates if the forms are dockable or not. If you click this button you will notice that the text becomes greyed out and now you can no longer dock or undock forms. This is to prevent trouble when you are moving a floating form and it keeps docking while you do not want it to do so. Or to make sure you do not undock a form by accident.&lt;br /&gt;
		&lt;br /&gt;
* &#039;&#039;&#039;FSUIPC&#039;&#039;&#039; The last button indicates the connection status with FS. If no connection could be made using FSUIPC the label will show &amp;quot;FSUIPC failed&amp;quot; and when a connection could be made the label will read &amp;quot;FSUIPC OK&amp;quot;. Clicking this button has no effect, ObPlacer XML tries to make the connection automatically.&lt;br /&gt;
&lt;br /&gt;
=== Placed objects ===&lt;br /&gt;
&lt;br /&gt;
The center part (this depends a bit on how you arranged the dockable forms) of your screen is reserved for the list of the objects you have placed in your XML file. When you click on an object in this list, its properties will be displayed in the object properties form (this form is discussed in more detail later) and the tree view will move to this object as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:obp_mlist.jpg]]&lt;br /&gt;
&lt;br /&gt;
If you right click on an object you will get the menu as shown above. This menu gives you access to the following functions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Remove object (R)&#039;&#039;&#039; This removes the currently selected object from the XML file.&lt;br /&gt;
* &#039;&#039;&#039;Move upwards (Z)&#039;&#039;&#039; This moved the currently selected object upwards in the list. This enables you to rearrange your objects in a logical way.&lt;br /&gt;
* &#039;&#039;&#039;Move downwards (A)&#039;&#039;&#039; This moved the currently selected object downwards in the list. This enables you to rearrange your objects in a logical way.&lt;br /&gt;
&lt;br /&gt;
The letters between brackets behind the function name are the keyboard shortcuts that you can also use the perform that function. So if you press the Z key, your selected object will be moved downwards.&lt;br /&gt;
&lt;br /&gt;
=== Available objects ===&lt;br /&gt;
&lt;br /&gt;
[[Image:obp_objtree.jpg]]&lt;br /&gt;
&lt;br /&gt;
The available objects tree gives an overview of all objects you can place in your XML file. This tree consists of the following categories:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Default library objects&#039;&#039;&#039; This category contains objects that are available in the default library that come with Flight Simulator. This list is certainly not complete, so if you have found other useful objects please let me know so that I can add them. When you have installed the picture pack for ObPlacer XML as well, most of these objects will get a preview image.&lt;br /&gt;
* &#039;&#039;&#039;Effects&#039;&#039;&#039; This category contains all effect files you have installed in your Flight Simulator. They are read directly from the effects folder on your PC. Please remember that some of them are designed for aircraft and will not work in scenery.&lt;br /&gt;
* &#039;&#039;&#039;User library objects&#039;&#039;&#039; When you add the XML source of your own object library, a new entry will be made in this category. Under this entry you can then find all the objects of this user library. When using these objects, you need to make sure that you distribute the library BGL together with your placement BGL.&lt;br /&gt;
* &#039;&#039;&#039;MDL objects&#039;&#039;&#039; When you add a MDL object, created with GMax, to ObPlacer XML it will appear under this category. Please be aware that objects placed with this method are locked to a certain geographic location, so it is not advised to call them as library objects from another XML file.&lt;br /&gt;
* &#039;&#039;&#039;Generic building&#039;&#039;&#039; This category allows you to create XML style GenericBuildings. The dynamic preview will help you to see how the building is going to look in Flight Simulator.&lt;br /&gt;
* &#039;&#039;&#039;Misc&#039;&#039;&#039; This category contains miscelaneous XML object. At the moment only the Fuel Trigger object falls into this category (note: the Misc section is not shown in the screenshot).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:obp_mobjects.jpg]]&lt;br /&gt;
&lt;br /&gt;
Once you have selected an object in the tree list, you can right click to get a menu with functions you can perform. If you want you can also access these functions using the File, Objects menu. If a function is not valid for the object you have currently selected, it will be greyed out. The available functions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Add new object before selected (P)&#039;&#039;&#039; This will place the currently selected object from the tree list, before the currently selected object of your XML file. This allows you to group objects in a specific way. After you have added the object, you can adjust its properties if needed in the object properties form.&lt;br /&gt;
* &#039;&#039;&#039;Add new object at end of list (E)&#039;&#039;&#039; This will place the currently selected object from the tree list, at the end of your XML file. After you have added the object, you can adjust its properties if needed in the object properties form.&lt;br /&gt;
* &#039;&#039;&#039;Update selected object&#039;&#039;&#039; This will update the selected object in the XML list, to the object you have currently selected in the tree list. This allows you for example to replace one library object with another, without having to create a new one. All properties remain the same, only the object is changed. This option is only allowed if the objects you have selected are of the same type. So both must be effects or library objects.&lt;br /&gt;
* &#039;&#039;&#039;Add user library&#039;&#039;&#039; This gives you the option to load a new user library XML file into ObPlacer XML. This user library is then stored in your config and loaded again the next time you start ObPlacer XML.&lt;br /&gt;
* &#039;&#039;&#039;Add Rwy12 library&#039;&#039;&#039; Just like the option above this allows you to load a new library into ObPlacer XML. This option allows you to read Rwy12 XML files, while the preview one reads BGLComp source XML files.&lt;br /&gt;
* &#039;&#039;&#039;Add local MDL&#039;&#039;&#039; This gives you the option to add a MDL files to your current XML file. As this object is stored in your XML file, it is only available in this file.&lt;br /&gt;
* &#039;&#039;&#039;Remove local MDL&#039;&#039;&#039; This allows you to remove the currently selected local MDL file from your XML file. All placed instances of the object will then also be removed.&lt;br /&gt;
* &#039;&#039;&#039;Mass add MDL folder&#039;&#039;&#039; This allows you to add all MDL objects in a certain folder to your XML file at once.&lt;br /&gt;
* &#039;&#039;&#039;Rescan object tree&#039;&#039;&#039; This option rescans the object tree. This can be useful if you have installed a new effect or when you have updated a user library XML file. After rescanning these changes are also visible in ObPlacer XML.&lt;br /&gt;
&lt;br /&gt;
The two placement functions also have a keyboard shortcut, which is indicated with the letter between brackets. And when you double click on an object in the tree view it will also be placed at the end of your object list.&lt;br /&gt;
&lt;br /&gt;
=== Object properties ===&lt;br /&gt;
&lt;br /&gt;
[[Image:obp_properties.jpg]]&lt;br /&gt;
&lt;br /&gt;
The object properties form allows you to change all the parameters of your object. For example its location or heading. When you click on a value you will enter the editing mode where you can change the value. Once you click on the next grid cell the new value is stored in the XML file (you can undo your change with the undo function if needed).&lt;br /&gt;
&lt;br /&gt;
Some parameters will get a textbox to change the value, while others will have a dropdown list or a spinbox. In all cases you are limited in the characters you can enter. For example only numbers or a dot are allowed when you enter a heading. This makes sure you can only added a valid value.&lt;br /&gt;
&lt;br /&gt;
There is also a faster way to navigate through the grid and that is by using the keyboard. If you press the Enter key you will enter the editing mode for the selected parameter. And if you press Enter again the new value is stored. By using Tab and Shift-Tab you can move to the next or previous grid. If you move to another field while still in editing mode, you will remain in editing mode in the new field as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:obp_mprop.jpg]]&lt;br /&gt;
&lt;br /&gt;
If you right click on either the latitude, longitude or the heading you will get the menu as shown above. This menu gives you some functions to read or write values from or to Flight Simulator using FSUIPC. So the connection with Flight Simulator should be active for these functions to work.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Read position from FS (R)&#039;&#039;&#039; This will read the total position from Flight Simulator (so latitude, longitude and heading).&lt;br /&gt;
* &#039;&#039;&#039;Write position to FS (W)&#039;&#039;&#039; This will write the total position to Flight Simulator (so latitude, longitude and heading).&lt;br /&gt;
* &#039;&#039;&#039;Read latitude from FS&#039;&#039;&#039; This will only read the selected parameter from Flight Simulator (in the image this is the latitude, but it could also be the longitude or the heading).&lt;br /&gt;
* &#039;&#039;&#039;Write latitude to FS&#039;&#039;&#039; This will only write the selected parameter to Flight Simulator (in the image this is the latitude, but it could also be the longitude or the heading).&lt;br /&gt;
&lt;br /&gt;
The functions to read and write the total position can also be access with a keyboard shortcut. The letters are given between brackets.&lt;br /&gt;
&lt;br /&gt;
When you place a new object, ObPlacer XML will by default try to read the total position from Flight Simulator. If this is not the position you want, you can edit the values manually.&lt;br /&gt;
&lt;br /&gt;
=== Preview ===&lt;br /&gt;
&lt;br /&gt;
[[Image:obp_preview.jpg]]&lt;br /&gt;
&lt;br /&gt;
The preview form can give you a preview of the selected object (as the name already suggests). If you click on a library object, ObPlacer XML will try to load a JPG or BMP file with the GUID of the object as name from the pics subfolder. If such an image is found the preview is shown, else the preview forms remains empty. When you select a GenericBuilding, you will get a rotating dynamic preview of how the object will look in Flight Simulator. When you change the parameteres of your object, this preview will also adapt.&lt;br /&gt;
&lt;br /&gt;
If you right click on the preview, you will get a popup menu where you can stop the rotation of the object. Sometimes this might make it easier to enter the correct parameters for your building.&lt;br /&gt;
&lt;br /&gt;
== Support ==&lt;br /&gt;
&lt;br /&gt;
This last version of ObPlacer XML should be rather stable and it do no longer call it a beta version. But as the GUI has been totally reworked since the last version, there is always a chance that some problems are still there. That is the reason this version is (not yet) called v1.00. So if you found a problem, or if you have comments or suggestions on how to improve this tool, please let me know. You can reach me either by [mailto:arno@scenerydesign.org email] or through the forums of my website [http://www.fsdeveloper.com FsDeveloper.com].&lt;br /&gt;
&lt;br /&gt;
== Thanks to ==&lt;br /&gt;
&lt;br /&gt;
* Nick Whittome for his suggestions and ideas that helped in shaping the concept of ObPlacer XML&lt;br /&gt;
* Erwin Horjus for his suggestions to add new functionality to ObPlacer XML&lt;br /&gt;
* Jon Patch for encouraging me to add the GenericBuilding feature and helping a lot with debugging this new feature&lt;br /&gt;
* Pete Dowson for the FSUIPC module&lt;br /&gt;
* Marco Pipino for the DOSOutputs class I used to compile the BGL file from ObPlacer XML&lt;br /&gt;
* All other beta testers who helped to get as much bugs out of ObPlacer XML as possible&lt;br /&gt;
* Everybody who gave me feedback about previous versions&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v0.84&#039;&#039;&#039; 05/08/2007&lt;br /&gt;
* Added the option to place Fuel triggers&lt;br /&gt;
* If Fs2004 is not found on your system, ObPlacer XML will now also look for FsX&lt;br /&gt;
* FSUIPC4 is now recognised as a valid FSUIPC version&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v0.83&#039;&#039;&#039; 29/08/2006&lt;br /&gt;
* Reversed texture mapping (X and Z axis) solved in the preview window&lt;br /&gt;
* Added ability to read library information from Rwy12 XML files&lt;br /&gt;
* When editing properties the spacebar is now also allowed, so that you can edit coordinates that are not in decimal form&lt;br /&gt;
