Lebanese Air Force
Re: Lebanese Air Force
Thanks guys.
I have actually fixed the height issue, using ADE and it's Change Altitude option. My problem is that no AI based there will actually move from the parking slots. They just disappear.
I have thought that maybe the height in AIFP was so far out that it was causing an issue, but even changing that did not solve the problem. Has anybody yet got traffic to move from OLRA? Movements to OLRA are fine, they just seem to trap door when they come to start. I have got quite deep into investigations, altering spots, taxiways, deleting excess runway links, adding start points.
I tried adding the Lebanese Mirages but they went as well, so it's not aircraft based. It is something else, and yes I tried just using the base itself and inactivating the other three folders. Same outcome.
So who does it work for?
I have actually fixed the height issue, using ADE and it's Change Altitude option. My problem is that no AI based there will actually move from the parking slots. They just disappear.
I have thought that maybe the height in AIFP was so far out that it was causing an issue, but even changing that did not solve the problem. Has anybody yet got traffic to move from OLRA? Movements to OLRA are fine, they just seem to trap door when they come to start. I have got quite deep into investigations, altering spots, taxiways, deleting excess runway links, adding start points.
I tried adding the Lebanese Mirages but they went as well, so it's not aircraft based. It is something else, and yes I tried just using the base itself and inactivating the other three folders. Same outcome.
So who does it work for?
Steve
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Re: Lebanese Air Force
I think I found the cause of the disappearing aircrafts.
The taxiway links and hold short nodes are fine, but there are two overlapping runways, both n. 22.
If I well recall, it's possible to edit a default runway, but no removal is possible, so a possible solution might be renaming the runway in the afcad (adding a suffix like "L" or "R" would be ok) and resize the original runway to a simple 1m x 1m square.
I don't remember if default runway names can be edited... can anybody confirm?
I'll try now...
The taxiway links and hold short nodes are fine, but there are two overlapping runways, both n. 22.
If I well recall, it's possible to edit a default runway, but no removal is possible, so a possible solution might be renaming the runway in the afcad (adding a suffix like "L" or "R" would be ok) and resize the original runway to a simple 1m x 1m square.
I don't remember if default runway names can be edited... can anybody confirm?
I'll try now...
Re: Lebanese Air Force
Wow......thanks John & Gary, worked like a charm. So simpleJohnTenn wrote:Sinking and floating AI.
To solve the problem.
Copy your AF2, ADE or AFX file.
Place the copy in Scenery\world\scenery with your traffic files.
Info from Gary Summons.
John

Re: Lebanese Air Force
Interesting so you think it might be picking up the old runway, realises that it can't get to that one, and then deletes the traffic. Hmmm, it fits but I just wonder why this has never happened before.
Steve
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Re: Lebanese Air Force
Steve, I have just watched the two-seater taxi and depart on runway 4 with no problem, BUT as it took off, the default runway suddenly started to become visible....then like a dunce I shut down the sim.
I did what John suggested and it solved the height problem; not surprised that came from Gary Summons as his UK2000 Lyneham was solved the same way. Should have remembered that.
EDITED TO ADD PHOTO

I did what John suggested and it solved the height problem; not surprised that came from Gary Summons as his UK2000 Lyneham was solved the same way. Should have remembered that.
EDITED TO ADD PHOTO

Re: Lebanese Air Force
Same result from my side, but I renamed the runway in the afcad, thus removing the objects.
Tomorrow I'll see if the default runway can be renamed and will try to make an exclude file to make that default runway invisible.
BTW, Daryl, which textures do I need for the objects? Mines are all blank!
Tomorrow I'll see if the default runway can be renamed and will try to make an exclude file to make that default runway invisible.
BTW, Daryl, which textures do I need for the objects? Mines are all blank!
Re: Lebanese Air Force
Yep, Steve did put an earlier post regarding the blank textures.....
EDIT: Just checked avsim and Roger has posted a fix for the textures.....
EDIT: Just checked avsim and Roger has posted a fix for the textures.....
Re: Lebanese Air Force
So, I downloaded the update, applied update - and still no textures. Odd thought I.
After several times installing, uninstalling, making sure scenery.dat files were deleted then do another install.....still nothing.
Then I remembered that I had put the file named just "rayak" into my Scenery/World/Scenery folder.
So I put the textures into the texture folder that accompanies that scenery folder, and guess what? Textures showed up.
Going to bed now.
After several times installing, uninstalling, making sure scenery.dat files were deleted then do another install.....still nothing.
Then I remembered that I had put the file named just "rayak" into my Scenery/World/Scenery folder.
So I put the textures into the texture folder that accompanies that scenery folder, and guess what? Textures showed up.
Going to bed now.
Re: Lebanese Air Force
I believe that that this could be the definition of quitting whilst you're ahead. 

