|
KCMH1959
Sept 17, 2014 6:34:33 GMT -5
via mobile
Post by FSMuseum on Sept 17, 2014 6:34:33 GMT -5
I don't remember the exact name, but I think its something along the lines of ss_parking_lots
|
|
|
Post by lyoung on Sept 17, 2014 7:55:58 GMT -5
I'll have to check later tonight, but it would figure that I would miss the obvious. That's what I get for looking for things well after I should have gone to bed.
|
|
|
KCMH1959
Sept 17, 2014 8:37:43 GMT -5
via mobile
Post by Tom/CalClassic on Sept 17, 2014 8:37:43 GMT -5
I think it's parking_lots_ss and a similar one with large in the name.
|
|
|
Post by Dennis the menace on Sept 17, 2014 11:11:36 GMT -5
Hi, It is parking_lots_ss. Tom fixed the "z bias" issue with the lots and the parking stripes to eliminate the flickering that was present in the original bgl file, so be sure to use the most recent file in your static objects library. There is also another bgl called parking_ss I do believe, and it also has some useful features. Your scenery is looking nice by the way
|
|
|
Post by lyoung on Oct 20, 2014 22:35:39 GMT -5
A quick update...
I gave up trying to get a pre-made parking lot to work for the egg-shaped main parking lot, so I just made my own. Given the limited amount of time I usually have to work with, that consumed about two weeks. I have placed all of the main buildings (again), put in some parking at the gates, and have begun to add the details.
A minor issue: I now have AI planes using the airport, but they will not park in the orientation I have the parking set for. They insist on parking head in even though I have the parking spots rotated to have the planes park parallel to the terminal. Any suggestions on how to fix that? (now that I think about it, it may have something to do with how I have the path links set. I'll have to play with that later.)
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Oct 21, 2014 1:28:47 GMT -5
The apron links with parking spots should be parallel too, as f.i. it have been done for Geneva (LSGG) and Zurich (LSZH) in Central Europe 1961 scenery.
Bernard
|
|
|
Post by FSMuseum on Oct 21, 2014 9:17:23 GMT -5
The parking links, as Bernard said, must be parallel too, however, there is an additional note to that. Unless you don't mind the planes pushing back into the terminal building, you should make the angle between the link that is connected to the parking spot and the link that they taxi out of said spot on greater than 90 degrees. This will make the AI taxi out and turn onto the link rather than push back.
|
|
|
Post by Tom/CalClassic on Oct 21, 2014 9:58:21 GMT -5
Here is a picture of how we do that. You draw an apron route from the "far node" to a node near the spot, an then from that "near node" to the spot itself. Then drag the "near node" onto the parking spot, just below the "center dot". This creates a short segment that is aligned with the parking spot, causing the plane to turn to that heading upon arrival. If you keep the angle between the parking spot and the "far node" less than 90 degrees they won't push back in FS9. To prevent pushback in FSX, you must add *another node* (so there are three nodes in the chain). They are the far node, the near node, and a third node directly on top of the center of the parking spot. Then that node connects to the spot itself. Since in FSX pushback is limited to the length of the last taxi segment connecting to the parking spot, this causes the plane to not push back at all, since that length is now zero. Hope this helps,
|
|
|
Post by lyoung on Oct 26, 2014 22:18:21 GMT -5
I've made a little more progress. Here are a few shots from tonight.
|
|
|
Post by lyoung on Nov 11, 2014 0:13:56 GMT -5
I've made some more progress. I added a road from near the new terminal that winds its way over to Hamilton Road (State Route 317 that serves as the eastern boundary of the airport). There were some, what I believe to be military barracks along this road, along with some other buildings. I have the parking spaces at the terminal done along with the details (lighting, baggage carts, etc.). After doing some more searches for pictures of the original terminal and the old hangars, I ran into a slight nightmare. As it turns out, in the 1950s, there was a ton of build up around the original terminal. As you can see from the picture below (taken sometime after 1958 judging from the lack of people in the old control tower and anywhere else), it looks like a bunch of buildings were haphazardly added over time to get what you see in the picture. As this is the only picture I have of the old terminal from this time, I would be just guessing for the most part on how to modify the model I already have. At this point, I think I will leave things as they are and concentrate on getting the airport usable for whomever wants it. The second version will have as many of the buildings and other things that I can find. As pictures from the 1950s are pretty scarce, especially for the terminal area, it's going to be tough. If anyone has more pictures or knows where to find them, I would greatly appreciate the assistance.
|
|
|
Post by Tom/CalClassic on Nov 11, 2014 13:03:13 GMT -5
Yes, many terminals were haphazardly added on to, often with very ugly results. This usually continued until the entire terminal was rebuilt or replaced.
|
|
|
Post by lyoung on Dec 9, 2014 22:51:19 GMT -5
I am pleased (relieved more like it) to say that I have completed KCMH enough to email it out to anyone who wants it. I would consider it more of a beta than anything, but with the Christmas season ramping up (I am a retail manager, so I work a lot this time of year) and another child due in less than two months (there are still projects in the house that need taken care of) I figured I would put something out there that works and go back when I get time to add everything else in. I used the Core and Default Libraries. As long as you have those installed, you shouldn't have any missing objects. The install is the same as any other file. Simply extract the .zip file to the Addon Scenery folder and add it just like every other scenery. Things that are missing/I never got to/will need to fix: - I somehow missed a texture or entire plane on the from of the terminal. You have to know where to look to find it, but you don't see it from the ramp side.
- I didn't make any provision for different LODs. You get every single object I placed (not that there are that many).
- I did the AFCAD all wrong. I deleted all of the runways and started from scratch. This left me with having to create a fictional ILS frequency.
- The old terminal is missing about 25 years of haphazard additions. I discovered this well after I had completed the modeling and texturing.
- There are a lot of building from the Naval Air Station in the north west corner of the airport that I never put in.
- I never got around to doing the night textures.
- There are no approaches at this time.
I plan to tackle the above issues in the order that they are on the list. When I make updates, I will post it here. Once I get all of these issues resolved (and any others that may pop up), then I will "officially" release this. Until then, have fun with what I have for you at the moment.
Also, I would be remiss with out thanking Tom, Chris, John and Dennis for their help and advice.
|
|
|
Post by lyoung on Dec 9, 2014 23:05:46 GMT -5
|
|
|
KCMH1959
Dec 9, 2014 23:42:44 GMT -5
via mobile
Post by FSMuseum on Dec 9, 2014 23:42:44 GMT -5
Looking great! Love the detail
|
|
|
Post by jwh on Dec 11, 2014 2:20:07 GMT -5
Beautiful detail.
|
|