* Rotation of the preview can be stopped&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v0.82&#039;&#039;&#039; 01/03/2006&lt;br /&gt;
* Comma vs dot problem solved when reading heading with FSUIPC&lt;br /&gt;
* Four additional roof textures available for GenericBuildings&lt;br /&gt;
* Four colors available for the GenericBuildings to be used instead of textures&lt;br /&gt;
* Double clicking in the tree view will also place the object at the end of your list&lt;br /&gt;
* When opening new file you are asked if you want to save the current one&lt;br /&gt;
* Other small changes I have forgotten about&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v0.81&#039;&#039;&#039; 03/08/2005&lt;br /&gt;
* Dynamic preview problems solved, should now work on each PC&lt;br /&gt;
* Option between single and double buffering removed, double buffering is now default&lt;br /&gt;
* Option add to change the object while keeping all other parameters (only allowed if new object is same type)&lt;br /&gt;
* Properties are now stored correct if you click somewhere else&lt;br /&gt;
* Object list can be exported as shapefile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v0.80&#039;&#039;&#039; 16/07/2005&lt;br /&gt;
* Ability to place GenericBuildings&lt;br /&gt;
* Dynamic preview of the GenericBuildings&lt;br /&gt;
* Totally new GUI&lt;br /&gt;
* Windows comma vs dot problem solved&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0.14 beta&#039;&#039;&#039; 25/04/2005&lt;br /&gt;
* Now using FSUIPC instead of FSConnect for communication with FS&lt;br /&gt;
* Ability to write position to FS added&lt;br /&gt;
* Preview pictures added&lt;br /&gt;
* BGL path is remembered for each XML file&lt;br /&gt;
* Available objects tree can be rescanned&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v0.13 beta&#039;&#039;&#039; 10/01/2005&lt;br /&gt;
* Now works with all decimal character settings of windows&lt;br /&gt;
* Scale no longer reset when selecting new object&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v0.12 beta&#039;&#039;&#039; 08/01/2005&lt;br /&gt;
* Compilation problems solved&lt;br /&gt;
* Position can also be edited&lt;br /&gt;
* Position read from FS as option&lt;br /&gt;
* &#039;&#039;Generic.xml&#039;&#039; updated&lt;br /&gt;
* Other minor fixes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v0.11 beta&#039;&#039;&#039; 31/12/2004&lt;br /&gt;
* When errors occur during saving the XML file, the less readable but still valid XML file is restored&lt;br /&gt;
* Tabs in the XML file no longer give trouble&lt;br /&gt;
* Crash solved when adding MDL objects with an empty object list&lt;br /&gt;
* Compilation problems due to path in XML file solved&lt;br /&gt;
* When you quit you are asked if you want to save the current XML file&lt;br /&gt;
* Folder for the BGL file can be specified as well&lt;br /&gt;
* Option to add all MDL objects in a certain folder at once&lt;br /&gt;
* When adding/updating or deleting objects the focus of the object list works correct&lt;br /&gt;
* The focus colour of the object list now works with all Windows colour themes&lt;br /&gt;
* The produced XML file is more readable now&lt;br /&gt;
* Last used XML and MDL folder are remembered separately &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v0.10 beta&#039;&#039;&#039; 29/12/2004&lt;br /&gt;
* First version available for testing.&lt;br /&gt;
&lt;br /&gt;
== Users license ==&lt;br /&gt;
&lt;br /&gt;
(c) 2004-2006 SceneryDesign.org / Arno Gerretsen&lt;br /&gt;
&lt;br /&gt;
This software program is distributed without charge to other scenery designers, redistribution of the original installer EXE file is allowed. You are NOT allowed to sell this software program or ask money for its distribution. BGL files created with this software program can be used in commercial scenery projects if you wish.&lt;br /&gt;
&lt;br /&gt;
The copyright and any intellectual property relating to this program remain the property of the author.&lt;br /&gt;
&lt;br /&gt;
The software distributed in this way may represent work in progress, and bears no warranty, either expressed or implied.&lt;br /&gt;
&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
[[Category:FS9_(FS2004)]]&lt;br /&gt;
[[Category:Tools]]&lt;/div&gt;</summary>
		<author><name>GaryGB</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=MDL_Tweaker_II&amp;diff=8598</id>
		<title>MDL Tweaker II</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=MDL_Tweaker_II&amp;diff=8598"/>
		<updated>2012-11-29T22:12:36Z</updated>

		<summary type="html">&lt;p&gt;GaryGB: /* Installation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is the manual of MDL Tweaker II. At the moment a beta version of this tool is available. So as the tool is still under development it might be that the manual is not always up to date. Still this manual should give you enough information to get started with MDL Tweaker II. Any additions or suggestions on how to improve this manual and which functionality needs to be explained in more detail are welcome.&lt;br /&gt;
&lt;br /&gt;
MDL Tweaker II is a tool that allows you to alter MDL scenery objects, without having to edit the source code yourself. The tool can read the binary MDL file and alter it for you. For example to add additional conditions on the display of the object or to add seasonal textures to it. This manual will describe all the options.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
The installation procedure of MDL Tweaker II depends on the version you have downloaded. If you have downloaded one of the installers, then you only need to run that installer and you are ready to go. If you have chosen to download the ZIP file version, you need to unzip the content of the file to a folder of your choice.&lt;br /&gt;
&lt;br /&gt;
If you have downloaded the ZIP version, please make sure that you register the AgSdLib.dll file correctly with windows. This can be done with the regsvr32 command, but you can also use the batch (BAT) files provided in the ZIP file you downloaded.&lt;br /&gt;
&lt;br /&gt;
To make use of the object preview, you will need to install the latest version of the graphical DLL files by Martin Wright as well. You can get these DLL files from his [http://www.mwgfx.co.uk/ homepage].&lt;br /&gt;
&lt;br /&gt;
If you ever want to uninstall MDL Tweaker II, you can run the uninstall program that is located in your MDL Tweaker II folder. You can also start this uninstaller from the &amp;quot;Add or remove software&amp;quot; section of the control panel. If you used the ZIP file distribution you can just delete the folder you placed the files in.&lt;br /&gt;
&lt;br /&gt;
== The interface ==&lt;br /&gt;
&lt;br /&gt;
The interface of MDL Tweaker II has been designed so that it is easy to use for a novice user who just wants to make a few basic tweaks, but on the other hand it also contains a lot more options for the experienced designer, once you dive a bit deeper into the different forms.&lt;br /&gt;
&lt;br /&gt;
Below you see the main screen of MDL Tweaker II that you see once you have started the tool. Based on the MDL file you load, different options can be available.&lt;br /&gt;
&lt;br /&gt;
[[Image:mt2_main.jpg]]&lt;br /&gt;
&lt;br /&gt;
The buttons on the left give you easy access to some basic tweaks. For the moment these are:&lt;br /&gt;
&lt;br /&gt;
* Remove the shadow (or add it back again)&lt;br /&gt;
* Fix the problem that BGL_LIGHT lights do not appear after exporting with the Fs2004 version of MakeMDL&lt;br /&gt;
* Add a condition to the display of the object&lt;br /&gt;
* Add seasonal textures to the object&lt;br /&gt;
&lt;br /&gt;
The buttons on the right give you access to more detailed forms, that show you all kind of details about the MDL file. At the moment these buttons give you access to:&lt;br /&gt;
&lt;br /&gt;
* The material list, shows all materials applied on the MDL object&lt;br /&gt;
* The texture list, shows all textures applied on the MDL object and allows you to add night or seasonal textures&lt;br /&gt;
* The vertex list, shows all vertices of the MDL object and allows you to alter them or their normals&lt;br /&gt;
* The BGL command list, shows you all the commands that actually draw your object&lt;br /&gt;
* Statistics, shows you some stats about your object&lt;br /&gt;
&lt;br /&gt;
=== Object preview ===&lt;br /&gt;
&lt;br /&gt;
Besides the main form, you will also see a preview form when you have started MDL Tweaker II. In this form a preview of your MDL object is shown. You can use the mouse to navigate in this preview, if you keep the left button pressed you can pan the object and if you keep the right button pressed you can rotate the object. To zoom in or out use the slider at the top, the values shown in the tooltip are a percentage. The default zoom value is 100 and that should show your entire object on screen properly.&lt;br /&gt;
&lt;br /&gt;
If the textures do not show up in the preview, MDL Tweaker II can probably not find them. You can specify the search path for the textures in the options.&lt;br /&gt;
&lt;br /&gt;
[[Image:mt2_preview.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Condition manager ===&lt;br /&gt;
&lt;br /&gt;
The condition manager allows you to add conditions to the display of the total object.&lt;br /&gt;
&lt;br /&gt;
[[Image:mt2_condition.jpg]]&lt;br /&gt;
&lt;br /&gt;
At the moment the following types of conditions are supported:&lt;br /&gt;
&lt;br /&gt;
* Between: The value of the given variable is checked and if it is between the supplied values the object is shown&lt;br /&gt;
* Mask: The bitmask of the given variable is checked and if all bits of the supplied value are set the object is shown&lt;br /&gt;
* Rotate to user: This will rotate the object around its 0,0 point to the user&lt;br /&gt;
* Rotate with wind: This will rotate the object around its 0,0 point with the direction of the wind&lt;br /&gt;
&lt;br /&gt;
[[Image:mt2_condition_type.jpg]]&lt;br /&gt;
&lt;br /&gt;
To add a new condition you first need to press the &amp;quot;New condition&amp;quot; button. After that you can alter the properties of the condition. When you change the condition type, the visibility of the other choices will be updated as needed. If you select multiple Between or Mask conditions, you can choose how they determine the visiblity of the object. See the table below for the options:&lt;br /&gt;
&lt;br /&gt;
* AND: All conditions must be true for the object to display&lt;br /&gt;
* OR: One condition must be true for the object to display&lt;br /&gt;
* NOT: All conditions must be false for the object to display&lt;br /&gt;
* NOR: One condition must be false for the object to display&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You need to press the Apply to object button before the conditions are stored in the MDL object. The next time you load your tweaked MDL object, you will see the conditions in the list again.&lt;br /&gt;
&lt;br /&gt;
[[Image:mt2_condition_added.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Material list ===&lt;br /&gt;
&lt;br /&gt;
The material list shows all the materials that are applied on your object. You can alter the attributes of these materials and once you press the update material button they are stored in the MDL object again.&lt;br /&gt;
&lt;br /&gt;
[[Image:mt2_material.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Texture list ===&lt;br /&gt;
&lt;br /&gt;
The texture list shows you all textures that are applied to your object. It gives you the ability to add change their settings or add night or seasonal textures.&lt;br /&gt;
&lt;br /&gt;
The Check texture sizes button makes sure that the texture size as stored in the texture list is updated based on the model. This can be used to correct this size, so that you do not get problems with blurry textures, because the wrong mipmap is displayed.&lt;br /&gt;
&lt;br /&gt;
[[Image:mt2_texture.jpg]]&lt;br /&gt;
&lt;br /&gt;
To add new variants to a texture, you need to select the checkbox next to the season you want. Make sure that you enter the correct days for this season. The values you enter must cover the entire year, there can not be any gaps in the days. To prevent you from keeping to type the values for your location all the time, you can enter the default values in the Options.&lt;br /&gt;
&lt;br /&gt;
You need to press the Update texture button before any changes are stored in the MDL object. Once you do that the texture list will also update. If you click on a texture in the list, any seasonal variant of the same texture will be selected as well. If you want to alter some properties of that texture alone, you need to Alt-click on it.&lt;br /&gt;
&lt;br /&gt;
[[Image:mt2_texture_seasonal.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Vertex list ===&lt;br /&gt;
&lt;br /&gt;
