Tracking new stable's scenery elements: Schelduled Traffic

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Tracking new stable's scenery elements: Schelduled Traffic

Post by DD-Destroyer » Wed Aug 28, 2013 7:10 am

It's awesome with YS Flight can have traffic in our own scenery like MSFS. For instance, in aomori, U-125 for naval patrolling, B737 for traveling, and A-4 for carrier launching.

But now, the most important thing is We don't know how to create it.

I downloaded latest scenery editor(2013-05-13) and try to open default scenery. But I can't open it. System message occured with "Cannot open the File", and I don't know why.

So I wanna research with this. And does anyone help me with or have brillant ideas?

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Re: Tracking new stable's scenery elements: Schelduled Traff

Post by mh3w » Thu Aug 29, 2013 10:59 am

The Hawaii map in the last test version also had working air-routes. I learned a lot about traffic by dissecting that map with the scenery editor test version. We can't open the new maps yet but we can edit the text. I'm still not sure what all of the code means exactly, but i have made changes to the code and studied the results.

Fixes are rectangular regions with the tag "11", I'm not sure if the size or orientation of the regions matter, haven't tested them thoroughly. Airplanes seem to treat VOR's like final destinations instead of fixes, that's why I've started to place fixes next to VOR's with the same name in my maps. I believe the approach number references how far away from the airfield in meters the plane should be when it prepares to enter the traffic pattern. Getting aircraft to fly an air route also requires a perfectly organised airport. Unlike ground objects on a motion path, aircraft decide which runways to land on and what taxi-ways to take based on AI.

I don't know very much more than that right now, i'm still learning how all of this works myself. So far, that has been enough for me to create some working air routes in my maps.

Aomori Air-Route Code

Code: Select all


AIRROUTE
LABEL "AOMORI_LOOP"
AIRPORT ILS:28-MISAWA ILS:10-MISAWA APPROACH:27780.10m DEPTALT:2000.33ft LABEL:MISAWA ALT:2000.33ft
AIRPORT ILS:25-HACHINOHE ILS:07-HACHINOHE APPROACH:9260.10m DEPTALT:2000.33ft LABEL:HACHINOHE ALT:2000.33ft
FIX LABEL:HAKKODA ALT:8000.33ft
AIRPORT ILS:24-AOMORI ILS:06-AOMORI APPROACH:27780.10m DEPTALT:2000.33ft LABEL:AOMORI ALT:2000.33ft
FIX LABEL:SHICHINOHE ALT:7000.33ft
ENDAIRROUTE

AIRROUTE
LABEL "CARRIER_LOOP"
CARRIER APPROACH:9260.10m DEPTALT:2000.33ft LABEL:CARRIER_01 ALT:6000.33ft
FIX LABEL:HIROSAKI ALT:7000.33ft
VOR LABEL:AOMORI ALT:7000.33ft
ENDAIRROUTE


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Re: Tracking new stable's scenery elements: Schelduled Traff

Post by DD-Destroyer » Thu Aug 29, 2013 11:08 am

I successfully openned new scenery(But not now I can't) and I've got how to reversing. I tried this method to st.maartin, but it's not work. Maybe some conditions for activation. I asked soji via his mail.

Sentences that below is what I sent to decaff also. Try with this method anything. Reply here anyone succeed

For making air traffic, three things are needed.
One is aircraft which flying, other is route that where aircraft headin, the ohter is two airport.

Air traffic is only can be edited by the newest scenery editor version.


1. Insert Aircaraft where you want.
2. Make two airports(Actually, traffic can be works well without any airport or runway)
3. Designate airports and its own runway, taxiway through rect region.(Use Runway, Taxiway, Airport Area)

Till now, it is just set of materials. Basic principle of making air traffic is check point. Place each check points, connect and gather each check points.

4. Making check points at air and airports both.

4-1. Making checkpoints in the air.(For navigating)
4-1-1. Insert - rect rgn - Air Route Fix.
4-1-2. Each center points of Air Route Fix box will be check points.
※ Altitude of air route fix maybe nothing to care. I thought it determine nav altitude, but in default scenery by soji, box was 0 altitude.
4-1-3. Making some check points between two airports.
4-1-4. Don't forget entering ID of each box.

