May 2, 200620 yr I am using Hong Kong 2004 by FlightSoft. I am in the process of making some minor changes to the AF2 file to get the parking correct. You also need to change the elevation of the airport as the AI aircraft are buried. I will upload the final files in the next day or so. Only be used with with this 3rd party addonRegards,Andrew
May 2, 200620 yr The add-on autogen building textures are showing now, and I didn't do a thing. Hmmm....oh well, looks great descending into all of those buildings! I still have yet to see an AI aircraft approach on the runway 13 LDA, even though there is plenty of traffic at the airport. Maybe it's the schedule?http://www.graphics-free.com/animations/tr...ges/plane_6.gifAlex ChristoffN562ZBaltimore, MD PowerSpec G426 PC running Windows 11 Pro 64-bit OS, Intel Core i7 11700K @ 3.60GHz 30 °C, 4089MB NVIDIA GeForce RTX 4070 , ASUS TUF Z590-Plus Gaming motherboard, Samsung 870 EVO 2TB SSD, Samsung 750 EVO 500GB SSD, Acer Predator X34 34" curved monitor (external view), RealSim Gear G-1000 avionics suite, RealSim Gear GNS 450, Slavix Stay Level Custom Metal Panel, Honeycomb Alpha Yoke, Redbird Alloy THI, Saitek Combat Rudder Pedals.
May 2, 200620 yr The autogen addition has one problem. It creates too many high buildings north of the terminal and the buildings come way too close on final.Have a look at the pics posted by me on another forum, it clearly shows it. Its the shots toward the bottom of the thread flown with the LDS 767. Also note the airliners.net link that shows a picture of the way the area used to look IRL.http://www.fsnordic.net/discussion/index.p...ic,52387.0.html(You might not understand the language but the pics speak for themselves) ;-)If only there was a way to exclude the nearest buildings..
May 2, 200620 yr AndrewIn my kaitak98.zip there is a zip folder for 3rd party scenery. This bgl stand-a-lone file will force the AI traffic to fly the IGS 13 approach.The 3rd party bgl does not have any scenery in it and if placed into the Scenerygenericscenery folder will cause AI planes to fly the curved approach.However, the User Plane uses the AFCAD navdata for the panel to fly all the approaches correctly as seen with the GPS receiver. That requires placing the ILS green feather and GS feather/DME square at their proper LAT/LON values as seen in my AFCAD.You can check your AFCAD by comparing my AFCAD to yours for the IGS 13 LAT/LON values.
May 2, 200620 yr You can exclude the nearest buildings.Exclude the buildings with a rectangle using exclude "all" with the exclude version 2 program. Place your new exclude bgl into the Kai Tak 98 scenery folder and the buildings will go away.I have excludes for final in my Kai Tak scenery bgl that will work on any 3rd party autogen if placed properly in my scenery folder.Excludes in FS9 are not airport sensitive and only rely on LAT/LON values.One problem with excludes and the way FS9 reads them in a priority order is that in some cases you have to load a saved flight for KAI TAK. If you change the autogen slider while sitting at KAI TAk the excludes may not be honored and buildings will show back up. Set the autogen slider density and then exit FS9. Restart FS9 with a saved flight to Kai Tak and all excludes are honored.other points to consider1. Place any autogen.bgl into the KAI TAK 98 scenery folder. This prioritizes the file to be active in the FS9 library along with my scenery.2. Make sure the Hong Kong 2004.bgl is listed 1st not last in the file order. EXAMPLEHong Kong 2004.BGLvhhx_ils_jv.bglThis allows the vhhx_ils_jv.bgl to load the excludes after the autogen scenery as been read on a load up of FS9 and should remove the buildings that are to close to final.
May 2, 200620 yr Just to make sure the vhhx_ils_jv.bgl is loading correctly.Load the default Cessna 172 and open the default GPS receiver.Go into the approach mode and make sure the IGS 13 and all the other GPS approaches/transistions are listed. This will show you the white lines (path) that all the AI Traffic will fly to the checkerboard and what vectors the User Plane will fly based on the IGS/VOR/NDB 13 approaches I wrote.
May 2, 200620 yr I am still looking for the single offending bgl that places trees on the Apron of my scenery.Kai Tak 98 is based on a clean Hong Kong. That means the default FS9 airport poly (ground cover) is in use with my airport scenery. I have checked many freeware scenery/mesh files found on Mark's web site and others and no bgl's conflict with my vhhx_ils_LC.bgl file.There is a payware scenery available for Kai Tak that I have not purchased and tested.Keep in mind that some scenery designers add additional files to ASIA that do not get removed with the un-install command. This is why it is important to use a recording device when you use the install exe command so you know who installed what, where.It is clearly a left over bgl from some other scenery or added mesh because the trees that I have seen pictures of are not the typical ones that should be around Kai Tak to begin with (based on FS9's default scenery).I will continue to try and find the file that causes this problem but in the mean time if anyone else fiqures it out please let us know.