The vertex list shows all vertices that are being used in your model. This list allows you to tweak the coordinates of these vertices, their normals and their texture mappings. If you have selected different rows in the list (does not matter which column you select), you can use the &amp;quot;Unify normals&amp;quot; button to make sure that the normals of all these vertices are the same. This results in an uniform shading in FS (like the autogen trees have). You can specify the direction of the normal in the options.&lt;br /&gt;
&lt;br /&gt;
[[Image:mt2_vertex.jpg]]&lt;br /&gt;
&lt;br /&gt;
To make it a little easier to select all polygons that belong to a certain part of your object, you can also use the texture dropdown box at the bottom. Choose the texture you want to select there and then press the &amp;quot;Select by texture&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
[[Image:mt2_vertex_select.jpg]]&lt;br /&gt;
&lt;br /&gt;
To enter the edit mode you need to press Enter and the background color will change to indicate your are editing. After that you can enter the new values you want. Only the number 0 to 9 and the dot are valid characters you can enter.&lt;br /&gt;
&lt;br /&gt;
[[Image:mt2_vertex_edit.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== BGL command list ===&lt;br /&gt;
&lt;br /&gt;
The BGL command list shows all the BGL commands that are defined in the BGL section of your MDL file. Basically these define how your object is actually drawn. At this moment this list only has the purpose to show you these commands (a bit like looking in the ASM source code). In the future editing functionality will be added to this list as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:mt2_bgl.jpg]]&lt;br /&gt;
&lt;br /&gt;
If you click on a command, its parameters are shown in the grid on the right. If the command performs a jump to a certain offset, the destination of that jump will be highlighted in the BGL command list as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:mt2_bgl_jump.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Object statistics ===&lt;br /&gt;
&lt;br /&gt;
The statistics window gives you an overview of some of the statistics of your object. For example how many vertices and triangles it uses. But also how many textures it has (and how many of these are seasonal and night variants). The number of state changes indicates how often a different material/texture combination is set as the active drawing state.&lt;br /&gt;
&lt;br /&gt;
Besides this information, this form will also show you the bounding box of your object and some of the parameters contained in the header of the MDL object. You can change these, but be aware that this might make the MDL file invalid.&lt;br /&gt;
&lt;br /&gt;
[[Image:mt2_statistics.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
The options screen lets you specify a few preferences. These are:&lt;br /&gt;
&lt;br /&gt;
* Seasonal suffixes, you can specify which texture name suffix is used for which season. This information is used when you create new seasonal textures, but also to determine which textures are seasonal variants when you load a MDL file.&lt;br /&gt;
&lt;br /&gt;
* Seasonal days, you can specify at which day of the year the different seasons start for your geographical location. This ensures that you do not have to enter the same information over and over again on the texture list screen. Please make sure that the days of all seasons that you use fit together, there can not be a gap in the days.&lt;br /&gt;
&lt;br /&gt;
* Unify normals direction, you can specify the direction of the normal that is used with the unify normals option on the vertex form. For GMax objects the default values should be correct, but if you are using FSDS3 you might need to change them.&lt;br /&gt;
&lt;br /&gt;
* Texture searchpath, here you specify all folders that will be scanned for the textures of the object preview. The &amp;quot;a&amp;quot; button allows you to add a new path and the &amp;quot;x&amp;quot; button allows you to remove one. With the &amp;quot;r&amp;quot; option you can enter a relative path (relative to your MDL location that is).&lt;br /&gt;
&lt;br /&gt;
* OpenFlight texture format, you can specify the prefered texture format when exporting an object to the OpenFlight format.&lt;br /&gt;
&lt;br /&gt;
[[Image:mt2_options.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Event log ===&lt;br /&gt;
&lt;br /&gt;
The event log shows you want happened while you were working with your object. You can find messages here showing the tweaks you apply, but also warnings when a texture could not be found. So if you see something weird in the preview, checking the event log is a good thing to do first.&lt;br /&gt;
&lt;br /&gt;
[[Image:mt2_log.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Menus ===&lt;br /&gt;
&lt;br /&gt;
This section describes all the options that you can find in the different menus.&lt;br /&gt;
&lt;br /&gt;
==== File menu ====&lt;br /&gt;
&lt;br /&gt;
* Open: Open a MDL file from disk.&lt;br /&gt;
* Save: Save the MDL file you tweaked to disk. You get the option to choose a name, so that the origional is not overwritten.&lt;br /&gt;
* Export:&lt;br /&gt;
** BGLC source: Export the MDL object as a BGLC source (ASM) file. This option is not functional yet and only serves debugging purposes at the moment.&lt;br /&gt;
** OpenFlight: Export the MDL object as an OpenFlight file, this is a file format often used in professional flight simulators.&lt;br /&gt;
* Exit: Closes MDL Tweaker.&lt;br /&gt;
&lt;br /&gt;
==== Tools menu ====&lt;br /&gt;
&lt;br /&gt;
* OpenFlight converter: Open a converter screen, that allows you to batch convert MDL objects to the OpenFlight format.&lt;br /&gt;
* BGL browser: Show/hide the BGL browser window. This window allows you to open a library BGL and load the MDL objects contained in there into MDL Tweaker. These objects are opened as read-only.&lt;br /&gt;
* Options: Shows the options dialog.&lt;br /&gt;
&lt;br /&gt;
==== Window menu ====&lt;br /&gt;
&lt;br /&gt;
* Object preview: Show/hide the object preview window.&lt;br /&gt;
* Material list: Show/hide the material list window.&lt;br /&gt;
* Texture list: Show/hide the texture list window.&lt;br /&gt;
* Vertex list: Show/hide the vertex list window.&lt;br /&gt;
* BGL command list: Show/hide the BGL command list window.&lt;br /&gt;
* Statistics: Show/hide the statistics window.&lt;br /&gt;
* Event log: Show/hide the event log window.&lt;br /&gt;
&lt;br /&gt;
==== Help menu ====&lt;br /&gt;
&lt;br /&gt;
* Manual: Show the manual (not yet active).&lt;br /&gt;
* About: Shows an about screen for MDL Tweaker.&lt;br /&gt;
&lt;br /&gt;
== Support and feedback ==&lt;br /&gt;
&lt;br /&gt;
This is still a beta version of MDL Tweaker II, so I am sure there will be faults and errors in it. So if you found a problem, or if you have comments or suggestions on how to improve this tool, please let me know. You can reach me either by [mailto:arno@scenerydesign.org email] or through the forums of my website [http://www.fsdeveloper.com FsDeveloper.com].&lt;br /&gt;
&lt;br /&gt;
== Wishlist ==&lt;br /&gt;
&lt;br /&gt;
This tool is not yet finished, but it has been released already because a the functionality it already contains will certainly be useful to you already. Here is an overview of some of the things that are on the wishlist for future updates:&lt;br /&gt;
&lt;br /&gt;
* Read translation and animation tables correctly&lt;br /&gt;
* Read the crashbox information and display it in the object preview&lt;br /&gt;
* Allow interactive editing of the BGL command list&lt;br /&gt;
* Allow conditions to be inserted around parts of the object, not only the entire object&lt;br /&gt;
&lt;br /&gt;
== Users license ==&lt;br /&gt;
&lt;br /&gt;
When using MDL Tweaker II you agree to the following user license:&lt;br /&gt;
&lt;br /&gt;
I do hereby agree that I will only use MDL Tweaker II to change objects I have created myself. I will no change the work of others, without their prior written permission. This does include any objects obtained by decompilation of BGL files.&lt;br /&gt;
&lt;br /&gt;
(c) 2005-2006 SceneryDesign.org / Arno Gerretsen&lt;br /&gt;
&lt;br /&gt;
This software program is distributed without charge to other scenery designers, redistribution of the original installer EXE file is allowed. You are NOT allowed to sell this software program or ask money for its distribution. BGL files created with this software program can be used in commercial scenery projects if you wish.&lt;br /&gt;
&lt;br /&gt;
The copyright and any intellectual property relating to this program remain the property of the author.&lt;br /&gt;
&lt;br /&gt;
The software distributed in this way may represent work in progress, and bears no warranty, either expressed or implied.&lt;br /&gt;
&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
[[Category:FS9_(FS2004)]]&lt;br /&gt;
[[Category:Tools]]&lt;/div&gt;</summary>
		<author><name>GaryGB</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Catapult/Arrestor_Operations_(FSXA)&amp;diff=7875</id>
		<title>Catapult/Arrestor Operations (FSXA)</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Catapult/Arrestor_Operations_(FSXA)&amp;diff=7875"/>
		<updated>2010-11-24T04:50:54Z</updated>

		<summary type="html">&lt;p&gt;GaryGB: /* aircraft.cfg - launch-bar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Ambox-Content-WIP}}&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
The FSX Acceleration pack introduces native functionality to simulate aircraft operations for a large flat-decked aircraft carrier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The catapult launch system is designed to simulate a modern catapult assisted takeoff.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
IRL it consists of a track built into the flight deck, below which is a large piston or shuttle that is attached through the track to the nose gear of the aircraft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The landing system is designed to simulate systems to aid the recovery of an aircraft. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
IRL it consists of a series of cables strung across the landing area which the aircraft hooks on to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The FSX Acceleration pack includes a preconfigured functioning aircraft carrier model, plus a carrier enabled F/A-18 aircraft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Includes info missing from the published SDK.&lt;br /&gt;
&lt;br /&gt;
== Configuring ==&lt;br /&gt;
To enable the Catapult/Arrestor operations functionality, two seperate aspects must be configured/functioning -&lt;br /&gt;
* Aircraft - The launch-bar, (for the catapult), and tailhook, (for the arrestor-cables), located on the aircraft.&lt;br /&gt;
* Vessel - The runway, catapult, and arrestor-cables, for the carrier you&#039;ll takeoff from, and recover to.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisite ===&lt;br /&gt;
The FSX Acceleration key-mapping must also be functioning correctly.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Please see [[http://www.fsdeveloper.com/wiki/index.php?title=Key_Mapping_(FSXA) Key Mapping (FSXA)]]&lt;br /&gt;
&lt;br /&gt;
== Configuring (Aircraft) ==&lt;br /&gt;
&lt;br /&gt;
=== fsx.CFG ===&lt;br /&gt;
In the &#039;&#039;&#039;[Realism]&#039;&#039;&#039; section.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Add/edit to enable -&lt;br /&gt;
* &#039;&#039;&#039;CatapultForceLimiter=1&#039;&#039;&#039; - Only fighter type aircraft can be catapulted. &lt;br /&gt;
* &#039;&#039;&#039;CatapultForceLimiter=0&#039;&#039;&#039; -  Any type of aircraft can be catapulted.&lt;br /&gt;
TODO - Find/add info how FSX discriminates between fighter and non-fighter aircraft.&lt;br /&gt;
&lt;br /&gt;
=== Catapult Assist (Aircraft) ===&lt;br /&gt;
To &#039;&#039;launch&#039;&#039; an aircraft, a &#039;&#039;&#039;launch bar&#039;&#039;&#039; is lowered to engage the catapult system.&lt;br /&gt;
&lt;br /&gt;
Add a launch bar to an aircraft, by either -&lt;br /&gt;
* defining a &#039;&#039;&#039;[launch_assistance]&#039;&#039;&#039; entry in the aircraft configuration file. &lt;br /&gt;
* setting the &#039;&#039;&#039;attachpt_Launch_Bar_Pivot&#039;&#039;&#039; and &#039;&#039;&#039;attachpt_Launch_Bar_Lug&#039;&#039;&#039; attach points in the model, &lt;br /&gt;
&#039;&#039;&#039;An entry in the configuration file will override the model&#039;s attach points, if they exist.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== aircraft.cfg - launch-bar ====&lt;br /&gt;
Works for any aircraft.&lt;br /&gt;
&lt;br /&gt;
Add a section titled &#039;&#039;&#039;[launch_assistance]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
with the following parameters and values -&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;launch_bar_pivot&#039;&#039;&#039; = Launch bar pivot point, relative to datum reference point.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;launch_bar_lug&#039;&#039;&#039; = Launch bar lug point, relative to datum reference point.&lt;br /&gt;
&lt;br /&gt;
Example - Boeing F/A-18&lt;br /&gt;
&amp;lt;pre&amp;gt;[launch_assistance]&lt;br /&gt;
launch_bar_pivot = 5.0, 0.0, -1.0&lt;br /&gt;
