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Tutorial
AI traffic
in FS2004
How
to
adjust AI traffic to your wishes in FS2004
This tutorial is available in PDF (with colors
- black
& white)
Contents
Do you
still have questions about AI or suggestions for this tutorial: contact me
1.
Introduction
Microsoft’s
Flight
Simulator
2004 contains Artificial Intelligence (AI), enabling to generate
traffic as well as ATC (Air Traffic Control). Both are integrated so
that besides the communications with your own aircraft, you will also
hear those between ATC and others.
The
first aim
is of course to
replace the annoying Orbit,
Landmark and others by real airliners of your choice.
Further,
you
want to have more gates on the airports to accommodate your expanded
traffic. There is one man who has made all that possible for us: Lee Swordy.
His famous
TTools
and Afcad
programs will enable us to add a lot of realism to our airports.
However,
we should
also not
forget the hundreds of developers and repainters providing us with
wonderful aircraft.
Notes to the text:
To make a clear
difference in this text:
- all folders
are
coloured in xxxxxx,
files in xxxxxx
and
executable programs in xxxxxx
-
all hints and procedures are marked in xxxxx
- all what"s important is xxxxx
2.
Installing aircraft
A
lot of aircraft are specially designed for AI traffic. They are
usually not so complex as the ones we like to fly with, but are
framerate-friendly.
The
bigest
supplier with the largest variety of freeware AI planes is ProjectAI,
which has
recently merged with FSPainter. The latter was
more specialized in aircraft with different versions of the same type
(e.g. B747 with Rolls Royce or with Pratt and Withney engines, etc) . Another
supplier, still with a limited choice of types, but with very framerate-friendly planes is AI Aardvark.
ProjectAI
has installers for certain a/c packages but additional aircraft are
very easy to install manually.
Let
us
first consider the software architecture of an aircraft.
Each
type
of aircraft (Boeing 737-400, Boeing 737-800, Airbus 320, Airbus
330-200, etc.) is represented by a folder in FS9\aircraft which
contains at least
the following subfolders: model, sound, texture,
and two
files xxxxxx.air
and aircraft.cfg. (A panel
folder is
usually not present
because AI planes do not need a panel)
The model
folder contains two files: model.cfg and xxxxxx.mdl.
The first file is a configuration file refering to the second file. The
second file contains information about the aircraft model, among others
the definition of the aircraft radius. The latter
is very
important because it will play a crucial role on the parking choice at
an airport.
The sound
folder contains in most
cases only a
configuration file sound.cfg
defining the
set of sounds for the aircraft.
The
texture folder is the painting for the livery.
So, for each livery one needs a texture
folder
with an appropriate extension. It is a custom to use the airliner code
for this. For instance, one has folders such as
texture.AFR (for Air France plane), texture.BAW
(Britisch Airways plane), etc. Each texture folder
consists of two files
which are xxxxx_l.bmp
and xxxxx_t.bmp. The
latter is the
daylight
texture and the first is the darkening textutre for evening and night
effects.
The xxxxx.air
file contains the flight
dynamics of the aircraft. This is very important because AI requires
rather great demands on these flight dynamics. Moreover, these
dynamic characteristics seem to behave differently in FS2004 in
comparison with FS2002.
HINT:
Always use the appropriate
.air files for
AI aircraft in FS2004.
For
ProjectAI aircraft one needs presently version
6
(made by Oliver
Caspers)
For
the
moment they can be downloaded in different sets at ProjectAI
The
aircraft.cfg
is the
configuration
file for the aircraft. It is easily editable and the most important
file for the user in
that
respect
The
structure of this file is as follows:
(i)
it contains a text
block of
information which is directly related to aircraft behaviour and
contains data
(external
parameters) for
the
flight dynamics, in addition to those in the .air file
(internal parameters)
An
example
of such a text block for the Airbus 320 from Project AI looks as
follows:
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
[General]
atc_type=AIRBUS
atc_model=A320
editable=1
performance=Enter
your performance information here.