May 3, 200620 yr I am having such a blast with Kai Tak 98! Originally, I left the new VHHH open and divided my traffic to send about half to VHHH and half to VHHX. However, having Kai Tak is so cool, I finally wound up using the rest of the package to get rid of the new VHHH and diverted all my traffic to VHHX. Thanks again for this great addition to FS.KP
May 3, 200620 yr Hi All,I have seen some remarks about aircraft not landing on beautiful Kai Tak, in any case far less than are taking off. This was also my initial finding after full installation.The solution given below assumes that you have used the TTools flight plans etc. in the supplied VHHX_FP's.zip file and have made the necessary alterations in order to synchronise the Aircraft030528.txt and FlightPlans030528.txt files with existing and (important) comparable AI Aircrafts in your FS9 Aircraft folder. I also assume that afterwards you (like me) had very few aircrafts landing at Kai Tak but with many initialising there and taking off. The flight plans within the supplied VHHX_FP's.zip all make use of the "@" symbol which forces TTools to regard the specified arrival times as fixed instead of calculating them based on cruising speeds in the Aircraft030528.txt file and distances between the enroute airports. This causes some AI aircraft to fly unrealisticly fast but in most cases also far too slow causing them to stall and crash, in any case to disappear somewhere along their routes. As far as the whole AI engine is concerned this is not a problem because the thus missing AI aircraft will at some stage, re-initialise automatically at the destination or other airports prior to (re-)taking off for their next leg, during which the disappearing act can again take place, etc.The result of all this is that only very few AI aircrafts are left to actually land on any airports along their routes, including Kai Tak which deprives you of a lot of eye and (standard) ATC ear candy.The solution is to remove all "@" symbols from the supplied additions to your FlightPlans030528.txt file. Don't forget to safety backup this file first in case you do something wrong or don't like the results. Shut down FS.Open the FlightPlans030528.txt file in Notepad.Via Edit/Replace. Enter @Leave "Replace with" blankClick the "Replace all" button and let the program do it's work.Check if all went well.Save the file.Recompile via TTools.Re-start FS9, park your Cessna somewhere on the grass at Kai Tak, tune in the tower frequency (118.700) on COMM 1 and have a look and listen around in "Spot Plane view" to see and hear the now heaving ant hill like bustling airport. I admit that this solution could cause other problems like sometimes arriving somewhere too late for the scheduled next take off etc. but I at least gaurantee that "Ready for take off" traffic will now create long rows at the Kai Tak's runway 13 hold short point because of the priority which landing aircrafts always have. However, sometimes these waiting aircrafts kan suddenly disappear when they excede the AI engine's time limit between departure from their parking/gate and take off. This is normal but doesn't really effect the overall eye candy.RegardsHansHolland
May 3, 200620 yr Great post Hans, thanks for your help! I'll give that a try.http://www.graphics-free.com/animations/tr...ges/plane_6.gifAlex ChristoffN562ZBaltimore, MD PowerSpec G426 PC running Windows 11 Pro 64-bit OS, Intel Core i7 11700K @ 3.60GHz 30 °C, 4089MB NVIDIA GeForce RTX 4070 , ASUS TUF Z590-Plus Gaming motherboard, Samsung 870 EVO 2TB SSD, Samsung 750 EVO 500GB SSD, Acer Predator X34 34" curved monitor (external view), RealSim Gear G-1000 avionics suite, RealSim Gear GNS 450, Slavix Stay Level Custom Metal Panel, Honeycomb Alpha Yoke, Redbird Alloy THI, Saitek Combat Rudder Pedals.
May 3, 200620 yr Big learning from the AI:There is large dark building on the right side, where the AI starts to turn a right bank of about 5-10 dgrs. They land perfectly with this start point.A good look for it, and you see it, just start your slow turn then, and all be okay.Just a side remark.JohanA LITTLE LESS CONVERSATION, AND A LITTLE MORE ACTION PLEASE!HELP:http://support.microsoft.com/?kbid=238882
May 4, 200620 yr Johan:Nice tip, thank you! Might not apply at night, but it's a pearl for a daytime approach on the LDA 13.http://www.graphics-free.com/animations/tr...ges/plane_6.gifAlex ChristoffN562ZBaltimore, MD PowerSpec G426 PC running Windows 11 Pro 64-bit OS, Intel Core i7 11700K @ 3.60GHz 30 °C, 4089MB NVIDIA GeForce RTX 4070 , ASUS TUF Z590-Plus Gaming motherboard, Samsung 870 EVO 2TB SSD, Samsung 750 EVO 500GB SSD, Acer Predator X34 34" curved monitor (external view), RealSim Gear G-1000 avionics suite, RealSim Gear GNS 450, Slavix Stay Level Custom Metal Panel, Honeycomb Alpha Yoke, Redbird Alloy THI, Saitek Combat Rudder Pedals.