launch_bar_lug = 5.0, 0.0, -4.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marker States&#039;&#039;&#039; - A tool to aid positioning, see:&lt;br /&gt;
&lt;br /&gt;
[http://lc0277.gratisim.frAdapting_SX_aircrafts_to_acceleration_carriers.htmlAdapting%20FSX%20aircrafts%20to%20acceleration%20carriers Lamont Clarke&#039;s wiki - Adapting FSX aircrafts to acceleration carriers]&lt;br /&gt;
&lt;br /&gt;
==== Model - launch-bar ====&lt;br /&gt;
Requires the model&#039;s source code.&lt;br /&gt;
&lt;br /&gt;
TODO - Add/edit/split instructions for implementation.&lt;br /&gt;
&lt;br /&gt;
=== Arrestor Cables (Aircraft) ===&lt;br /&gt;
To &#039;&#039;trap&#039;&#039; an aircraft, a &#039;&#039;&#039;tailhook&#039;&#039;&#039; is lowered to catch an arrestor cable.&lt;br /&gt;
&lt;br /&gt;
Add a tailhook to an aircraft, by either -&lt;br /&gt;
* defining a &#039;&#039;&#039;[tailhook]&#039;&#039;&#039; entry in the aircraft configuration file. &lt;br /&gt;
* setting the &#039;&#039;&#039;attachpt_tailhook_pivot&#039;&#039;&#039; and &#039;&#039;&#039;attachpt_tailhook_hook&#039;&#039;&#039; attach points in the model.&lt;br /&gt;
&#039;&#039;&#039;An entry in the configuration file will override the attach points, if they exist.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== aircraft.cfg - Tailhook ====&lt;br /&gt;
Works for any aircraft.&lt;br /&gt;
&lt;br /&gt;
Add a section titled &#039;&#039;&#039;[tailhook]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
with the following parameters and values -&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;tailhook_length&#039;&#039;&#039; = Length of tailhook in feet.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;tailhook_position&#039;&#039;&#039; = Tailhook pivot point, relative to datum reference point.&lt;br /&gt;
&lt;br /&gt;
Example - Boeing F/A-18&lt;br /&gt;
&amp;lt;pre&amp;gt;[tailhook]&lt;br /&gt;
tailhook_length = 4.5&lt;br /&gt;
tailhook_position = -49.0, 0, -2.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marker States&#039;&#039;&#039; - A tool to aid positioning, see:&lt;br /&gt;
&lt;br /&gt;
[http://lc0277.gratisim.frAdapting_SX_aircrafts_to_acceleration_carriers.htmlAdapting%20FSX%20aircrafts%20to%20acceleration%20carriers Lamont Clarke&#039;s wiki - Adapting FSX aircrafts to acceleration carriers]&lt;br /&gt;
&lt;br /&gt;
==== Model - Tailhook ====&lt;br /&gt;
Requires the model&#039;s source code.&lt;br /&gt;
&lt;br /&gt;
TODO - Add/edit/split instructions for implementation.&lt;br /&gt;
&lt;br /&gt;
== Configuring (Vessel) ==&lt;br /&gt;
To specify that a ship has one or more catapults, runway, and arrestor cables, &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;the appropriate &#039;&#039;Attach Points&#039;&#039; need to be added to the vessel &#039;&#039;model&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
These features can only be implemented by editing the model&#039;s source code.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
The attach points for carrier operations are &#039;&#039;&#039;not included&#039;&#039;&#039; in the list of options in the attach point tool.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
These need to be manually entered as an &#039;&#039;empty attach point&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The actual code used can be checked in Object Properties/User Defined to ensure there have been no syntax errors.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
See [http://www.fsdeveloper.com/forum/showpost.php?p=59688&amp;amp;postcount=7] for further details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For pre-existing models, you&#039;d have to use addon systems, &lt;br /&gt;
&amp;lt;br&amp;gt; e.g.&lt;br /&gt;
&lt;br /&gt;
[http://www.flightsim.com/kdl.php?fid=84303Rob Barendregt&#039;s - FS2004 Carrier Operation Package V2.0]&lt;br /&gt;
&lt;br /&gt;
[http://library.avsim.net/esearch.php?CatID=fsxgau&amp;amp;DLID=98408Rob Barendregt&#039;s - FSX Carrier Operation Package V3.0].&lt;br /&gt;
&lt;br /&gt;
=== Takeoff Components ===&lt;br /&gt;
&lt;br /&gt;
==== Catapult Assist (Vessel) ====&lt;br /&gt;
A maximum of four operational catapults and blast shields is supported.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For each catapult required, add an -&lt;br /&gt;
* attachpt_catapult_start_n &lt;br /&gt;
* attachpt_catapult_end_n &lt;br /&gt;
* attachpt_blast_shield_n&lt;br /&gt;
Where &#039;&#039;&#039;n&#039;&#039;&#039; is the index# between 1 and 4 identifying the catapult and matching blast shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;start position&#039;&#039; is the point where the aircraft should connect its &#039;&#039;launch bar&#039;&#039;. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;&#039;blast shield point&#039;&#039; should be the center hinge of the shield.&lt;br /&gt;
&lt;br /&gt;
=== Landing Components ===&lt;br /&gt;
&lt;br /&gt;
==== Runway (Vessel) ====&lt;br /&gt;
The area where an aircraft lands.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A carrier can only have one runway&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add the following -&lt;br /&gt;
* attachpt_runway_start&lt;br /&gt;
* attachpt_runway_end&lt;br /&gt;
* attachpt_runway_edge attach point&lt;br /&gt;
The &#039;&#039;&#039;attachpt_runway_edge&#039;&#039;&#039; point defines the half-width of the runway, &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
and should be to starboard of &#039;&#039;&#039;attachpt_runway_start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This will activate the &#039;Meatball&#039; glideslope indicator on the left hand side of the defined area. &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
It is not required for a working carrier if the US style &#039;Meatball&#039; is inappropriate.&lt;br /&gt;
&lt;br /&gt;
==== Arrestor Cables (Vessel) ====&lt;br /&gt;
A maximum of four operational arrestor cables is supported.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For each arrestor cable required, add a &#039;&#039;&#039;pair&#039;&#039;&#039; of -&lt;br /&gt;
* attachpt_cable_n_1 &lt;br /&gt;
* attachpt_cable_n_2&lt;br /&gt;
Where &#039;&#039;&#039;n&#039;&#039;&#039; is the index# between 1 and 4 identifying the arrestor cable.&lt;br /&gt;
&lt;br /&gt;
==== Optical Landing System (OLS) (Vessel) ====&lt;br /&gt;
The OLS indicates the glidepath information to pilots in the terminal phase of landing on an aircraft carrier.&lt;br /&gt;
&lt;br /&gt;
The OLS is automatically placed on the left hand side of the area defined as the runway (see above).  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is not possible to configure the OLS for anything other than the default glideslope, or to alter the style and configuration of the lights.&lt;br /&gt;
&lt;br /&gt;
== Operating ==&lt;br /&gt;
TODO - Add/edit/split instructions for testing &amp;amp; operating.&lt;br /&gt;
&lt;br /&gt;
=== Takeoff ===&lt;br /&gt;
Use one of the KEY_TOGGLE_LAUNCH_BAR_SWITCH or KEY_SET_LAUNCHBAR_SWITCH key events to drop the launch bar from the nose of the aircraft. &lt;br /&gt;
&lt;br /&gt;
This is an animated feature of the F-18, and the launch bar should be visible.&lt;br /&gt;
&lt;br /&gt;
The aircraft should be moved into position on the catapult, &lt;br /&gt;
and then one of the KEY_TAKEOFF_ASSIST_ARM_SET or KEY_TAKEOFF_ASSIST_ARM_TOGGLE key events should be used &lt;br /&gt;
to attach the launch bar to the bogie of the catapult, (not modeled/animated). &lt;br /&gt;
&lt;br /&gt;
* If the aircraft is not in the correct location, the connection will not be made. &lt;br /&gt;
* If all goes well, the connection will be made, and the blast shield will be raised.&lt;br /&gt;
&lt;br /&gt;
The KEY_TAKEOFF_ASSIST_FIRE event key is used to fire the catapult. &lt;br /&gt;
The user cannot control the position of the aircraft until the aircraft clears the deck. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If for any reason the assist arm is unset, &lt;br /&gt;
again using the KEY_TAKEOFF_ASSIST_ARM_SET or KEY_TAKEOFF_ASSIST_ARM_TOGGLE key events, &lt;br /&gt;
then the blast shield will also be retracted. &lt;br /&gt;
&lt;br /&gt;
The aircraft can then be moved away from the catapult.&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
Use one of the KEY_SET_TAIL_HOOK_HANDLE or KEY_TOGGLE_TAIL_HOOK_HANDLE key events, or the TAILHOOK POSITION simulation variable, to set the tail hook in position.&lt;br /&gt;
&lt;br /&gt;
Land on the appropriate spot on the carrier. &lt;br /&gt;
&lt;br /&gt;
There are typically four arrestor cables. &lt;br /&gt;
* If the aircraft does not land with excessive speed, it will be brought to a halt and pulled back a short distance. &lt;br /&gt;
* If it does land with excessive speed the cables will not prevent the aircraft going off the deck. &lt;br /&gt;
* Cable breaks are not simulated. &lt;br /&gt;
The aircraft can be parked on deck, perhaps using the KEY_TOGGLE_WING_FOLD or KEY_SET_WING_FOLD key events to fold the wings.&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
=== Internal ===&lt;br /&gt;
{{Template:Navbox-SDK (FSX)-Related}}&lt;br /&gt;
&lt;br /&gt;
=== External ===&lt;br /&gt;
Credits  -&lt;br /&gt;
* [http://paul-flightsimguy.spaces.live.com/blog/cns!D282374D24B565FB!264.entry Paul Lange&#039;s blog - Launch Bars and Carriers]&lt;br /&gt;
* [http://lc0277.nerim.net/wiki/index.php?Adapting%20FSX%20aircrafts%20to%20acceleration%20carriers Lamont Clarke&#039;s wiki - Adapting FSX aircrafts to acceleration carriers]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]] &lt;br /&gt;
[[Category:Missions]] &lt;br /&gt;
[[Category:SimConnect]]&lt;/div&gt;</summary>
		<author><name>GaryGB</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Catapult/Arrestor_Operations_(FSXA)&amp;diff=7874</id>
		<title>Catapult/Arrestor Operations (FSXA)</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Catapult/Arrestor_Operations_(FSXA)&amp;diff=7874"/>
		<updated>2010-11-24T04:50:12Z</updated>

		<summary type="html">&lt;p&gt;GaryGB: /* aircraft.cfg - Tailhook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Ambox-Content-WIP}}&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
The FSX Acceleration pack introduces native functionality to simulate aircraft operations for a large flat-decked aircraft carrier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The catapult launch system is designed to simulate a modern catapult assisted takeoff.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
IRL it consists of a track built into the flight deck, below which is a large piston or shuttle that is attached through the track to the nose gear of the aircraft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The landing system is designed to simulate systems to aid the recovery of an aircraft. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
IRL it consists of a series of cables strung across the landing area which the aircraft hooks on to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The FSX Acceleration pack includes a preconfigured functioning aircraft carrier model, plus a carrier enabled F/A-18 aircraft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Includes info missing from the published SDK.&lt;br /&gt;
&lt;br /&gt;
== Configuring ==&lt;br /&gt;
To enable the Catapult/Arrestor operations functionality, two seperate aspects must be configured/functioning -&lt;br /&gt;
* Aircraft - The launch-bar, (for the catapult), and tailhook, (for the arrestor-cables), located on the aircraft.&lt;br /&gt;
* Vessel - The runway, catapult, and arrestor-cables, for the carrier you&#039;ll takeoff from, and recover to.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisite ===&lt;br /&gt;
The FSX Acceleration key-mapping must also be functioning correctly.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Please see [[http://www.fsdeveloper.com/wiki/index.php?title=Key_Mapping_(FSXA) Key Mapping (FSXA)]]&lt;br /&gt;
&lt;br /&gt;
== Configuring (Aircraft) ==&lt;br /&gt;
&lt;br /&gt;
=== fsx.CFG ===&lt;br /&gt;
In the &#039;&#039;&#039;[Realism]&#039;&#039;&#039; section.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Add/edit to enable -&lt;br /&gt;
* &#039;&#039;&#039;CatapultForceLimiter=1&#039;&#039;&#039; - Only fighter type aircraft can be catapulted. &lt;br /&gt;
* &#039;&#039;&#039;CatapultForceLimiter=0&#039;&#039;&#039; -  Any type of aircraft can be catapulted.&lt;br /&gt;
TODO - Find/add info how FSX discriminates between fighter and non-fighter aircraft.&lt;br /&gt;
&lt;br /&gt;
=== Catapult Assist (Aircraft) ===&lt;br /&gt;
To &#039;&#039;launch&#039;&#039; an aircraft, a &#039;&#039;&#039;launch bar&#039;&#039;&#039; is lowered to engage the catapult system.&lt;br /&gt;
&lt;br /&gt;
Add a launch bar to an aircraft, by either -&lt;br /&gt;
* defining a &#039;&#039;&#039;[launch_assistance]&#039;&#039;&#039; entry in the aircraft configuration file. &lt;br /&gt;
* setting the &#039;&#039;&#039;attachpt_Launch_Bar_Pivot&#039;&#039;&#039; and &#039;&#039;&#039;attachpt_Launch_Bar_Lug&#039;&#039;&#039; attach points in the model, &lt;br /&gt;
