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Re: Unexisting airports or default single-runway layouts

Posted: Thu Jun 30, 2016 1:52 pm
by IAHM-COL
I dont understand about what's the issue for "installing" the scenery package provided.

It's fair to simple. You don't "install" anything
You just git clone or zip download. (that is get this downloaded in your computer)

then whatever folder it is, just tell flightgear to use it as a scenery directory.


Then launch flightgear in Dubai, or fly there. That's all.

****
Example: In the good old FGRun, you would simply add the folder's path to FG_Scenery
Image

Re: Unexisting airports or default single-runway layouts

Posted: Thu Jun 30, 2016 1:56 pm
by Berkut
Got it!

:D

Thanks

Re: Unexisting airports or default single-runway layouts

Posted: Mon Sep 12, 2016 1:51 pm
by IAHM-COL
https://forum.flightgear.org/viewtopic. ... 63#p294220
@Guzzi948 wrote:I have tried increasing the altitude of the airport using WED, converting it using the X-plane Airport Web Generator, all with no luck.
FGviewer shows a grey shape on a black background, and flightgear puts me in a paddock.
Looking at YBOK which displays OK in FlightGear, looks similar in FGviewer.



Hi Guzzi.

  1. As far as I am informed, Xplane airport generator is planely useless for FG. The way how Xplane and FG manage terrain generation is different to the point of total incompatibility, so no need to go there
  2. The webpage pommerschranke advised you above create layouts for testing. It does not take elevation into account. You wont be able to merge the result of that page within your scenery and expect to have a good outcome
  3. The only solution I know to import a new aiport in FG scenery is to run the terrain generation suite for FG with all the correspoding proper data sources (all of which are GPL) and you obtain a new terrain built, that if properly done (and it is not easy nor properly documented elsewhere), you would be able to either merge to your terrain, or use standalone, or create scenery repositories with it.
    Read here to begin getting some grasp:
    http://wiki.flightgear.org/Using_TerraGear
  4. Flightgear knows of the existence/location and feature of an aiport using a database in gzip format. You'll find it in your FG_ROOT (fgdata, which is different locations depending on your installation /

    Code: Select all

    /pat/to/fgdata/Airports/apt.dat.gz

    If this database does not contain a new airport, you wont be able to launch in the airport directly --regardless of whether you patch scenery to have the airport available. While FG is initializing, this airport contain the data informing FG about whether such airport you tried launching exists. Short of patching the content of such file, the solution is launching FG using --lat, --lon, --heading, coordinates. This will place you exactly where you want to go (see below).

Now, Understanding that you want to do requires a bit more immersion into how FG terrain is constructed and work, and it will take you a good time to learn it with help, and even more in the absence of collaboration seen in the forum, I decided to construct this airport and make it ready in terraGIT. This way you can simply install terraGIT, install the tile this airport is located, (or alternative install, lets say, Australia), and simply launch and enjoy YBWW.

YBWW in terraGIT

I installed the airport already. If you get it from terraGIT is going to look like this:

[terraGIT]
Image

wherease in the same coordinates, terrasync content looks like this:

[terrasunk]
Image

Installing terraGIT content

(You need to install git software first, and have access to a git shell, request for more information if needed)

install TerraGIT

Code: Select all

git clone https://github.com/FGMEMBERS-TERRAGIT/terraGIT.git
cd terraGIT


install the tile containing the airport of interest (terraGIT contains all the world), YBWW is on the tile e150s30

Code: Select all

install/tile e150s30


Alternatively, install, lets say, all Australia

Code: Select all

install/Australia


Use the terraGIT directory as your scenery path for FG

Launching coordinates.

Naturally, you can just launch in a nearby airport (Brisbane, per exampe --which has beautiful models in terraGIT), and arrive YBWW flying there. But if you want to launch directly in the airport and take off from here, use, as mentioned above proper parking positions coordinates for the gate.

The following launching coodinates are indicated in the apt.dat file used to construct the airport and they are good starting points
(notice my image of a USA Pegasus tanker ready to depart YBWW)

Image

Image


Code: Select all

--lat=-27.55747779 --lon=151.78781930 --heading=45.00
--lat=-27.55814999 --lon=151.78859056 --heading=42.65
--lat=-27.55979035 --lon=151.79080155 --heading=42.65
--lat=-27.56049206 --lon=151.79170031 --heading=42.51
--lat=-27.56104430 --lon=151.79240366 --heading=43.60
--lat=-27.56150501 --lon=151.79294609 --heading=45.00
--lat=-27.56505603 --lon=151.79732370 --heading=314.29
--lat=-27.56475054 --lon=151.79764347 --heading=316.93
--lat=-27.56446119 --lon=151.79792192 --heading=313.32
--lat=-27.56422284 --lon=151.79818091 --heading=312.22


And that's it

Have fun, and safe landings
IAHM-COL

Re: Unexisting airports or default single-runway layouts

Posted: Mon Sep 12, 2016 2:00 pm
by SHM
Waiting for the UK shots :D

Re: Unexisting airports or default single-runway layouts

Posted: Mon Sep 12, 2016 2:04 pm
by IAHM-COL
there were no aiports unexisting un UK.
nor single-layouts.

The updates mostly improved scenery or made them 810 -> 1000 layouts.

The most strinking case is close to Jersey:
Terrasync terrain lacks proper landclass default definitions in EGJA and it looks like this:

[EGJA: terrasunk]
Image


But with the proper landmass you provide me, it looks like this instead in terraGIT

[EGJA: terraGIT]
Image

Re: Unexisting airports or default single-runway layouts

Posted: Mon Sep 12, 2016 2:07 pm
by SHM
Nice :)

Re: Unexisting airports or default single-runway layouts

Posted: Mon Sep 12, 2016 7:54 pm
by J Maverick 16
Impressive
Regards, Mav

Re: Unexisting airports or default single-runway layouts

Posted: Tue Sep 13, 2016 2:28 am
by guzzi948
Thanks for the info, I'd like to learn scenery development one day, but in the mean time I shall grab YBWW off TerraGit so I can play.
cheers
Guzzi948

Re: Unexisting airports or default single-runway layouts

Posted: Tue Sep 13, 2016 4:11 am
by IAHM-COL
awesome guzzi948
Let me know if you succeed getting the YBWW from terraGIT

I would be glad to get you on the scenery development team. I can mentor you on many of the little tricks :)
The process has many many steps and its better to learn them one at a time.

Re: Unexisting airports or default single-runway layouts

Posted: Tue Sep 13, 2016 12:37 pm
by guzzi948
Many thanks IAHM-COL,
your instructions were right on the mark, and worked first time.
YBWW installed and working/looking fine, & a few circuits flow in the B-1B.
Now to get my head around TerraGear, as well as Git/terraGIT
cheers
Guzzi948