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FSX users Gate Assignment (Read 13388 times)
May 31st, 2011 at 11:36pm

headtrip   Offline
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how do i assign a gate assignment to my ai aircrafts for fsx use only..anybody help? thanks
 
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Reply #1 - Jun 1st, 2011 at 10:31am

dave3cu   Offline
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For ai to use assigned parking, two conditions must exist:

1) The airport must have assigned parking spots. Assigned parking is created by adding codes to individual parking spots. Default airports do not have assigned parking. You can download/install an airport update that does or you can create assigned parking at an airport using the Airport Design Editor (ADE9X) program available here-http://www.airportdesigneditor.co.uk/index.html-(Note: You can check an airport for assigned parking using ADE9X, but you must have the FSX SDK installed to save any changes.)

2) The aircraft must be configured for assigned parking. In the aircraft.cfg file add the following lines to the [fltsim.x] sections.

atc_parking_types=   legal entries are one or more of the following, seperated by commas- RAMP, CARGO, GATE, DOCK, MIL_CARGO, MIL_COMBAT

atc_parking_codes=  this must match the code used by the airport parking spot.

Example from a  WOAI ai aircraft.
[fltsim.2]
title=WoA_AIA_B738_W_AAL-American Airlines_Astrojet
sim=aia_737_NG
model=no_refl
texture=AAL-American Airlines_Astrojet
ui_variation=American Airlines
ui_manufacturer=Aardvark
ui_type=Boeing 737-800W
atc_airline=AMERICAN
atc_parking_codes=AAL
atc_parking_types=GATE

atc_heavy=0

Though it's not required, for uniformity most airport and aircraft parking codes use the ICAO Airline Codes. http://www.airlinecodes.info/

 
« Last Edit: Jun 1st, 2011 at 11:35am by dave3cu »  

At that time [1909] the chief engineer was almost always the chief test pilot as well. That had the fortunate result of eliminating poor engineering early in aviation.          Igor Sikorsky

I intend to live forever....so far, so good.         Steven Wright

You know....you can just rip up a to-do list.
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Reply #2 - Jun 1st, 2011 at 8:44pm

headtrip   Offline
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@dave3cu
thx for the response... using ade editor can assign the ai aircrafts in their respective gates?
 
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Reply #3 - Jun 1st, 2011 at 9:44pm

dave3cu   Offline
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Quote:
using ade editor can assign the ai aircrafts in their respective gates?


In ADE you can edit an airport and assign parking codes to individual parking spots.  Instructions are in the ADE help document.

Example: You could assign the code AAL (for American Airlines) to several gates.

You then have to edit the aircraft.cfg files (in notepad) for your American Airlines ai aircraft as I outlined above. Give them the atc_parking_codes=AAL.

ATC should then send your AAL ai to AAL gates.
 

At that time [1909] the chief engineer was almost always the chief test pilot as well. That had the fortunate result of eliminating poor engineering early in aviation.          Igor Sikorsky

I intend to live forever....so far, so good.         Steven Wright

You know....you can just rip up a to-do list.
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Reply #4 - Jun 2nd, 2011 at 4:29am

headtrip   Offline
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thanks a lot, the bad thing is ADE cannot edit fsx files.
 
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Reply #5 - Jun 2nd, 2011 at 8:15am

dave3cu   Offline
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Quote:
the bad thing is ADE cannot edit fsx files.


What 'fsx files' are you trying to edit?

With ADE9X can open and modify FS2004 and FSX airports.

Can you describe problem you're having when trying to open an FSX airport? Include what you are trying to open, the steps you used and any error messages you recieved.
« Last Edit: Jun 2nd, 2011 at 9:37am by dave3cu »  

At that time [1909] the chief engineer was almost always the chief test pilot as well. That had the fortunate result of eliminating poor engineering early in aviation.          Igor Sikorsky

I intend to live forever....so far, so good.         Steven Wright

You know....you can just rip up a to-do list.
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Reply #6 - Jun 2nd, 2011 at 9:57am

headtrip   Offline
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now i can edit airports in fsx using ADE but when i trying to compile it, it says cannot find bgl.comp.exe. i try to install SDK on my FSX cd but still cannot compile.. can you help me please?
 