Steve
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Re: Lebanese Air Force
OK I am getting somewhere.
Thinking about what Daryl said, about copying the entire rayak.bgl file into his Scenery\world\scenery folder and it fixing his height issue AND he was able to see aircraft taxying out, this lead me to believe that maybe the problem is that the afcad file is compiled with the scenery.
So I loaded the file into ADE and deleted ALL scenery leaving the runways, apron etc. and saved it to a new file. I removed the rayak.bgl and loaded FS9. SUCCESS! The aircraft taxied out and took off.
So I added the rayak.bgl back into a different lib and again it worked.
So problem solved, but I wanted to tidy it up by splitting the rayak.bgl into component by using ADE, but on adding that file to the ADE Library Object Manager I found 3 objects were not known by ADE.
One object showed up in game {621602d5-0567-cb69-23e4-ebae96c63355} which means I have it installed but not added to the LOM. It is a white topped Land Rover. Can anybody tell me what lib that object belongs to.
The other two are not showing up which means I don't have them installed. So does anybody know what objects are and what libs they reside in:-
{505453c9-4b2e-49d2-be27-76b5421f9ff2} - one occurrence on the apron
{9a4c186c-1b3d-40da-8dc2-862ab092a770} - five occurrences on the pan.
The only clue I have is that the readme mentions parked Huey's, which I don't have.
The reason that I am doing all this is so I have all the answers if somebody else gets an issue.
*EDIT a bit more info the first one is shown as 'JeepWW2_with_top' in the xml. The second one is 'RNZAF_UH-1H_Iroquois_(3'. The one I have is 'Landrover110'.
Thinking about what Daryl said, about copying the entire rayak.bgl file into his Scenery\world\scenery folder and it fixing his height issue AND he was able to see aircraft taxying out, this lead me to believe that maybe the problem is that the afcad file is compiled with the scenery.
So I loaded the file into ADE and deleted ALL scenery leaving the runways, apron etc. and saved it to a new file. I removed the rayak.bgl and loaded FS9. SUCCESS! The aircraft taxied out and took off.
So I added the rayak.bgl back into a different lib and again it worked.
So problem solved, but I wanted to tidy it up by splitting the rayak.bgl into component by using ADE, but on adding that file to the ADE Library Object Manager I found 3 objects were not known by ADE.
One object showed up in game {621602d5-0567-cb69-23e4-ebae96c63355} which means I have it installed but not added to the LOM. It is a white topped Land Rover. Can anybody tell me what lib that object belongs to.
The other two are not showing up which means I don't have them installed. So does anybody know what objects are and what libs they reside in:-
{505453c9-4b2e-49d2-be27-76b5421f9ff2} - one occurrence on the apron
{9a4c186c-1b3d-40da-8dc2-862ab092a770} - five occurrences on the pan.
The only clue I have is that the readme mentions parked Huey's, which I don't have.
The reason that I am doing all this is so I have all the answers if somebody else gets an issue.
*EDIT a bit more info the first one is shown as 'JeepWW2_with_top' in the xml. The second one is 'RNZAF_UH-1H_Iroquois_(3'. The one I have is 'Landrover110'.
Steve
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- Sluffer77
- First Lieutenant
- Posts: 122
- Joined: 08 Oct 2013, 23:04
- Version: FS9
- Location: Between EGXC & EGYM
Re: Lebanese Air Force
Steve Not sure if the Hueys came from here rnzafa11.zip on Flight Sim http://www.flightsim.com/vbfs/fslib.php ... d=24793772, I've not tried that package yet but they're the only NZ Hueys I know of.
A sense of humour must be maintained at all times.
Gaz
Gaz
Re: Lebanese Air Force
I had a quick look but couldn't see a lib there but I will take a closer look. Thanks.
Steve
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Re: Lebanese Air Force
Perhaps Roger converted the RNZAF AI huey model into a library object that could be placed?
Come to think of it, in the first version of the scenery (before it was updated with the textures), the RayakOLRA folder had a ton of .mdl files in it. Perhaps the missing objects can be found amongst them.
Come to think of it, in the first version of the scenery (before it was updated with the textures), the RayakOLRA folder had a ton of .mdl files in it. Perhaps the missing objects can be found amongst them.
Re: Lebanese Air Force
You are right about the mdl files but there is nothing there that looks Jeep or Huey like.
My guess is that Roger thought that he had extracted the mdls and compiled them into the bgl but in fact he hadn't. If the models are in other libs it would not be a problem as I could just add the libs to my system.
My guess is that Roger thought that he had extracted the mdls and compiled them into the bgl but in fact he hadn't. If the models are in other libs it would not be a problem as I could just add the libs to my system.
Steve
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Re: Lebanese Air Force
The Land-Rover is in a library called Objects01_lib.bgl
Link here on Avsim
http://library.avsim.net/search.php?Sea ... &Go=Search
Jim
Link here on Avsim
http://library.avsim.net/search.php?Sea ... &Go=Search
Jim
"When all else fails, and your AI doesn't show up...... check the AI slider.......DOH!!!!"
Re: Lebanese Air Force
Quality info there, Jim.
I had it installed but not in the ADE LOM. I would never have thought that it was in there. Now added and ADE shows it correctly.
I have contacted the author about the other two objects but he has gone scuba diving in Cyprus!
I had it installed but not in the ADE LOM. I would never have thought that it was in there. Now added and ADE shows it correctly.
I have contacted the author about the other two objects but he has gone scuba diving in Cyprus!
Steve
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Re: Lebanese Air Force
Has somebody cracked the problem with AI aircraft not taxiing out at OLRA ?
Ed
Ed
Re: Lebanese Air Force
Yes, indeed as I said in an earlier post. There are two methods, one detailed by Daryl and the other is that you need to split up the afcad from the library.
Basically the problem appears to be, but I am not 100% here, that although the afcad details show up the AI system doesn't recognise whilst part of the scenery bgl. I assume therefore it uses the default afcad. Copy the whole thing to a different location in the scenery.cfg or split th afcad off from the scenery and it works.
Basically the problem appears to be, but I am not 100% here, that although the afcad details show up the AI system doesn't recognise whilst part of the scenery bgl. I assume therefore it uses the default afcad. Copy the whole thing to a different location in the scenery.cfg or split th afcad off from the scenery and it works.
Steve
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Re: Lebanese Air Force
ha reading carefully helps ...
thanks.
Ed

Ed