Sbob
SOH-CM-2025
On to Traffic BGLs and AI.
(PART 1)
Again, just practical experience on my part but, you want to keep your AI and their flight plans to a minimum.
Remember that the flight deck on the carrier is rather small and AI have a bad habit of getting into stand-offs.
Also remember that you will be sharing the flight deck and the pattern with your AI.
To keep things simple, I use Traffic Tools by Lee Swordy (here-after known as "TT"). It does everything I want a traffic editor/creator to do and I can run it out of a single folder placed where I can find it.
The idea behind Traffic BGLs is pretty simple. They aren't conventional scenery BGLs, rather they use three separate text files divided into AI AIRCRAFT, AIRPORTS, and AI FLIGHTPLANS. The problems start when you de-compile a standard Traffic BGL and try to learn anything from some over-complicated information. The Traffic BGLs in the Carriers 2006 package are ideal, not only in terms of being functional but they are also VERY easy to understand.
If you haven't already, download TT and install it. I keep a TT install folder on my desktop, you can put this folder anywhere but I like the desktop. Its easy to find when I need it and I don't have to generate any shortcuts. It also forces me to COPY a traffic BGL to the TT folder to make any changes without changing the old BGL or its location, yet. TT has a really good Instruction Manual, you don't need to memorize it (mostly) but its easy to find.
Inside the TT folder you'll find two EXE files, Ttools and Collectairports. Ttools is where you'll do all of your traffic work. Collectairports is REALLY handy if you have added new carrier scenery, its a good idea to run Collectairports EVERY time you add new scenery.
Drag your Traffic BGL into your TT folder (later, you'll be able to create Traffic BGLs "from scratch" without a lot of headaches).
Double-click Collectairports and it will generate a COMPLETE text list of airports in your FS install. You may need to select your FS location the first time. Leave this master list in your TT folder, we WILL be using it later.
Now, double click TT.exe. You should see your Traffic BGL listed in the box on the RIGHT. Click that BGL and select DECOMPILE. TT will generate three text files named Aircraft, Airports, and Flight plan followed by the name of the Traffic BGL, (ie, Aircraft__AC25_GofO.txt, Airports__AC25_GofO.txt, and FlightPlans__AC25_GofO.txt). You'll also notice these three files listed in TT's left box.
NOTE THAT TT WILL OVER-WRITE THE ORIGINAL BGL FILE WHEN YOU COMPILE THE THREE TEXT FILES if the original BGL stays in TT's main folder. This is why I ALWAYS work on a copy of a traffic BGL. Also, you can take a break at this point without losing any info. In the next post, we'll take a look at each of those text files and how to edit/change them.
(PART 1)Again, just practical experience on my part but, you want to keep your AI and their flight plans to a minimum.
Remember that the flight deck on the carrier is rather small and AI have a bad habit of getting into stand-offs.
Also remember that you will be sharing the flight deck and the pattern with your AI.
To keep things simple, I use Traffic Tools by Lee Swordy (here-after known as "TT"). It does everything I want a traffic editor/creator to do and I can run it out of a single folder placed where I can find it.
The idea behind Traffic BGLs is pretty simple. They aren't conventional scenery BGLs, rather they use three separate text files divided into AI AIRCRAFT, AIRPORTS, and AI FLIGHTPLANS. The problems start when you de-compile a standard Traffic BGL and try to learn anything from some over-complicated information. The Traffic BGLs in the Carriers 2006 package are ideal, not only in terms of being functional but they are also VERY easy to understand.
If you haven't already, download TT and install it. I keep a TT install folder on my desktop, you can put this folder anywhere but I like the desktop. Its easy to find when I need it and I don't have to generate any shortcuts. It also forces me to COPY a traffic BGL to the TT folder to make any changes without changing the old BGL or its location, yet. TT has a really good Instruction Manual, you don't need to memorize it (mostly) but its easy to find.
Inside the TT folder you'll find two EXE files, Ttools and Collectairports. Ttools is where you'll do all of your traffic work. Collectairports is REALLY handy if you have added new carrier scenery, its a good idea to run Collectairports EVERY time you add new scenery.
Drag your Traffic BGL into your TT folder (later, you'll be able to create Traffic BGLs "from scratch" without a lot of headaches).
Double-click Collectairports and it will generate a COMPLETE text list of airports in your FS install. You may need to select your FS location the first time. Leave this master list in your TT folder, we WILL be using it later.
Now, double click TT.exe. You should see your Traffic BGL listed in the box on the RIGHT. Click that BGL and select DECOMPILE. TT will generate three text files named Aircraft, Airports, and Flight plan followed by the name of the Traffic BGL, (ie, Aircraft__AC25_GofO.txt, Airports__AC25_GofO.txt, and FlightPlans__AC25_GofO.txt). You'll also notice these three files listed in TT's left box.
NOTE THAT TT WILL OVER-WRITE THE ORIGINAL BGL FILE WHEN YOU COMPILE THE THREE TEXT FILES if the original BGL stays in TT's main folder. This is why I ALWAYS work on a copy of a traffic BGL. Also, you can take a break at this point without losing any info. In the next post, we'll take a look at each of those text files and how to edit/change them.




