Parking coding designed to work with the previous MAIW Davis Monthan release. Buildings and ground work for the boneyard is modeled to Kolb road, but there are no airframes in it. If anyone has a good static aircraft library I might revisit that with a later add-on.
Uses the usual suspects for libraries:
Atsugi
Beaufort Object Lib
Fence JS
GGSE
JGSE
Lights SS V2
MAIW ABO
MAIW aircraft shelter lib
MCD Military Lib
petebramley wrote:Have just got an Untrusted connection warning when trying to download this file. Firefox don't like it
Is it safe ???
This issue came up once before with the mediafire site in the JASDF thread. I think Firefox labels it as an Untrusted site due to the fact that anyone can upload anything to the site. If it helps, I just double checked the .zip with AVG to make sure I didn't accidentally pack a virus in it. It's clean.
Parking coding designed to work with the previous MAIW Davis Monthan release. Buildings and ground work for the boneyard is modeled to Kolb road, but there are no airframes in it. If anyone has a good static aircraft library I might revisit that with a later add-on.
Uses the usual suspects for libraries:
Atsugi
Beaufort Object Lib
Fence JS
GGSE
JGSE
Lights SS V2
MAIW ABO
MAIW aircraft shelter lib
MCD Military Lib
I don't know how well that will work in conjunction with this since I've modeled in all the roads and structures for the boneyard up to Kolb road (The last screen shot is actually looking at AMARG not D-M). The only reason I stopped there is because the compiler actually stopped working if I added in anything more. There are some parking spots at the AMARG processing center (if you've still got the T-37 packs installed now you know where to look for them )
That's a lot of Tomcats and tweets to push all the regular traffic out of it's normal parking spots. If you know the squadron parking numbers I can see if I can add in more parking to move them out to AMARG.
Also, it looks like you are missing some buildings. I'm pretty sure that they are all from the Atsugi libary.
So, small problem. The scenery already has 183 parking spots. There's a hard cap of 255. So, it looks like we are back to static models if we want to fill in the boneyard. I tried a version that was at the full 255 and there were still massive problems with tomcats pushing everything else out of it's normal parking spaces.
An alternative could/would be to have an overlay for the Boneyard alone. The aircraft aren't going anywhere, so you could keep the taxiway system in the main DMA ADE, and just have parking spots in the overlay.
clickclickdoh wrote:True, but then people would have to modify the traffic bgl file with the new airport name since we can't keep sending them to KDMA.
That can be done fairly easily with AIFP. But if you can get the object library to work, it would obviously be the better solution.
I was thinking that you could also include the static A-4, F-4E and RF-4E models that Mike P did for the IAF part 1 package. It will mean knocking up some schemes but it could be useful and make the boneyard very visual as well.
Just a suggestion.
Steve _______________________________________________________ Quid Si Coelum Ruat _______________________________________________________