AFCAD

Version 2.21 - for FS2004
User Manual

Contents

General Program Usage

Working With Airport Objects

Step-by-Step Instructions

Final Notes

Changes For This Release 2.21

Navaids
AFCAD can now create, move, and modify navaids.  This includes ILS (LOC / GS / DME), VOR / DME, marker beacons (OM / MM / IM / BC), and NDBs.  These changes will appear in the Flight Simulator Map View and GPS windows and your aircraft instruments will recognise the changes.   There are, however, certain limitations with regard to navaid changes, as follows:

Creation: AFCAD can create any of the above navaids at any location.

Modification: AFCAD can move or modify any navaids that you create. It can also move or modify all stock navaids except for marker beacons, stock marker beacons cannot be changed in any way.  You cannot change the identifiers for any stock navaids but almost all other parameters can be changed.

Deletion: AFCAD can delete any navaids that you create, but it cannot delete any stock navaids.

Helipads
AFCAD can now create, move, modify or delete helipads.  Helipads will show up in the Go To Airport start list if you associate Start Locations for them. Note that AI helicopters cannot inherently be made to work as AI.

Lat / Long Grid
AFCAD can now display a latitude / longitude grid.  This can be enabled or disabled from the View menu, or by pressing the G key.  The grid divisions can be adjusted from the Options window, under the Tools menu.

File Name in Title Bar
The name of the file for the currently open airport is now shown in the title bar.  If a stock airport was opened and not yet saved then the title bar will show "stock" for the file.

Changes For Previous Release 2.11

Apron Surfaces and Lights
AFCAD can now create, move, modify and delete apron surfaces and apron edge lights. Apron surfaces are used for more than just aprons, they are frequently used wherever extra pavement is required around airports, such as wide areas on taxiways, turn-around bays on runways, extra large fillets at taxiway junctions, etc.  Apron surfaces can be polygons of practically any shape and size.  Aprons often have edge lights, and those can be created and modified separately from the apron surfaces.

Creating New Airports
This version can create a new airport from scratch using the New Airport item under the File menu. It is important to note that this version of AFCAD cannot create taxiway signs or airport structures for new airports (or existing airports), so airports created using this method will be somewhat bare, but these features will be added later.  Also, AFCAD does not yet create flattening polygons or exclusions, so until that is available you will have to use flattening and/or exclusion switches in the scenery.cfg file or create them using another scenery tool.  The New Airport feature can be used to create facility airports for existing sceneries created using older scenery tools.  In that case the AFCAD-created airport will not be visible and the older format scenery will automatically appear instead, but the AFCAD airport data will still be available for AI and ATC.

Markers and Guidelines
New marker and guideline tools have been provided.  These are not part of airport data but are strictly used as reference points and ruler lines for drawing and layout.

Measuring Tool Changed
Previous AFCAD versions had a measuring tool which was called from right-click pop up menu.  This has been removed.  In its place, the status bar will show the distance from the last marker placed on the screen to the current mouse position, and the angle between the last two markers and the mouse will also be shown.

Keyboard help
A list of all special function keystrokes is available under the Help menu.

Airport Indexing Problems
A problem has been fixed that could cause the Open Airport window to show no airports.

Various bugs have been fixed

Changes For Previous Release 2.0

Working with visible scenery
Previous Flight Simulator versions had two types of scenery data for airports: visible scenery and invisible facility data and maps. These two types of data were completely separate, in separate sets of files, and they had no connection. ATC and AI used the invisible facility data and knew nothing about the visible scenery, so you could have a complete airport operation set up in an empty field with AI and ATC and no visible airport. Conversely, you could have a complete visible airport that did not appear in the FS Map View or start window and had no AI or ATC. Now the same scenery data creates both visible scenery and information for AI, ATC, Map View and GPS displays.

This means that AFCAD can change some -- but not all -- visible airport scenery.  It has been given more of a WYSIWYG (What you see is what you get) format so that users can immediately see the results of changing runways, taxiways, marking, lights and other elements without having to restart FS each time.