[pitot_static]
vertical_speed_time_constant
=
1
//Increasing this value will cause a more instantaneous reaction in the
VSIVe
[WEIGHT_AND_BALANCE]
max_gross_weight
= 166445.0
empty_weight
= 93000.0
reference_datum_position
= 0.000, 0.000, 0.000
empty_weight_CG_position
= 0.000, 0.000, 0.000
max_number_of_stations
=50
station_load.0
=40000.0,-6.0,0.0,0.0
;Moments
of Inertia
empty_weight_pitch_MOI
= 3272439.000
empty_weight_roll_MOI
= 2162183.000
-etc
- etc - etc.....
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
(ii) it
contains a second
block with
information about all the liveries
of that aircraft type and appears as follows: (the meaning of
the
most important lines are given)
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
[flsim.0]
<---------- IMPORTANT:
subsequent number for the
various liveries (always starts with 0)
title=PAI
A320 Air France <---
IMPORTANT: title
of the livery (needed for
aircraft definition in the traffic)
sim=pai322v6
<----------
IMPORTANT: used .air file for flight
dynamics (similar for each livery)
model=
<----------
extension for model
folder
(usually no extension - the
same
for each livery)
panel=
<---------- extension
for panel
folder (usually no extension- not needed)
sound=
<----------
extension for sound
folder
(usually no
extension
- the same for each livery)
texture=AFR
<---------- IMPORTANT: extension
for texture folder
(different
for each
livery)
kb_checklists=
kb_reference=
atc_id=F-ALJU
<----------
Registration number used by ATC
(only used in the case
VFR is used in the flightplans - see further)
atc_id_color=0xffffffff
atc_airline=Air
France <---------- IMPORTANT:
Callsign
of the company
(see also adding callsigns)
atc_flight_number=456
<----------
Flight number used by
ATC
(is usually overruled by the number given in the flightplans)
ui_manufacturer=Project
AI
<----------
IMPORTANT: 1st
level subdivision of the a/c in the aircraft viewer of FS2004 (all the PAI
aircraft are usually catalogued under
ProjectAI in order not to mix up with flyable a/c)
ui_type=Airbus
A320 <----------
IMPORTANT:
2nd level subdivision
of the a/c in the aircraft viewer of FS2004
ui_variation=Air
France
<----------
IMPORTANT: 3rd
level subdivision of the a/c in the aircraft viewer of FS2004
description=Project
Ai A320 Only for use with Ai
Traffic!
<----- text appearing in the the
aircraft viewer of FS2004
atc_heavy=0
<--------- If = 1 ATC will add "heavy"
visual_damage=0
atc_parking_codes=AFR
<----------
IMPORTANT: Aircraft
will park at
the gates containing this code (or to "blank"
gates)
atc_parking_types=GATE
<----------
IMPORTANT:
Aircraft
will
park at a Gate (alternatives are CARGO, RAMP, DOCK, etc. (see
further)
(if these two lines
are
not present, you can also put them here in another way - see further)
[fltsim.1]
title=PAI
A320 British Airways
sim=pai322v6
--
etc - etc -
[fltsim.2]
title=PAI
A320 Iberia
sim=pai322v6
--
etc - etc -
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
Now
that we
understand all the features of the a/c type folder, we can proceed with
the installation of aircraft
How to
proceed with
aircraft installation
- Downloaded AI
aircraft files usually contain firstly the
two texture
files (often in a texture.XXX
folder) and
in most cases an
additional aircraft.cfg
file or simple
text (read-me.txt) file.
- Put
the texture folder
with its extension XXX
(or
create one and put the
texture files in
it) in the aircraft type
folder
- Cut
the
text part of
the delivered aircraft.cfg
or text file
and paste it into your aircraft.cfg
file
- Replace
XX by the
right subsequent number in the heading [fltsim.XX] - don't forget it
and always check if the numbers follow each other! Otherwise the
aircraft that follows will not show up!