&#039;&#039;&#039;An entry in the configuration file will override the model&#039;s attach points, if they exist.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== aircraft.cfg - launch-bar ====&lt;br /&gt;
Works for any aircraft.&lt;br /&gt;
&lt;br /&gt;
Add a section titled &#039;&#039;&#039;[launch_assistance]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
with the following parameters and values -&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;launch_bar_pivot&#039;&#039;&#039; = Launch bar pivot point, relative to datum reference point.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;launch_bar_lug&#039;&#039;&#039; = Launch bar lug point, relative to datum reference point.&lt;br /&gt;
&lt;br /&gt;
Example - Boeing F/A-18&lt;br /&gt;
&amp;lt;pre&amp;gt;[launch_assistance]&lt;br /&gt;
launch_bar_pivot = 5.0, 0.0, -1.0&lt;br /&gt;
launch_bar_lug = 5.0, 0.0, -4.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marker States&#039;&#039;&#039; - A tool to aid positioning, see:&lt;br /&gt;
&lt;br /&gt;
[http://lc0277.nerim.net/wiki/index.php?Adapting%20FSX%20aircrafts%20to%20acceleration%20carriers Lamont Clarke&#039;s wiki - Adapting FSX aircrafts to acceleration carriers]&lt;br /&gt;
&lt;br /&gt;
==== Model - launch-bar ====&lt;br /&gt;
Requires the model&#039;s source code.&lt;br /&gt;
&lt;br /&gt;
TODO - Add/edit/split instructions for implementation.&lt;br /&gt;
&lt;br /&gt;
=== Arrestor Cables (Aircraft) ===&lt;br /&gt;
To &#039;&#039;trap&#039;&#039; an aircraft, a &#039;&#039;&#039;tailhook&#039;&#039;&#039; is lowered to catch an arrestor cable.&lt;br /&gt;
&lt;br /&gt;
Add a tailhook to an aircraft, by either -&lt;br /&gt;
* defining a &#039;&#039;&#039;[tailhook]&#039;&#039;&#039; entry in the aircraft configuration file. &lt;br /&gt;
* setting the &#039;&#039;&#039;attachpt_tailhook_pivot&#039;&#039;&#039; and &#039;&#039;&#039;attachpt_tailhook_hook&#039;&#039;&#039; attach points in the model.&lt;br /&gt;
&#039;&#039;&#039;An entry in the configuration file will override the attach points, if they exist.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== aircraft.cfg - Tailhook ====&lt;br /&gt;
Works for any aircraft.&lt;br /&gt;
&lt;br /&gt;
Add a section titled &#039;&#039;&#039;[tailhook]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
with the following parameters and values -&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;tailhook_length&#039;&#039;&#039; = Length of tailhook in feet.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;tailhook_position&#039;&#039;&#039; = Tailhook pivot point, relative to datum reference point.&lt;br /&gt;
&lt;br /&gt;
Example - Boeing F/A-18&lt;br /&gt;
&amp;lt;pre&amp;gt;[tailhook]&lt;br /&gt;
tailhook_length = 4.5&lt;br /&gt;
tailhook_position = -49.0, 0, -2.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marker States&#039;&#039;&#039; - A tool to aid positioning, see:&lt;br /&gt;
&lt;br /&gt;
[http://lc0277.gratisim.frAdapting_SX_aircrafts_to_acceleration_carriers.htmlAdapting%20FSX%20aircrafts%20to%20acceleration%20carriers Lamont Clarke&#039;s wiki - Adapting FSX aircrafts to acceleration carriers]&lt;br /&gt;
&lt;br /&gt;
==== Model - Tailhook ====&lt;br /&gt;
Requires the model&#039;s source code.&lt;br /&gt;
&lt;br /&gt;
TODO - Add/edit/split instructions for implementation.&lt;br /&gt;
&lt;br /&gt;
== Configuring (Vessel) ==&lt;br /&gt;
To specify that a ship has one or more catapults, runway, and arrestor cables, &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;the appropriate &#039;&#039;Attach Points&#039;&#039; need to be added to the vessel &#039;&#039;model&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
These features can only be implemented by editing the model&#039;s source code.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
The attach points for carrier operations are &#039;&#039;&#039;not included&#039;&#039;&#039; in the list of options in the attach point tool.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
These need to be manually entered as an &#039;&#039;empty attach point&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The actual code used can be checked in Object Properties/User Defined to ensure there have been no syntax errors.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
See [http://www.fsdeveloper.com/forum/showpost.php?p=59688&amp;amp;postcount=7] for further details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For pre-existing models, you&#039;d have to use addon systems, &lt;br /&gt;
&amp;lt;br&amp;gt; e.g.&lt;br /&gt;
&lt;br /&gt;
[http://www.flightsim.com/kdl.php?fid=84303Rob Barendregt&#039;s - FS2004 Carrier Operation Package V2.0]&lt;br /&gt;
&lt;br /&gt;
[http://library.avsim.net/esearch.php?CatID=fsxgau&amp;amp;DLID=98408Rob Barendregt&#039;s - FSX Carrier Operation Package V3.0].&lt;br /&gt;
&lt;br /&gt;
=== Takeoff Components ===&lt;br /&gt;
&lt;br /&gt;
==== Catapult Assist (Vessel) ====&lt;br /&gt;
A maximum of four operational catapults and blast shields is supported.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For each catapult required, add an -&lt;br /&gt;
* attachpt_catapult_start_n &lt;br /&gt;
* attachpt_catapult_end_n &lt;br /&gt;
* attachpt_blast_shield_n&lt;br /&gt;
Where &#039;&#039;&#039;n&#039;&#039;&#039; is the index# between 1 and 4 identifying the catapult and matching blast shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;start position&#039;&#039; is the point where the aircraft should connect its &#039;&#039;launch bar&#039;&#039;. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;&#039;blast shield point&#039;&#039; should be the center hinge of the shield.&lt;br /&gt;
&lt;br /&gt;
=== Landing Components ===&lt;br /&gt;
&lt;br /&gt;
==== Runway (Vessel) ====&lt;br /&gt;
The area where an aircraft lands.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A carrier can only have one runway&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add the following -&lt;br /&gt;
* attachpt_runway_start&lt;br /&gt;
* attachpt_runway_end&lt;br /&gt;
* attachpt_runway_edge attach point&lt;br /&gt;
The &#039;&#039;&#039;attachpt_runway_edge&#039;&#039;&#039; point defines the half-width of the runway, &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
and should be to starboard of &#039;&#039;&#039;attachpt_runway_start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This will activate the &#039;Meatball&#039; glideslope indicator on the left hand side of the defined area. &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
It is not required for a working carrier if the US style &#039;Meatball&#039; is inappropriate.&lt;br /&gt;
&lt;br /&gt;
==== Arrestor Cables (Vessel) ====&lt;br /&gt;
A maximum of four operational arrestor cables is supported.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For each arrestor cable required, add a &#039;&#039;&#039;pair&#039;&#039;&#039; of -&lt;br /&gt;
* attachpt_cable_n_1 &lt;br /&gt;
* attachpt_cable_n_2&lt;br /&gt;
Where &#039;&#039;&#039;n&#039;&#039;&#039; is the index# between 1 and 4 identifying the arrestor cable.&lt;br /&gt;
&lt;br /&gt;
==== Optical Landing System (OLS) (Vessel) ====&lt;br /&gt;
The OLS indicates the glidepath information to pilots in the terminal phase of landing on an aircraft carrier.&lt;br /&gt;
&lt;br /&gt;
The OLS is automatically placed on the left hand side of the area defined as the runway (see above).  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is not possible to configure the OLS for anything other than the default glideslope, or to alter the style and configuration of the lights.&lt;br /&gt;
&lt;br /&gt;
== Operating ==&lt;br /&gt;
TODO - Add/edit/split instructions for testing &amp;amp; operating.&lt;br /&gt;
&lt;br /&gt;
=== Takeoff ===&lt;br /&gt;
Use one of the KEY_TOGGLE_LAUNCH_BAR_SWITCH or KEY_SET_LAUNCHBAR_SWITCH key events to drop the launch bar from the nose of the aircraft. &lt;br /&gt;
&lt;br /&gt;
This is an animated feature of the F-18, and the launch bar should be visible.&lt;br /&gt;
&lt;br /&gt;
The aircraft should be moved into position on the catapult, &lt;br /&gt;
and then one of the KEY_TAKEOFF_ASSIST_ARM_SET or KEY_TAKEOFF_ASSIST_ARM_TOGGLE key events should be used &lt;br /&gt;
to attach the launch bar to the bogie of the catapult, (not modeled/animated). &lt;br /&gt;
&lt;br /&gt;
* If the aircraft is not in the correct location, the connection will not be made. &lt;br /&gt;
* If all goes well, the connection will be made, and the blast shield will be raised.&lt;br /&gt;
&lt;br /&gt;
The KEY_TAKEOFF_ASSIST_FIRE event key is used to fire the catapult. &lt;br /&gt;
The user cannot control the position of the aircraft until the aircraft clears the deck. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If for any reason the assist arm is unset, &lt;br /&gt;
again using the KEY_TAKEOFF_ASSIST_ARM_SET or KEY_TAKEOFF_ASSIST_ARM_TOGGLE key events, &lt;br /&gt;
then the blast shield will also be retracted. &lt;br /&gt;
&lt;br /&gt;
The aircraft can then be moved away from the catapult.&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
Use one of the KEY_SET_TAIL_HOOK_HANDLE or KEY_TOGGLE_TAIL_HOOK_HANDLE key events, or the TAILHOOK POSITION simulation variable, to set the tail hook in position.&lt;br /&gt;
&lt;br /&gt;
Land on the appropriate spot on the carrier. &lt;br /&gt;
&lt;br /&gt;
There are typically four arrestor cables. &lt;br /&gt;
* If the aircraft does not land with excessive speed, it will be brought to a halt and pulled back a short distance. &lt;br /&gt;
* If it does land with excessive speed the cables will not prevent the aircraft going off the deck. &lt;br /&gt;
* Cable breaks are not simulated. &lt;br /&gt;
The aircraft can be parked on deck, perhaps using the KEY_TOGGLE_WING_FOLD or KEY_SET_WING_FOLD key events to fold the wings.&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
=== Internal ===&lt;br /&gt;
{{Template:Navbox-SDK (FSX)-Related}}&lt;br /&gt;
&lt;br /&gt;
=== External ===&lt;br /&gt;
Credits  -&lt;br /&gt;
* [http://paul-flightsimguy.spaces.live.com/blog/cns!D282374D24B565FB!264.entry Paul Lange&#039;s blog - Launch Bars and Carriers]&lt;br /&gt;
* [http://lc0277.nerim.net/wiki/index.php?Adapting%20FSX%20aircrafts%20to%20acceleration%20carriers Lamont Clarke&#039;s wiki - Adapting FSX aircrafts to acceleration carriers]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]] &lt;br /&gt;
[[Category:Missions]] &lt;br /&gt;
[[Category:SimConnect]]&lt;/div&gt;</summary>
		<author><name>GaryGB</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Catapult/Arrestor_Operations_(FSXA)&amp;diff=7873</id>
		<title>Catapult/Arrestor Operations (FSXA)</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Catapult/Arrestor_Operations_(FSXA)&amp;diff=7873"/>
		<updated>2010-11-24T04:48:52Z</updated>

		<summary type="html">&lt;p&gt;GaryGB: /* aircraft.cfg - launch-bar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Ambox-Content-WIP}}&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
The FSX Acceleration pack introduces native functionality to simulate aircraft operations for a large flat-decked aircraft carrier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The catapult launch system is designed to simulate a modern catapult assisted takeoff.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
IRL it consists of a track built into the flight deck, below which is a large piston or shuttle that is attached through the track to the nose gear of the aircraft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The landing system is designed to simulate systems to aid the recovery of an aircraft. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
IRL it consists of a series of cables strung across the landing area which the aircraft hooks on to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The FSX Acceleration pack includes a preconfigured functioning aircraft carrier model, plus a carrier enabled F/A-18 aircraft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Includes info missing from the published SDK.&lt;br /&gt;
&lt;br /&gt;
== Configuring ==&lt;br /&gt;
To enable the Catapult/Arrestor operations functionality, two seperate aspects must be configured/functioning -&lt;br /&gt;
* Aircraft - The launch-bar, (for the catapult), and tailhook, (for the arrestor-cables), located on the aircraft.&lt;br /&gt;
* Vessel - The runway, catapult, and arrestor-cables, for the carrier you&#039;ll takeoff from, and recover to.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisite ===&lt;br /&gt;
The FSX Acceleration key-mapping must also be functioning correctly.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Please see [[http://www.fsdeveloper.com/wiki/index.php?title=Key_Mapping_(FSXA) Key Mapping (FSXA)]]&lt;br /&gt;
&lt;br /&gt;
== Configuring (Aircraft) ==&lt;br /&gt;
&lt;br /&gt;
=== fsx.CFG ===&lt;br /&gt;
In the &#039;&#039;&#039;[Realism]&#039;&#039;&#039; section.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Add/edit to enable -&lt;br /&gt;
