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Post by triflyman on Feb 25, 2015 14:23:38 GMT -5
I want to get rid of the modern airport vehicles but find that when I move that slider to "None", I see no movement of any of the classic vehicles...so I keep the slider at "minimal" just to have some action at the airports. So my questions are:
1. Is this correct...that none of the classic airport vehicles move...or am I just not seeing them?
2. If so I would like to eliminate the modern version of the aircraft tow (push back) trucks and am willing to live with the others so to have some movement of vehicles around the airports. I looked in the "GroundVehicles" folder in FSX and find many I can identify, but not anything that appears to be an aircraft tug. Can anyone tell me how to identify them so I can disable them?
Thanks.
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Post by FSMuseum on Feb 25, 2015 16:17:07 GMT -5
Hello,
1. You are correct, the classic vehicles do not move. If one could have the source models for the vehicles, you could probably replace them in the GroundVehicles folder.
2. I'm not sure what you're asking here, you want to get rid of the modern push back tugs? If so, I do not have FSX installed so I cannot identify where these models lie.
Hope this is helpful.
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Post by Pixel Pilot on Feb 26, 2015 10:45:54 GMT -5
Setting your airport vehicle slider to none will remove all modern airport vehicles including push back tugs. Airport Ground TrafficEd
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Post by triflyman on Feb 26, 2015 10:57:46 GMT -5
Chris...that confirms what I saw when I went to none...but as I said I like to see some movement plus with my B-377 and DC-6B the baggage truck and loader pulls up to the aircraft when I'm loading...cool, so I keep it at minimal.
All I would like is to get rid of the pushback tugs if anyone knows how to identify those in FSX...then I could make them inactive.
Thanks,
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Post by Tom/CalClassic on Feb 26, 2015 12:02:18 GMT -5
Hi, The first way to eliminate pushback tugs would be to inactivate the model. This will remove them throughout the world. You should be able to do this by downloading the LWcfg.xml file in the first post here: www.fsdeveloper.com/forum/threads/livingworld-autogen-source.3458/And placing it in the folder that contains your fsx.cfg file. In System 7 this is Users/[username]/AppData/Roaming/Microsoft/FSX. You will see an LWcfg.sbp file there, which is the compiled version of the xml file. I think the xml file would be read first but to make sure, I would rename this sbp file to LWcfg.sbp.orig to inactivate it. Save a backup copy of the xml file with a name like LWcfg.xml.bak. Then open the original xml file in any plain text editor (wordpad or notepad, etc.), and search for Push. You should find this section: <PushbackTugs> <ModelEntry> <!--Model: veh_air_pushbackblue--> <ModelID>{82A2760F-2871-4933-85C5-7B8125189EDF}</ModelID> <EntryWeight>5</EntryWeight> </ModelEntry> <ModelEntry> <!--Model: veh_air_pushbackgrey--> <ModelID>{D7C80684-24E2-4137-A911-9772228F7101}</ModelID> <EntryWeight>5</EntryWeight> </ModelEntry> </PushbackTugs> You can put remarks in this section, which should inactivate it. <!-- <PushbackTugs> <ModelEntry> --> <!--Model: veh_air_pushbackblue--> <!-- <ModelID>{82A2760F-2871-4933-85C5-7B8125189EDF}</ModelID> <EntryWeight>5</EntryWeight> </ModelEntry> <ModelEntry> --> <!--Model: veh_air_pushbackgrey--> <!-- <ModelID>{D7C80684-24E2-4137-A911-9772228F7101}</ModelID> <EntryWeight>5</EntryWeight> </ModelEntry> </PushbackTugs> --> I've added three <!-- and three --> to the section. You need to do this since there are already comments inside the section, which confuses the parser if you try to just put remarks around the entire section. If you don't want to remove pushback tugs around the world, make the parking spots at this airport (using ADE) something other than Gates and Cargo, like GA Large. I think they do not come with pushback tugs. Then you need to set their size to match the type of plane you want parking there, along with the proper airline code(s). BTW, I did play around with one vehicle for the FSX version of Hawaii, Al Courtney's Shell Fuel Truck, modified for this use (the wheels turn, etc.). I managed to get it into FSX and replace the default fuel truck. I didn't go any further, though, and have never released it (for no good reason). I modified the Veh_Air_Fueltruck_2_sm folder in the SimObjects/Ground Vehicles folder to use my new MDL file and textures instead of the default one. I had it shuttling around the FSX Hawaii airports just fine. Hope this helps,
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Post by Tom/CalClassic on Feb 26, 2015 12:05:56 GMT -5
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Post by triflyman on Feb 26, 2015 15:30:16 GMT -5
Tom,
Great...thanks. I'll give it a try.