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Reply #7 - Jun 2nd, 2011 at 10:17am

dave3cu   Offline
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Was your SDK installation successful?

If it was......

In ADE click on the Settings menu and select Options. In the Program Options window click on the Folders tab and make sure paths for the SDK elements are correct.

Jun 2nd, 2011 at 10:33am-Additional note: What ver. of FSX...Deluxe or Deluxe+Acceleration (or Gold)?
If it's Deluxe only and you have installed any Service Packs you should make sure you have the relevent SDK Service Packs installed as well.  If you have Acceleration (or Gold) the Service packs should already be installed.

If needed, here are instructions for installing the SDK and any required Service Packs. http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_(FSX)
 

At that time [1909] the chief engineer was almost always the chief test pilot as well. That had the fortunate result of eliminating poor engineering early in aviation.          Igor Sikorsky

I intend to live forever....so far, so good.         Steven Wright

You know....you can just rip up a to-do list.
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Reply #8 - Jun 2nd, 2011 at 7:05pm

headtrip   Offline
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the installation of SDK is successful, im using FSX only, not deluxe or acceleration. was it that the problem?
 
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Reply #9 - Jun 2nd, 2011 at 8:32pm

dave3cu   Offline
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Quote:
im using FSX only, not deluxe or acceleration

If you installed the SDK from the FSX dvd you must have FSX Deluxe Edition. The SDK cannot be installed from the FSX (Standard) Edition dvd.

The problem may be that you installed the SDK after installing ADE.

Run ADE9X Environment Checker and the New User Wizard. This will ensure you have everything  required by ADE, including the SDK and Bglcomp, and that the required FSX and SDK paths are set correctly.

The ADE9X Environment Checker can be run from the Start>Programs>Airport Design Editor 9X program group.

To run the New User Wizard, start ADE and click on the Tools menu. 
 

At that time [1909] the chief engineer was almost always the chief test pilot as well. That had the fortunate result of eliminating poor engineering early in aviation.          Igor Sikorsky

I intend to live forever....so far, so good.         Steven Wright

You know....you can just rip up a to-do list.
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Reply #10 - Jun 3rd, 2011 at 9:21pm

headtrip   Offline
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im only have fsx standard, so thats the problem i cannot use ADE9x, any alternatives that i can use on editing airports?
 
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Reply #11 - Jun 4th, 2011 at 10:46am

dave3cu   Offline
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I'm not aware of any free fsx airport editors that will compile your work without the SDK installed.

What airport(s) are you wanting to modify?..and for what ai?

If it's for real world ai airlines.....have you searched downloads to see if there may already be add-ons for the airport(s) that include assigned parking? If it's a larger airport it's quite possible.

You could do your parking assignments in ade, save the project file and find someone willing to run the project file thru the ade compiler for you. I'd be willing if it's only for an airport or 2. You can pm me.

There is a payware option: Flight1's AFX is a nice airport editor that works without the SDK.  http://www.flight1.com/products.asp?product=afxv1

But, if you're willing to pay you might be better off using the $$  to replace your FSX with Deluxe or Gold (Deluxe+Accel.). Either are available for less than the cost of AFX, and you can then use ade, as well as other free fsx design tools that are available. (They also contain additional user aircraft and detailed scenery.) 
 

At that time [1909] the chief engineer was almost always the chief test pilot as well. That had the fortunate result of eliminating poor engineering early in aviation.          Igor Sikorsky

I intend to live forever....so far, so good.         Steven Wright

You know....you can just rip up a to-do list.
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Reply #12 - Jun 4th, 2011 at 7:48pm

headtrip   Offline
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thanks again for the response,, but if i buy FSX Deluxe, or Acceleration, i can compile now the bgl files??
 
