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Everything posted by Voltaire
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Thanks bmag_20 and cammo. I'm pleased that ground transport nuts can get into RMIP-2 too I hope your project goes well pilotdaryl, people at ST seem to be in the mood for airports lately and I'm sure they'll take all the Lots they can get. Thanks SpokaneFlyBoy - it's nice to have real aviation folks appreciate my Lots. About the ALS stuff: an upcoming turf runway Lot will have plain old REILs, and ALSF-2 will be in the large airport edition. I don't plan on doing MALS/F/R because they're so similar to the SSALS/R. I was considering VASI Lots, but I wonder if it's worth doing since PAPI is so prevalent. blahdy is doing a little red & white transmitter shack; I don't remember which navaid it was, but it looked nice. kaji, ace_bovenopdeberg: I'm flattered that you trust me to work on your models, and I may be able to in the future. But for now, I'm still learning how to use the BAT, and I've got many projects running at once. Your jetways are good kaji - when properly textured, they will look very authentic. ace_bovenopdeberg - The models are quite good, I'd just change the flexible hood into a tunnel instead of a solid block, and maybe dress up the support frame a bit. All the textures look done except the solid-walled walkway sides. The fix may be as simple as stretching the bitmap, to remove the banding effect. If you want, I can help you with the process of getting the model into the game. Once that's done, you could release it and get credit for the great work you did. The diagonal taxiways will be in development soon Wierd, I've gotten sidetracked with apron Lots. I've made a new little airport, I wanted a more complex layout than WCM at a different site within the same region. The next RMIP-2 volumes will be tested here. I did a qwik-e terminal in the LE for the RJ85 jetways. Modular versions of these textures will be in a future release, the current batch is specifically for this apron. I have some modular pieces for Cessna and Sabreliner tiedowns put together. There are 15 Lots so far. And for the four-prop... new portable stairways! (Back in the day, you had to walk from the terminal to the airplane outdoors) That's it for now. I've got more apron Lots and small BATs on the drawing board for next week, and perhaps a new UDI lot after that.
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Just when you think it can't get any better... it does. Great work buddybud, I will use the NAM ped bridges ten times as often just to have those wallkways around my cities.
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Outstanding. Really, there's no other word for this stuff. I love how effectively the wall angle and deep arches hide the boring terrain underneath. The overpass, zone-behind, and tunnel pieces are great too. There are dozens of spots in my region these would be useful, and not just for sunken highways.
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The pic is quite helpful, there's one obvious problem: there should only be one (active) Display Adapter. Did you install a second copy of the driver by mistake, instead of updating the first one? Disabling (better yet, removing) one of them may clear all this up. And btw, Intel issued a new driver for the 82915G chipset last month. Follow the update instructions in the readme. Secondary issue: You have "built-in video", not a true video card. Meaning that some of your normal RAM gets used up just running the monitor screen. That's why you get funny numbers for the RAM size. Gmax can use either DirectX or OpenGL to access the display adapter. Windows is always using DirectX, to draw window borders, toolbars, etc. Setting gmax to use OpenGL avoids many problems. I actually get better perfomance with OpenGL too. Here's the spot where you can change it, if you want to: Customize menu > Preferences > Viewports tab > Display Drivers group > Choose Driver button > OpenGL radio button @onlyplace4: didn't mean to steal your thunder, I just happened to be around tonight :: Edit: fixed links and text. stoopid server timeouts...
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You might want to try setting gmax to use your video card's OpenGL driver, rather than DirectX. It worked for me.
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Nice airport ace_bovenopdeberg, that's what I call a taxiway maze! It's the first time I've seen both RMIP editions used to full potential - thanks for sharing. I especially like the way everything is spread out, with proper runway and apron clearances which give planes room to maneuver and park. The central terminal/parking/hotel area is nicely done too.