* &#039;&#039;&#039;CatapultForceLimiter=1&#039;&#039;&#039; - Only fighter type aircraft can be catapulted. &lt;br /&gt;
* &#039;&#039;&#039;CatapultForceLimiter=0&#039;&#039;&#039; -  Any type of aircraft can be catapulted.&lt;br /&gt;
TODO - Find/add info how FSX discriminates between fighter and non-fighter aircraft.&lt;br /&gt;
&lt;br /&gt;
=== Catapult Assist (Aircraft) ===&lt;br /&gt;
To &#039;&#039;launch&#039;&#039; an aircraft, a &#039;&#039;&#039;launch bar&#039;&#039;&#039; is lowered to engage the catapult system.&lt;br /&gt;
&lt;br /&gt;
Add a launch bar to an aircraft, by either -&lt;br /&gt;
* defining a &#039;&#039;&#039;[launch_assistance]&#039;&#039;&#039; entry in the aircraft configuration file. &lt;br /&gt;
* setting the &#039;&#039;&#039;attachpt_Launch_Bar_Pivot&#039;&#039;&#039; and &#039;&#039;&#039;attachpt_Launch_Bar_Lug&#039;&#039;&#039; attach points in the model, &lt;br /&gt;
&#039;&#039;&#039;An entry in the configuration file will override the model&#039;s attach points, if they exist.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== aircraft.cfg - launch-bar ====&lt;br /&gt;
Works for any aircraft.&lt;br /&gt;
&lt;br /&gt;
Add a section titled &#039;&#039;&#039;[launch_assistance]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
with the following parameters and values -&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;launch_bar_pivot&#039;&#039;&#039; = Launch bar pivot point, relative to datum reference point.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;launch_bar_lug&#039;&#039;&#039; = Launch bar lug point, relative to datum reference point.&lt;br /&gt;
&lt;br /&gt;
Example - Boeing F/A-18&lt;br /&gt;
&amp;lt;pre&amp;gt;[launch_assistance]&lt;br /&gt;
launch_bar_pivot = 5.0, 0.0, -1.0&lt;br /&gt;
launch_bar_lug = 5.0, 0.0, -4.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marker States&#039;&#039;&#039; - A tool to aid positioning, see:&lt;br /&gt;
&lt;br /&gt;
[http://lc0277.nerim.net/wiki/index.php?Adapting%20FSX%20aircrafts%20to%20acceleration%20carriers Lamont Clarke&#039;s wiki - Adapting FSX aircrafts to acceleration carriers]&lt;br /&gt;
&lt;br /&gt;
==== Model - launch-bar ====&lt;br /&gt;
Requires the model&#039;s source code.&lt;br /&gt;
&lt;br /&gt;
TODO - Add/edit/split instructions for implementation.&lt;br /&gt;
&lt;br /&gt;
=== Arrestor Cables (Aircraft) ===&lt;br /&gt;
To &#039;&#039;trap&#039;&#039; an aircraft, a &#039;&#039;&#039;tailhook&#039;&#039;&#039; is lowered to catch an arrestor cable.&lt;br /&gt;
&lt;br /&gt;
Add a tailhook to an aircraft, by either -&lt;br /&gt;
* defining a &#039;&#039;&#039;[tailhook]&#039;&#039;&#039; entry in the aircraft configuration file. &lt;br /&gt;
* setting the &#039;&#039;&#039;attachpt_tailhook_pivot&#039;&#039;&#039; and &#039;&#039;&#039;attachpt_tailhook_hook&#039;&#039;&#039; attach points in the model.&lt;br /&gt;
&#039;&#039;&#039;An entry in the configuration file will override the attach points, if they exist.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== aircraft.cfg - Tailhook ====&lt;br /&gt;
Works for any aircraft.&lt;br /&gt;
&lt;br /&gt;
Add a section titled &#039;&#039;&#039;[tailhook]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
with the following parameters and values -&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;tailhook_length&#039;&#039;&#039; = Length of tailhook in feet.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;tailhook_position&#039;&#039;&#039; = Tailhook pivot point, relative to datum reference point.&lt;br /&gt;
&lt;br /&gt;
Example - Boeing F/A-18&lt;br /&gt;
&amp;lt;pre&amp;gt;[tailhook]&lt;br /&gt;
tailhook_length = 4.5&lt;br /&gt;
tailhook_position = -49.0, 0, -2.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marker States&#039;&#039;&#039; - A tool to aid positioning, see [http://lc0277.gratisim.fr/Adapting_SX_aircrafts_to_acceleration_carriers.htmlAdapting%20FSX%20aircrafts%20to%20acceleration%20carriers Lamont Clarke&#039;s wiki - Adapting FSX aircrafts to acceleration carriers]&lt;br /&gt;
&lt;br /&gt;
==== Model - Tailhook ====&lt;br /&gt;
Requires the model&#039;s source code.&lt;br /&gt;
&lt;br /&gt;
TODO - Add/edit/split instructions for implementation.&lt;br /&gt;
&lt;br /&gt;
== Configuring (Vessel) ==&lt;br /&gt;
To specify that a ship has one or more catapults, runway, and arrestor cables, &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;the appropriate &#039;&#039;Attach Points&#039;&#039; need to be added to the vessel &#039;&#039;model&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
These features can only be implemented by editing the model&#039;s source code.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
The attach points for carrier operations are &#039;&#039;&#039;not included&#039;&#039;&#039; in the list of options in the attach point tool.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
These need to be manually entered as an &#039;&#039;empty attach point&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The actual code used can be checked in Object Properties/User Defined to ensure there have been no syntax errors.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
See [http://www.fsdeveloper.com/forum/showpost.php?p=59688&amp;amp;postcount=7] for further details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For pre-existing models, you&#039;d have to use addon systems, &lt;br /&gt;
&amp;lt;br&amp;gt; e.g.&lt;br /&gt;
&lt;br /&gt;
[http://www.flightsim.com/kdl.php?fid=84303Rob Barendregt&#039;s - FS2004 Carrier Operation Package V2.0]&lt;br /&gt;
&lt;br /&gt;
[http://library.avsim.net/esearch.php?CatID=fsxgau&amp;amp;DLID=98408Rob Barendregt&#039;s - FSX Carrier Operation Package V3.0].&lt;br /&gt;
&lt;br /&gt;
=== Takeoff Components ===&lt;br /&gt;
&lt;br /&gt;
==== Catapult Assist (Vessel) ====&lt;br /&gt;
A maximum of four operational catapults and blast shields is supported.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For each catapult required, add an -&lt;br /&gt;
* attachpt_catapult_start_n &lt;br /&gt;
* attachpt_catapult_end_n &lt;br /&gt;
* attachpt_blast_shield_n&lt;br /&gt;
Where &#039;&#039;&#039;n&#039;&#039;&#039; is the index# between 1 and 4 identifying the catapult and matching blast shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;start position&#039;&#039; is the point where the aircraft should connect its &#039;&#039;launch bar&#039;&#039;. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;&#039;blast shield point&#039;&#039; should be the center hinge of the shield.&lt;br /&gt;
&lt;br /&gt;
=== Landing Components ===&lt;br /&gt;
&lt;br /&gt;
==== Runway (Vessel) ====&lt;br /&gt;
The area where an aircraft lands.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A carrier can only have one runway&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add the following -&lt;br /&gt;
* attachpt_runway_start&lt;br /&gt;
* attachpt_runway_end&lt;br /&gt;
* attachpt_runway_edge attach point&lt;br /&gt;
The &#039;&#039;&#039;attachpt_runway_edge&#039;&#039;&#039; point defines the half-width of the runway, &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
and should be to starboard of &#039;&#039;&#039;attachpt_runway_start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This will activate the &#039;Meatball&#039; glideslope indicator on the left hand side of the defined area. &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
It is not required for a working carrier if the US style &#039;Meatball&#039; is inappropriate.&lt;br /&gt;
&lt;br /&gt;
==== Arrestor Cables (Vessel) ====&lt;br /&gt;
A maximum of four operational arrestor cables is supported.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For each arrestor cable required, add a &#039;&#039;&#039;pair&#039;&#039;&#039; of -&lt;br /&gt;
* attachpt_cable_n_1 &lt;br /&gt;
* attachpt_cable_n_2&lt;br /&gt;
Where &#039;&#039;&#039;n&#039;&#039;&#039; is the index# between 1 and 4 identifying the arrestor cable.&lt;br /&gt;
&lt;br /&gt;
==== Optical Landing System (OLS) (Vessel) ====&lt;br /&gt;
The OLS indicates the glidepath information to pilots in the terminal phase of landing on an aircraft carrier.&lt;br /&gt;
&lt;br /&gt;
The OLS is automatically placed on the left hand side of the area defined as the runway (see above).  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is not possible to configure the OLS for anything other than the default glideslope, or to alter the style and configuration of the lights.&lt;br /&gt;
&lt;br /&gt;
== Operating ==&lt;br /&gt;
TODO - Add/edit/split instructions for testing &amp;amp; operating.&lt;br /&gt;
&lt;br /&gt;
=== Takeoff ===&lt;br /&gt;
Use one of the KEY_TOGGLE_LAUNCH_BAR_SWITCH or KEY_SET_LAUNCHBAR_SWITCH key events to drop the launch bar from the nose of the aircraft. &lt;br /&gt;
&lt;br /&gt;
This is an animated feature of the F-18, and the launch bar should be visible.&lt;br /&gt;
&lt;br /&gt;
The aircraft should be moved into position on the catapult, &lt;br /&gt;
and then one of the KEY_TAKEOFF_ASSIST_ARM_SET or KEY_TAKEOFF_ASSIST_ARM_TOGGLE key events should be used &lt;br /&gt;
to attach the launch bar to the bogie of the catapult, (not modeled/animated). &lt;br /&gt;
&lt;br /&gt;
* If the aircraft is not in the correct location, the connection will not be made. &lt;br /&gt;
* If all goes well, the connection will be made, and the blast shield will be raised.&lt;br /&gt;
&lt;br /&gt;
The KEY_TAKEOFF_ASSIST_FIRE event key is used to fire the catapult. &lt;br /&gt;
The user cannot control the position of the aircraft until the aircraft clears the deck. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If for any reason the assist arm is unset, &lt;br /&gt;
again using the KEY_TAKEOFF_ASSIST_ARM_SET or KEY_TAKEOFF_ASSIST_ARM_TOGGLE key events, &lt;br /&gt;
then the blast shield will also be retracted. &lt;br /&gt;
&lt;br /&gt;
The aircraft can then be moved away from the catapult.&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
Use one of the KEY_SET_TAIL_HOOK_HANDLE or KEY_TOGGLE_TAIL_HOOK_HANDLE key events, or the TAILHOOK POSITION simulation variable, to set the tail hook in position.&lt;br /&gt;
&lt;br /&gt;
Land on the appropriate spot on the carrier. &lt;br /&gt;
&lt;br /&gt;
There are typically four arrestor cables. &lt;br /&gt;
* If the aircraft does not land with excessive speed, it will be brought to a halt and pulled back a short distance. &lt;br /&gt;
* If it does land with excessive speed the cables will not prevent the aircraft going off the deck. &lt;br /&gt;
* Cable breaks are not simulated. &lt;br /&gt;
The aircraft can be parked on deck, perhaps using the KEY_TOGGLE_WING_FOLD or KEY_SET_WING_FOLD key events to fold the wings.&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
=== Internal ===&lt;br /&gt;
{{Template:Navbox-SDK (FSX)-Related}}&lt;br /&gt;
&lt;br /&gt;
=== External ===&lt;br /&gt;
Credits  -&lt;br /&gt;
* [http://paul-flightsimguy.spaces.live.com/blog/cns!D282374D24B565FB!264.entry Paul Lange&#039;s blog - Launch Bars and Carriers]&lt;br /&gt;
* [http://lc0277.nerim.net/wiki/index.php?Adapting%20FSX%20aircrafts%20to%20acceleration%20carriers Lamont Clarke&#039;s wiki - Adapting FSX aircrafts to acceleration carriers]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]] &lt;br /&gt;
[[Category:Missions]] &lt;br /&gt;
[[Category:SimConnect]]&lt;/div&gt;</summary>
		<author><name>GaryGB</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Catapult/Arrestor_Operations_(FSXA)&amp;diff=7872</id>
		<title>Catapult/Arrestor Operations (FSXA)</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Catapult/Arrestor_Operations_(FSXA)&amp;diff=7872"/>
		<updated>2010-11-24T04:48:06Z</updated>

		<summary type="html">&lt;p&gt;GaryGB: /* Configuring (Vessel) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Ambox-Content-WIP}}&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
The FSX Acceleration pack introduces native functionality to simulate aircraft operations for a large flat-decked aircraft carrier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The catapult launch system is designed to simulate a modern catapult assisted takeoff.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
IRL it consists of a track built into the flight deck, below which is a large piston or shuttle that is attached through the track to the nose gear of the aircraft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The landing system is designed to simulate systems to aid the recovery of an aircraft. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
IRL it consists of a series of cables strung across the landing area which the aircraft hooks on to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The FSX Acceleration pack includes a preconfigured functioning aircraft carrier model, plus a carrier enabled F/A-18 aircraft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Includes info missing from the published SDK.&lt;br /&gt;
&lt;br /&gt;
== Configuring ==&lt;br /&gt;
