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Re: Kansai Intl. Airport (RJBB)

Posted: Tue Feb 02, 2016 2:37 am
by IAHM-COL
https://github.com/FGMEMBERS-SCENERY/RJBB-fg-CustomScenery/issues/1

So far I can't tell about object density. you may need revising issue above.
Static planes are ok. Just sparsely, so it does give space to real-ops. Besides, too many static planes, or planes mislocated may be obtrusive to play on the area.

The UPS plane you located is great. just there giving some structure, but in a place no-one will feel obstructed :)

Don't add the plane of the remote (JAFVA) terminal just yet. 1) lets wait for the bldg to be constructed. --- I'll work on that one. and 2) I want to add one of these there (for which I may need to create the AI - livery)
Image

I know D-LASER created the peach traffic files at Kansai. I wonder whether he already has the proper A332 static with the proper suit-code.

IH-COL

Re: Kansai Intl. Airport (RJBB)

Posted: Tue Feb 02, 2016 2:46 am
by legoboyvdlp
Thanks a lot :)
I'll fix that tomorrow morning.
On my computer, it looks pretty good -- a pushback and GPU for every eastern cargo apron stand, and then scattered containers, loaders, trolleys, etc around the stand. Doesn't look too crowded -- more like just waiting for a plane to come in. I'll probably leave some with more models than others. Then there are also some cars in one or two places, along with catering trucks in the catrring building area.

Re: Kansai Intl. Airport (RJBB)

Posted: Tue Feb 02, 2016 9:07 am
by elgaton
Regarding the static planes, I (personally) would not place them at all (save for truly static planes on display, such as the Concorde at Heathrow or the firefighting training model at Schiphol); I would create a traffic file and a groundnetwork instead. This way, people with low-end systems will be able to disable them (improving performance), while other users will see dynamic aircraft following ATC instructions.

Re: Kansai Intl. Airport (RJBB)

Posted: Tue Feb 02, 2016 3:24 pm
by IAHM-COL
?


Can you clarify that further, elgaton?

What ATC will be giving instruction to AI? an AI ATC?
FWIW, myself, will only be giving one clearance to AI. <<You are cleared to disappear from my screen>>

:mrgreen:

Re: Kansai Intl. Airport (RJBB)

Posted: Tue Feb 02, 2016 3:38 pm
by legoboyvdlp
Well, you know, like in big airports, where the screen is filled with green text: callsign cleared to start up.
It's a bit annoying and unrealistic at times.

Re: Kansai Intl. Airport (RJBB)

Posted: Tue Feb 02, 2016 3:42 pm
by IAHM-COL
Well... yeah I know some of it. But till now the only recommendation I know of is to disable AI in multiplaying events. Seems, by what elgaton is saying that efforts are being done --so to speak--to make AI to be controlable by people playing as an ATC. That sounds interesting, indeed. But obtrusive as well.
And if not all players have the AI enable, how would it make sense to a real player pilot standing on the hold short Rwy because AI558 (that only some see) is landing? Are the developers trying to fix the boredom of ATCing a place with no pilots using AIs?

So far, I just see that as very disruptive of real Multiplayer events, with real people, to have to deal with any type of I-ROBOTs.

I'm just really confused :D

Re: Kansai Intl. Airport (RJBB)

Posted: Tue Feb 02, 2016 3:45 pm
by legoboyvdlp
I think elgaton means that we are not really supposed to place static aircraft -- instead you want dynamic aircraft that move, that can be enabled or disabled at user choice.

Re: Kansai Intl. Airport (RJBB)

Posted: Tue Feb 02, 2016 3:46 pm
by IAHM-COL
OTOH, Kansai already has a very complete Groundnetwork (AI - able) done by D=LASER and I. and a first traffic file for Peach.
But I suggest to have a limited number of statics, so to speak, when AI is off (100% of the time for me) there's some filling in the airport

Re: Kansai Intl. Airport (RJBB)

Posted: Tue Feb 02, 2016 3:51 pm
by legoboyvdlp
Yep -- I would certainly agree.

Re: Kansai Intl. Airport (RJBB)

Posted: Tue Feb 02, 2016 4:15 pm
by legoboyvdlp
Fixed the models bug :)