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Break over. I've wanted a properly-done jetway for the Avro RJ85 since last year. Couldn't find one anywhere on ST, so I did it myself. The flexible "hood" fits right onto the fuselage without gaps. The walkway's height-adjuster is tilted down, emphasizing the fact that this is a small aircraft. About that 1-tile full width piece: I can understand where you're coming from P2U, especially if you're retrofitting an established airport. However it's practically un-doable, because the centerline dash and shoulder stripe patterns require 2 full tiles. It just wouldn't look right. Btw, I made the centerline dashes half-scale; the full-size pattern would repeat every four tiles, doubling the current lot length. Imagine the layout troubles we'd have with that!
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The wide runway style will be in a later release, months down the road. They will be updated versions of RMIP 1.0 concrete runways. That's a nice little layout magpieshooter. Two things, though - the runway designators are upside-down (they should face the nearest threshold), and the shoulder marks need to be reversed halfway down the runway [>>>>><<<<<], as if they were extensions of the blast bad chevrons.
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Thanks everyone for the rating stars, 9/10 is really nice. You're right shapedy, I need to unplug for a bit - I pushed pretty hard over the weekend to get this done, and I need to decompress. I'll fiddle with bits and pieces of Volume 2 soon. There may be enough ideas in the works for a Volume 3; it all depends on how I split things up. I managed to find CAA documentation on airport design, I'd like to know if there's any interest in UK-style taxiway shoulders and runway markings. It would be months before I could get to it, and several weeks to actually make it happen; I can't justify the time expense unless there is serious interest out there. I expect it will be 2-3 weeks for the next installment, so until then... enjoy volume 1!
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Now. :: Edit - Please remember to rate it, it would be neat to have one of my stex files have its stars filled in
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Hi folks, a small update: I've run through the icons twice so far but I'm still not satisfied. I'll need to take a couple extra days to get them up to snuff and finish the readme. allan I know exactly what you mean, doing it that way would be elegant - but I can't, because the new textures are not layered the same way as the old. Besides, I want to improve the concrete textures so they aren't quite so plain. Thanks teddyb - just a few more days to go. The end of this weekend may be doable, but I'm shooting for a Monday release.
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Project Notes - Just to clear up a possible misperception: this entire project has been my own creation from start to finish, I've not been collaborating with anyone. - This new edition is built from scratch, I did not start with the old Lots and do updates. Every single texture and Lot is new, right down to the nuts-and-bolts stuff like building exemplars and cohorts. The idea is to make this better internally, not just visually. - As a consequence of starting fresh, it's possible to combine RMIP-2 lots with whatever airport pack you like. I myself use terminals by dannyboi888 and jtieman in addition to the SimWings Airport Pack. - Your Airport Menu Will Be Long. Having eighty items allow for thousands and thousands of layout options, the tradeoff is a long list of icons. - I cannot find a free-of-charge copy of ICAO regs, they seem to be available only in print form. Europe's JAA rely on ICAO standards, so that's a dead end too. Unless I find an online version of ICAO Annex 14, the readme will only contain rules for American and Canadian runways. - There is a standalone helipad Lot included teddyb and allan, but the UDI helicopters can't use it. Two reasons for that: you can't land a UDI helo manually, and it will only land itself on the Lot it spawned from. The lots have passed my QA testing for compatibility. For anyone wondering, here is my test program: New Region - New city - build lots - save/exit - re-enter city - query - demolish - exit without save - re-enter city - demolish - save/exit. The above sequence was carried out under the following conditions: 1. No plugins installed 2. SWAP 2.3 installed only 3. SWAP 2.3 installed plus Swamper's support file 4. SWAP 2.3 without airportdevelopertype .dats, but with support file 5. All of my plugins and modds installed. So, as far as I can tell, my new Lots play well with others. Now, here's the last 2 pics for this release (I think): FD Air Service Shield ----------- Overview of Lots (caution: 580KB) <<< click an image caption to see full-size pic There's a total of 80 Lots. I know some look the same as others, they have different edge light configurations which didn't show up in the pics. The next step is making icons; I'll be using line drawings this time, instead of pictures. Depending on how fast that goes, I may be able to release this within a week, give or take a couple days. The two things you mentioned are acutally the same issue allan; the planes will be able to drive around and land. It's not really transit-enabling, because it's not path-based: all it takes is a pair of props on each lot. Thank you vester, gradonacelnik, and chocolatemax, I'll take all the bunnies I can get! (...must remember to purchase more rabbit food...) There won't be much to show between now and when this is released, because all that's left is the readme and icons. So the pics will stop for a while, but I'll still be around. :: Edit - fixed both pics (serves me right for re-using old code). I really really really want the preview function back! ::