FS2004 still accepts old BGLC format scenery files layered over the stock scenery, and in that case AFCAD will not affect the visible scenery created in BGLC, but it can still be used to alter the facility information that AI and ATC uses from the underlying stock scenery file.

AFCAD changes are no longer inserted in stock files
Unlike visible scenery which could be layered over stock scenery, facility data for FS2002 could not be properly layered. This meant that AFCAD had to insert modified facility data directly into stock facility files to replace the original data. This was a cumbersome method that required a special installer and cataloguing and backup functions to be able to remove modified airports or restore whole stock scenery files. This is no longer a problem with FS2004. An airport changed with AFCAD is now output as a separate single-airport .bgl file instead of being inserted into stock files. By default, .bgl files for modified airports are deposited in the FS Addon Scenery folder and will automatically override the corresponding stock airport when FS is next started. File distribution no longer requires export files and a special installer, the .bgl file itself can be posted and the user can copy it to the Addon Scenery folder, or another appropriate location. To remove a modified airport from the system and restore the stock airport, simply remove the .bgl file.

Consequently, the import/export and cataloguing functions have been removed from AFCAD and the AFInstaller is no longer supplied.

Mouse wheel and wheel button
AFCAD now uses the mouse wheel to quickly zoom in and out, and holding down the Ctrl key allows you to use the mouse wheel to rotate the display. Pressing the mouse wheel-button on the window allows you to grab the viewport and drag it to another location around the airport.

Parking codes
AFCAD can utilize the new parking codes feature of FS2004. This allows you to assign gates to specific airlines or other designated aircraft. Parking codes can be assigned to each gate and corresponding codes can be entered in the aircraft.cfg files for individual aircraft ‘paints’ to direct them to park at gates with the same code. Multiple codes can be assigned to a gate to specify several different airlines that can park there, in order of priority.

This means that the previous ‘Radius’ method is no longer required to configure airline parking; however, radius is still used by FS as a determining factor for which sized aircraft can fit in which parking spots.

To facilitate parking configuration, the Parking Specifications (Parking Specs) feature of the previous AFCAD has been moved from the AFCAD config file to a separate file: ParkingSpecs.txt . This file defines parking codes for airlines and other aviation groups, allowing parking to be assigned by name. A pre-defined parking specs file is provided courtesy of the Project AI (PAI) group. Thanks to Matt Fox, Graham Jackson and Jorge Buchelli and others for compiling this file. The file covers most of the world's airlines. Because airlines come and go over time, users should check the Project AI web site once or twice a year to get updated versions of this file.

Parking Labels
Labels can now be displayed on all parking spots using the new ‘Parking Types’ and ‘Parking Codes’ items under the View menu. You can also use the ‘P’ key to cycle the parking labels between Types, Codes, and off.

Aircraft Editor Tool
Available under the Tools menu, this window allows you to alter AI aircraft parameters that affect where they will park. This can be done for any of the stock or add-on aircraft models you have installed. It allows you set a parking code, parking type, and radius for an aircraft. These are the three main determinants for where an aircraft will park.

Night layout for lights
Since AFCAD can now add or modify all runway, taxiway, approach and VASI lighting, the display can be changed to a night mode to show lighting configurations. Use the ‘Show Lights’ item under the View menu. Or press the ‘L’ key to toggle this feature on or off.

General Program Usage

1. Installing AFCAD 2

NOTE: This version of AFCAD is for FS2004 ONLY. Version 1.4 works with FS2002 .

If you have already installed a version of AFCAD 2 then you can unzip this release to the same folder.

If this is the first installation of AFCAD 2 then create a folder anywhere you want and unzip AFCAD 2 to that folder. If you had previously installed the original AFCAD (1.4 or earlier) you could use the same folder, but AFCAD 2 does not use the same types of files so to avoid confusion you may want to clear out the folder and remove any residual files. If you want to work with both FS2002 and FS2004 then you should keep AFCAD 1 and 2 separate.

2. Uninstalling

AFCAD doesn’t register itself with Windows, so if you want to get rid of it you can just delete the folder it is in and all the files.

