![]() Sie befinden sich aber an den richtigen Plätzen und sind so nahe an der Realität, wie mit Library Objekten möglich. ![]() Ich habe den Flugplatz als reinen Baukastenflugplatz mit Hilfe des World Editor (WED) gebaut.ĭie Gebäude und Objekte stammen alle aus verschiedenen Libraries und entsprechen somit nicht 100%ig der Realität. Many thanks.ĭies ist Albertville (LFKA) für X-Plane 12. Links to this download area here in the Aerosoft Forum are allowed. The airfield is freeware and may not be available through other locations (websites, etc. Required for a correct representation are the following (actually!!) libraries, installed in the Custom Scenery folder: The scenery_packs.ini file you find in the Custom Scenery folder and you can edit it with a simple editor (close X-Plane 12 before). In the scenery_packs.ini the entry should be entered in the upper range (at the airports). Just copy the (extracted) airfield folder "AIRFIELD-LFKA-Albertville-XP12." into the Custom Scenery folder and start X-Plane 12. Please delete an older version in your Custom Scenery Folder. The buildings and objects are all used from different libraries and thus do not conform 100% reality.īut all objects are in the right places and are as close to reality as possible with library objects.įurthermore, I have tried to give the airport a "real" look. I built the airfield as a pure library based airfield with the World Editor (WED) After this, the 'converted' airport can be opened in Worldeditor to add anything that's missing, and then placing the scenery generated in the correct locations as per step 9 so that FG picks it up.This is Albertville (LFKA) for X-Plane 12. The key steps seem to be step 6 that converts (or removes) the incompatible X-plane objects. btg there.ġ1) Launch flightgear with the UFO at the new airport and check everything is as it should be, What I did was search for there ICAO.btg filename in the master scenery directory, make a note of the folder names, then replicate the directory structure in my custom scenery directory, then put the custom. Note the part at the bottom of the article 'Technical Details' - this is the key part for making FG pick up the custom airport.dat and the scenery models and then display it correctly - the Scenery/Terrain/xxxxxxx/yyyyyyy/ICAO.btg path needs to be the same as that in the master FG scenery directory. dat file to your custom scenery folder as described here and specify this scenery path in the launcher (-fg-scenery=/path/to/Scenery). Note i'm using the web generator as i've not managed to get terragear and genapt850 installed locally on OS X yet (still working on it).ġ0) Copy the. Put this in the working directory for now. Then download the zip the site generates that contains the airport. dat file to the flightgear airport web generator - and follow the instructions. dat file in a text editor and rearrange the first few lines as follows:Ī) First line needs to be a capital letter 'I' (as in India)ī) second line needs to the airport descriptorĬ) third line needs to be '1050 Generated by WorldEditor 2.3.1r1' (or whichever version was used)ĩ) upload the resulting. ![]() dat if required, making sure to export in X Plane 10.5 format.Ĩ ) open the resulting. dat created by the script in X-Plane World Editor to check it's got everything needed, make any edits, then export to a new. open a terminal in this directory.ĥ) in the airport directory, download the airport you want to update from the X Plane gateway by using the gateway_pull.py script - when in the airport directory: Code: Select all python2 /path/to/d-laser-fgtools/gateway_pull.py - i Ħ) convert the airport from X-plane to flightgear with the dsf2aptdat.py script - in the airport directory Code: Select all python2 /path/to/d-laser-fgtools/dsf2aptdat.py -i ħ) open the. Open a terminal in this directory.ģ) In this directory, clone the d-laser-fgtools tools Code: Select all git clone Ĥ) in the master working directory, make a directory for the airport - in my case EHKD. For Windows, you'll need to install git and python2 however this is done in windows (apologies - I don't know how to do this).Ģ) Make a directory for working in and storing the needed executables. You also need git (which comes with the Xcode tools) and python2 - OS X only comes with python 3 so the easiest way to get python 2 is to install 'homebrew' and then install the python2 cask. Should be easily modifiable for other OSses:ġ) Make sure you have some prerequisites installed - (Mac only) firstly you need the xcode command line tools - install by opening a terminal and typing Code: Select all xcode-select -install Here's what I figured out and works for me. I found the same - a lot of how to do it is spread across various wikis and it's not so clear. ![]()
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