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Ai sinking problems problems for BUR2005 and ONT2006

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So these scenery's looking really good besides the sinking aircraft. When I install the AI alt bgl file to the proper scenery folder its messes up the the afcads for the chosen airport and it sends my cloud9 LA back to the default afcad. When I open up the afcad program is shows both stock and mod airports activated on all of them. Any suggestions on how to take the planes out of the ground without losing my parking spots at all LA area airports? Thanks in advance.....Here is the read me.....BURBANK BOB HOPE AIRPORTCalifornia, USAICAO idenitfier: KBURVersion 1.0 for FS2004 only.TURN ON WORD WRAPThis is a brand new scenery project depicting Burbank Bob Hope Airport (previously Lockheed Air Terminal) in Southern California. AIRPORT BACKGROUNDBurbank Airport is the one of the four major commercial airports of the Los Angeles basin (others being LAX, Ontario, and Santa Ana John Wayne, Van Nuys being principally GA). The airport serves a large catchment area north of Los Angeles in the Burbank, Glendale and Pasadena areas. Approximately 2.5m people live within 15miles of the airport. HISTORYThe airport was established in 1930 as United Airport, and served as the main airport in the region. Further developments in the subsequent decades were driven by the activities in the Lockheed factory, with Lockeed actually having purchased the airport in the 1940s in the run-up to World War II. Lockheed continued to operate the airport as a commercial airport until in 1978 the Burbank Airport Authority was established to repurchase the airport back from Lockheed. The airport name was changed in 2003 in honour of legendary entertainer Bob Hope.Burbank Bob Hope Airport is a second tier airport providing valuable service to the north LA basin community. The airport is restricted in operations becaus the short runways. The main traffic routes out of Burbank are principally to the northern California region, however, Jet Blue has recently launched trancontinental service. GA and Bizjets traffic is also similarly light because traffic prefers to use Van Nuys Airport for the GA operations. Two crossing runways are in use 8/26 and 15/33) and the airport itself has a very simple layout. The terminal building represents one of the oldest airport buildings in the US, and no change is expected in the near future due to the sensitivity of the project to the surrounding areas. This scenery inlcudes most of the landmarks of the airport including 1) The Airport Police Building to the west of Rwy152) The MillionAir terminal3) The Hilton Hotel4) The Ameriflight hangars5) Mercury Air CenterThe current airspace procedures at the airport are classified as Class C and are largely determined by the tightly bound airspace surrounding it in the LA basin. Only Runway 8 has an ILS, and the usual operations configuration is runway 8 for landing and runway 15 for takeoff. The most interesting procedure is the Four Stacks Visual to Rwy15, which can be performed in FS as MS included the "Four Stacks" landmark just north of BUR. All the departure procedures involve sharp turns to avoid adjacent airspace. Another interesting procedure at BUR is the taxiing for takeoff procedure. Because of the proximity of Rwy8/26 to the main terminal, aircraft taxiing to Rwy15/33 will frequently be made to taxi on Rwy26. Aircraft departing Rwy33 are made to cross it once and then use taxiway G to the holding point. Each of these requires special procedures which pilots need to know before they can fly into BUR.One inaccuracy in the scenery, Runway8 and Runway 33 both have a PAPI in real life but I could not get this to work in the scenery so it has been substituted with a VASI.I hope you like the scenery!INSTALLATION:As normal, unzip the file BUR2005.zip. The unzipped file should create the following directories,\BUR2005 (with two subdirectories \scenery and \texture)\generic\AI altMove the BUR2005 folder intact to the "FS2004"\Addon scenery\ (or whatever other folder you store your sceneries in) so that it creates a BUR2005 folder there (warning: leave the folder intact when pasting, do not copy contents of the folder themselves). Open the folder \generic and move the file Agen_XTrees_lib9_2.bgl contained in the folder to your "FS2004"\Scenery\Generic\scenery folder. These are the tree library files for autogen trees.***Important: please see below for installation of Gerris Grey's tree libraryOpen the folder \AI alt and move the file AP916190.bgl contained in the folder to your "FS2004"\Scenery\Namw\Scenery folder. This adjusts the AI altitude in the scenery so that it does not sink.Start FS2004 and thru the scenery library add the above scenery folder as BUR2005 and you are all set!Ensure that the BUR2005 folder is on a scenery level higher (i.e. lower scenery layer number) than the default Los Angeles Aerial Photo and Western North America, and any terrain mesh add-on scenery folders.Remember the default Western North America scenery has to be active at the same time as this scenery.I have NOT tested this scenery with the Socal Megascenery as I do not possess this product but a Beta Tester said it fits in OK.Although I have included all required textures, just to be careful you may want to download the Airport 2.60 textures and place them in your FS2004\texture directory.Also ensure that within the Scenery Library the vehicles library are active.There are no Exclude and Flatten switches to be installed in the scenery.cfg file.There are also a bunch of low-poly GA aircraft included to give the GA ramps that "busy" look. Copyright: Microsoft.As usual the scenery is set-up on different scenery density settings gradually increasing in complexity as you increase the slider to 'very dense', at which point all the scenery is displayed. The ground textures included are of a very detailed 32-bit nature. I will release a 'light' version for users with less comp hp.TREES (credits: Gerrish Grey)My first recommendation would be for you to install Gerrish Gray's excellent tree macros (trees_V3.zip). This package is required for this scenery or you will get errors. They are available at AVSIM and flightsim.com. Once you have downloaded this package, unzip and, - CUT and PASTE the file trees_0.bgl to the folder FS2004\Scenery\BASE\Scenery- CUT and PASTE all the *.bmp files to the main FS2004\texture folder.The other tree library used in this scenery is the one for Treeplanter (credit: George Davison). The main library file for this is part of the download (see above).CREDITS:Pascal Meziat, B McWilliams & T Hiscox (Airport 2.60)T Hiscox (that man again!) SceneGenXDiscreet (GMAX)Gerrish Gray (trees)George Davison (treeplanter)Arno Gerretsen (Object Placer)The Rwy12 Team (Seev Kahn and Israel Roth), also thanks to any author whose work is included in Rwy12)FSRegen (G Ioannu)Any other author who might think their work is used hereBeta Testers (Thank you for the help in testing the scenery)Bob Familton (whose tireless contribution to this scenery was crucial to the end result)AlexDarryl EnaultRyan ForkBrett WellsMichael CarrXaver Benz (for the AFCAD included)Finally a word of mention for the support of the Burbank Airport crew (Commander Skvarna of the Burbank-Glendale-Pasadena Airport Authority Police, Mr Dios Marrero and his staff, and Victor Gill)The AVSIM scenery design forum gang for their valuable adviceAnd of course...MICROSOFT, for that wonderful piece of software called Flight Simulator without which we would not dream of bigger things.For more information on this airport be sure to visit the Burbank airport website: www.burbankairport.comTHIS SCENERY IS FREEWARE AND MAY NOT BE USED FOR COMMERCIAL PURPOSES WITHOUT PRIOR PERMISSION OF THE AUTHOR. HOWEVER, IF YOU WRITE TO ME THIS AND MY PREVIOUS SCENERIES MAY BE ALLOWED TO BE UPLOADED TO OTHER SITES WITH MY PERMISSION. ONLY THE FOLLOWING FREEWARE SITES ARE ALLOWED TO HOST THIS FILE AVSIM.COM FLIGHTSIM.COM Enjoy!Shehryar 'Shez' [email protected]@yahoo.com