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2-box PAPI -------------------- UDI Apron <<< click an image caption to see full-size pic Project Notes - Modding of the Lots continues, it will certainly take the rest of this week if not longer. - A 2-box PAPI will be part of this release. - helipads are finished (new textures, windsocks). The UDI apron is 2 tiles wider to accomodate the changes. - custom agency logo for the water tanker's parking tarmac. (better pic later) - the MALS lighting option will be dropped, it's identical to the SSALS prop now that the green threshold lamps are gone. SSALS/SSALR and ALSF-1 will be in this release. - because of the way occupant groups work, the grass lots and fences will have to be in the Parks menu to appear green in the region view. Thank you shapedy, I didn't want to say it myself... sometimes I'm too much of a nice guy for my own good. Not this time... piltodaryl, you need to learn some etiquette, starting with the fact that your requests will not be taken seriously unless they are few and far between. And I am perfectly within my rights to ignore every one of them. Secondly, you should be more polite to those who might be willing to help you in the future. FYI, airports use load-bearing in-pavement light fixtures, not just raised fixtures - that's why centerline and TDZ lighting is even possible. The same in-pavement lamps are used where runway edge lighting meets a taxiway (or another runway). The lights in my exit taxiways and thresholds are correct. The lineup of Lots in this project is very close to complete. I will post a pic of them individually laid out on the ground this weekend.
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++ WCM Update 5 ++ Edge Lighting and Perimeter Fence Installed RMIP-2 Textures created to date: 235 RMIP-2 Lots created to date: 73 RMIP-2 Props created to date: 18 Perimeter fence ------------- Nite Lights <<< click an image caption to see full-size pic The fence close-up shows the 3 pieces made so far (straight, diagonal, curved corner). I really like the night view, with the edge lights thinned out it looks more like an airport, less like a casino. This set of runways & taxiways will have edge lighting only; the large runway set will include TDZ and centerline lighting. It's more accurate that way - real world small airports don't have fancy light systems. Thanks shapedy and teddyb. I do take some level of pride in the quality of this stuff, even though it's just a hobby. I still have SWAP 2.3 installed and there are no conflicts, same goes for Swamper's support file and the dozens of modds and plugins I use. Next update should be mid-week, when the heliport and a few other odds & ends get finished.
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Project Notes - There will be a basic fence pack in the initial release; I have some green chain-link ready to go. - I am in the process of installing edge lighting. There will be some changes from before: fewer lights on runways & straight taxiways, and all the turns will be properly lit. The overall effect should be to thin out the sea-of-lights somewhat, and it will be more accurate, too. - The ALS props will not contain green threshold lighting. This will simplify things quite a bit in terms of combining threshold lots with approach lighting. - The ALSF-2 is too wide for the asphalt runways, so I made an ALSF-1 which fits in nicely. The ALSF-2 will get released later, with the concrete set. - The UDI ramp will be changed to include accurate heliport markings and lighting. - The diagonal taxiways have turned out to be more complex than I thought - 25 Lots in planning so far - so they'll have to wait for now. I will make them a separate release later on (1-2 weeks extra time should be enough) - I think this stuff is looking good enough for an early April release. I still have to modd and re-icon 73 (!) Lots - but it's going faster now that the props are nearly done. Thankyou much mutter and canuck, I do appreciate the support and patience. You're correct, RMIP-2 Lots are external dependency-free, and none of the pieces function as a passenger terminal. It's easier to make them like that, and safer to use them like that. Sorry I didn't update during the week, I had network issues after a NIC re-install. Gremlin infestation, most likely. I'll get some pics together later today and update this post, it's so late right now I can barely type...