3. What is AFCAD?

It is a freeware CAD-style program that allows you to modify the facility data, and some of the visible scenery, used in Microsoft Flight Simulator (FS). The facility data that AFCAD works with is used by ATC to control user and AI aircraft at airports and to assign parking. It also controls the airport information that you see on the ‘map view’, GPS screen, flight planner, and start position set-up window in Flight Simulator. The visible scenery that AFCAD can modify includes runways, taxiways, aprons, and all associated markings and lights. More airport scenery elements will be added in subsequent releases.

4. What You Can Do With This Program

Runways
You can add, delete, move or modify runways. This includes all runway markings, lighting, approach lights, VASI and similar visual landing aids. Although you cannot create your own runway surface textures, you can choose from an array of stock surface types from concrete to water.

Different runways for takeoffs and landings
At airports that have parallel runways, you can change which runways ATC assigns to user and AI aircraft for takeoffs and landings. Note that you cannot make ATC use crossing runways or runways at different angles simultaneously.

Taxiways
You can add, delete, move or modify taxiways. This includes taxiway markings, lighting, surface type, and designations (e.g. taxiway "B2"). In addition to the visual appearance and location of taxiways, the routing of taxiways also controls how ATC routes user and AI aircraft around the airport.

Aprons
You can add, delete, move or modify apron surfaces and apron edge lights.  Apron surfaces can be used anywhere extra pieces of pavement are required around airports, not just at terminal buildings.

Parking
You can add parking spots (gate and ramp parking) and modify or delete existing parking spots at airports for your own use, or to increase the AI levels at an airport. Parking can be added at airports that do not currently have it. Any number of parking spots can be added. You can also adjust gate parking so that aircraft doors mate with existing boarding bridges (jetways). Parking is required in order for AI to operate at an airport, so adding parking will also allow you to program AI to use airports that do not currently have it.

Airline Gate Assignments
Microsoft added to FS2004 the capability to assign specific airlines to specific gates. You can also designate classes of aircraft to use certain classes of parking, such as GA aircraft to ramp parking, cargo aircraft to cargo parking and military aircraft to mil parking .

ATC and communications
You can add, delete, and modify communications frequencies. Adding a tower and/or ground control frequency is all that is needed to add ATC to any airport that does not already have it, you do not need an actual control tower scenery object to have ATC operation. Note that FS2002 required ATC to be present at an airport in order for AI to operate there but FS2004 no longer has that restriction, AI can now operate even at uncontrolled airports.

Navaids
You can add new navaids or modify stock navaids (ILS, Marker Beacons, VOR / DME, NDBs).

Helipads
You can add new helipads or modify stock helipads.

Start locations
Every airport comes with default start locations for your aircraft at the end of each runway. These can be changed to be at different locations, such as at the taxiway entrance to a runway.

Control tower view
The location for the control tower view of your aircraft (selected by pressing the ‘S’ key twice in FS) can be changed. This can be placed at the actual control tower location, if there is a tower, or any other location or elevation.

Shifting airports
Some third party replacement airports do not line up properly with stock Flight Simulator airports. This can cause the AI to taxi and take off and land on the grass instead of runways and taxiways. AFCAD allows you to shift the entire airport, or realign specific taxiways, runways and parking to correct this.

Note that although the taxiway modification capability is fully implemented in this release, its usefulness is limited by the inability to move or change taxiway signs. The ability to change taxiway signs will be added in a subsequent release.

5. What You Will Be Able To Do With Subsequent Releases of AFCAD

AFCAD is a work in progress. The ability to modify the following elements will be added to subsequent releases.

Taxiway Signs
The ability to create, delete, move or modify taxiway signs will be added.

Airport structures
The ability to add, delete, or move airport structures will be added.

Exclusions and Flattening
The ability to exclude existing scenery (and Autogen trees etc.) will be added, as well as the ability to create flattening polygons.

