KCMike From United States of America, joined Jul 2004, 537 posts, RR: 0 Posted (8 years 6 months 1 week 20 hours ago) and read 4919 times:
Anyone here create their own airport for flight simulator. I have one mega airport for the fun of created. It lies in west Baltimore and serves everyone North American airline and most airlines throughout the world. Im still trying to place building in there as right now it is just an AFCAD. Anyone else have their dream airport or mega airport for flight sim?
ACDC8 From Canada, joined Mar 2005, 7623 posts, RR: 38 Reply 6, posted (8 years 6 months 6 days 8 hours ago) and read 4799 times:
Which FS version had the ability to build your own airport included? Anyone remember? It was on 3.5" disks, four of them I believe, and the last one was a scenery disk where you can build your own airport.
KCMike From United States of America, joined Jul 2004, 537 posts, RR: 0 Reply 7, posted (8 years 6 months 5 days 19 hours ago) and read 4769 times:
I dont know of any version of FS where you can build your own, but download a program called AFCAD editor or something along those lines. You can get from avsim or flightsim. From there you can edit any airport or create your own. You cant place buildings however, you can only lay down runways and taxiways etc.
Aloha717200 From United States of America, joined Aug 2003, 4424 posts, RR: 16 Reply 9, posted (8 years 6 months 5 days 5 hours ago) and read 4714 times:
Yes, I love building new airports or adding onto existing ones.
My latest "new" airport:
PHNI - Niihau International Airport
Large airport built on the south side of the island of Niihau. I built the airport to look like it was already a few decades old...you can see that the "old" side of the airport has asphault runways and taxiways, while the new ramp, new runway, and new taxiways are all concrete.
"Old" side of the airport runways: 24/6 7000 x 200, 26/8 5500 x 150
"New" runway (south runway): 28/10 7500 x 200
Main runways have ILS at both ends and high intensity landing lights and approach lights. Crosswind runway 26/8 has medium intensity lighting, takeoffs on runway 8 only, landings on runway 26 only (noise abatement Puuwai)
Airport has VOR/DME, approach/departure and tower/ground frequencies, can handle heavy jets and has two terminals, the old terminal to the north, and the new terminal to the east. Also has cargo ramp on the south. I am considering adding a military ramp as well.
I have programmed AI aircraft that fly into and out of this airport in FS2k4, and have used EditVoicepack to create the facility name "Niihau", so it's fully functional in the FS world.
Kalaeloa (PHJR), Oahu:
Restored Runway 11/29 to its original length, added new approach lighting to Runways 4R/22L, aiming point bars to 4L/22R as well as PAPI 2-box to each end, and VASI-4 to 22L.
Turned Kalaeloa into an international airport designed to take some of the load off of Honolulu. It now can support international widebody flights, main landing and departing runway is 4R/22L, while 4L/22R is used for all regional flights (Hawaiian/Aloha/Island Air, others).
Ewa ramp has also been extended to allow for more parking area for widebody jets. this is because my virtual airline PSA II is based here and has a large number of 767s that need ramp space, especially around noon time. There is also an interisland ramp on the northwest side of the airport, just above runway 22R in this image. (Note the PSX parking codes).
In my imagination here, this future Kalaeloa is linked to HNL by train and air, with flights departing every 15 minutes to and from HNL and Kalaeloa. (Commuter turboprops).
I have also added the dark look of the land around the Kalaeloa runways, in FS this used to be green grass, but in reality, it's more like black.
Kahului Airport (OGG):
I have added a parallel precision runway to OGG which is 8,500 x 150, and will expand ramp space at a later date. Runway was spaced far enough that existing roads run between the two runways, which will be built up to feed passengers to a future central terminal. Flattening the terrain around the new runway to allow for safe approaches was a real pain too, it took 14 separate flatten areas to cover it all. Also lengthened existing runway 2/20 to 7,750 feet, a project that was actually planned for real life, but never came to pass.
Honolulu International Airport (PHNL):
Major upgrade to HNL. A fifth runway has been added, south of and parallel to existing runway 8R/26L. New runway is designated 9/27 and is 11,000 feet long x 200 feet wide. Runway 27 has a 1,000-foot displaced threshold to allow for higher altitudes on Kona Wind approaches, for noise abatement purposes.
Runway 9 has ILS/GS, 27 has back course. By using texture polygons I have created land surrounding the runway, which is vegetated in the center (grass) and has a beach at the edges which merges with the FS-default beach on the old coral runway 8R/26L.
Aircraft going to and coming from 9/27 must taxi across 8R/26L to reach the rest of the airport. To accomodate the increase in traffic, plus the fact that 9/27, unlike 8R, is a landing runway as well as a takeoff runway, a parallel taxiway has been constructed next to taxiway RB. This new taxiway is designated Taxi RC and is to be used for arriving traffic only. Departing traffic will continue to use RB. Likewise, existing taxiway RH has been extended to Runway 27 and is mostly used for departures during Kona winds. Kona arrivals will still use Taxiway RC.