- If
the
text file is
not delivered, copy and paste a complete block in your aircraft.cfg
file from another livery and replace the contents of: title= ; texture= ; atc_airline=
ui_variation= ;
atc_parking_codes= appropriate for the liverry and
according to
their meaning given above. Don't forget to change the [fltsim.XX]
number accordingly.
- Check
in
FS2004 if
the aircraft can be made visible by using the option "select aircraft".
3.
Installing flightplans with Ttools
In
order to
accomplish
this you need the program TTools.
TTOOLS created by Lee
Swordy (latest
version: ttools202.zip - all
former versions only works with
FS2002)
This freeware program can
be downloaded from various sites (AVSIM, ProjectAI, etc.)
What
does Ttools do?
This
program creates a trafficxxxx.bgl
file from compiling three
textual imput files Airports.txt
, Aircraft.txt and FlightPlans.txt.
Also
it will inversely decompile
the trafficxxx.bgl
file into the three text
files.
In FS2004 there
is an
advantage that you can create as much traffic
.bgl files separately as you wish with names all begining with
the"traffic". All these files are automatically placed in the folder FS9\SCENERY\WORLD\Scenery.
Ttools
now enables you to define your own
aircraft,
using the appropriate flightplans and to fill up the list of airports
where
you want to see traffic (all 23760 airports are not defined
for traffic)
TTools.exe enables to compile
or to decompile the traffic file. CollectAirports.exe will make an
airport.txt file by extracting all airports available in FS2004 (also
those who didn't have default traffic)
The
text files look
as
follows:
______________
Airports.txt
..............
EDDM,N48*
21.44',E11* 47.10',1483
EDDN,N49*
30.13',E11* 4.60',1043
EDDP,N51*
25.67',E12* 14.12',463
EDDR,N49*
13.08',E7* 6.50',1056
EDDS,N48*
41.61',E9* 13.25',1266
EDDT,N52*
33.82',E13* 17.20',121
EDDV,N52*
27.85',E9* 40.95',180
EDDW,N53*
3.09',E8* 47.13',13
................
This
is a list of
airports
where traffic is available (If you have used CollectAirports this list
should be practically complete).
Each line contains the ICAO code of the airport, its
coordinates and its elevation in feet.
____________
Aircraft.txt
...............
AC#2344,477,"PAI B773 UAE"
AC#2391,490,"PAI B744 EVA"
AC#2392,480,"PAI B763 EVA"
AC#2393,470,"PAI B762 EVA"
AC#2394,490,"PAI MD11 EVA"
AC#2395,450,"PAI B752 EVA"
AC#2541,454,"PAI B752 ICE"
AC#2671,429,"PAI B733 KLM"
AC#2672,439,"PAI B734 KLM"
AC#2673,430,"PAI B738 KLM"
AC#2674,430,"PAI B739 KLM"
...............
This
is a list of all
used
planes.
Each line consists of an aircraft number (e.g.
AC#2393),
its cruise speed (e.g. 470) and a description which should EXACTLY
correspond to the title of the
aircraft
in the aircraft.cfg file of the corresponding plane
e.g.
...............
[fltsim.0]
title=PAI A320 Air France
(or
title=PAI A320 AFR)
sim=pai762v6
...............
_____________
FlightPlans.txt
...........