6. Compatibility With Earlier AFCAD Files

AFCAD 2 can't use export files produced by AFCAD 1, and there will likely be no method provided to convert them for use with AFCAD 2. This is because FS2002 facility data was more simplistic than FS2004 data and FS2002 did not control any visual elements. There is no practical way to automate merging the visual elements (markings, lights, surface textures, taxiway widths, runway extensions, taxiway signs, aprons, airport structures, etc) of FS2004 airport data with the simpler FS2002 facility data. The alternative would be a manual merging process, and that would likely require as much or more work from the user to ‘fix up’ all the resulting problems than to re-do the airport from scratch.

7. FSUIPC

AFCAD can be used by itself for most airport design work but placing taxiways and parking around buildings and structures can be awkward, as building are not currently displayed on AFCAD. This makes it especially difficult to mate gate parking spots with terminal boarding bridges. For that kind of work it is preferable to link AFCAD with Flight Simulator using FSUIPC. You can start Flight Simulator and ‘slew’ around an airport in a virtual aircraft and crosshairs will move on the AFCAD map to show your location. Alternatively the AFCAD map can be locked to your aircraft position like a moving map display. FSUIPC is an add-on program that, among its other uses, allows third party software to interface with Flight Simulator.

FSUIPC does not come with AFCAD but it can be downloaded from the following site:

www.schiratti.com/dowson.html

Note that FSUIPC is free to users who only need to use its basic functionality, such as linking AFCAD to FS. You only need to register and pay to use its more advanced features, which are not required for AFCAD.  AFCAD registers itself with FSUIPC when it starts up.

FSUIPC comes with documentation, but it is not necessary to read it for this application. All you have to do is copy the file FSUIPC.dll into the MODULES folder off your main Flight Simulator folder, for example:

…\FS9\MODULES

That’s all you need to do to link AFCAD with Flight Simulator.

8. Using AFCAD and Flight Simulator Together

Flipping Windows:

You can start either program first. Since most people don’t have enough monitor space to have both the FS and AFCAD windows open side-by-side you can have both windows maximised, and press the Alt+Tab key to flip back and forth between them.

Eliminating Pauses:

By default, Flight Simulator will go into pause mode whenever you leave the FS window. It can be a nuisance un-pausing that window all the time but this can be prevented by changing a Flight Simulator setting.  On the FS Settings / General window, un-check the setting ‘Pause on task switch’.

9. Starting AFCAD and Opening an Airport

Start AFCAD and  choose Open Airport from the File menu. When this window opens for the first time AFCAD will index all the stock and add-on scenery and that may take a minute or so. When opening the window on subsequent occasions the delay will be much less.

The easiest way to open an airport is to enter the ICAO code (e.g. KLAX) in the Airport ID box and click OK. If you do not know the airport code then you can locate the city using the tree window on the left side. This lists all the cities that Flight Simulator has. All the airports associated with a selected city will be shown in the list box beside the tree window. If a city has more than one airport then you must choose the one you want to work on before closing the window.

When you open an airport, the scenery and facility data for that airport is read into memory and you should be presented with a display similar to the one below.

10. Saving an Airport

Any changes you make to an airport are initially done only in memory. As long as you don't do a ‘Save’, none of the changes you make will affect Flight Simulator. If you want to experiment first before you do any serious work, then just don’t save the airport you are working on.

When you do want to save changes to the airport then click Save or Save As. A Save As window will open with a default file name assigned such as AFC_KORD.bgl, and the destination folder will default to the FS9 Addon Scenery folder. You would normally just click OK to accept the default folder and file name unless you have a specific need to change them. Note that unlike AFCAD 1, AFCAD 2 does not alter any stock FS9 files so there is no need to backup anything. If you accidentally save an airport you didn't intend to then all you have to do is delete the .bgl file that was created by AFCAD for that airport.

Assuming you deposited the file in the default Addon Scenery folder, all you have to do is start FS and go to that airport to observe the changes. If you used another folder then you may have to enable that folder in the Scenery.cfg file or using the Scenery Library window in FS.

If you have Flight Simulator open at the same time as AFCAD then after you save the airport you will have to restart FS to see the changes.

You can save your ongoing work at any time. AFCAD also does auto-backups to a separate file every couple of minutes and should recover after a failure or improper shutdown.

