Board index FlightGear Development Scenery

WED restrictions in FG

Questions and discussion about enhancing and populating the FlightGear world.

WED restrictions in FG

Postby OE-LML » Thu Jan 31, 2019 12:06 am

Hallo!

As my favourite airport in FG is not good at all. I've decided to try out my non-existing airport building skills.
Wiki taught me to preferably use WorldEditor.
So I've watched some WED-tutorials on a "very popular video platform", but those tutorials are mainly meant for X-Plane.

I really want to create accurate runways, taxiways and aprons with shoulders, all markings, signs, lights, etc. . I'll also try to add aproach lights, apron floodlights, some buildings, radio antennas, LOC/GS transmitters and fences.
I've spotted that in FG the RW THRs aren't congruent with real world data, so maybe I have to adjust ILS too.

Can all that be done with WED?
Are there any restrictions that some WED-features will not work in FG?

As always thx in advance for you help.
OE-LML
 
Posts: 26
Joined: Wed Nov 14, 2018 10:18 pm
Location: irgendwo in der FIR LOVV

Re: WED restrictions in FG

Postby pb321 » Thu Jan 31, 2019 1:17 am

You might start here: http://wiki.flightgear.org/Howto:Make_an_airport. The X-plane videos help to understand how to build an airport in WED, with some differences. That should get you accurate runways, taxiways, aprons with shoulders, all markings (ground signs are more involved), signs, lights, and approach lights. You can view most of your new airport (less signs) by generating it at this site: http://ns334561.ip-5-196-65.eu/tgweb/, then placing it in a directory you create external to FlightGear (search FlightGear for how to do this).
You can also place "shared" models or your own models in at least three ways: 1) using the FlightGear Scenery Database at https://scenery.flightgear.org/ 2) using WED (explained at http://wiki.flightgear.org/Howto:Place_3D_objects_with_WED or 3) using the UFO in FlightGear (explained at http://wiki.flightgear.org/Howto:Place_3D_objects_with_the_UFO.

Are there any restrictions that some WED-features will not work in FG? If you look at the left-hand toolbar in WED, those icons from ATC (Taxi Routes) on down are generally of little value to FlightGear development, as they must be done in other ways or modified considerably from the X-plane versions. For example, Facades of concrete can be turned into taxiways for FlightGear, or they won't appear. If you search, you may find a Python script to run to do this automatically, but outside of WED. Same is true when placing fences.

FlightGear currently uses the "850" format, whereas X-plane is using the "1100" format now. You can search for the format definitions.

When you run into problems, first search the Wikis and Forums, as there is a wealth of information in them and there is an awful lot to read and comprehend. Of course, if you get frustrated and can't find a good source with the answer or figure something out, ask on the Forum. This group of people is very helpful.

It's a lot of work but can be a lot of fun at the same time! Good luck!
pb321
 
Posts: 117
Joined: Sun Nov 27, 2016 4:08 pm
Version: 2018.3.2
OS: Windows 10 Pro

Re: WED restrictions in FG

Postby ludomotico » Thu Jan 31, 2019 1:49 pm

Some time ago, FlighrGear and X-Plane shared exactly the same database for airports and navaids. Unfortunately, the scenery distributed with FlightGear was built several years ago while the X-Plane database has been updated thoroughly after that. As a result, many airports in FlightGear are a very old version of the same airports in X-Plane.

If a specific airport is seriously outdated in FlightGear but it is updated in the current X-Plane scenery, you can try building the current X-PLane version of that specific airport with the set of tools named "terragear". If the airport you want to visit is also not updated in the X-Plane database, you can modify it in WED, send your version to X-Plane and wait for a scenery rebuild in FlighGear. Just keep in mind that, as far as I know, there is not any scenery rebuild for FlightGear scheduled in the near future.

You can check and download the last version of an airport from the X-Plane scenery gateway: https://gateway.x-plane.com/airports/page

3D objects are managed completely different in X-Plane and FlightGear. If you are only interested in FlighGear, don't bother to model buildings or any other 3D object in WED.
User avatar
ludomotico
 
Posts: 1010
Joined: Tue Apr 24, 2012 1:01 pm
Version: git
OS: Debian GNU/Linux

Re: WED restrictions in FG

Postby mickybadia » Sun Feb 03, 2019 8:08 am

Hello,

pb321 wrote in Thu Jan 31, 2019 1:17 am:If you look at the left-hand toolbar in WED, those icons from ATC (Taxi Routes) on down are generally of little value to FlightGear development

I understand where this is coming from, but just so OP is not put off contributing valuable data, I will say that in the case of multi-player, ATCs will be extremely happy to have those as taxi routes and TWY names would become visible on auto-generated maps. Sourced directly from the .dat file, so no update cycle to wait for. So if you fly multi-player, you would in a way benefit from it after all. :-)[/quote]
mickybadia
 
Posts: 401
Joined: Tue Sep 24, 2013 9:12 am

Re: WED restrictions in FG

Postby pb321 » Mon Feb 04, 2019 2:09 pm

Building taxiway routes in WED , then converted for Flightgear, is arguably a good way to get a rough draft, or sometimes even a final version, of a Flightgear AI groundnet and parking spots. My limited experience has been that Taxidraw must still be used to make AI Traffic work well at an airport. Some might argue that only Taxidraw should be used.
pb321
 
Posts: 117
Joined: Sun Nov 27, 2016 4:08 pm
Version: 2018.3.2
OS: Windows 10 Pro


Return to Scenery

Who is online

Users browsing this forum: No registered users and 1 guest