AC#1003,I-BIXP,20%,24Hr,IFR,10:30:00,11:15:52,270,F,1779,LICJ,12:14:57,13:00:49,280,F,1784,LIRF,
15:00:00,17:03:43,350,F,0208,EGLL,18:54:51,20:58:34,350,F,0209,LIRF
AC#1004,I-DUPA,20%,WEEK,IFR,6/16:19:49,6/21:31:42,370,F,0850,GOOY,0/00:04:56,0/05:16:49,350,
F,0851,LIMC,0/08:44:11,0/17:30:03,350,F,0626,KORD,0/20:48:56,1/05:34:48,360,F,0627,LIMC,1/08:09:23,
1/19:31:58,370,F,0672,SBGR,1/22:54:05,2/10:16:40,350,F,0673,LIMC,2/11:39:27,2/19:25:44,350,F,0604,
KJFK,2/22:24:12,3/06:10:29,360,F,0605,LIMC,3/08:14:50,3/17:00:42,350,F,0626,KORD,3/20:49:07,
4/05:34:59,350,F,0627,LIMC,4/08:14:29,4/17:00:21,350,F,0626,KORD,4/20:49:59,5/05:35:51,370,F,0627,
LIMC,5/07:59:22,5/19:21:57,350,F,0672,SBGR,5/23:04:59,6/10:27:34,370,F,0673,LIMC
..........
This
is the list of
the
flightplans (in this example for two planes - AC#1003 and
AC#1004)
(the
textlines are
here
represented as broken but in reality this example consists of only two
lines starting with AC#)
The
data in the file
represent:
- number
of
the plane flying
the route (e.g. AC#1003); corresponds to the one in the aircraft.txt
file
- its
registration number (e.g.
I-BIXP
- this is only of importance in some cases for ATC -see further);
- a
percentage value which can
be chosen.
If this
percentage is higher than the
traffic density
percentage set in FS2004 you will NOT see this plane.
- the
flight
frequency
(6Hr = every six hours, 12Hr = every 12 hours, 24Hr= every day, WEEK =
several times in the week defined
by the symbol
0/ = Sunday, 1/ = Monday, etc... vwhich is placed before the departure
time)
- kind
of
flight (IFR =
instrumental flight rules for airliners; VFR = visual
flight rules - for general aviation (GA) planes)
(from
here)
- departure
time in GWT
(e.g.
10:30:00), proceeded by the day if WEEK has been used
- arrival
time in
GWT
(you can fill in 0:00:00 because the
compiler program calculates it by itself)
- F of
R : F =
takes the
flightnumber in ATC; R
= takes the registration number in ATC)
- flightnumber
- airport
of
destination (the
airport of origin is at the end of the line)
(up
till here repeated)
The
last five data can
be
repeated from departure time (or day) on for the same aircraft. Such a
set should appear at least twice
in a
line - flight go and back).
Of course the flightplans for each a/c usually contain much more than 2
sets because
each aircraft makes more than one haul per day or per week. Otherwise
if
only two sets are used the airports would be crowded with the same
planes each having only
one flight per day or week. Such
a division in sets is shown by
different colours in the example
above (14 sets).
If
you make your own GA
(general aviation) flightplans you might also
put the airport subsequently twice. In that case the airctaft will take
off, make a turn and land again.
In all those
text
files you
can add comment lines starting with //. This enables easily to recognize or to
search for
specific aircraft in the aircraft.txt or
in the flightplans.txt
file. It is
especially convenient in the latter because this file can after all
grow to thousands of lines. It is advisable to make a
backup of these files in another folder because if you decompile the
file will be overwritten and all
the headings and comments will have disappeared.
Of course, you don't have to edit yourself all this flightplans. They
are available for
various airlines on ProjectAI, Avsim and on various
other sites
(check your search engine for flightplans).
How
to proceed proceed with flightplan installation:
Create
a folder (e.g. Traffic2004)
for instance
in the Microsoft Games
folder.
Unzip all the files of Ttools204.zip in
this folder
For the first time you
need to get rid of
the
default traffic and a/c.