11. Re-Opening an Airport

If you have saved an airport and you subsequently try to re-open it by entering the airport code on the Open Airport window, you will notice that the airport appears twice in the list. The entry at the top of the list will be the previously modified airport residing in the Addon Scenery folder, and the bottom entry will be the stock airport. If multiple copies of an airport exist then the list shows them ordered by scenery layer. Because the Addon folder is on a higher layer it will be the one that you will actually ‘see’ in FS. This is indicated by the stock airport in the lower layer being shown in faded print. You can open either one, but you would normally open the modified airport again if you want to make further changes.

Instead of using the Open Airport window to reopen an airport, you can just choose the airport code from the Previously Open Airports List under the File menu. That will automatically open the airport from the previously saved file in the Addon Scenery folder, not the stock airport.

12. Deleting and Restoring Airports

To restore a stock airport or remove a new airport, simply remove the .bgl file for that airport from the FS Addon Scenery folder (  .../FS9/Addon Scenery/Scenery/  ).  If it is a new airport then the airport may continue to be displayed on the Flight Simulator Go To Airport window however, so to eliminate that residual airport listing just call up the Scenery Library window from the FS Settings, and click the OK button to close the window.

13. Undo - The Most Important Command

Because everybody makes mistakes, the undo command is possibly the greatest invention in computer science, after the spell checker. AFCAD can undo the last 12 changes using the Ctrl+Z key, or the undo button on the tool bar. There is also a redo command, Ctrl+Y. Keep in mind that if you undo a few changes then make a new change, you will not be able to redo the changes you ‘backed over’.

Another thing to keep in mind is that not every change shows up on the map window. For example, if you changed a gate number using a Properties window, you could undo that change later on and not see anything different on the map.

14. Manipulating the AFCAD Display

Mouse Wheel:

Using the mouse wheel is the easiest way to manipulate the AFCAD display :

Zoom
Turning the wheel in or out will quickly zoom in or out.

Rotate
Turning the wheel with the Ctrl key pressed will rotate the display. Pressing the Shift key instead will provide a finer rotation. Note that this rotate action is disabled when AFCAD is locked to FS.

Drag
Pressing the mouse wheel-button down on the window will activate a drag cursor which allows you to drag the window viewpoint to a new location over the airport. Note that this drag action is disabled when AFCAD is locked to FS.  Some mouse drivers may be pre-programmed to use the wheel mouse button for other actions such as window swapping.  If this occurs you can use the Windows mouse control panel to set the wheel mouse action back to Autoscroll. 

Tip: If you want to move the viewpoint a large distance it is usually easier to zoom out first, allowing you to move the viewpoint in one high-level drag rather than several low-level drags.

Keys:

The following keys can be used to manipulate the AFCAD display if you don't have a mouse wheel. Because AFCAD can work in conjunction with Flight Simulator in ‘slew’ mode, where practical the same keys used to ‘slew’ around FS are also used to move in AFCAD.


Zoom out and in
(also on the keypack)
 
 
 


Shift the viewpoint*
 
 
 
 


Rotate the display about the
centre of the window*.
The heading is shown in
the status bar at the bottom
of the window

*Shift and rotate commands don’t work in ‘Lock’ mode. In that mode you must shift and rotate the aircraft itself to move the map.

15. Slewing in Flight Simulator

To use AFCAD in conjunction with Flight Simulator open the FS ‘Create a flight’ window and select the same airport you have open in AFCAD, pick an aircraft, and start your flight at that airport. If you have FSUIPC installed you should see red crosshairs appear on the AFCAD map where your aircraft is.

The most convenient FS mode for most airport work is in slew mode with the top down view. Press ‘Y’ to enter slew mode and Ctrl+S key to change to top-down view (both of these keys toggle in and out of those modes). In top-down view mode you will also have red crosshairs on the FS window.

If you are not already familiar with FS slew mode, you can move your aircraft all around, even through buildings and other aircraft without fear of damage. You can use the joystick to move around, but here are some other keys you may find useful in slew mode.


Zoom out and in.
Use with Shift key
for finer control


Accelerate the aircraft
forward/backward
and left/right.