4-2. Making Check points on the airports.(For take off, landing, taxing)
4-2-1. Insert - Path/Area - RWY - Taxi
4-2-2. Tips of start and end will be where aircraft start taxi to out of runway and finish taxi to designated area.
4-2-3. Insert - Path/Area - Taxi - RWY
4-2-4. Tips of start and end will be where aircraft start taxi to runway and finish to taxing with take off.
4-2-5. 4-2-1's end tip and 4-2-3's start tip don't have to be at same coordinate.

5. Connecting and gathering check points
5-1. Edit - Edit Air Route
5-2. At top of text blank, enter route's name and add
5-3. You can see some lists of course.
5-4. Type is type of check points. Fix is air check point, airport is where aircraft land nad take off
※ Null is blank, I haven't tested other types.
5-5. Select type, select ID that you designated. Don't forget to obey order.
5-6. App altitude is approaching altitude. In fix, act as nav altitude.
5-7. Route will be repeated.

6. Select your aircraft that you placed at process number 1
7. Object - Aircraft - Modify
8. Set aircrafts initial status, and click Air Route below.
9. Select air route what you made

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Re: Tracking new stable's scenery elements: Schelduled Traff

Post by Gunny » Sun Sep 01, 2013 9:17 pm

Just tried the newest test version of scenery editor and to be candid.([highlight=#ff4040]I HATE THE DAMN THING![/highlight]) Put the new features in the old format for crying out loud.[highlight=#ff4040]I will not be using it EVER![/highlight]
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Re: Tracking new stable's scenery elements: Schelduled Traff

Post by vandal » Sun Sep 01, 2013 9:27 pm

I'm looking forward to seeing the new element of YS in scenery editor...
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Re: Tracking new stable's scenery elements: Schelduled Traff

Post by tigershark » Sun Sep 01, 2013 9:39 pm

how come mh3w has the new ys scenery editor hmmm...

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Re: Tracking new stable's scenery elements: Schelduled Traff

Post by vandal » Sun Sep 01, 2013 9:51 pm

tigershark wrote:how come mh3w has the new ys scenery editor hmmm...
I don't think he does Zak. He opens the .fld file in notepad and finds the parts that are related to air routes and then changes them manually by changing the text then pasting them into his own .fld file opened in notepad.
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Re: Tracking new stable's scenery elements: Schelduled Traff

Post by decaff_42 » Mon Sep 02, 2013 12:53 am

vandal wrote:He opens the .fld file in notepad and finds the parts that are related to air routes and then changes them manually by changing the text then pasting them into his own .fld file opened in notepad.
This is how Waspe414 knows how to do magic with maps. :lol:
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Re: Tracking new stable's scenery elements: Schelduled Traff

Post by Eric » Mon Sep 02, 2013 3:10 am

Great work folks. Hopefully we can combine some existing traffic generators and this new feature to bake-in air traffic to maps.
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Re: Tracking new stable's scenery elements: Schelduled Traff

Post by mh3w » Mon Sep 02, 2013 4:00 am

vandal wrote:
tigershark wrote:how come mh3w has the new ys scenery editor hmmm...
I don't think he does Zak. He opens the .fld file in notepad and finds the parts that are related to air routes and then changes them manually by changing the text then pasting them into his own .fld file opened in notepad.
That is 100% true. I also agree with Gunny about the new Scenery Editor. I thought that it would grow on me if i just kept using it, I was wrong.

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Re: Tracking new stable's scenery elements: Schelduled Traff

Post by decaff_42 » Mon Sep 02, 2013 4:02 am

I think the new look is here to stay. I've seen pics of the new dnmviewer and it looks similar. That being said with the bugs that are in there, i hope they get fixed, otherwise it's not very fun to use for big projects.
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Re: Tracking new stable's scenery elements: Schelduled Traff

Post by flyingfisch » Sun Oct 27, 2013 5:44 pm

the new version of scenery viewer is really slow for me, at least with the linux version. Could someone add airroutes to mh3w's chicago map, and to the hawaii to socal map?

Thanks :)
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