- Execute
Ttools and decompile (<---) the default traffic030528.bgl file. Three
files wil be
created in the traffic folder:aircrft030528.txt, airports030528.txt and Flightplans030528.txt
- Execute CollectAirports which will collect all
the 23760 airports in an
airports_2004.txt
file
Now
you can
start with the creation of your first set of traffic files. Copy airports_2004.txt fiile and rename it airports_ABCD.txt
in which ABCD is some name at your choice. (You can name it for
instance airports_Europe.txt
to be used
for European traffic)
Create a file flightplans_ABCD.txt and
put the text of the downloaded Flightplans in it. You
can
separate the different flightplans with some comment line(s)
beginning
with //.
Create an aircraft_ABCD.txt file and put
the aircraft text (if delivered with the flightplans) in it.
Otherwise edit yourself the aircraft lines in this file. Take care that:
- the
AC#
number should correspond with the AC# number in the Flightplans_ABCD.txt
file
- the
title between " " should exactly
be the
same as
the title the aircraft.cfg
file of the
corresponding aircraft livery.
Execute Ttools,
click one of the files with _ABCD in the window, and you will see that
the three files will be marked. Compile (--->) and a
traffic_ABCD.bgl file will be created. (compilation failure caused by
typing errors, missing planes or airports will be announced by the
program - correct it in the txt files and restart Ttools)
That's it. You will see now all the programmed traffic in FS2004.
HINT:
It may be preferable
to
keep the default GA (General Aviation) flightplans in order to have
small aircraft traffic at the airports.
For that you can download Default_ai_split.zip
from the AVSIM library. In this file Mike Regimbald
has
splitted the default traffic into GA and commercial. So, just copy the
three files: Airports_default_GA.txt,
Aircraft_default_GA.txt,
FlightPlans_default_GA.txt in the Ttools
folder and
compile.
4.
Adjusting airports with Afcad
Default
airports in FS2004
have only a limited number op gates and parking spots. When
more
flightplans are introduced the airports are quickly run out of space
and one needs to create more gates. Also in third-party
airports
the default traffic is not quite adjusted to the new lay out (a/c
landing besides the runway or not following the taxilines,
a/c
partly parked into buildings, etc..) To correct for all that you need
the AFCAD2
program of Lee Swordy. The
last version is Afcad204.zip
and can be
downloaded from different sites such as AVSIM.
It
was so
that in
earlier versions for FS2002 the afcad program enabled us to
draw a virtual network of parking areas, taxi lines and runways,
which directed the AI aircraft on the right taxiways and to the right
parking spots in the airport. In the new version, however, one does not
only get these virtual taxi lines, but the complete ground
textures of the taxi ways with lines, night lights and everything on
it. The same for runways. In other words one creates a
complete
ground structure of the airport and it seems that one will be able to
add aprons and even building structures in the future.
In the picture you see the result of drawing a little taxi line to the
west of the runway
in Cannes. As you see it draws the complete taxiway .

This additional drawing does only work for FS2004
default airports and NOT
for
add-on ones. In the
latter the ground textures just remain as
they were.
Another particular feature now is that one doesn't need anymore the afcad
program itself to install the afcad file. It is finished to
import the exchangeable afcad.txt files
in the program, which by saving them inserted the afcad into some
regional .bgl
file (e.g. euroswafd.bgl).
The afcad file
will now
be produced once by the program
and distributed as a separate af...bgl file.
This file, which can be
downloaded should just be placed into the FS9\addon
scenery\scenery
folder and that's all. Because this folder has a higher priority than
the default scenery the afcad file will overrule the default ones.
It is not necessary to make yourself by afcad the complete lay-out of
an airport. Afcad.bgl files for most
of
the default and third-party airports will be soon availble at the
ProjectAI and other sites.
How
to
proceed with afcad installation:
For the installation of the afcad.bgl
file you don't need to have the AFCAD program. Just put the af2_XXXX.bgl file in the FS9\addon
scenery\scenery
folder and that's all.
