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Kaitak in the library!!!

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HansI did not take your post as offense but a different way to help others in seeing more AI Plane landings.I also wanted to point out that there are options from my point of view also which help in getting all the AI Traffic to show up properly and use the IGS13 approach.When FS9 was released many users have moved away from the single FP bgl concept and the multiple FP concept allows for duplication of aircraft.txt files with same aircraft but different speeds compiled.I fully understand that some don't want a mixture of @ versus no @ FP's because of how they use a single Aircraft.txt file.I believe we both are just trying to help in different ways to make Kai Tak succesful and offer as many options as we can.Now back to trying to find out what file is putting the trees on the apron that certain user's see.

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I am downloded and installed the kaitak98.zip file and although i see the objects i dont see the texture (gray objects)I made sure that i created the folder kai tak 98 and within it a folder for the bgl's and the BMP's I sure could you use some advice.thanks.

>after seeing these pics......>> >>I realised I dont have this many buildings, any idea why I>dont have this?I don't have that many buildings either. Probably you have some other 3rd party scenery installed. The object density slider may also have an affect, but even on maximum it wouldn't put that many buildings there (I don't think).

Okay, I found the building add on, it's in the libraryhkautogen2.zip

Hi,You need to put all the BGL files within a folder called scenery and all the BMP files inside a folder called texture. Both these folders need to be inside the Kai Tak 98 folder.Hope this helps,--Tom GibsonCal Classic Propliner Page: http://www.calclassic.comFreeflight Design Shop: http://www.freeflightdesign.comDrop by! ___x_x_(")_x_x___

Sir,I did just that but i still see GRAY building..

Need more infomationWhich buildings are gray txtures?Are you talking about the Main Airport Terminal building and all the other buildings on the airport or are you refering to buildings associated with the surrounding area of Hong Kong.

I am so close to the real HK, in Shenzhen china at the moment, nice , but my FS computer is in US:( .Can't wait to get home and download.Thank you for the good work. bugbee

>2. Make sure the Hong Kong 2004.bgl is listed 1st not last in>the file order. EXAMPLE>>Hong Kong 2004.BGL>vhhx_ils_jv.bgl>>This 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.>I'm sorry, this is something I don't understand. How could the file view in Windows affect the order files are read in any program? If I changed the sort order to something else than "by name", the order would change? Or was that what you meant? I will just try to place the .bgl file in the Kai Tak 98 -folder though and see what happens..

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Jet 1It is not the file (listing) view in Windows but what is in the compiled bgl which forces files to be placed properly in that same active folder.Certain scenery bgl's are generic in FS9 and not airport specific. These type autogen bgl's will load additional scenery regardless of their file name.However, if files in that same folder are airport specific and based on what the objective is then the file order is important. Not only is the file naming order important but in each compiled bgl, FS9 has to honor the listing of the elements in a certain order. We continue to see scenery designers place certain type scenery in the wrong order inside a compiled bgl. A simple example is the taxiway signs must be placed (nested inside) after the airport header but a new exclusion rectangle, building, any GUID in the default FS9 library must be placed above the airport header.My technique of placing objects, making exclude retangles, adding taxiway signs, writting new ILS/GPS approach data follows the strict way that FS9 codes all the default airports. This is why you only see one vhhx_ils_jv.bgl file instead of many multiple bgl's. Many scenery designers still use the FS2002 way of making multiple bgl's and FS9 is very different if you follow the precise order that the SDK refers us to.Many of us have written post on this subject on other forums. Here is an excert from such a post which is talking about AFCAD file naming."just to confirm: if you place the copy of the adjusted airfield in the same folder as the default AP*.bgl the name of that copy probably is important, correct? Most AFCAD designers keep to the AF2_*.bgl naming convention but some don't. For exampe, if the copy was named "copy_of_AF_*.bgl or something like that it would be read after the AP*.bgl file and thus the approach wouldn't work."Jet 1, did you ever wonder why AFCAD places af2_ before all airport ICAO's?As long as they are in the same active folder everything appears ok. But if we start writting code that uses the airport reference like AFCAD does then file naming becomes very important.The Hong Kong 2004.bgl is all autogen scenery which is in some cases hard to exclude. All my Exclude Rectangles are coded in the vhhx_ils_jv.bgl and inside that file they are coded above the airport reference data LAT/LON as per the SDK. You have to put the autogen in the scenery first and then exclude it because my excludes are not stand alone bgl's. This is one of the reasons I suggest placing the autogen first and then my ILS file so the excludes embedded can remove some of the 3rd party autogen.Excludes are not airport scenery sensitive but we mostly use them around airports. You can make one exclude bgl for the entire world because it is based on LAT/LON only and not airport header LAT/LON.The file structure read from bottom to top that FS9 uses is prioritized by the scenery.cfg file. When we write code for FS9 and place into a higher prioritized active folder then we must also be careful within that same folder what gets read first. By the way Great Pictures!!!! After looking at your pictures and everything appears to be the way I coded it, I can remove some of those tall buildings which are not part of the additional autogen file. I need a reference to which tall buildings I can scale down. The 3 tall buildings behind the GA parking can be scaled down and the 2 on either side of short final if these are the ones that are to tall.I can't read the forum where you have the pictures but if you send me a e-mail (in the readme) we can work on something. hope this helps

Hi there Jim and/or Kyle,Could it be that Kyle is missing one or more of the standard FS9 building textures which are normally used to "colour in" the grey .bgl autogen buildings ?About some of the buildings possibly being too high: As long as AI aircraft do not actually fly through them, what should be the problem ? Those buildings are really present at Kai Tak and in reality real aircraft would approach runway 13 by actually flying between them.By the way, I've never learnt so much about AI aircraft behavior in such a short time as a result of my earlier posts in this thread and especially by your reactions to them. I was the guy who deleted all the "@" symbols in the FPs. Remember ? The only actual problem I have remaining is that landing aircraft arrive in great flocks, often making "nose to tail" approaches resulting in many go-arounds, again and again. I will now try to alter their speeds with the objective of spreading them out some more.You say something in your readme file about the necessity of tweaking flight dynamics of certain AI aircraft in their respective aircraft.cfg files (or choosing other aircraft) when they cannot make their final turn to runway 13, when they fly through buildings in the area, land haphazardly or at least, next to the runway etc. Wel, I found that the main thing to tweak is the "Aileron_effectiveness" in their aircraft.cfg [flight_tuning] sections. The normal value should be: 1.000 (as all entries in those sections should normally be) but only in "problem cases", increasing the value behind the decimal should do the trick. In this way the new value(s) should also cause the aircraft concerned to fly between the tall buildings instead of too near them.RegardsHansHolland

Hello HansI never reported issues with the building textures, perhaps you mixed me up with someone else? :-)As for the autogen, if you take a look at my screenshots in FS Nordic (link above, the ones flown with the 767 down the thread) some of the buildings indeed do come too close to the final line. Kowloon and the harbourfront are fine, but there are too many high buildings especially left of the short final AFTER the turn. There's a link in my post to a real photo of Kai Tak and it shows there are no high buildings behind the terminal.Jim, I'll send you an email.

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Just wondering if anyone has done an exclude file to remove the offendingly tall buildings on the approach to 13 yet??If so could you please email it to me at [email protected] most appreciated for this great FPS addon for one of the worlds greatest airports ever.Darren

DarrenWhen I released Kai Tak most of the buildings around the short final to 13 were either default scenery or a few I added. This was to fill in a voided area as a temp.I am working on adding the right size buildings and the old bill boards that parallel 13 on the right side just before the new GA Parking stands.

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