To enable the Catapult/Arrestor operations functionality, two seperate aspects must be configured/functioning -&lt;br /&gt;
* Aircraft - The launch-bar, (for the catapult), and tailhook, (for the arrestor-cables), located on the aircraft.&lt;br /&gt;
* Vessel - The runway, catapult, and arrestor-cables, for the carrier you&#039;ll takeoff from, and recover to.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisite ===&lt;br /&gt;
The FSX Acceleration key-mapping must also be functioning correctly.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Please see [[http://www.fsdeveloper.com/wiki/index.php?title=Key_Mapping_(FSXA) Key Mapping (FSXA)]]&lt;br /&gt;
&lt;br /&gt;
== Configuring (Aircraft) ==&lt;br /&gt;
&lt;br /&gt;
=== fsx.CFG ===&lt;br /&gt;
In the &#039;&#039;&#039;[Realism]&#039;&#039;&#039; section.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Add/edit to enable -&lt;br /&gt;
* &#039;&#039;&#039;CatapultForceLimiter=1&#039;&#039;&#039; - Only fighter type aircraft can be catapulted. &lt;br /&gt;
* &#039;&#039;&#039;CatapultForceLimiter=0&#039;&#039;&#039; -  Any type of aircraft can be catapulted.&lt;br /&gt;
TODO - Find/add info how FSX discriminates between fighter and non-fighter aircraft.&lt;br /&gt;
&lt;br /&gt;
=== Catapult Assist (Aircraft) ===&lt;br /&gt;
To &#039;&#039;launch&#039;&#039; an aircraft, a &#039;&#039;&#039;launch bar&#039;&#039;&#039; is lowered to engage the catapult system.&lt;br /&gt;
&lt;br /&gt;
Add a launch bar to an aircraft, by either -&lt;br /&gt;
* defining a &#039;&#039;&#039;[launch_assistance]&#039;&#039;&#039; entry in the aircraft configuration file. &lt;br /&gt;
* setting the &#039;&#039;&#039;attachpt_Launch_Bar_Pivot&#039;&#039;&#039; and &#039;&#039;&#039;attachpt_Launch_Bar_Lug&#039;&#039;&#039; attach points in the model, &lt;br /&gt;
&#039;&#039;&#039;An entry in the configuration file will override the model&#039;s attach points, if they exist.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== aircraft.cfg - launch-bar ====&lt;br /&gt;
Works for any aircraft.&lt;br /&gt;
&lt;br /&gt;
Add a section titled &#039;&#039;&#039;[launch_assistance]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
with the following parameters and values -&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;launch_bar_pivot&#039;&#039;&#039; = Launch bar pivot point, relative to datum reference point.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;launch_bar_lug&#039;&#039;&#039; = Launch bar lug point, relative to datum reference point.&lt;br /&gt;
&lt;br /&gt;
Example - Boeing F/A-18&lt;br /&gt;
&amp;lt;pre&amp;gt;[launch_assistance]&lt;br /&gt;
launch_bar_pivot = 5.0, 0.0, -1.0&lt;br /&gt;
launch_bar_lug = 5.0, 0.0, -4.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marker States&#039;&#039;&#039; - A tool to aid positioning, see [http://lc0277.nerim.net/wiki/index.php?Adapting%20FSX%20aircrafts%20to%20acceleration%20carriers Lamont Clarke&#039;s wiki - Adapting FSX aircrafts to acceleration carriers]&lt;br /&gt;
&lt;br /&gt;
==== Model - launch-bar ====&lt;br /&gt;
Requires the model&#039;s source code.&lt;br /&gt;
&lt;br /&gt;
TODO - Add/edit/split instructions for implementation.&lt;br /&gt;
&lt;br /&gt;
=== Arrestor Cables (Aircraft) ===&lt;br /&gt;
To &#039;&#039;trap&#039;&#039; an aircraft, a &#039;&#039;&#039;tailhook&#039;&#039;&#039; is lowered to catch an arrestor cable.&lt;br /&gt;
&lt;br /&gt;
Add a tailhook to an aircraft, by either -&lt;br /&gt;
* defining a &#039;&#039;&#039;[tailhook]&#039;&#039;&#039; entry in the aircraft configuration file. &lt;br /&gt;
* setting the &#039;&#039;&#039;attachpt_tailhook_pivot&#039;&#039;&#039; and &#039;&#039;&#039;attachpt_tailhook_hook&#039;&#039;&#039; attach points in the model.&lt;br /&gt;
&#039;&#039;&#039;An entry in the configuration file will override the attach points, if they exist.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== aircraft.cfg - Tailhook ====&lt;br /&gt;
Works for any aircraft.&lt;br /&gt;
&lt;br /&gt;
Add a section titled &#039;&#039;&#039;[tailhook]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
with the following parameters and values -&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;tailhook_length&#039;&#039;&#039; = Length of tailhook in feet.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;tailhook_position&#039;&#039;&#039; = Tailhook pivot point, relative to datum reference point.&lt;br /&gt;
&lt;br /&gt;
Example - Boeing F/A-18&lt;br /&gt;
&amp;lt;pre&amp;gt;[tailhook]&lt;br /&gt;
tailhook_length = 4.5&lt;br /&gt;
tailhook_position = -49.0, 0, -2.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marker States&#039;&#039;&#039; - A tool to aid positioning, see [http://lc0277.gratisim.fr/Adapting_SX_aircrafts_to_acceleration_carriers.htmlAdapting%20FSX%20aircrafts%20to%20acceleration%20carriers Lamont Clarke&#039;s wiki - Adapting FSX aircrafts to acceleration carriers]&lt;br /&gt;
&lt;br /&gt;
==== Model - Tailhook ====&lt;br /&gt;
Requires the model&#039;s source code.&lt;br /&gt;
&lt;br /&gt;
TODO - Add/edit/split instructions for implementation.&lt;br /&gt;
&lt;br /&gt;
== Configuring (Vessel) ==&lt;br /&gt;
To specify that a ship has one or more catapults, runway, and arrestor cables, &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;the appropriate &#039;&#039;Attach Points&#039;&#039; need to be added to the vessel &#039;&#039;model&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
These features can only be implemented by editing the model&#039;s source code.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
The attach points for carrier operations are &#039;&#039;&#039;not included&#039;&#039;&#039; in the list of options in the attach point tool.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
These need to be manually entered as an &#039;&#039;empty attach point&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The actual code used can be checked in Object Properties/User Defined to ensure there have been no syntax errors.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
See [http://www.fsdeveloper.com/forum/showpost.php?p=59688&amp;amp;postcount=7] for further details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For pre-existing models, you&#039;d have to use addon systems, &lt;br /&gt;
&amp;lt;br&amp;gt; e.g.&lt;br /&gt;
&lt;br /&gt;
[http://www.flightsim.com/kdl.php?fid=84303Rob Barendregt&#039;s - FS2004 Carrier Operation Package V2.0]&lt;br /&gt;
&lt;br /&gt;
[http://library.avsim.net/esearch.php?CatID=fsxgau&amp;amp;DLID=98408Rob Barendregt&#039;s - FSX Carrier Operation Package V3.0].&lt;br /&gt;
&lt;br /&gt;
=== Takeoff Components ===&lt;br /&gt;
&lt;br /&gt;
==== Catapult Assist (Vessel) ====&lt;br /&gt;
A maximum of four operational catapults and blast shields is supported.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For each catapult required, add an -&lt;br /&gt;
* attachpt_catapult_start_n &lt;br /&gt;
* attachpt_catapult_end_n &lt;br /&gt;
* attachpt_blast_shield_n&lt;br /&gt;
Where &#039;&#039;&#039;n&#039;&#039;&#039; is the index# between 1 and 4 identifying the catapult and matching blast shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;start position&#039;&#039; is the point where the aircraft should connect its &#039;&#039;launch bar&#039;&#039;. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;&#039;blast shield point&#039;&#039; should be the center hinge of the shield.&lt;br /&gt;
&lt;br /&gt;
=== Landing Components ===&lt;br /&gt;
&lt;br /&gt;
==== Runway (Vessel) ====&lt;br /&gt;
The area where an aircraft lands.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A carrier can only have one runway&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add the following -&lt;br /&gt;
* attachpt_runway_start&lt;br /&gt;
* attachpt_runway_end&lt;br /&gt;
* attachpt_runway_edge attach point&lt;br /&gt;
The &#039;&#039;&#039;attachpt_runway_edge&#039;&#039;&#039; point defines the half-width of the runway, &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
and should be to starboard of &#039;&#039;&#039;attachpt_runway_start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This will activate the &#039;Meatball&#039; glideslope indicator on the left hand side of the defined area. &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
It is not required for a working carrier if the US style &#039;Meatball&#039; is inappropriate.&lt;br /&gt;
&lt;br /&gt;
==== Arrestor Cables (Vessel) ====&lt;br /&gt;
A maximum of four operational arrestor cables is supported.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For each arrestor cable required, add a &#039;&#039;&#039;pair&#039;&#039;&#039; of -&lt;br /&gt;
* attachpt_cable_n_1 &lt;br /&gt;
* attachpt_cable_n_2&lt;br /&gt;
Where &#039;&#039;&#039;n&#039;&#039;&#039; is the index# between 1 and 4 identifying the arrestor cable.&lt;br /&gt;
&lt;br /&gt;
==== Optical Landing System (OLS) (Vessel) ====&lt;br /&gt;
The OLS indicates the glidepath information to pilots in the terminal phase of landing on an aircraft carrier.&lt;br /&gt;
&lt;br /&gt;
The OLS is automatically placed on the left hand side of the area defined as the runway (see above).  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is not possible to configure the OLS for anything other than the default glideslope, or to alter the style and configuration of the lights.&lt;br /&gt;
&lt;br /&gt;
== Operating ==&lt;br /&gt;
TODO - Add/edit/split instructions for testing &amp;amp; operating.&lt;br /&gt;
&lt;br /&gt;
=== Takeoff ===&lt;br /&gt;
Use one of the KEY_TOGGLE_LAUNCH_BAR_SWITCH or KEY_SET_LAUNCHBAR_SWITCH key events to drop the launch bar from the nose of the aircraft. &lt;br /&gt;
&lt;br /&gt;
This is an animated feature of the F-18, and the launch bar should be visible.&lt;br /&gt;
&lt;br /&gt;
The aircraft should be moved into position on the catapult, &lt;br /&gt;
and then one of the KEY_TAKEOFF_ASSIST_ARM_SET or KEY_TAKEOFF_ASSIST_ARM_TOGGLE key events should be used &lt;br /&gt;
to attach the launch bar to the bogie of the catapult, (not modeled/animated). &lt;br /&gt;
&lt;br /&gt;
* If the aircraft is not in the correct location, the connection will not be made. &lt;br /&gt;
* If all goes well, the connection will be made, and the blast shield will be raised.&lt;br /&gt;
&lt;br /&gt;
The KEY_TAKEOFF_ASSIST_FIRE event key is used to fire the catapult. &lt;br /&gt;
The user cannot control the position of the aircraft until the aircraft clears the deck. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If for any reason the assist arm is unset, &lt;br /&gt;
again using the KEY_TAKEOFF_ASSIST_ARM_SET or KEY_TAKEOFF_ASSIST_ARM_TOGGLE key events, &lt;br /&gt;
then the blast shield will also be retracted. &lt;br /&gt;
&lt;br /&gt;
The aircraft can then be moved away from the catapult.&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
Use one of the KEY_SET_TAIL_HOOK_HANDLE or KEY_TOGGLE_TAIL_HOOK_HANDLE key events, or the TAILHOOK POSITION simulation variable, to set the tail hook in position.&lt;br /&gt;
&lt;br /&gt;
Land on the appropriate spot on the carrier. &lt;br /&gt;
&lt;br /&gt;
There are typically four arrestor cables. &lt;br /&gt;
* If the aircraft does not land with excessive speed, it will be brought to a halt and pulled back a short distance. &lt;br /&gt;
* If it does land with excessive speed the cables will not prevent the aircraft going off the deck. &lt;br /&gt;
* Cable breaks are not simulated. &lt;br /&gt;
The aircraft can be parked on deck, perhaps using the KEY_TOGGLE_WING_FOLD or KEY_SET_WING_FOLD key events to fold the wings.&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
=== Internal ===&lt;br /&gt;
{{Template:Navbox-SDK (FSX)-Related}}&lt;br /&gt;
&lt;br /&gt;
=== External ===&lt;br /&gt;
Credits  -&lt;br /&gt;
* [http://paul-flightsimguy.spaces.live.com/blog/cns!D282374D24B565FB!264.entry Paul Lange&#039;s blog - Launch Bars and Carriers]&lt;br /&gt;
* [http://lc0277.nerim.net/wiki/index.php?Adapting%20FSX%20aircrafts%20to%20acceleration%20carriers Lamont Clarke&#039;s wiki - Adapting FSX aircrafts to acceleration carriers]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]] &lt;br /&gt;
[[Category:Missions]] &lt;br /&gt;
[[Category:SimConnect]]&lt;/div&gt;</summary>
		<author><name>GaryGB</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Catapult/Arrestor_Operations_(FSXA)&amp;diff=7871</id>
		<title>Catapult/Arrestor Operations (FSXA)</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Catapult/Arrestor_Operations_(FSXA)&amp;diff=7871"/>
		<updated>2010-11-24T04:32:48Z</updated>

		<summary type="html">&lt;p&gt;GaryGB: /* aircraft.cfg - Tailhook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Ambox-Content-WIP}}&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
The FSX Acceleration pack introduces native functionality to simulate aircraft operations for a large flat-decked aircraft carrier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The catapult launch system is designed to simulate a modern catapult assisted takeoff.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
