Airport creation - SwissAirfields/SwissAirfieldsFS2020 GitHub Wiki
For normal one airport one package editing refer to this tutorial.
In the context of the swiss airfields package I prefer to just edit the PackageDefinitions/sc-airport-swiss-airfields.xml. Duplicate an existing asset group block and adjust its name and path (I started this habit at a time when the simulator regularly used to crash when adding an asset group).
Also create the respective subfolder in the PackageSources-folder.
Then open the project in developer mode. And load the asset group into the editor.
This polygon encloses the airfield. Not sure what the exact purpose is of this, but it seems to be common practice.
- Choose object type "polygon" in the objects window, then click on "Add".
- Create the corners of the polygon by Ctrl-clicking on the ground.
- Finish the polygon by double-clicking on the ground.
- Corners can be moved around later
- Corners can be added or removed using the context menu of the polygon on the ground (with the polygon selected)
- In the properties window adjust the settings of the polygon:
- Exclude buildings - for an airport polygon this is usually "exclude all"
- Vegetation - if there are trees in the airport area they can be removed by setting vegetation scale and density to 0.
- Select "airport area" and choose a size
- Once the polygon is done it should be locked in position using its context menu (this polygon often gets accidentally selected)
- Save the polygon using the "save scenery" button. The polygons go into a separate file (actually a set of files with different extensions) from the rest of the scenery. I call the file -perimeter - even though other polygons go into it as well.
An airport object:
- has a position but is not visible
- is a container for all objects of the airport (except polygons and scenery objects)
- contains the metadata of the airport
- is the center of the "object test radius" - the circle where airport objects can be placed
Process:
- choose "Airport" as the object type in the objects window.
- click the "add" button
- place the airport object somewhere suitable (center of the main runway or reference coordinates of the AD-Info).
- Properties:
- fill out all the info (ICAO code, region etc.)
- under "toDelete" tick everything that this scenery is going to replace (it's similar to the "exclude" of the perimeter-polygon). Be aware that exclude plus toDelete still don't remove everything. Windsocks for instance survive both of these and need to be removed using an "ExclusionRectangle"-object.
- objectTestRadius can be reduced for small airfields but I'm not sure whether there's any advantage (performance optimization?)
- magnetic variance from AD-info
When done click "save scenery" in scenery editor window. Name it . Subsequently click "save scenery" often (after adding or changing things).
Add a runway object - choosing the smaller of the two heading numbers unless there is something like a "primary".
A runway has many properties to fill in ("primary" is the direction given by the chosen runway number, "secondary" the opposite direction):
- Configuration
- Heading: Orient and position runway roughly at this stage
- length and width from AD-info
- pattern altitude form VAC (convert to meters)
- designator (left/right/center) if there are several runways with the same heading
- adjust pattern side if necessary and possible take-off or landing restrictions *Materials
- Add a material by drag and drop from the material editor. Even if it is set transparent - it will possibly affect rolling behaviour and sounds later.
- Markings
- configure as needed
- also configure settings under "pavements" (displaced thresholds etc.)
- the markings are not very flexible. There are things that might have to be drawn on manually later if the standard markings look wrong.
- Terraforming
- the points below describe the "old way". For a method that's probably better in most cases go here (Point 3)
- if you choose to stick with profiles go on with the points below
- click "add profile"
- if the AD-info doesn't contain information about the profile get the data from a GIS browser (maps of switzerland can plot a profile of a drawn line)
- In the profile editor window work primarily in the "current point settings" section.
- add the desired number of points using the "add new point" button (clicking in the curve preview to place them)
- use the "current point index" spinner to cycle through the points
- make a pass through the points (from high to low!) to set their horizontal positions - ignore the funky things that are happening
- make another pass (any direction) to set the elevation data (use "auto adapt canvas" if you're interested in the curve)
- play with the falloff distance. Remember that additional terraforming can be done using more rectangles or polygons later - but it's not going to be fun.
- Vasi
- If applicable enable the correct variant of PAPI or VASI and place them roughly. Fine placing will only be done once the runway is fine placed (the vasis move along).
- set the pitch according to the AD-info
- try to set the spacing. So far this seems to only work for VASIs, not PAPIs
- Runway start
- these are the runway spawn points. Place and orient them as needed. Might have to be redone after fine placing of runway.
- Place four small scenery objects (for instance "Taxi_Light_02") for the corners of the runway. Then position them by transferring coordinates from Google maps or a GIS browser.
- Nudge the runway onto place by carefully moving it and adjusting its heading numerically
- The width might have to be increased by half a meter or so as the runway sides have a fixed falloff (blur) to the inside.
- Place and orient the runway starts (spawn points)
- Fine place the VASI/PAPI
- Lock the runway in position
Especially for airfields that are in hilly terrain:
- Set the terraforming falloff of the runway to a small number (10) to see how it differs from the surrounding terrain.
- Use rectangle and polygon objects for additional terraforming. Rectangles can have a height profile like the runway.
- In order to get a taxiway to match the runway level a Rectangle with same length and same profile as the runway could be placed next to it or under it. The profile might have to be fudged a bit manually, because oddly the two identical profiles rarely match.
- polygons can only create a plateau.
- use options-->Ground-->altitude isoline to be able to see the bumps better.
- Generally don't waste too much time on it. One day we should have the ability to import elevation data.