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KNBC
KNBC
Hey there everyone. Any chance on a package for this?
KNBC-Beaufort MCAS is home to F-18's...
I swear if I could figure out how to do my own AI plans I would populate it myself, but that is the ONE thing I just cannot seem to grasp. I have TTools and AFCAD and some other so-called 'simple' AI traffic programs, but my brain has put up a force-field to comprehension. grrrrr
(and yes, I've done the tutorial included in the readme...I'm just dumb when it comes to this lol)
Thanks MAIW and everyone else!
GREAT work you all have done!
KNBC-Beaufort MCAS is home to F-18's...
I swear if I could figure out how to do my own AI plans I would populate it myself, but that is the ONE thing I just cannot seem to grasp. I have TTools and AFCAD and some other so-called 'simple' AI traffic programs, but my brain has put up a force-field to comprehension. grrrrr
(and yes, I've done the tutorial included in the readme...I'm just dumb when it comes to this lol)
Thanks MAIW and everyone else!
GREAT work you all have done!
However, a couple of our previous packages have traffic that passes through MCAS Beaufort, so if you have them installed (sorry don't remember which, altho if it has Navy/Marines etc if probably has something going there), and you have an AFCAD that will provide parking, then you'll have at lest some traffic there!
Ron
Ron
-
- Lieutenant Colonel
- Posts: 823
- Joined: 08 Jul 2007, 22:15
- Version: FS9
The "trick" for me when I first started making flightplans was to take one that I knew worked - didn't matter where.
- Decompile it and delete all but one line from the flightplans.txt file.
- Change that line to reflect the desired departure airfield - not worrying about the times.
- Then see if it compiles without errors - if ttools needs to, it generally reworks the arrival times for you. So, decompile the bgl to ensure you know what changes, if any, ttools made to the timings.
- Stick the compiled bgl into ..\senery\world\scenery and ensure that the aircraft DOES take off.
- If it compiles, then change the destination airport to the desired destination and recompile again. Go ahead and decompile the bgl again to ensure you know what changes, if any, ttools made to the timings.
- Stick THAT new bgl in the ..\scenery folder and go back into FSx and check that the aircraft arrives.
IF THE AIRCRAFT DOESN'T ARRIVE, then doublecheck the parking in the afcad.
Now do a similar step by step "playing around" bit with departure and arrival timings, with TNGs and with multiple leg routings.
Change the aircraft.txt and airports.txt files carefully - they need to be coordinated with changes in the flightplans.txt files.
Within 2 hours most people who have done this have a pretty danged good understanding of what each peice of the flightplan.txt lines does and how to make things work.
Ultimately, the readme/help file for ttools IS YOUR BIBLE. It may not be your friend, but it doesn't lie and isn't filled with BS.
The advantage of manual flightplanning is the control it gives you. The disadvantage is the amount of time it takes to write from scratch - something I rarely do anymore. I typeover flightplan lines that have been decompiled from known good traffic bgls. But then again, I also use RipPipPip's FPgenerator alot just to get things up in the air FAST!!!!
- Decompile it and delete all but one line from the flightplans.txt file.
- Change that line to reflect the desired departure airfield - not worrying about the times.
- Then see if it compiles without errors - if ttools needs to, it generally reworks the arrival times for you. So, decompile the bgl to ensure you know what changes, if any, ttools made to the timings.
- Stick the compiled bgl into ..\senery\world\scenery and ensure that the aircraft DOES take off.
- If it compiles, then change the destination airport to the desired destination and recompile again. Go ahead and decompile the bgl again to ensure you know what changes, if any, ttools made to the timings.
- Stick THAT new bgl in the ..\scenery folder and go back into FSx and check that the aircraft arrives.
IF THE AIRCRAFT DOESN'T ARRIVE, then doublecheck the parking in the afcad.
Now do a similar step by step "playing around" bit with departure and arrival timings, with TNGs and with multiple leg routings.
Change the aircraft.txt and airports.txt files carefully - they need to be coordinated with changes in the flightplans.txt files.
Within 2 hours most people who have done this have a pretty danged good understanding of what each peice of the flightplan.txt lines does and how to make things work.
Ultimately, the readme/help file for ttools IS YOUR BIBLE. It may not be your friend, but it doesn't lie and isn't filled with BS.
The advantage of manual flightplanning is the control it gives you. The disadvantage is the amount of time it takes to write from scratch - something I rarely do anymore. I typeover flightplan lines that have been decompiled from known good traffic bgls. But then again, I also use RipPipPip's FPgenerator alot just to get things up in the air FAST!!!!
- Victory103
- Colonel
- Posts: 3978
- Joined: 13 Aug 2007, 03:35
- Version: P3D
- Location: KPHX
people make it harder than what it really is.
try the tool mentioned here!!!!
http://www.militaryaiworks.com/forum/vi ... php?t=3186
try the tool mentioned here!!!!
http://www.militaryaiworks.com/forum/vi ... php?t=3186
Barry
- VulcanDriver
- MAIW Staff
- Posts: 4508
- Joined: 11 Aug 2006, 20:58
- Version: FSX
- Location: EGHH
-
- Lieutenant Colonel
- Posts: 823
- Joined: 08 Jul 2007, 22:15
- Version: FS9
Hmm, I don't think anyone suggested it's truly difficult to learn. OTOH, people unfamiliar with field delimiting (CSV's for example.) or the strict rules of computer code punctuation (ex., Fortran I/IV) have difficulty with things like this in my experience. Then again, I've run into many experienced "experts" who have definitely forgotten more about something than I remember - including the difficulties they first had with something before it became second nature. For me, Hogwarts was hogwash, certainly not in the same league with paper and pencil DnD magic.VulcanDriver wrote:No Barry its a dark art that takes years to learn and Hogwartsbtaylo24 wrote:people make it harder than what it really is.
- VulcanDriver
- MAIW Staff
- Posts: 4508
- Joined: 11 Aug 2006, 20:58
- Version: FSX
- Location: EGHH
-
- Lieutenant Colonel
- Posts: 823
- Joined: 08 Jul 2007, 22:15
- Version: FS9
Understood. My comment might merit a second look. It's evaluative from my perspective. DnD => Gary Gygax (game creator) and personal imagination versus that of a single author/a single author's vision reinterpreted by Hollywood.VulcanDriver wrote:I meant to to say Hogwarts. Harry Potters school of magic...
- VulcanDriver
- MAIW Staff
- Posts: 4508
- Joined: 11 Aug 2006, 20:58
- Version: FSX
- Location: EGHH
I've been doing them for years and I almost always screw a plan up the first time I write one. It's kind of tedious, and if you're like me and like to do weeklies, it get's real easy to make a mistake. I like to make mine all VFR so that the planes do real touch and goes, but VFR TNGs are kind of iffy. If the airport's elevation isn't right, the plane will fly off into the boonies, land short or off-center, or not at all. Success also depends on the aircraft.cfg file of the AI plane, too. IFR flightplans are almost bulletproof, but there are some subtle rules you have to follow with IFR TNGs (the leg after the TNG leg has to start within 2 minutes of the ending time for the TNG leg). To me, flightplanning is a necessary evil - but if you set up hourly flightplans, they're pretty easy - just boring to watch.
WOW-btaylo24 wrote:people make it harder than what it really is.
try the tool mentioned here!!!!
http://www.militaryaiworks.com/forum/vi ... php?t=3186
this is AWESOME. Thanks guys. I know a lot of hard work went into this. I've been having a lot of fun with this!
THANKS!!!