The new afcad2 program has interesting additional
features. It
also enables now to edit properties of the a/c such as:
- changing
the
radius in the .mdl file
- adding
or
changing the parking codes and types in the aircraft.cfg
file
In
order
to see the
aircraft parked
in a realistic way at an
airport (i.e. particular liveries at specific sites) all aircraft
should contain the appropriate radius and parking specifications. The
codes are provided in a drop-down list in the afcad2 program. For the
parking types and radii ProjectAI recommends the following rules:
Parking types:
- GATE
for
all passenger aircraft, including those regional airlines
that
might park at a ramp
- RAMP
for
all
GA (General Aviation) aircraft
- CARGO
for
civilian cargo aircraft
- DOCK
for
amphibious aircraft
- MIL_CARGO
for
military cargo aircraft
- MIL_COMBAT
for
military fighter and training aircraft
Radii:
One can use the simplified standard
radii as
provided directly in most of te AI planes, but for optimal effect
ProjectAI recommends the following radii system:
(in metric units)
- single
prop GA
aircraft: 10
m
(Ramp GA Small)
- multi-prop
GA
aircraft: 14 m (Ramp GA Medium)
- regional
cargo
aircraft: 17 m (Ramp GA Large - area=parking)
- GA
jets:
18 m
MAXIMUM
for GA: 18 m
- CRJ
- Bae 146 (avro) - Dornier
328jet -
Embraer ERJ 135/140/145 : 15 m (Ramp GA Large -
area=Gate)
- ATR
42/72 - Dornier 228 - Dornier
328prop
- BAE ATP Bae JS41 - Embraer
110/120
- Beechcraft 1900D - Dash 6/7/8
- Fokker
F50 - Saab 340B - Saab
2000 - Yak
40 : 16 m (Ramp GA Large -
area=Gate)
MAXIMUM
for Regionals: 18 m
- Unknown
: 20 m
- Amphibious
AC:
20 m (Dock GA)
- B717
:
21 m (Gate Small)
- A318/319/320
- B727 - Tupolev 134
- Fokker
F70/F100 - DC9 : 22 m (Gate Small)
- B737
:
23
m
(Gate Small)
- MD
80-series/90 - Tupolev 154 -
A321 : 24
m
(Gate Small)
- IL62
-
B757 :
25 m
(Gate Small)
MAXIMUM
for Gate Small: 31 m
- Military
trainer - Military
fighter: 26 m
(Ramp Mil_Combat)
- DC8
-
A310 :
32 m (Gate Medium)
- A300
:
33m (Gate Medium)
- B707:
34
m (Gate
Medium)
- B767:
35
m (Gate
Medium)
MAXIMUM
for Gate Medium: 38 m
- DC10
- MD11 - L1011 -
IL86/96 : 39
m (Gate Heavy)
- A330
:
40
m (Gate
Heavy)
- B777
:
41
m (Gate
Heavy)
- A340
:
42 m
(Gate heavy)
- B747
- (A380) : 43 m (Gate Heavy)
Maximum
Gate Heavy: 43 m
- Military
cargo
and bomber: 44 m (Ramp Mil_Cargo)
Civil
cargo:
50 m (Ramp Cargo)
How
to
proceed with aircraft editing:
Execute Afcad2. In the menu Tools set
Metric units and
further click Aircraft Editor.
Choose the
parking code from the
drop-down list. Fill in the parking type
(R,G,C,...) and
the radius according to the list given above.
5.
Adding
Callsigns
FS2004
contains only
a
limited number of callsigns which are together with the airport and
aircraft names incorporated in a big file named USEnglishbig.gvp
in the FS9\sound
folder. Of course, you
want to hear all the callsigns of the airlines and the names of the
aircraft used. This can be done by a program created by Lars Mollebjerg
called EditVoicepack. The latest version for FS2004 is EditVoicepack 3.0 and can be
downloaded from http://belvestone.xs4all.nl/FlightSimulator/EditVoicepack/
You also need to Install Microsoft
.NET Framework,
that can be freely downloaded from Microsoft's site. Just follow the
instructions and the most of the known callsigns will be added to your USEnglishbig.gvp
file. If you want, you
can even create your own
callsign by merging different wave parts of other ones (see tutorial on
the site)
My airplanes disappear
after landing
1) This problem can
be due to the airport having too less parkings for that type of
aircraft.
