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Posts posted by FeelThere_Vic
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Can you please explain what exactly to look for?
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Please let us know what and where did you buy.
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Please let us know where did you buy the airport so we can make sure they have the latest version.
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You would need to do it in MSFS, please.
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Please try to run Ini Manager in admin mode.
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10 hours ago, burge said:
thanks mate now registration code punched that in will not let me go further to install
If it was working before then it should be working now too. Please doublecheck if you are typing the right codes. As you can see the first reporter solved it by launcing the ini manager in admin mode. We have no control over that installer.
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Thank you for the heads up!
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On 3/13/2022 at 12:10 PM, Shawa666 said:
The big canadian airports have Domestic, US, and international gates, will we be able to assing a specific country destination to a terminal?
I think the "trick" described earlier in this topic would solve it (custom gates and custom airlines).
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On 3/11/2022 at 8:22 PM, crbascott said:
Hey Vic just want to make sure I am understanding correctly. Are you saying we will need/use Unity 3D to modify/create airports? And in the scenario above, re-label terminals/gates?
To re-label gates likely you wont need Unity.
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I'm not sure it is totally necessary but sometimes a picture is worth a thousand words. Below is my T!2011 terminal file for KDFW. Keep in mind that its is 6-7 years old, so some of the airlines have come and gone. In the international scenario I described, airline AAI is the dummy airline I created for the American international flights and I assigned it to several gates defined as Terminal_D. Terminal_DI defined gates used by all the other international carriers with one exception. Terminal_DQ was actually only one gate (D16) where the Qantas 388 parked. As you can see I broke up Terminal_E into several areas to reflect the specific gates used by Alaska, Delta, United, Spirit, etc.
You will be able to do this in T!S3 You will need a free Untity 3D to edit it. Since it's a 3D simulator most of the SDK is Unity based.
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19 hours ago, crbascott said:
Having gates assigned to specific flight numbers doesn’t seem to make sense, but maybe having the ability to assign a gate as part of the schedule is what @EliGrim was thinking. Again, to handle the restarter conundrum.
To supplement what @MJKERR said above and to reiterate my wishlist items I’ll use KDFW as an example. Terminal E is where non-AAL airlines park and in real life they are assigned to specific gates. With T!3DP assignment can only be done at the terminal level, so being able to assign a specific gate to a specific airline is very much desired in the next version. Additionally, the handling of international arrivals is something I’d like to see addressed. Still using KDFW as an example, Terminal D is where all (except Canada) international arrivals park. This terminal is designed to “force” passengers arriving international flights to go to customs after exiting the plane. AAL flights is the big challenge as they use each terminal at KDFW. So, how do you funnel the international arrivals only to terminal D? For T!2011 I would create a cloned airline, update the schedule to use this airline for the desired flights, and then assign it to Terminal D. I’m hoping the new version has a cleaner solution for this.
This is something that you will be able to do in Tower! Simulator 3 by assigning new "terminal" names to certain gates and assign the right airline in the terminal.cfg Every gate will be editable so you can create new terminals by individual gates.
QuoteSo, how do you funnel the international arrivals only to terminal D?
In T1S3 you can assign "international" or "domestic" parameters to terminals too.
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18 hours ago, Pdubya said:
Vic:
Having just read the updates MJKERR and crbascott posted and being a "big picture" guy, the following comes to mind:
Community dedicated users who make mods that the community can choose to use as they please. As long as their configuration files asks are included by FT I believe we end up with airports around the world (in-game) that really represent how each specific airport handles traffic throughout the day and night, incorporating runway changes, cargo vs. passenger vs. general, etc. (within reason of course!)
That way, FT doesn't bear the brunt of man-hours committed to minutia concerning real-world operations at a given airport, they only need to provide accurate airport layouts and the means for modders to configure the files as they see fit.
About the only downside I see at the moment is needing to either:
a) expect each individual owner to backup their original config files before applying mods
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b) FT institutes file structure suitable, i.e., sub-directory specifically for mods that the game checks; if "enabled", it would load and use the mod config vs. the FT default one that stays safe and can't be overwritten.
To me it ends up being an enormous WIN-WIN. The community wants airports and their associated components (gates, sizes, restrictions in the real world) to mimic reality as closely as possible. Somewhere in there is a happy medium between realism and effort involved.
Thank you. Tower!Simulator 3 has a new structure, it uses local cfgs. So everything (including screen configurations) are per airport based. This will give you more flexibility to make modifications without changing all the airports or rules. Indeed it means lots of files. We will see if we can check it somehow on a local computer, but right now the top priority is to somehow check if the two players use the same files during multiplayer. Obviously we wont be able to sync it (one player bought some traffic add-on and the other didn't) but at least we try to send a notice about the different files.
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In Tower 2011 I was able to amend all the above stands to meet these requirements
If you were able to change it in T!2011, likely you will be able to do it in T!S3 too.
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overflow and emergency side-cases are part
I can't comment it yet 🙂
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Hopefully with an airport editor we’ll be able to define terminals/parking at a more granular level.
Yes, there will be a gate/airport editor included.
QuoteSorry for the confusion. What I meant by the "more later" comment was the fact all those information got together at the terminal.cfg (special flights, liveries, etc)
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What I miss is the possibility to assign stands resp. gates to the flights.
Can you please tell me a real world use of assigning certain flight numbers to specific gates?
QuoteFurthermore, the pilots should tell the (ground) controller which gate they want to go to (as planned by the creator or a free one if unplanned), just as there should be at least one command for the controller to ask for the gate/stand.
THis one should be solved. You will know the gate before the plane leaves the runway, not like it is in T!3D.
QuoteI honestly don't see much difference to T!3D
International vs domestic traffic, gates by special option such as regional flight, special liveries, cargo flights even the operator use the same callsign as they use for the pax flight and of course the special livery.. I think there are quite few differences.
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16 hours ago, kfj333 said:
just a general comment. I have all of your other scenery, but with this one when you start to incorporate the developer's label on the product scenery (gates for this matter ) it takes away from the realism.
Thank you so much. In the product itself there are no company logos, the screenshots were taken during development and will be removed from our product page.
Vic
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Thank you. Yes, I noticed some other typos too, but those are just comments. Some data wont be used by Tower, but we wanted to create a new standard system for any possible future releases.
Kev, thank you. We want to make sure we support the mod community with official tools and we tried to cover all requests. I hope the other SDKs will be welcomed as much as these.
Vic
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Hello,
It will be released on Xplane very soon!
Thank you
Vic
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In the next blog (likely) we will show you the cfg files so you can see how deep you can go with customisation. Coming soon!
approaching issues
in Airplanes
Posted
We are waiting to your answer in the private message you started to understand about the product version, etc.