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Reply #13 - Jun 4th, 2011 at 9:55pm

dave3cu   Offline
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Once you get the SDK installed, ade will be able to compile.

If you buy FSX Deluxe you can install the SDK.

I'm still a little confused as to what version of FSX you have. To clear up the confusion....

Run FSX and start a flight. Once the flight has loaded, on the top menu bar click on 'Help' and then 'About Microsoft Flight Simulator'. The 'About Flight Simulator' window will open.

In the window you should see a line that tells you what version you have. Below that you should see a version number.

Could you please post the information from those two line here.
« Last Edit: Jun 10th, 2011 at 2:35pm by dave3cu »  

At that time [1909] the chief engineer was almost always the chief test pilot as well. That had the fortunate result of eliminating poor engineering early in aviation.          Igor Sikorsky

I intend to live forever....so far, so good.         Steven Wright

You know....you can just rip up a to-do list.
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Reply #14 - Jun 9th, 2011 at 7:21pm

headtrip   Offline
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now i can edit airports using airport facilitator editor AFX. but one more thing how can i assign or edit the exit settings of aircraft.cfg for AI to enable the animation of the jetways.
 
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Reply #15 - Jun 10th, 2011 at 11:18am

dave3cu   Offline
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Quote:
how can i assign or edit the exit settings of aircraft.cfg for AI to enable the animation of the jetways


You need to edit the [Exits] section. Here is the section from the default 737. 

[exits]
number_of_exits = 2
exit.0 = 0.4,  36.6, -5.0,  3.0, 0   //openclose rate percent per second, longitudinal, lateral, vertical positions from datum (feet), type (0=Main 1=Cargo 2=Emergency)
exit.1 = 0.4, -38.5,  4.5, -3.0, 1   //openclose rate percent per second, longitudinal, lateral, vertical positions from datum (feet), type (0=Main 1=Cargo 2=Emergency)
exit.2 = 0.4,  33.5,  3.5, -4.0, 2   //openclose rate percent per second, longitudinal, lateral, vertical positions from datum (feet), type (0=Main 1=Cargo 2=Emergency)

The data entered provides the location that the jetway attaches to. For the jetways to attach you'll need at least the line for type (0=main), the first line in this case.

You can replace the existing [Exits] section with the above section. You'll then need to adjust the longitudinal, lateral and vertical positions to get the jetway to attach at the proper point. The longitudinal is likely to be way off. A good estimate for the main exit can be made by looking at the longitudinal position of the nose gear in the [contact_points] section. 

If you have problems determining the longitudinal, lateral and vertical positions let me know and provide a link to one of the ai aircraft you're editing so I can walk you through it.

Dave


Jun 10th, 2011 at 3:15pm-Note: Here is a link to a pdf document that has the FSX [Exits] section for many ai airliners, listed by author/publisher and model.
http://www.brauns.dk/Lightsmokeexitsettings.pdf 
« Last Edit: Jun 10th, 2011 at 3:23pm by dave3cu »  

At that time [1909] the chief engineer was almost always the chief test pilot as well. That had the fortunate result of eliminating poor engineering early in aviation.          Igor Sikorsky

I intend to live forever....so far, so good.         Steven Wright

You know....you can just rip up a to-do list.
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Reply #16 - Jun 11th, 2011 at 2:50am

headtrip   Offline
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can you give me a tutorial on how to edit longitudinal,lateral and vertical position?
 
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Reply #17 - Jun 11th, 2011 at 8:27am

dave3cu   Offline
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Check your PMs
 

At that time [1909] the chief engineer was almost always the chief test pilot as well. That had the fortunate result of eliminating poor engineering early in aviation.          Igor Sikorsky

I intend to live forever....so far, so good.         Steven Wright

You know....you can just rip up a to-do list.
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Reply #18 - Aug 26th, 2011 at 2:35am

Liangsho   Offline
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Only if it's luxury you have to install any Service Pack, you should make sure you have installed the SDK and related service packs. If you have to accelerate (or gold) should be installed service pack.
 
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