Solution: Download and install
the
latest afcad file for that airport or use the afcad program and draw
additional parkings and taxilines on the airport. Also check if the
radii for the various a/c types are not too small and define them as
above.
2)
This problem can also be due to some missing links in the
taxiways.
Solution: Check the airport in
the afcad
program
My
airplanes suddenly dissapear during holding
1)
This is not a problem, but an intrinsic feature of FS2004. In order
to clean up stuck a/c, non-active aircraft will disappear after
5 min. This is, however, a disadvantage when aircraft are holding at a
runway for a series of landing aircraft (e.g. when the same runway is
used for landing and take off)
Solution: Andrew Jarvis from JBAI
Simulations
has made a little program enabling to prolongate this time interval
This program has the name aitp and can be downloaded
on AVSIM (aitp10.zip)
My
airplanes are
floating or are sunk partly in the ground
1)
This problem, which only occurs for add-on scenery,
is due
to the elevation of the add-on airport being different from that of the
default one.
Solution: A french guy, Jacky
Brouze, has
made now a little program JABBGL enabling to put the default elevation
of an airport to the add-on one. There is however still one
drawback, which is due to a little bug in the AFCAD2 program, i.e. the
decimals in the elevation of the runway (in m) doesn't work properly
(it does work well in that of the reference point). This means that
planes after landing will be a little sunk or a little hanging. We hope
that Lee Swordy will correct that soon.
The
adjusting
program can be downloaded at AVSIM (jabbgl.zip). .
Some
of my
installed aircraft don't appear in the AI traffic
1)
This problem is usually a consequence of having a title for the
aircraft in the aircraft_xxx.txt file
which is not exactly the same as
in the aircraft.cfg
file of the
corresponding aircraft livery
Solution: check the titles in
both
files. and make them exactly the same
2)
This problem can also arise from not respecting the subsequent
fltsim numbering in the aircraft.cfg file
of an aircraft type.
Solution: check the aircraft.cfg
files
and correct the numbering
3)
This problem can also be due to some error in an (the first)
aircraft livery.
Solution:
check
the aircraft.cfg
file and look if there is anything missing. An aircraft having for
instance in the .cfg file no model extension, but only model folders exist wirth
(engine) extensions
e.g. model.GE and model.RR,
then that aircraft and the following will not appear.
4) This
problem also
may arise
from the traffic percentage setting in
FS2004 being too low.
Solution: increase the "air
traffic
density" slider in FS2004 (Options -> Settings -> Traffic)
Some
of my
aircraft do not
take off, crash before landing or do
not land at all, making continuously "going around"s
1)
this problem is due to the AI aircraft having not the appropriate
flight dynamics for FS2004.
Solution: Download the latest .air
and .cfg
files for that type and install
them (see hint above)
Some
of my aircraft do not have textures and appear as painted simply grey
1)
this problem is
generally caused by a missing texture
folder or the appropriate extension of
this folder is missing for that livery in the aircraft.cfg
file .
Solution:
check the aircraft.cfg
files
and correct
2) the
texture
can also be wrong and is not suited for that aircraft type
Solution:
check the content of the texture
folder
and look if the texture
files correspond
to the aircraft type. (usually they have the aircraft type in their
name)
My
aircraft always push back. Is there a way to inhibit this
for certain aircraft or for certain parkings/gates at an airport.
No,
this is fixed in AI of FS2004
Solution:
none
for the moment
If you
don't find a solution for your problem here, check the
forums concerning AI traffic on AVSIM, ProjectAI, Simflight, etc.
Nov
4,
2003 - ©
Copyright Robert Vandenberghe, Ghent, Belgium
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