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++ WCM Update 4 ++ Completed Taxiway signs and UDI Ramp RMIP-2 Textures created to date: 235 RMIP-2 Lots created to date: 54 RMIP-2 Props created to date: 15 Taxiway E sign array ---------- UDI Ramp --------------- Overview <<< click an image caption to see full-size pic First pic is the many signs that go along with a taxiway crossing a runway. Of the 12 signs in view, eight are part of the exit taxiways, and four are free-standing. The second pic shows the preliminary UDI ramp Lot. I'll probably replace the helipads with something more accurate. One kink with UDI is that the planes land themselves, so they need a "runway" on the Lot they come from. My solution is to make them land on the apron itself. Not realistic, but it works. You might notice less grass lots in the overview - I am planning some upgrades in that area, so watch for another update this week. I have been working on moving this project closer to release. Modding of the Lots is in progress, and the props are close to finished. I've begun work on some interesting configurations for the UDI parking. Also in production are grass & apron pieces which allow planes to drive across the ground, and perimeter fencing of various lengths and angles. And I seem to have forgotten diagonal taxiways until now [duh!], I'll get to those shortly. I've also begun writing a new readme. The spacing of markings will be explained pictorially this time, to alleviate confusion about proper placement. Given enough time, I will address differences between FAA, Canadian, and ICAO standards. Unfortunately, the custom ground lamps are out, because they simply will not show from all 4 directions in every zoom level. The game's rendering engine doesn't handle them properly. It does render scripted s3d-based animations very reliably, but Maxis have not make the BAT capable of exporting animated scenes. There were rumors in the Modding threads about a possible solution in the works, but to my knowledge none was found. I already have working models of ALS sequenced flashers and the 2-sided lamps; when I am able to make props from them I will. Until then the Maxis strobe lights and blinkers will have to do. I don't have a beta release planned Yoman, as teddyb noted I take my time and test 'em myself. Thanks for being patient with this folks, trust me it will be worth the wait!
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A General Project Update. I spent some more time on the ALS this weekend. The length requirements I posted some time ago have been cut in half, at least for the Lot itself. The lights overhang the Lot boundary, so it's possible to extend the prop over a Blast Pad right up to the Threshold. Only the ends & center of the Lot need to be on level dry land, so it's possible to put sunken roads between light trees, or even build on islands! >>click here for full-size pic<< I think I forgot to mention the new custom query box before, I made it last month. I haven't modded the build & budget costs yet, so don't get excited about these figures! The prop in the pic has been customized for my specific needs - the transparent base texture will not be part of the final Lot, because it's a Reader hack which I don't feel safe releasing. The small edge lights are still giving me trouble. Increasing the LOD helps a little, and rendering many together also seems to help. I am trying some variations on the basic model; hopefully I'll find something that works soon. I really want this little prop to work, so that I can make double-sided lamps. For example, taxiway lead-on/off lines should have an amber-green-amber pattern when seen from the runway, and all-green seen from the taxiway: Neat, eh? Only if I can get it to work at zoom levels 2 and 3 ... The other area of progress has been with the taxiway signs. They're ready to go, I just have to place them in their Lots. Some will be integrated into taxiways, others will have their own Lot which you can place wherever needed. Thank you Toxic, skyscraper, tag_one, mutter, and teddyb. Yes that block texture is the final look of the taxiways, it is different from the apron on purpose. That sort of visual contrast happens a lot at real airports; you'll rarely find that all the pavement looks the same. DPMorse that file was technically a modd, so it should be listed in the "Modds & Downloads" area, when it comes online. This has become one of the more popularly viewed threads in the STEX forum, so thanks to all you lurkers for stopping by again and again! And about those wide runways: not yet - but soon. Gotta finish the props and UDI first.