Yep, Opa is right about the 3altfix.zip file. What it will tell you to do is to put the file named KBUR_Burbank_BUR2005_238pt950.bgl into your "Flight Simulator 9\Scenery\Namw\Scenery" folder. With KONT, you need to place the KONTelev.BGL, (that comes with Shez's scenery), into the "Flight Simulator 9\Scenery\Namw\Scenery" folder. Then you need to add a flatten directive in the Scenery.cfg file so it looks like this...[Area.xxx]Title=ONT2006Local=Addon scenery\ONT2006Remote=Active=TRUERequired=FALSELayer=xxFlatten.0=948, N34 04.13, W117 37.75, N34 04.13, W117 34.50, N34 02.30, W117 34 50, N34 02.30, W117 37.75Another thing that I've found that works in my sim is to have a global afcad folder that has a higher priority then all of my other scenery folders. I don't put all of my afcad files in there, just the ones that don't seem to work as well when they are in the scenery folder of the airport that I've installed. So with KBUR, KONT, and KSNA, I placed all 3 of the afcads in a folder which is above the scenery folders, (Higher Priority/Lower Number), of the airports. This may or may not work for you but you could give it a try as I don't have any AI issues with the airports. Mark1 World Afcad...Scenery......AF2_KBUR.bgl......AF2_KONT.bgl......AF2_KSNA.bgl2 KBUR Airport Scenery...Scenery...Texture3 KONT Airport Scenery...Scenery...Texture4 KSNA Airport Scenery...Scenery...Texture

Well I've tried all the files and changed the scenery cfg and still have the planes in the ground. How do you make a global afcad folder or where do you find it?

You can make the folder anywhere you want to. Just make a folder named World Afcad with a Scenery sub-folder in it. Drop your Afcad files in the Scenery sub-folder and then add the World Afcad folder to either your scenery.cfg file by hand or use the FS9 interface, just like you would for any other scenery. Make the folder priority 1, (the top of the list). If you add an entry to the scenery.cfg file by hand then simply add it to the end of the file. Make sure that it has the largest [Area.xxx] number and the largest Layer=xxx number. That's just the same as making it Priority 1 using the FS9 interface.Another thing I think you should do is download ScanAFD from the library here. ScanAFD will search all of your FS9 folders for duplicate Afcads. You might have dups of the airports which could cause what you're experiencing. If you do find dups then rename all but the one you want to keep to something like AF2_KONT.Original. Keep in mind that some of files might be reported as duplicated Afcads but are not. Typically, if a file is reported as a duplicate and resides in the same scenery folder as an authors Afcad, it might be for something else such as taxiway signs, airport data...etc. Mark

I'll give that a try......thank you Mark!

  • 6 months later...

I'm not sure with all this addon scenery, but the standard method for fixing an airport's AI elevation is to place a copy of the airport's AFCAD file (the one you are using at the moment) into the Scenery/World/scenery folder. This has always worked OK for me.The replacement of APxxx.bgl files is a very bad practice, and one that leads to exactly the problems you are having. Since there are dozens of airports in those files, replacing it with one that modifies only one airport has returned any *other* airports also reliant on a modified AP BGL file back to the default. There is almost always a better way to fix an airport...Hope this helps,

Since the days of "3altfix" we've standardized the methods for changing airport elevations. Now if confronted with an older airport scenery with the sinking problem I would probably use ADE9 to open the "AFCAD" file, make note of the airport altitude, and use the elevation change tool to adjust the altitude, then return it to the value first noted in the AFCAD then compile. This way ADE9 will create and place the necessary alt stub airport with no other action required from the user. Of course, it does require ADE9 installed to do this.scott s..

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