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consequences of multiple traffic.bgls?

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I have installed multiple traffic bgls in FS9, starting with PAI. Many of the traffic packages I downloaded have airport files that place the airports at different coordinates than the same airports in the PAI bgl or other bgls. I realize that some traffic packages provide new afcads that might require new coordinates, but what is the consequence of having say, three different sets of coordinates for a default airport? Does this only affect where a particular ai flight flies to find the airport or does it result in multiple "versions" of the airport? I have noticed that some airports seem to have layers that sometimes "peel" as I taxi or look around. And if it is necessary to have identical airport coordinates in all traffic bgls, how best to accomplish that?

At some point last year i was confused with many traffic files (like you) and the ''real'' traffic files i added were mixed with the default MS traffic - it become a nightmare on some airports. So i decided to clear up the place at that point. I used two tools to clear up the traffic files. The first one is of course, Traffic Tool by Lee Swordy. I use that program to compile the traffic and validate the traffic, aircraft, and airport file (validate = make sure the syntax is correct).The other tool i use is AI Traffic Mover by Thomas Molitor. I use that tool to fine tune the aircrafts and (most importantly) the traffic file itself (Turn table). Still i save the files with that tool but always go back to Traffic Tool to compile in a separate task (i don't use the compile key from AITM).One lesson i've learned is to get rid of any downloaded airport files (coming from afcad files) - unless you are adding an airport to the scenery already in MSFS. If you have alot of airport scenery, use COLLECT AIRPORT tools (Lee Swordy) to rebuild a new airport file. It will give you the most complete and clean file you ever had. Once you have created that file, you don't need any of the downloaded airport files on the web.Then the big task is to build a clean flightplan file (or traffic file). The first thing i did using Traffic Tools was to decompile all the files i had (including the MS traffic file) on my system. I put them all in separate files. Then i use AITM and started a project in it to get all the traffic i really want into one single file (call it All_merge_traffic). I also got rid of most of the MS default AI traffic (that is default airlines and General Aviation).In AITM : 1-) Start a project 2-) Import all the files you decompile in TT you want in it 3-) Fine tune aircrafts (RADIUS, parking code, Airline, etc.) 4-) Fine tune the airports (to many flights at the same arrival or departure time is a mess - fix it - put an extra minute here and there). 5-) Save the file using version numbers - much easy to restart from a known working file with some default then to try to refix a nightmare file... Then compile in Traffic Tool, then test. Then tweek again, then test over and over...Be clean with all your files. Since these are text files they don't take much place on your drive. Create a folder to keep them - i keep one file per airline. That way, you wont get lost if you need to do it all over.Some new tools are available to create traffic files. I use them alot to create new traffic files from the info i can get at any airlines web site. Still i always go back to AITM and Traffic tools to clean them up and fine tune them, and then merge those new ones with my big All_merge_traffic... ;-) I hope this will help you... Remember keep it clean.

Thanks for the response, Regg001. My question is more specific than keeping all my ai traffic sorted out. Different traffic packages have airport lists that often contain different coordinates for the same airport than another traffic package does. Or if I decompile my various downloaded and installed traffic bgls I end up with airport.txt files that locate many airports at slightly different coordinates. What effect, if any, do these multiple locations have on the airports themselves when rendered in the sim? Or do the specified coordinates in airports.txt only affect the flight path to that airport of the ai in that particular traffic bgl.?The first set is from Airports_MILI_Royal Oman military AI.txt.KBOS,N42* 21.41',W71* 0.10',20KDEN,N39* 51.45',W104* 40.02',5430The second is from Airports_PAI.txt.KBOS,N42* 20.08',W70* 59.79',16KDEN,N39* 49.72',W104* 40.02',5430

The point the other poster is making is that you use the same airports.txt file for each package. It becomes the master airports.txt file.You need to decide which airport.txt file is most accurate. You can make your own as the other poster indicated or decompile the Airports_PAI.txt, then rename it for your packages, i.e., Airports_GA.txt, etc.The biggest problem is going to be small airports you want to add AI. You need to become the keeper of the mater airports.txt and use it for all your packages.W. Sieffert

Bill Sieffert

I opened up in AFCAD2 each of two AFCADs. The default and an add-on.Both had the same location (under properties) neither agreeing with KBOS above, but closest to your military read out (I got for lattitude N42,21.8608). I always use the AFCAD designed for the scenery.When I did my FS9 install, I ran a decompile using TTools within AITM2 and kept a safe copy of all the files.I assume airports.txt is derived from the various traffic.bgls. I use multiple versions of trafficxxx.bgls each not having conflicting flight.plans.If you go to an approach plate sight with airport diagrams, you can get the real coordinates. I don't use it but within FS9 if you click on the map, will that give the properties (location) for the top priority scenery? I assume that must be matched with the AFCAD and the airports.txt file.The bottom line is:If an AI gets close enough (approach area) to the airport via the airports.txt compiled locations, it uses the AFCAD mapped properties to find the runway paths. I would think then that unless off significantly from the locations in airports.txt, the AFCAD location is the defining location for AI landings and therefore must match the scenery modeled locations. The airports.txt approximations are probably good enough to get you in the area.If you have FSUIPC registered, open up an airport in AFCAD2 and an overhead view in FS9 and lock AFCAD to FS9. Then slew around to insure the AFCAD objects are mapped to the proper locations of the scenery so the AI taxi/TO/land correctly.

It does'nt matter... In fact, only one bgl (or afcad file) for that area will be ACTIVE in FS - the one in the folder with the highest scenery priority.Now once you know that fact, you use the tool COLLECTAIRPORTS to create a new airport file. That program will extract all the ACTIVE airports you got in FS (not the duplicate)either default ones or addons (remember it is collecting whatever is the active ones). That way you will be sure that what you have in the airport file fits perfectly with your setup. If you install new airport down the road and want to be sure everything is still ok, just rerun Collectairports and recompilte your traffic file with it.Have a nice day flying..

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