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This is great! Pages served much much much faster than before, per-user viewing customization, collapsible side-frame... Great! I use mozilla browsers on windows and linux btw, and (thus far) the new BB software looks nice on both. I know that's not always the case (the official SC4 site was IE-only for years), so hats off for taking care of us alternative-browser users. I must second beebs' sig: those who expect this site to work flawlessly right now, during a major upgrade to the database, frontend, and hardware, should cool it. Go play the game for a while instead of pointing out little frontend-GUI issues. Dirk and the admins are pretty sharp folks, they've done this before and it's going to be worth the wait. Thanks to dirk and the d.u.c.k.i.e.s. for letting us in early - after a week without ST I was definitely in withdrawal!
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++ WCM Update 3 ++ Completed Asphalt Runway Texture Replacement RMIP-2 Textures created to date: 227 RMIP-2 Lots created to date: 36 Runway Nine --------------- Runway Two-Seven ------- Overview <<< click an image caption to see full-size pic (1280px images have been resized to 960px wide, for your non-fullscreen viewing pleasure) The addition of my new shoulder textures and markings punches up the overall look of the airport very well. The true-scale markings and designators kinda give away the fact that this is a short runway, just as they would at a real airport. The new skid marks fade in gradually at the first touchdown zone, for a more authentic look. I really like how the taxiway & runway shoulders mesh, it gives a sense of physical continuity that was missing before. I have experienced some considerable frustration with (ironically) the smallest component of the whole project: the small rounded prop light I showed back on page one. It renders fine in gmax, looks great in the LE, lights up like it is supposed to - but only appears at zoom 4, 5, and 6. I set the prop to show up in all zoom levels through the Plug-in Manager, and all the FSH images look OK in the Reader. It's driving me nuts! I may be forced to use the Maxis antenna-beacon lights again, though I would really rather not. SG's new Heliport has a working blue prop light that is essentially the same as what I am trying to make, so I know this is do-able. If any Experienced Prop Makers are reading this, I would like to request some help on this matter. Is this is a known problem of small props? Should I just add invisible extra parts, to artificially increase the LOD dimensions? Are there settings in the prop exemplar I need to change? kaji, you probably should contact Swamper when you're ready to modd the terminal piece which actually functions as an airport, since he came up with the solution to SimWings' problems. Only one piece will be modded like that though, the rest will be relatively simple eye candy. The UDI stuff has been on hold while I work on props mutter, but that isn't a bad idea - if it doesn't break the Lot, I might put more UDI aircraft in there, even the helicopters. IF it doesn't break the Lot. One more thing for the "experiments to do" list... I haven't decided whether to expand this airport, or start a new one for the wide runways. I've got that grass-covered corner earmarked for UDI lot development; the south side of the city is unfinished because I got tired of plopping trees after a while!