Rotate the aircraft
CCW / CW
 


Raise / lower the
aircraft altitude.
(Most work can be
done at ground level)


Stop all slewing motion.
Note that this also works
from the AFCAD window.

Home:

In slew mode, you can sometimes find you have accidentally moved so far away from the airport that you may not easily be able to get back. In that situation you can change to the AFCAD window (Ctrl+Tab) and press the ‘Home’ key on your keypad. That will return your aircraft in Flight Simulator to the Airport Reference Point, the approximate centre of the airport.

Jump Here:

Even more useful, you can put the mouse pointer on the AFCAD map wherever you want to be, then use the right mouse button to open a pop up menu and select ‘Jump Here’. The aircraft in Flight Simulator will immediately jump to that location.

16. Lock Mode

So far you have been moving the aircraft crosshairs around a fixed map. In lock mode, the crosshairs (the aircraft) will remain at the centre of the AFCAD window, and the display will move with the aircraft, similar to a GPS moving map window.

Click the lock symbol on the toolbar to toggle lock mode

Here is a map presentation using an FS aircraft aiming forward on the runway:

Unlocked map
(north at top)

Locked map

If you find you have slewed completely off the airport in this mode, you can press the Home key in AFCAD to return to the airport centre.

17. Status Bar

The status bar displays the Latitude and Longitude of the mouse pointer when it is moved, or the lat/long of the red aircraft crosshairs when you are slewing in Flight Simulator.

The status bar also displays the direction (rotation azimuth) of the window in degrees true. That field will also show the heading of a parking spot or start location symbol while you are rotating it.

If reference markers have been placed somewhere on the window then the status bar will also display the distance from the last marker drawn to the mouse pointer, and also the angle if there are two or more markers on the window.

18. Options

The Options Window allows you to adjust various program parameters.

Units - Feet or Metres:

Measurement units can be changed from feet to metres for distance measurements on the status bar and all other windows that display elevations or sizes. You can also select to show only parking spot sizes in metres to correlate with other utilities that display parking radiuses in metres.

Lat / Long Format:

You can set the display format for latitude and longitude to one of the following formats:

   N49.12345
   N49* 15.1234’
   N49* 15’ 45.1234"
   N49:15.1234
   N49:15:45.1234

Note: you can enter latitude and longitude in any of the those formats at any time regardless of the lat / long format setting.
When entering lat / long values, the degree, minute and seconds symbols (  *  ’  "  ) are optional.

Lat / Long Grid:

The program will display a latitude / longitude grid which can be enabled or disabled from the View menu, or by pressing the G key.  You can specify the number of grid divisions in either decimal minutes (e.g. 49 23.1,  49 23.2,  49 23.3  etc.) or seconds (49 23 06,   49 23 12,   49 23 18,  etc.).

20. Markers, Guidelines, and Measurements

Markers are small crosses that can be placed anywhere on the AFCAD screen.  They do not contribute to scenery in any way but they can be used as reference aids while laying out airport features.  Similarly, guidelines are ruler lines that can be laid-down anywhere on the AFCAD screen. This can be useful, for example, when trying to place several objects in a straight line.  Neither markers nor guidelines are saved in the airport file so if you place some of these objects on the screen then close and re-open the airport, they will be gone.

In addition to their use as visible reference points, markers are also used as anchors for distance and angle measurements.  The status bar will display the distance from the last marker placed on the screen to the current mouse position.  If there are two or more markers then the angle between the last two markers and the current mouse pointer will also be shown.

Markers and guidelines are created and manipulated in a manner very similar to nodes and links.  

Creating Markers:

Select the Marker Tool from the toolbar. The mouse pointer will change to a ‘marker drop’ symbol. You can place markers anywhere you want by clicking on the map window while the marker tool is active.

You can also drop markers  anywhere you want without leaving the Flight Simulator window by slewing to the desired location and pressing the M key. AFCAD traps the M key and will place a marker at that location.

Creating Guidelines:

A Guideline can connect markers that have already been drawn, or you can run a guideline between any two points and markers will be created at those points if they don't already exist.  A guideline will snap to an existing  marker if you start or end the line close to a marker.

