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Easy european install?

Hey Allen,

Both Programs are very simple. Since you already have the Airbase.dat, half of the work is already done.

Both programs require you to set the Lat and Long. you will need to know the hight (alt of the ground above sea level) and heading of the runway.

Example:

This is the airbase.dat for Biggin Hill, as you can see. here is what you need to set up your runway.

[runway.6]
id=9007
name=*Biggin Hill
heading=77
allegiance=1
units_across=2
base_lat=N51 18.26
base_lon=E0 2.55
base_alt=505
takeoff_start_pos=-600,0
takeoff_stop_pos=1600,200
landing_start_pos=5000,350
landing_touchdown_pos=600,0
landing_stop_pos=-250,0

Depending on what program you want to use. this info will go into either the Header (FSSC) or project settings (groundmaker).

If you want to make a new one you can use google earth or mission builder to get the info you need.

I figured out both programs on my own. If you want a walkthrough i can do one up for you over the weekend.
 
Rami:
That true if I'm able to build runways that will look the same as the one they made.

Blood_Hawk23:
I think I found Groundmaker at http://thefreeflightsite.com/Design.htm The way it wokrs over all is much like Airport (but hopefully it works better)


I'm going to mess around with Groundmaker today. I woke up not feeling to well and my brain isn't working as needed for doing Red Alert 1 coding...:blind: and not to good for CFS2 but I'll get by.
 
Its take all day since I've been side tracked a lot. The is what I got. Made the needed flatten area than I made square textured polygon. The sunker wheel issue is still around, if this is common that I can deal with it.

View attachment 78451View attachment 78452

The airfield is 1325 meter long like all stock CFS2 single runways are not sure how wide. I know it is thiner than stock since it looked too fat at CFS2 runway width. If some one know what would be a good general euro runway length and width let me know.
 
i think it has to do with what layer the poly is in. i'm not sure at the moment. when you do your alt, make sure to get a 4 point of where your flat area will be. in other words, got to the four points of where your poly will be and use the lowest height. if your using groundmaker, look at the runway textures. in the properties look at surface. uncheck the show dirt and skid marks. that my help with the sunken look.

if your using the MKAFD you can use the fs runway and have it as no runway for the surface.

i'm not sure on the width. i use 900 feet wide by 2000-2500' long for my WWI scenery. my longest is 3000' long. when i do the mkafd portion i have to use 500' wide since thats as wide as it will go. make it wide enough for 2 fighters and you should be fine.
 
The Poly is made by Groundmaker. The runway and grass are one. I made the runway on the grass texture. The whole grass/runway poly is inside of the area flatter.

I just changed the layer from Runway layer 24 to Merged RefPoint [] layer. Now the poly is flat.
 
Still bumpy. I did the layout. I re-textured Hangar Large B that wood and thatch too look like the CFS1 hangars and one of the stone buildings to be the Con Tower.

View attachment 78514
 
I found a good way. If you look in GroundMaker at the runway surface type. Every thing from Grass 3 down is untextured in CFS2. The needed textures are runway05.r8 to runway09.r8 are not in the main CFS2 texture folder or game at all.

What I did was make runway05.r8 to runway09.r8 invisable by use of alpha and once all of the lights and marks are off. You can't see the FS98/2000 runway in game but it is there just to make thing smooth for the runway I drew on the poly texture.
 
its kinda the same as what i'm doing.

here have a look.
View attachment 78587

thats the one i made today.
feel free to use the textures if you like them.

I use the airfield4 texture only when i'm adding the GSL. once that is done i replace it with airfield5, which is alpha channeled. the dirtroad is alpha channeled for the scenery but not for grdmkr. i add the fuel area with FSSC(flight sim scenery creator). thats where airfield2 is used. the airbase.dat is done by mkafd. i use the three programs because none do exactly what i want.

i added the grm file so you can see how it looks before i compile it. i'll post a screen shot or 2 in a bit.

i told you that it was easy. its the research that will kill ya :icon_lol:.
 
Its not research killing me. Thanks to takeoff_start_pos= I have load each runway in MB and take down the Long and Lat for it and the GSL work. I can do the Groundmaker work quickly. This is why I only have 6 euro runways done.

Anyway have you thought about just using a square poly/rectangl than "drawing" on the needed deatil? With a square/rectangle poly you can use a alpha layer that will blend your runway area to the surrounding area.

I redid the Bray-Dunes you sent me. I made a new rectangle poly with a texture that use a alpha layer to keep the same shape. I also removed the 2 runways you had. I "drew" them on the poly with texture.

View attachment 78620View attachment 78621View attachment 78622View attachment 78623

View attachment 78624
 
use the mkafd. it will save you tons of work. it only takes a minute. enter your long and lat plus the runway heading and alt. then under FSrunway enter the lenght and width. it will calculate the runway data. you can save it and add it to the airbase.dat. you can even adjust the start and stop positions before you save.
 
Won't work since I'm re-making the CFS1 runways. The airbase.dat alreay has the info. However it is off by 600 feet, yards or meter do to takeoff_start_pos=-600. I this is why I have to load the runway in MB to get the Long and Lat after the games has moved me back 600.

Once I have the right Long and Lat I can do the AFD and Groundmaker work.
 
I think it would. I'll see if it will. This would be major time saver. It is pain in @$$ to have load MB. It bad enough that I have look in CFS1 to know what the airstrip is made of before I even get to CFS2 and no the CFS1 runway starting point will not work. MS made changes in CFS2 to the staring point.

It rather a long prossces to getting a runway done.

CFS1 to know what is grass, steal or concrete.
CFS2 MB to get the real starting point.
MkAFD to make airstrip listing for free flight.
Grounmaker lay out the polly in the right place
PSP to make the texture for polly
Basic CFS2 to make sure airstrip listing and poly are in the right place.
CFS2 MB to place GSL.

What did you thnk of the Bray-Dunes I edited?
 
What did you thnk of the Bray-Dunes I edited?


How did you do the ground texture?

I'd like to fix my road juctions and that would work great to do it. might even be able to add roads. I've tried before with mixed results.

did you have to turn it for the textures to work?

just wondering how you got all of the screen shots to line up. thats one thing that i'm still fighting with.

Looks realy good.

i want more of the open field look. thats why i have no runway textures. but i would like to have the roads look a little better. more of a blended look.
 
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