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++ WCM Update 2 ++ Completed TWY & SWY Texture Replacement RMIP-2 Textures created to date: 156 RMIP-2 Lots created to date: 17 Runway Nine --------------- Runway Two-Seven ------- Overview Improvements since last update: - Taxiway centerlines are now included at thresholds with exit taxiways on both sides. They are interrupted for all runway markings. - larger Stopways which match the new runway shoulder texture and chevron color - a full set of Apron-side taxiway Lots, for seamless transitions between green-shoulder tarmac and apron asphalt - city tile developed and populated In addition to the apron-side Lots in the pics, there are more which allow taxiways through the middle of an apron. ron01 the links you provided are nice little summaries, and a couple of the pics may be useful. But I prefer to work straight from FAA Advisory Circulars because they have comprehensive information, including scale diagrams. I have a collection of ACs on IFR approach minima, aircraft design groups, airport lighting, airport markings, and so on. I also refer to the USDOT Standard for Terminal Instrument Procedures (TERPS), which has very detailed information on flight rules. I am not into recreating real airports, if I was I would never have time for this project. Real-scale large international airports like KDFW would occupy four large cities; even I don't have the patience for that. Look in the Omnibus and the forums pilotdaryl, there's plenty of information on making your own textures. Who knows, you might even get good at it! You really should start your own thread though. I refuse to think of this as a competition: there is no rule saying there has to be one airport pack, one runway style, or one modular terminal. Giving the SC4 community more choice is what making custom content is all about. If you make your Lots, and I release mine, AMP, AI, and SimWings release more, and blahdy comes back and finishes his, then people will have many choices when it comes to the look of their custom airport. And that will be a very good thing. Swamper, I'm still working on that UDI issue, just wanted to say thanks for the quick replies. I've switched it from a Landmark to an Airport (didn't help), now I'm looking deeper into the Maxis exemplars and constructing some test lots. Don't worry kaji, modding isn't that bad - it just takes patience, practice, and a test city that you can delete when things go wrong. Thanks sim_xiziz, toxic, and your_address_here. I'm making progress, but there's a long way to go! I keep seeing requests for diagonal runways, so here's my answer: I've considered the possibility, but they would be extremely frustrating to make. Hundreds, possibly thousands of textures would be needed to convert existing RMIP runways and taxiways, and probably six months (or more) of my time. So it's really not something I want to do. Stay tuned folks, I still have a few tricks up my sleeve, but I want to make sure they're do-able before I write about them here.
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Date: 2/15/2006 8:49:46 PM Author: Swamper77 The Maxis airports have 0,0,0 as their Parent Cohort. I suspect you built these lots from park lots, so you need to 'zero out' the Parent Cohort.quote> I have a custom built-from-scratch building exemplar Cohort which all RMIP-2 Lots inherit from. It is not taken from a park or landmark building exemplar. The two Occupant Groups specified in the Cohort are Building: Airport and Building: Transportation. If I specify further Occupant Groups in the child exemplar, do they override the parent's? Or does the child's Occupant list get merged with the parent's? Maybe the Landmark occupant group (in the child Lot) is the problem, I only added it so that the Lot would show up in a menu. I can copy all the properties from the Cohort into the child, then zero out the ParentCohort. But I like having a Parent which I can change things through, rather than hard-coding little stuff into every Lot, such as pollution radii, plop/budget/bulldoze cost, etc. : Edit - if there is a reference manual on this sort of stuff, I would love to have it... that way I won't have to keep bothering you with programming spec issues like this :
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Thanks swamper77, but I've already put occupant group 0x00001517 in there; I couldn't drive the planes at all without it. And I've already placed the invisible props that come with the landing strips, which is how the gnomes can drive on the ground. I have additional occupant groups in the buiding and its Parent Cohort, I will try shuffling them around to duplicate the Maxis landing strips. I have noticed something called 'Resource Key Type 1' inside the Maxis airports, could that have something to do with it? Thanks teddyb, shapedy, freedo, and toxic, I hope I can get these mods into a workable form very soon. I have not given much thought to joining a team, I am going to remain independent and tackle this by myself for now. Plus, I am developing way more BAT and Mod skills working on my own.
