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Do we have any traffic addons in development?

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  • I'm well aware of the two existing offers and also the ones I'm referring to in my original post. Maybe I just have a different mindset regarding the level of quality I expect from addons, that cost 4

  • The difference is significant. It's called damages. Other than a bruised ego, what damages have the freeware repainters and modellers suffered? I just did a youtube and  google search one one of these

  • And if you're not a facebook member you're let in the dark  :mad:   Kind regards, Michael

 The HTAI Cessna pack was designed for FS9 and therefore is in a different format than what's used by FSX and P3d. FS9 formatted traffic bgl's will still work in FSX/P3d but the side effect is that any FS9 formatted traffic.bgl's will effectively kill any FSX or P3d formatted traffic.bgl's.

 To fix it is usually very easy by using AIFP to search for and convert any FS9 traffic files into FSX format.

 Link to AIFP here, it's free and a VERY useful tool for AI. http://stuff4fs.com/open.asp?Folder=AIFP&JS=TRUE

 

 

Will the HTAI Cessna pack work if you use My Traffic 6 for AI?

 

 

 

Will the HTAI Cessna pack work if you use My Traffic 6 for AI?

 

No reason it shouldn't.

Simmerhead - Making the virtual skies unsafe since 1987! 

No reason it shouldn't.

 

OK, I have never added aircraft to MT6. Where would these aircraft have to go, in the MT6 aircraft folder, and if so, do they have to be renamed at all? 

 

 

 

OK, I have never added aircraft to MT6. Where would these aircraft have to go, in the MT6 aircraft folder, and if so, do they have to be renamed at all? 

 

Nope.

 

You copy the aircraft to you "SimObjects/Airplanes/" folder and any traffic-bgl file to the "/Scenery/World/Scenery/" folder. 

 

Traffic-bgl files need to be in FSX/P3D format. 

Simmerhead - Making the virtual skies unsafe since 1987! 

Nope.

 

You copy the aircraft to you "SimObjects/Airplanes/" folder and any traffic-bgl file to the "/Scenery/World/Scenery/" folder. 

 

Traffic-bgl files need to be in FSX/P3D format. 

 

 

Thanks,

 

 

 

Bob, you will also need a fixed prop-hs.bmp as the one that comes with the package is for FS9 which uses alpha differently than FSX and P3d.. It's generic to all of the HTAI Cessna's.

 

Here's one that I use. It might not be perfect, but it's far better than what comes with the package. Also don't forget to convert the traffic.bgl to FSX format with AIFP.

https://1drv.ms/u/s!AjPtH1cOFbgFvSXkH4_eDl5QHarp

i7-13700KF, 32gb DDR4 3200,  RTX 4080, Win 11, MSFS 2024

  • Commercial Member

Tim, you need to convert the traffic.bfl file from fs9 to fsx format. It's done in a flash with AIFP utility (freeware).

 

Whenever you mix FS9 and FSX/P3D traffic bgl files, the FS9 files will take priority and kill off all other traffic.

 

 

 The HTAI Cessna pack was designed for FS9 and therefore is in a different format than what's used by FSX and P3d. FS9 formatted traffic bgl's will still work in FSX/P3d but the side effect is that any FS9 formatted traffic.bgl's will effectively kill any FSX or P3d formatted traffic.bgl's.

 To fix it is usually very easy by using AIFP to search for and convert any FS9 traffic files into FSX format.

 Link to AIFP here, it's free and a VERY useful tool for AI. http://stuff4fs.com/open.asp?Folder=AIFP&JS=TRUE

 

Gents, THANK YOU so much, worked a charm. I really appreciate the assistance. They look great in-sim!

Tim Fuchs
Managing Partner
REX SIMULATIONS 

website:  www.rexsimulations.com
support www.rexaxis.com

Can't find it.

Can you post the link where they said it was under development again.

Thanks

Hi Jim

 

I sent a PM to the administrator at the Ultimate Traffic forum asking him if he would post here or allow himself to be quoted. When I hear back, I'll post the info.

Regards,

Graham Derreck

CYMM

  • Moderator

Hi Jim

 

I sent a PM to the administrator at the Ultimate Traffic forum asking him if he would post here or allow himself to be quoted. When I hear back, I'll post the info.