I'm beginning to see I need to know a lot more about modifying files than I ever thought...I thought I was good just being able to modify a .cfg file...but that's just the beginning.
Again thanks.
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Post by triflyman on Feb 26, 2015 15:33:11 GMT -5
Forgot to say I'm perfectly happy to get rid of them worldwide. I love your Classic Scenery so much I only fly to those. Would love to see your fuel truck running around if you decide to release it.
Thanks again.
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Post by Tom/CalClassic on Feb 26, 2015 18:14:26 GMT -5
Hi, Here's the Shell fuel truck, if people are interested. www.calclassic.com/Temp/Veh_Air_Fueltruck_2_sm.zipYou: 1. Create a folder inside the SimObjects/Ground Vehicles folder called Removed. 2. Cut the Veh_Air_Fueltruck_2_sm folder from the SimObjects/Ground Vehicles folder and paste it into the SimObjects/Ground Vehicles/Removed folder. This is a backup of the original vehicle. 3. Copy the Veh_Air_Fueltruck_2_sm folder from the zip file into the SimObjects/Ground Vehicles folder. That's it - you should now have a Shell Oil fuel truck trundling around FSX airports in Hawaii, at least. I don't know where the _1_sm fuel truck vs the _2_sm fuel truck is used (it's specified in that XML file). Hope this helps,
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Post by triflyman on Feb 28, 2015 21:49:30 GMT -5
Sorry Tom...I could not get your changes to the .XML file to work. When I made the change (to the first entry and did a copy/past to all the rest) I got an error message saying my LWcfg file was in error and to remove it. When FSX started up there were no ground vehicles at all. So then I copied the change from your post (just in case I had typed things wrong) and pasted it to all the "PushBackTugs" entries in the XML file and got the same message. So then I deleted all those sections and got the same message. So then, just to see what would happen, I changed one number in the Model ID line and got the same message.
Appears there is something other file that is looking for those sections and if they are changed, just get the error message.
Any other ideas?
Oh...I did look at the other posts you mentioned but only really understood about half (or less) of what they were saying. I did try deleting the Texture files mentioned in your post but that only got me a tug looking like a block of granite.
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Post by Tom/CalClassic on Feb 28, 2015 23:09:23 GMT -5
Well, I told you that was just a guess. Start with a fresh copy, and change the GUID number of each of the two tugs by one number. They are the long numbers in the ModelID lines. That might work.
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Post by triflyman on Mar 1, 2015 20:15:28 GMT -5
I did that on just the first region and got the same error message. Guess I'm just stuck with the tug. Appreciate your trying though. When you gave me those links I was hoping there was something in those that might give me a hint of what the control file was but didn't see that. As I said there must be another file that points at the .xml file and when it doesn't see what it expects to see it just doesn't load it and then everything just disappears.
Again thanks.
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Post by Bjoern on Mar 6, 2015 13:57:04 GMT -5
You don't actually need to overwrite any original models in the SimObjects folder if you want to swap them out for new ones (that's just the simplest solution). Just make sure that their entries in the LWcfg.xml contain the new model's GUID (which can be found out with ModelconverterX if you don't have the source file) in the <ModelID> fields. Also, make sure to pick the right region that you want to change the model for (Overview here: msdn.microsoft.com/en-us/library/cc707102.aspx#Regions). The random road traffic works in the exact same way, with the minor difference that the car models are treated as scenery, not as SimObjects. So if you want to change your 2000ish default cars to Beetles, Hippie Vans and T-Birds, make a .bgl library containing these models, install them like you would install a scenery and then adapt the <FreewayTraffic> section in the region of your choice to point to the GUIDs of your vehicle models. A result of road traffic meddling can look like this.
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Post by Pixel Pilot on Mar 7, 2015 10:28:14 GMT -5
Do not click on "like this". When I did my antivirus blocked two Trojans.
Ed
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Post by FSMuseum on Mar 7, 2015 10:45:21 GMT -5
I looked at it yesterday, no issues on my end. Running Avast.
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