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Re: Gladiators package by Desmond Burrell & John Stinstrom

Posted: 27 Jan 2012, 15:49
by Firebird
Well we are not really the ADE support forum but if you gives us the error we might be able to point you in the right area.

Re: Gladiators package by Desmond Burrell & John Stinstrom

Posted: 27 Jan 2012, 17:21
by Firebird
OK I think I may have found your problem.
It seems that ADE doesn't like Runway links that do not have a valid runway assigned. If they don't it gives them a link of R00, or RWY 36, which is not defined at the airport. Runway links are sometimes used because they use to be runways and people want to keep the Rwy markings.

Is this your problem?

Re: Gladiators package by Desmond Burrell & John Stinstrom

Posted: 27 Jan 2012, 18:36
by MIKE JG
expat wrote:I cannot get the NAS Key West AFCAD bgl to recompile using ADE - I was trying to change some parking codes and add some library objects. In fact it won't recompile if I don't make any changes. Any thoughts why this is ?
This is due to the way that the AFCAD file was constructed to make use of different runway textures for the same runway. Only way to do that in AFCAD is to create dummy runways that are on the ends of the main runways which gives you the concrete ends and asphalt middles.

ADE doesn't like that at all and hence won't compile.

Re: Gladiators package by Desmond Burrell & John Stinstrom

Posted: 27 Jan 2012, 18:53
by reconmercs
Thank God...I was about to freak out that we needed to fix something else with this package :oops: :lol:

Re: Gladiators package by Desmond Burrell & John Stinstrom

Posted: 27 Jan 2012, 19:29
by expat
Thanks. It seems to be an ADE problem as it is doing it with all AFCADS so working it out over the relevant boards. Great scenery guys.

Re: Gladiators package by Desmond Burrell & John Stinstrom

Posted: 27 Jan 2012, 19:48
by Stewart Pearson
expat wrote:Thanks. It seems to be an ADE problem as it is doing it with all AFCADS so working it out over the relevant boards. Great scenery guys.
You should operate under the same guidelines that I do expat.

If it says "ADE" or "AFX" on the bgl.................................LEAVE IT ALONE :lol:

Hope you get it sorted

Re: Gladiators package by Desmond Burrell & John Stinstrom

Posted: 20 Apr 2012, 06:51
by Victory103
Just removing the crashed "D" model and AIFP2 noticed I was missing an aircraft in the FP's list, a "C" BuNo 164630, which is actually assigned to VFA-15 (and included in the non-MAIW Oceana pack). Easy fix to remove from aircraft list and FP.

Re: Gladiators package by Desmond Burrell & John Stinstrom

Posted: 30 Jul 2013, 17:49
by knarfy
This is a great package, living in Fla. when I fly around I usually take off or land at NAS Key West. I am a novice flyer so my apologies in advance if I missed something easy. I have this package loaded and all seems good with one exception, is there AI for Key West? I have the static aircraft and the airport is terrific, but no movement of aircraft. I checked my AFCAD and there is only the KNQX mod file. Any help is greatly appreciated.


Thanks

Frank

Re: Gladiators package by Desmond Burrell & John Stinstrom

Posted: 30 Jul 2013, 18:00
by knarfy
well, problem solved, there was a KNQX file which for some reason was not showing up when I did a "search" but something in AFCAD prompted me to look and this time I looked for KNQX and a stock file did show up, but for the life of me could not fine out where it was, and then I found the properties button, found the stock file was in the scenery section for FS9 main, AP926230, I took it out, ran FS9 and right to the airport, sure enough, there are aircraft moving about. Whew : )


Frank

Re: Gladiators package by Desmond Burrell & John Stinstrom

Posted: 31 Jul 2013, 11:24
by knarfy
Well. someone told me to never take the stock airport out of FS9 for any reason, navaids etc. for other areas that might be included with airports other than the one your working on, so my quandry now is and what do you people think on here, take the stock airport out or leave it in? If I leave it out for whatever reason my AI traffic at KNQX works, put it back in and my AI traffic doens't work. HELP : )

Re: Gladiators package by Desmond Burrell & John Stinstrom

Posted: 31 Jul 2013, 17:16
by Firebird
Never take a stock airport out. The only way that it would override addon scenery is if it loads it later.

Check that the default libs are at the top and lower numbers in the scenery.cfg file or if in FS they should be at the bottom of the listing. All addons should be above the defaults.

It sounds like the addon scenery is below the defaults.

Re: Gladiators package by Desmond Burrell & John Stinstrom

Posted: 31 Jul 2013, 19:42
by knarfy
Thanks Steve, all addons are now above the defaults, for some reason one of my florida addons was below another and it was causing the problem, never had it before but its corrected, MAIW Gladiators package is good, LatinVFR airport for KEYW is good. MAIW is a great site for not only the addons to flight sim, but the tech help is great too.

Frank

Re: Gladiators package by Desmond Burrell & John Stinstrom

Posted: 01 Aug 2013, 12:16
by knarfy
I cant get any AI to fly in or out of KNQX. Would it be in the flightplans to show if or when they at least fly out, I looked over the flightplans and it was all over my head. What'ya think guys, is there AI traffic here or are they static. Still have a novice here but I am trying to learn this soon as possible.


Frank

(and finally got editvoicepak to work, had to get a cab file out of FS2004, but its working great, what a nice addition to these packages !! )

Re: Gladiators package by Desmond Burrell & John Stinstrom

Posted: 01 Aug 2013, 18:21
by Firebird
It has flyable traffic. Try downloading AIFP by Don Grovestine. Although it is primarily used for building and checking flightplans, you can use it to view them as well.
Remember that normally flightplans are in GMT, not local time but AIFP will tell you that.

Re: Gladiators package by Desmond Burrell & John Stinstrom

Posted: 01 Aug 2013, 21:44
by knarfy
Thanks Steve, I use FS2004 not FSX, so can I still use this program, if not any recommendations?

Frank

Re: Gladiators package by Desmond Burrell & John Stinstrom

Posted: 02 Aug 2013, 01:08
by Firebird
It is designed to be used for compiling by both FS9 and FSX.

Re: Gladiators package by Desmond Burrell & John Stinstrom

Posted: 14 Apr 2022, 09:23
by Firebird
Gents,
A long time since any posts in this thread. The reason that I am adding to it is due to an issue I found with this afcad when helping JY debug his Vigilante pack.

He was getting, as had I before with other aircraft, that some aircraft when they landed on rwy 07 and did not slow down to taxi speed until after the runways cross section and acted weirdly.
Instead of continuing down rwy 07 until the turn off near the end they veered off and went cross country to a turn off for taxiway K on rwy 13.

Eventually got to the bottom of this and it turns out to be caused by what I mentioned earlier in the thread back in 2012. There are 4 taxiway paths that are linked to a non-existant rwy - 36. Once I amended the source to alter these from "0" to "31" and recompiled the aircraft act normally.
I also found that aircraft turned off the closed exit off rwy 07. I have fixed that as well.

I attach the amended afcad for all. I would say that if any amended it or use it for FSX then use this one as well and make the same adjustments.