IRL it consists of a track built into the flight deck, below which is a large piston or shuttle that is attached through the track to the nose gear of the aircraft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The landing system is designed to simulate systems to aid the recovery of an aircraft. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
IRL it consists of a series of cables strung across the landing area which the aircraft hooks on to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The FSX Acceleration pack includes a preconfigured functioning aircraft carrier model, plus a carrier enabled F/A-18 aircraft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Includes info missing from the published SDK.&lt;br /&gt;
&lt;br /&gt;
== Configuring ==&lt;br /&gt;
To enable the Catapult/Arrestor operations functionality, two seperate aspects must be configured/functioning -&lt;br /&gt;
* Aircraft - The launch-bar, (for the catapult), and tailhook, (for the arrestor-cables), located on the aircraft.&lt;br /&gt;
* Vessel - The runway, catapult, and arrestor-cables, for the carrier you&#039;ll takeoff from, and recover to.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisite ===&lt;br /&gt;
The FSX Acceleration key-mapping must also be functioning correctly.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Please see [[http://www.fsdeveloper.com/wiki/index.php?title=Key_Mapping_(FSXA) Key Mapping (FSXA)]]&lt;br /&gt;
&lt;br /&gt;
== Configuring (Aircraft) ==&lt;br /&gt;
&lt;br /&gt;
=== fsx.CFG ===&lt;br /&gt;
In the &#039;&#039;&#039;[Realism]&#039;&#039;&#039; section.&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Add/edit to enable -&lt;br /&gt;
* &#039;&#039;&#039;CatapultForceLimiter=1&#039;&#039;&#039; - Only fighter type aircraft can be catapulted. &lt;br /&gt;
* &#039;&#039;&#039;CatapultForceLimiter=0&#039;&#039;&#039; -  Any type of aircraft can be catapulted.&lt;br /&gt;
TODO - Find/add info how FSX discriminates between fighter and non-fighter aircraft.&lt;br /&gt;
&lt;br /&gt;
=== Catapult Assist (Aircraft) ===&lt;br /&gt;
To &#039;&#039;launch&#039;&#039; an aircraft, a &#039;&#039;&#039;launch bar&#039;&#039;&#039; is lowered to engage the catapult system.&lt;br /&gt;
&lt;br /&gt;
Add a launch bar to an aircraft, by either -&lt;br /&gt;
* defining a &#039;&#039;&#039;[launch_assistance]&#039;&#039;&#039; entry in the aircraft configuration file. &lt;br /&gt;
* setting the &#039;&#039;&#039;attachpt_Launch_Bar_Pivot&#039;&#039;&#039; and &#039;&#039;&#039;attachpt_Launch_Bar_Lug&#039;&#039;&#039; attach points in the model, &lt;br /&gt;
&#039;&#039;&#039;An entry in the configuration file will override the model&#039;s attach points, if they exist.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== aircraft.cfg - launch-bar ====&lt;br /&gt;
Works for any aircraft.&lt;br /&gt;
&lt;br /&gt;
Add a section titled &#039;&#039;&#039;[launch_assistance]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
with the following parameters and values -&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;launch_bar_pivot&#039;&#039;&#039; = Launch bar pivot point, relative to datum reference point.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;launch_bar_lug&#039;&#039;&#039; = Launch bar lug point, relative to datum reference point.&lt;br /&gt;
&lt;br /&gt;
Example - Boeing F/A-18&lt;br /&gt;
&amp;lt;pre&amp;gt;[launch_assistance]&lt;br /&gt;
launch_bar_pivot = 5.0, 0.0, -1.0&lt;br /&gt;
launch_bar_lug = 5.0, 0.0, -4.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marker States&#039;&#039;&#039; - A tool to aid positioning, see [http://lc0277.nerim.net/wiki/index.php?Adapting%20FSX%20aircrafts%20to%20acceleration%20carriers Lamont Clarke&#039;s wiki - Adapting FSX aircrafts to acceleration carriers]&lt;br /&gt;
&lt;br /&gt;
==== Model - launch-bar ====&lt;br /&gt;
Requires the model&#039;s source code.&lt;br /&gt;
&lt;br /&gt;
TODO - Add/edit/split instructions for implementation.&lt;br /&gt;
&lt;br /&gt;
=== Arrestor Cables (Aircraft) ===&lt;br /&gt;
To &#039;&#039;trap&#039;&#039; an aircraft, a &#039;&#039;&#039;tailhook&#039;&#039;&#039; is lowered to catch an arrestor cable.&lt;br /&gt;
&lt;br /&gt;
Add a tailhook to an aircraft, by either -&lt;br /&gt;
* defining a &#039;&#039;&#039;[tailhook]&#039;&#039;&#039; entry in the aircraft configuration file. &lt;br /&gt;
* setting the &#039;&#039;&#039;attachpt_tailhook_pivot&#039;&#039;&#039; and &#039;&#039;&#039;attachpt_tailhook_hook&#039;&#039;&#039; attach points in the model.&lt;br /&gt;
&#039;&#039;&#039;An entry in the configuration file will override the attach points, if they exist.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== aircraft.cfg - Tailhook ====&lt;br /&gt;
Works for any aircraft.&lt;br /&gt;
&lt;br /&gt;
Add a section titled &#039;&#039;&#039;[tailhook]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
with the following parameters and values -&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;tailhook_length&#039;&#039;&#039; = Length of tailhook in feet.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;tailhook_position&#039;&#039;&#039; = Tailhook pivot point, relative to datum reference point.&lt;br /&gt;
&lt;br /&gt;
Example - Boeing F/A-18&lt;br /&gt;
&amp;lt;pre&amp;gt;[tailhook]&lt;br /&gt;
tailhook_length = 4.5&lt;br /&gt;
tailhook_position = -49.0, 0, -2.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marker States&#039;&#039;&#039; - A tool to aid positioning, see [http://lc0277.gratisim.fr/Adapting_SX_aircrafts_to_acceleration_carriers.htmlAdapting%20FSX%20aircrafts%20to%20acceleration%20carriers Lamont Clarke&#039;s wiki - Adapting FSX aircrafts to acceleration carriers]&lt;br /&gt;
&lt;br /&gt;
==== Model - Tailhook ====&lt;br /&gt;
Requires the model&#039;s source code.&lt;br /&gt;
&lt;br /&gt;
TODO - Add/edit/split instructions for implementation.&lt;br /&gt;
&lt;br /&gt;
== Configuring (Vessel) ==&lt;br /&gt;
To specify that a ship has one or more catapults, runway, and arrestor cables, &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;the appropriate &#039;&#039;Attach Points&#039;&#039; need to be added to the vessel &#039;&#039;model&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
These features can only be implemented by editing the model&#039;s source code.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
The attach points for carrier operations are &#039;&#039;&#039;not included&#039;&#039;&#039; in the list of options in the attach point tool.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
These need to be manually entered as an &#039;&#039;empty attach point&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The actual code used can be checked in Object Properties/User Defined to ensure there have been no syntax errors.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
See [http://www.fsdeveloper.com/forum/showpost.php?p=59688&amp;amp;postcount=7] for further details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For pre-existing models, you&#039;d have to use addon systems, &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
e.g. [http://www.fs-shipyards.org/index.php?ind=downloads&amp;amp;op=section_view&amp;amp;idev=17 Rob Barendregt&#039;s - Carrier Operation Package RCBCO].&lt;br /&gt;
&lt;br /&gt;
=== Takeoff Components ===&lt;br /&gt;
&lt;br /&gt;
==== Catapult Assist (Vessel) ====&lt;br /&gt;
A maximum of four operational catapults and blast shields is supported.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For each catapult required, add an -&lt;br /&gt;
* attachpt_catapult_start_n &lt;br /&gt;
* attachpt_catapult_end_n &lt;br /&gt;
* attachpt_blast_shield_n&lt;br /&gt;
Where &#039;&#039;&#039;n&#039;&#039;&#039; is the index# between 1 and 4 identifying the catapult and matching blast shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;start position&#039;&#039; is the point where the aircraft should connect its &#039;&#039;launch bar&#039;&#039;. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;&#039;blast shield point&#039;&#039; should be the center hinge of the shield.&lt;br /&gt;
&lt;br /&gt;
=== Landing Components ===&lt;br /&gt;
&lt;br /&gt;
==== Runway (Vessel) ====&lt;br /&gt;
The area where an aircraft lands.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A carrier can only have one runway&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add the following -&lt;br /&gt;
* attachpt_runway_start&lt;br /&gt;
* attachpt_runway_end&lt;br /&gt;
* attachpt_runway_edge attach point&lt;br /&gt;
The &#039;&#039;&#039;attachpt_runway_edge&#039;&#039;&#039; point defines the half-width of the runway, &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
and should be to starboard of &#039;&#039;&#039;attachpt_runway_start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This will activate the &#039;Meatball&#039; glideslope indicator on the left hand side of the defined area. &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
It is not required for a working carrier if the US style &#039;Meatball&#039; is inappropriate.&lt;br /&gt;
&lt;br /&gt;
==== Arrestor Cables (Vessel) ====&lt;br /&gt;
A maximum of four operational arrestor cables is supported.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For each arrestor cable required, add a &#039;&#039;&#039;pair&#039;&#039;&#039; of -&lt;br /&gt;
* attachpt_cable_n_1 &lt;br /&gt;
* attachpt_cable_n_2&lt;br /&gt;
Where &#039;&#039;&#039;n&#039;&#039;&#039; is the index# between 1 and 4 identifying the arrestor cable.&lt;br /&gt;
&lt;br /&gt;
==== Optical Landing System (OLS) (Vessel) ====&lt;br /&gt;
The OLS indicates the glidepath information to pilots in the terminal phase of landing on an aircraft carrier.&lt;br /&gt;
&lt;br /&gt;
The OLS is automatically placed on the left hand side of the area defined as the runway (see above).  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is not possible to configure the OLS for anything other than the default glideslope, or to alter the style and configuration of the lights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Operating ==&lt;br /&gt;
TODO - Add/edit/split instructions for testing &amp;amp; operating.&lt;br /&gt;
&lt;br /&gt;
=== Takeoff ===&lt;br /&gt;
Use one of the KEY_TOGGLE_LAUNCH_BAR_SWITCH or KEY_SET_LAUNCHBAR_SWITCH key events to drop the launch bar from the nose of the aircraft. &lt;br /&gt;
&lt;br /&gt;
This is an animated feature of the F-18, and the launch bar should be visible.&lt;br /&gt;
&lt;br /&gt;
The aircraft should be moved into position on the catapult, &lt;br /&gt;
and then one of the KEY_TAKEOFF_ASSIST_ARM_SET or KEY_TAKEOFF_ASSIST_ARM_TOGGLE key events should be used &lt;br /&gt;
to attach the launch bar to the bogie of the catapult, (not modeled/animated). &lt;br /&gt;
&lt;br /&gt;
* If the aircraft is not in the correct location, the connection will not be made. &lt;br /&gt;
* If all goes well, the connection will be made, and the blast shield will be raised.&lt;br /&gt;
&lt;br /&gt;
The KEY_TAKEOFF_ASSIST_FIRE event key is used to fire the catapult. &lt;br /&gt;
The user cannot control the position of the aircraft until the aircraft clears the deck. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If for any reason the assist arm is unset, &lt;br /&gt;
again using the KEY_TAKEOFF_ASSIST_ARM_SET or KEY_TAKEOFF_ASSIST_ARM_TOGGLE key events, &lt;br /&gt;
then the blast shield will also be retracted. &lt;br /&gt;
&lt;br /&gt;
The aircraft can then be moved away from the catapult.&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
Use one of the KEY_SET_TAIL_HOOK_HANDLE or KEY_TOGGLE_TAIL_HOOK_HANDLE key events, or the TAILHOOK POSITION simulation variable, to set the tail hook in position.&lt;br /&gt;
&lt;br /&gt;
Land on the appropriate spot on the carrier. &lt;br /&gt;
&lt;br /&gt;
There are typically four arrestor cables. &lt;br /&gt;
* If the aircraft does not land with excessive speed, it will be brought to a halt and pulled back a short distance. &lt;br /&gt;
* If it does land with excessive speed the cables will not prevent the aircraft going off the deck. &lt;br /&gt;
* Cable breaks are not simulated. &lt;br /&gt;
The aircraft can be parked on deck, perhaps using the KEY_TOGGLE_WING_FOLD or KEY_SET_WING_FOLD key events to fold the wings.&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
=== Internal ===&lt;br /&gt;
{{Template:Navbox-SDK (FSX)-Related}}&lt;br /&gt;
&lt;br /&gt;
=== External ===&lt;br /&gt;
Credits  -&lt;br /&gt;
* [http://paul-flightsimguy.spaces.live.com/blog/cns!D282374D24B565FB!264.entry Paul Lange&#039;s blog - Launch Bars and Carriers]&lt;br /&gt;
* [http://lc0277.nerim.net/wiki/index.php?Adapting%20FSX%20aircrafts%20to%20acceleration%20carriers Lamont Clarke&#039;s wiki - Adapting FSX aircrafts to acceleration carriers]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]] &lt;br /&gt;
[[Category:Missions]] &lt;br /&gt;
[[Category:SimConnect]]&lt;/div&gt;</summary>
		<author><name>GaryGB</name></author>
	</entry>
</feed>