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Not an update, just an announcement: I have discovered how to UDriveIt-enable the Lots to allow aircraft taxiing and takeoff/landing. Now I have to make sure it's a scalable solution. There could be dozens or hundreds of these ground-movement lots in an airport, I have to make sure they don't unbalance something in the game. I also have figured out how to make a special-purpose Lot which spawns the three UDI aircraft gnomes. Even with modds in the building exemplar, it does not show up as an airport in the query box or the region view, so I feel like I am on the right track. The 3 planes show up in the UDI menu as soon as the lot is built; however, none of the UDI missions for those planes get activated. At this point, it's Free Drive only. If someone knowlegable in the area of Automata/UDI is reading this thread, please let me know what I can do about activating the missions, I would really appreciate the help! :Edit - added pic of UDI plane taxiing onto DTH:
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++ WCM Update 1 ++ Partial TWY Replacement & Partial RWY Threshold Replacement RMIP-2 Textures created to date: 125 RMIP-2 Lots created to date: 8 (click for full-size images)(hit refresh if these don't show up the first time) I have replaced portions of the taxiways with lots shown my first post. It's not obvious, but almost 20 textures have been revised to improve the way the lots look when fitted together. The Displaced Threshold lead-on line was revised to look thinner. And the runway shoulder striping is now an overlay, to avoid the compression crud that appeared when it was in the base layer. No new lighting installed yet. Major reconstruction of all asphalt runway textures is underway; new features include a longer centerline dash, scale-accurate designators & arrowheads, and longer stopways. I have revised and improved the Maxis asphalt pattern to eliminate FSH compression artifacts, like those little black dots that showed up at zoom 3. OK, just for everyone's future reference, to ease confusion: RMIP-2 is not a full airport pack, therefore I won't be making terminals, hangars, aircraft, ATC towers, or any other props besides the lights I have shown already, and perhaps a de-icing scaffold. Between the textures, ground lighting and ALS, I already have enough to occupy me for a long time! Glad you're interested pilotdaryl but I cannot give a release date. Please understand that making quality Lots which function properly takes time. I'll have put hundreds of hours into this by the time I am finished, and I honestly have no idea when that will be. Trust me, in the end it will be worth the wait. Hope you liked the first update kaji!
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I had an idea about how to present these lots as I complete them (other than simple screenshots): from now on, I'll show pics of my airport as its runways, taxiways, and lighting are converted from SWAP pieces over to RMIP-2. Sort of an extended before-and-after presentation. This first shot shows the starting point - a medium municipal airport, built with SWAP 2.3 pieces only. I made up an FAA-style airport diagram to show details of runway dimensions, taxiway designations, building names, etc. etc. And yes, I know there's no parking, or anything else outside the airport - I'll work on that too, as time goes along. (click to see full-size pics) (hit refresh if they don't show up the first time) Willamsport - Pete Conrad Municipal Airport (WCM) provides access to general and commercial aviation for the 585,000 sims of the greater Williamsport area. Over 80 light aircraft and business jets are permanantly based here. Fuel, provisions, and repair facilities are available through a Fixed Base Operator on the west side of the GA ramp. Commercial airline service is handled through the main terminal. The airport has become quite popular with business and leisure travelers, averaging annual enplanements of about 90,000. From a design standpoint, the airport is built to handle a moderate to high volume of traffic consisting of light aircraft, business jets, and regional jets. Maybe an occasional B737 or A318 which is way under its Max Takeoff Weight (MTOW). Nothing spectacular, but it looks nice, and is appropriately sized for the region it is part of. Thanks DJGspinNhitz, I think these lots will really pump up realism of the airport grounds. As soon as some more BAT-ed terminal projects are completed (JetBlue, AI, AMP) then we'll really have something! A final note, on the stock SC4 airplane automata: I have figured out what exactly they are, after lots of research I am pretty confident of this: Single-Prop is a Cessna 150 or 152 Civil Four-Prop is a cross btw. Douglas DC-6 (wings) & Lockheed L-188 Electra (tail section) Military Four-Prop is a Lockheed C-130 Hercules Business Jet is a Rockwell Sabreliner 40 Regional Midjet is a BAe 146-200 / Avro RJ85 (name changed 1993) Jumbo Jetliner is a Boeing 707-120 Widebody Jetliner is a Boeing 767-200 Not sure if this info has been written here at ST before, but I haven't seen it in any thread I've been to. Just thought it might be interesting to airplane nuts who read this. If you're bored, look them up in wikipedia some time, they're all significant planes in aviation history. ::edit - fixed image links broken by 5.0 upgrade::
