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Re: ANG Bases from Jetmax
Posted: 24 Apr 2012, 14:09
by jetmax
maddog65 wrote:Scott,
I have the Blueprint KMEM scenery and the optional afcad from the MAIW package.
Will your AFD work with the BP KMEM Scenery?
Thanks
Les
Since I do not have the Blueprint KMEM scenery I have no idea if it does or not. I designed these ADE files to replace the default scenery only.
If you give it a try and it does work, please let us know.
Cheers
Re: ANG Bases from Jetmax
Posted: 25 Apr 2012, 11:39
by Victory103
I see now what was meant posted above about complileing separate. Made some changes to remove extra stock autogen I had on the ramp at KJAN (houses on the MS ANG C-17 area) and KEFD, reloaded FSX and now all of your scenery additions are missing.
Re: ANG Bases from Jetmax
Posted: 25 Apr 2012, 11:47
by Firebird
Yeah, that is the issue exactly.
Re: ANG Bases from Jetmax
Posted: 25 Apr 2012, 16:35
by petebramley
If I load these into ADE and then do a simple split into afcad and Objects, will that work ??
Re: ANG Bases from Jetmax
Posted: 25 Apr 2012, 21:47
by Firebird
Not exactly, Pete.
It WILL work providing that you have all the necessary libs installed into ADE, then the split will be good.
If you don't have the libs installed into ADE then it will lose the scenery, exactly the same as if you were to delete non-required default scenery items or if you were just altering parking codes.
The bottom line, ANY changes made, using ADE, without ALL the required libs known to ADE will result in objects being lost.
This is why I thanked Scott for supplying the list of used libs. It does at least allow people who know how to use ADE to get around this.
If Scott doesn't have the time to do this, and he wishes me to create a package with splits in then I can do this but it is up to him as I have no desire to no hijack someones work.
Re: ANG Bases from Jetmax
Posted: 25 Apr 2012, 21:51
by jetmax
Firebird, you have my permission to proceed if you wish. I made these for FS9 with my system in mind. However, if you can make it so that they are useable for a wider audience, I think it would be great.
Dustoff, that goes for you too. If you can make them work in FSX please share them.
Re: ANG Bases from Jetmax
Posted: 26 Apr 2012, 02:52
by Jumpshot724
Any screen shots??
Re: ANG Bases from Jetmax
Posted: 26 Apr 2012, 07:16
by Victory103
Scott,
Thanks and I will for the X users, I'm still learning ADEX and I have all the libraries, as all hangars showed while checking these. I thought I had all the thumbs, but mousing over the objects in ADE seems I don't. Again I only saw a few small issues at the AFD's I listed, so the majority fit right in to FSX.
Can a FS9 user check KCRW, I need to verify that there is a steep cliff just West of the field along the river.
Re: ANG Bases from Jetmax
Posted: 26 Apr 2012, 07:52
by RKE
Given that Yeager (KCRW) sits on a hilltop in real life, there's supposed to be steep drops all around the airport. Unfortunately, FS does some weird things with flattening, which exaggerates the effect.
Re: ANG Bases from Jetmax
Posted: 26 Apr 2012, 09:50
by jetmax
RKE wrote:Given that Yeager (KCRW) sits on a hilltop in real life, there's supposed to be steep drops all around the airport. Unfortunately, FS does some weird things with flattening, which exaggerates the effect.
RKE is correct. I have actually been to KCRW a couple of times and it is very interest airfield.
Re: ANG Bases from Jetmax
Posted: 26 Apr 2012, 09:51
by jetmax
Jumpshot724 wrote:Any screen shots??
I know, I know, I am a slacker

I will try to get some up this weekend. I have been busy with school, work and putting my house back together after a minor upstairs flood.
Re: ANG Bases from Jetmax
Posted: 26 Apr 2012, 10:16
by Firebird
OK, following the request by Scott here is his first package with splits to aid people who like to tinker.
Nothing has been altered, nothing has been added with the exception that I included his KFOK and KOQU as they use the same libs.
Original readme left intact.
Re: ANG Bases from Jetmax
Posted: 26 Apr 2012, 17:49
by Victory103
I had planned to take pics of all the bases, but here is a quick one somewhat local to me real world. Standard issue with FSX not loading the textures until one is closer, but you can see both shade parking for TX ANG "Spad" and VMFA-112 "Cowboys", (I was flying a TX ANG 301st FW Viper for this shot as well).
@Scott, did you add any parking to the Lockheed-Martin ramp?
Re: ANG Bases from Jetmax
Posted: 26 Apr 2012, 19:41
by jetmax
There are a few spots over on the LM ramp but I didn't add many. I figured most of the aircraft on that side of the base would be in the hangers and buildings.
Re: ANG Bases from Jetmax
Posted: 26 Apr 2012, 20:09
by petebramley
Firebird wrote:Not exactly, Pete.
It WILL work providing that you have all the necessary libs installed into ADE, then the split will be good.
If you don't have the libs installed into ADE then it will lose the scenery, exactly the same as if you were to delete non-required default scenery items or if you were just altering parking codes.
The bottom line, ANY changes made, using ADE, without ALL the required libs known to ADE will result in objects being lost.
This is why I thanked Scott for supplying the list of used libs. It does at least allow people who know how to use ADE to get around this.
If Scott doesn't have the time to do this, and he wishes me to create a package with splits in then I can do this but it is up to him as I have no desire to no hijack someones work.
Thanks for the Info Steve
That explains why there were a couple of black squares when I split them. Have now added the missing libs into my ADE and Hey-presto they worked. Was gonna post them but you have already done it.
RL just keeps getting in the way, one of these days I'm going to have everything sorted to my personal satisfaction in the FS world (prob just in time for a total kit failure). Until then I'll just keep playing catch-up.
Cheers