In the future, another terminal and ramp will be added in the space between Hickam and honolulu's interisland terminal.
Aloha717200 From United States of America, joined Aug 2003, 4424 posts, RR: 16 Reply 12, posted (8 years 6 months 4 days 10 hours ago) and read 4649 times:
Quoting Espion007 (Reply 10): Cool airports! But just how do you edit terrain mesh and create land?
It's simple and yet hard at the same time.
First of all, there are different types of land in flightsim, one of those is elevated terrain...that's mountains and valleys and such...I don't make that, because I'd have to know how to create "mesh" terrain files, which I don't know how to do.
Another type is simple flat land....you dont need to know how to do mesh to do this. Basically, if you place a grass, dirt, gravel...whatever...polygon down on top of a lake or ocean in flightsim, then when your plane is sitting on that polygon, it will no longer sink as it would do if it were on water. The plane, and the sim, "recognize" that the terrain the plane is sitting on is not water, but some other surface.
Flightsims have become so detailed now that, if you were to create a concrete polygon, a grass polygon, and a dirt polygon, all next to each other in a scenery creator, then go into flightsim and taxi the plane across all three, the plane would taxi smooth on the concrete, it would bump around on the grass, and kick up dust on the dirt polygon.
The program I use for scenery addons, mostly, is AFCAD2, which is for FS2004 only. It's much better than AFCAD1, which was for FS2002. AFCAD2 allows you to draw these polygons on the flightsim world....so basically what I did is I drew polygons south of HNL's existing reef runway, and created land there by doing so, then placed the taxiways and runway on top of that new land. Now, you can place a runway and taxiways on the water itself and you won't sink, as long as you are ON the taxiway, or ON the runway. But this isn't very realistic, and if you even slightly go off of the taxiway or runway, the plane hits the water and if crash detection is on, your flight is over. If it's off, you wind up several hundred feet in the air doing 250 knots suddenly....so creating land polygons around the taxiways is really a must anyway. You could be lazy and just draw a square, but i wanted it realistic so spent days making it look like it had a beach and everything...:D
As far as editing terrain mesh for OGG, I used flatten switches. Flatten areas are four-pointed areas of any size that you can flatten. If you want to make one in your sim, go here and take a look at how it's done:
Aloha717200 From United States of America, joined Aug 2003, 4424 posts, RR: 16 Reply 14, posted (8 years 6 months 4 days 4 hours ago) and read 4631 times:
Are you using AFCAD version 1 or 2?
Note that Version 2 is not compatible with FS2002, so you won't see those changes there.
AFCAD version 1 does not do airport scenery modifications. You can't draw taxiways with it, or ramp/ground polygons, or create buildings.
The only things you can edit with it are aircraft parking, aircraft taxi links and nodes, and other things like comm frequencies, ILS, etc.
Basically...AFCAD 1 makes no visual changes to an airport. It only changes where AI aircraft park, and where they taxi.
If you draw a taxiway in AFCAD 1 over an area where there is no currerently existing taxiway or ramp, then basically AI aircraft will just taxi on grass or dirt, or water, or whatever the surface is already in the FS world at that location.
So what changes are you attempting to see in FS2002? The only thing you will "see" is that your AI aircraft will park only in the parking spots that you have created in AFCAD. So if you didn't edit the parking spaces, then there will be no visible difference. Likewise, edits to the taxiways can cause AI to not move at all or move differently around the airport than they did before you made any changes.
Aloha717200 From United States of America, joined Aug 2003, 4424 posts, RR: 16 Reply 16, posted (8 years 6 months 4 days ago) and read 4613 times:
Quoting Aerlingus330 (Reply 15): I put a New Runway in SNN and when I put my aircraft on it at the Start...I was amongst trees...So, I guess you are right about the no Visual Change...
I am using AFCAD 1.
I'm afraid so. AFCAD1 only places a runway that the AI use as a guide for takeoff and landing, but you can't actually "see" that runway unless it already exists in the scenery. If you want to see a runway, you have to get a scenery design program such as Airport and place the runway yourself.
If you want to have some real fun building airports of your own, I would really suggest getting FS2004 and download AFCAD 2, it's so much better and anything you add in AFCAD2 can be seen in the simulator world itself. You can put an airport just about anywhere, and what you see on the screen is pretty much what you will see in the flightsim world, for the most part.
AFCAD2 has become my tool of choice for creating new airports. I haven't used "Airport" in a very long time. And Airport used to be my tool of choice a long time ago.
Let me give you an example of what AFCAD2 can do...I'll show you a couple of the airports above in default scenery, and then in the modification done wtih AFCAD2. You should see the difference....
Espion007 From Denmark, joined Dec 2003, 1691 posts, RR: 0 Reply 19, posted (8 years 5 months 3 weeks 12 hours ago) and read 4446 times:
Hey Aloha,thanks for those tips. I decided to put them to use. I took the Penryhn island airstrip,which is nothing more than a gravel strip (NCPY) for a plane that comes to it once a week into a full blown international airport.