May 4, 200620 yr CAUTIONDO NOT REMOVE THE @ SYMBOL FROM MY FP'S AND RECOMPILE WITH the TTools utility program unless you are prepared to rewrite all the Flights.When you remove the @ symbol and compile with TTools most all the Flights become corrupt. WHY????Because the recalculated arrival times places the AI Plane 108 NM's from Kai Tak. This new arrival time is actually later then the next departure time causing the FP's to be corrupted. Some AI Planes will not land at the airport but will start popping up at the gate/parking spot.>The flight plans within the supplied VHHX_FP's.zip all >make use of the "@" symbol which forces TTools to regard the >specified arrival times as fixed instead of calculating >them based on cruising speeds >in the Aircraft030528.txt file and >distances between the enroute >airports. This causes some AI aircraft to >fly unrealisticly fast but in most cases also >far too slow causing them to stall and crash, >in any case to disappear somewhere along their routes.Sorry Hans but that paragraph needs to be re-written to precisely reflect how FS9 uses the @ in respect to FS2002. I encourage everyone to read my post herehttp://www.projectai.com/discuss/index.php?topic=51416.0which explains where the @ came from and how it affects FS9 vs FS2002.In my readme I gave the answer for the problem some will experience with no aircraft arrivals if your computer system is one of those that does not honor the corrupted timing controls that the @ symbol forces on FS9.Some computers (NOT ALL) require that the Aircraft.txt file use KIAS (NOT KTAS) when the @ is present.Simply put, Lower the speeds in the AIRCRAFT.TXT file to KIAS that looks more like 200-300 Kts.If you remove the @ symbol then use the KTAS in the AIRCRAFT.TXT that is also found in the Aircraft.cfg file. However this is going to cause arrival time problems based on the way the FP's are written.>This causes some AI aircraft to >fly unrealisticly fast but in most cases also >far too slow causing them to stall and crash, >in any case to disappear somewhere along their routes.If you can see a AI Plane flying then it is a visual AI Plane. ALL visual AI Planes that are within your 108NM radius DO NOT fly on aircraft.txt speeds. If the AI Plane is to fast or to slow and is stalling you need to fix all the KTASpeeds in your Aircraft.cfg file which is found in the FS9Aircraft folder.All Visual AI Planes fly on Aircraft.cfg KTAS value which has nothing to do with the Aircraft.txt speed file. Aircraft.txt speeds is for calculating the arrival time into many of the rectangle sectors that make up your visual AI Zone. That zone extends outward to a Maximum of 108 NM's from your user Aircraft position.There are also utility programs that will remove the @ symbol for you properly and safely if that is your desire. ATSymbol.zip is just one of those utilities.
May 4, 200620 yr Hi there Jim,Your in depth explanations (and those of other experts via your link) on the very complicated issue of "@" versus no "@" in FPs included in the wonderful Kai Tak scenery package, seem to refer only to those pilots who are predominantly interested in upholding the "As real as it gets" concept at the highest possible technical levels within the existing FS AI engine constraints. I and most probably a great many of the not so technically gifted pilots around the world, admire you all for your fantastic brain work but it's my opinion that there are also many of us in the FS community who predominantly seek great eye candy and then concentrate their own flying in and around those areas. What under those circumstances then happens to acurately planned AI aircraft along their (long haul) multi leg routes is therefore not so terribly interesting but the actual aircraft movements at such eye candy airports especially Kai Tak and other such acurately modelled airports, all the more. OK, some aircraft now pop up and disappear here and there instead of acurately landing, taxing, parking, taxing and taking off again but I at least, definitely prefer to mingle in the non "@" and now crowded situation at Kai Tak with my user aircraft. I think the whole issue therefore remains a question of personal taste, not withstanding your fantastic work and extreme drive for excelence. My problem at Kai Tak was that there were very few landing AI jets and because I use (and plan to use) the same AI jets for other routes which do not include Kai Tak, I was greatly apprehensive about making general changes a.o. to cruise speed settings in the Aircraft.cfg files concerned. I obviously safety saved the TTools FP-file before removing the "@" symbols to see what would happen but in general it definitely solved my personal problem at Kai Tak, hence my post which was definitely not meant to offend (any of) you or to undermine your fantastic work in any way.I sincerely hope this new post clears up any questions about my motivations for my previous post.Kind regardsHans
Create an account or sign in to comment