All that is not necessary, if you read it on their forum a link is fine. I'm a registered member so I can access their support forum.

 

Sharing a link to a topic shouldn't be a problem since only registered member can read the payware section of their forum.

Avsim Board of Directors | Avsim Forums Moderator

All that is not necessary, if you read it on their forum a link is fine. I'm a registered member so I can access their support forum.

Sharing a link to a topic shouldn't be a problem since only registered member can read the payware section of their forum.

Jim,

 

Here you go:

 

http://ultimatetraffic.flight1.net/forums/forum_posts.asp?TID=14389&title=2016-schedule-data-now-released

Regards,

Graham Derreck

CYMM

Been following this thread and having only ever used the default AI, I found it most fascinating and educational. I did not want to take it off topic with my novice questions, but now that it seems to have run it's course, I'll wade in.

 

I've downloaded AIFP and run through the documentation and also pulled some WOAI models and schedules and installer off AVSIM to have look at. I've managed to add one airline into FSX as a test of the tools and met with success.

 

Questions regarding traffic BGLs: Is there any particular reason why the default trafficAircraft.bgl is located in Scenery/World/Scenery or could it go anywhere? Am I correct in assuming I can add multiple traffic BGLs - separate ones for each airline? Do they have to go into Scenery/World/Scenery or can they go anywhere? Can I turn them on/off they way i might manage scenery add-ons?

 

I'm currently running P3D and FSX both and they share a very large common scenery folder. I was thinking of structuring my AI so they could both refer to common aircraft models/liveries and maybe share a set of schedule BGL files (although AIFP appears to generate separate BGLs for FSX versus P3D v3 - just not sure if they are in any way different).

 

Thanks!

[email protected] - ROG Strix Z790-E - 2X16Gb G.Skill Trident DDR5 6400 CL32 - MSI RTX 4090 Suprim X - WD SN850X 2 TB M.2 - XPG S70 Blade 2 TB M.2 - MSI A1000G PCIE5 1000 W 80+ Gold PSU - Liam Li 011 Dynamic Razer case - 58" Panasonic TC-58AX800U 4K - Pico 4 VR  HMD - WinWing HOTAS Orion2 MAX - ProFlight Pedals - TrackIR 5 - W11 Pro (Passmark:12574, CPU:63110-Single:4785, GPU:50688)

The big problem with the default AI engine is the "dumbass manouevres" shortly after loading that some of the AI pilots pull. I have been told to wait 15-20 minutes to let the AI "settle", but who the hell wants to wait that length of time every time that they want a quick flight? It's worth noting that Ultimate Traffic 2 does not suffer from problems of this kind, but unfortunately that little avenue of simulated enjoyment has been closed to me, since using PowerPack to add new flightplans in P3D v3.3.5 resulted in no AI planes being displayed at all on my PC.

 

Over to you, Lockheed Martin....

Christopher Low

AMD Ryzen 7 9800X3D CPU / 64GB DDR5-6000 RAM / 12GB Nvidia RTX 4070 Super GPU / Gigabyte X870E Aorus Elite Wifi 7 / 1+2TB Samsung Evo Plus M2 Nvme

UK2000 Beta Tester

 

 


Questions regarding traffic BGLs: Is there any particular reason why the default trafficAircraft.bgl is located in Scenery/World/Scenery or could it go anywhere? Am I correct in assuming I can add multiple traffic BGLs - separate ones for each airline? Do they have to go into Scenery/World/Scenery or can they go anywhere? Can I turn them on/off they way i might manage scenery add-ons?

I'm currently running P3D and FSX both and they share a very large common scenery folder. I was thinking of structuring my AI so they could both refer to common aircraft models/liveries and maybe share a set of schedule BGL files (although AIFP appears to generate separate BGLs for FSX versus P3D v3 - just not sure if they are in any way different).

 

 Not exactly sure why MS decided to put the default traffic file where they did, but you can put them anywhere you like.  Before I moved to an all P3d setup and had both FSX and P3d I ran my AI from one common folder which was on it's own SSD. You can have thousands of individual traffic files if you want (one for each operator or how ever way you prefer). AIFP compiles FSX or P3d in the same format so it's actually easier to just specify what folder to compile your traffic into.

i7-13700KF, 32gb DDR4 3200,  RTX 4080, Win 11, MSFS 2024

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