Blood_Hawk23
Charter Member
whats different about the two versions? I know in the one I use the flatten area doesn't work. I have to use either groundmaker or MKafd for that.
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dasuto247,
In case you are interested. Here is a link to a very excellent tutorial about how to build a very basic base using FSSC. It was written by John W. " m4ilm4n" Applegate way back in 2001. Still as relevant and useful as ever. It references an older version of FSSC, version 1.2.15 or thereabouts, which works just fine- still the version I use for most of my work. If you would like I can give you a link to the older version of FSSC that fits the tutorial. There is a newer version available. But for just setting up a simple airfield with no runways and nothing but a refueling area, the older one works fine, plus all of the dialogue boxes and such fit the tutorial.
How to Add A Base to CFS2
MR
PS Couldn't believe the link was still working after all these years!
I think the key is to use the A16N (bgl) option and not the "Flatten (scenery.cfg) option.
MR
MR,
I'll have to try that. I think I've been trying to use the Flatten option. Actually that might explain a lot.
dasuto247,
If you have any reference material we can add them to semi historical location. Start getting information on the locations that you want to work on. Namely in freeflight, get the coords for the runway centers and the elevation data. then get the same locations for the places you want to add the fuel areas. You will also need the runway heading. You can get the runway info from the airbase.dat file.
Will do, I have built them before in past but in a lesser manner, added the stock runways as objects via the ME, added facilities etc.I based their location based on a believe a drawing in Bruce Gamble's book on VMF 214 and Tom Blackburn's description of torokina, piva, uncle, piva yoke in his book.I should have time tomorrow afternoon and will compile the material.
Stock runway for torokina in in right location for most part, just needs look like, well some of your runways, much more accurate. Directly above it, basically running parallel, were the Piva runways believe Uncle was for bombers and yoke was for fighters.Anways, i'll gather some reference materials.
It is important to understand that building scenery is an iterative process; if you plan on getting everything right the first time you’re either way too analytical or in for a rude awakening. It usually takes me at least three or four builds to get the general idea, then I start the tweaking process. To quote from the film “High Road to China”: “the oxen are slow but the earth is patient”. Good scenery comes from patient, methodical work.
If you mean adding runways via MB(?) as scenery objects your are comparing apples to oranges. Placing runways that CFS2 recognizes as an airfield is something altogether different.
You will find learning how to take screenshots in CFS2 will come in useful, too.
MR
Oh I have no doubt it is way different, it was just used as a stop gap measure last time I flew against Rabaul. I added the runways vie ME then got the coords, heading, eleve and added it via airbase.dat so would have a place to take off land, did same with fighter one on Henderson but adding scenery is obviously easier and less time consuming, well once you know how.Better way, period. I did it that way because was not sure on how to build and add in as scenery.
Oh I have no doubt it is way different, it was just used as a stop gap measure last time I flew against Rabaul. I added the runways vie ME then got the coords, heading, eleve and added it via airbase.dat so would have a place to take off land, did same with fighter one on Henderson but adding scenery is obviously easier and less time consuming, well once you know how.Better way, period. I did it that way because was not sure on how to build and add in as scenery.