Select the Guideline Drawing Tool from the toolbar. The mouse pointer will change to the guideline drawing symbol.  Put the cross on the location where you want to start the line, press the mouse button and leave it down while you pull the line out to where you want it to end, then release the mouse button.

Moving Markers and Guidelines:

Like most objects, you can move a marker or guideline by ‘grabbing’ it with the mouse and dragging it. You must be in Pointer mode to do this -- select the normal pointer from the toolbar.

Deleting Markers and Guidelines:

You can delete a marker or guideline by selecting it and pressing the delete key.  You can delete all markers and guidelines on the screen by choosing Delete Markers and Guidelines from the Edit menu, or by pressing Ctrl+Del .

 21. Add-on Scenery and AFCAD

This section provides information for users who want to use AFCAD to create facility information to work with add-on airport scenery from other sources, or scenery made with other tools.

Visible Model and Facility Model:

There are two types of data used to model an airport for FS.  There is the visible scenery model and the invisible facility model.

The visible model contains scenery objects such as runways, taxiways and buildings.  It is for the user to ‘see’ only, FS knows almost nothing about the airport from the visible model.

The facility model contains virtually everything that FS knows about the airport, including location name, ICAO code, comm frequencies, runway data, taxiway and parking maps, etc.  This information appears in the Map View, GPS, FS Go To Airport window and Flight Planner window. It is also used by ATC and AI to operate at an airport.  The facility model contains much of the information found in published airport facility documents.

In previous versions of FS, data for these two models were supplied in separate files that used two different formats: BGLC format for the visual model and AFD format for the facility model.  Navaid data was also duplicated in these two formats, in BGLC to produce the signals for your aircraft instruments and in AFD format for the Map View and GPS. 

Designers would use a scenery design program like FSSC or Airport for Windows to create the visible BGLC scenery and instrument-usable navaids, and they would use AFCAD to produce the invisible AFD airport facility data to match.

FS2004 introduced a new format for airport scenery. This AF2 (Airport Facilities 2) format provides facility information as before, but now also includes instructions for the visual model.  Some objects are even drawn directly from the facility data, such as drawing taxiways from the taxiway matrix. All the stock airports are created in this AF2 format.. AFCAD 2 works with this new AF2 format data so you can use AFCAD to modify some of the visible airport elements as well as most of the facility data.

Replacing Stock Airports with AF2 files:

When you modify an airport with AFCAD it produces a replacement .bgl file for that airport in AF2 format.  This file has a new internal exclusion mechanism that causes it to override the stock airport, both the visual model and the facility model of that airport.  This only applies to the AF2 information that AFCAD can actually modify.  Airport information that AFCAD does not modify, such as buildings, are left to ‘poke through’ from the stock AF2 files.

With AF2 instructions you can draw a good general representation of airport elements, but because it relies heavily on a type of autogen drawing process and doesn't allow for custom textures, especially for pavement surfaces, it doesn't provide the flexibility that BGLC does to create high-detail airports.

Replacing Stock Airports with BGLC files:

Fortunately, FS will still accept BGLC airport scenery, so the many add-on airport scenery packages available that replace stock FS airports with high-detail visual models will still work.  

Add-on airports made with BGLC will replace all the visible airport elements, if they use the appropriate exclusion instructions,  but FS will still use the facility data from the stock AF2 airports.  Because add-on airports may not be perfectly registered with the stock airports this can result in AI not following the visible taxiways when moving around the airport, and not parking correctly at gates.

You can use AFCAD to modify the AF2 facility model so it matches the add-on airports, and add additional parking as required.

BGLC files will completely override the visual elements of AF2 data, but will not block the facility information from the AF2 files.  This happens regardless of the scenery layer the AF2 files are in.  The AF2 exclusion mechanism will override stock AF2 airports but will not have any effect on BGLC airports.  You can therefore create an AF2 replacement for a stock airport with AFCAD, and have it override the stock AF2 facility data for that airport, and in the same folder you can have a BGLC file to provide the entire visual model of the airport.

The AF2 format creates the 'paved' surfaces (runways, taxiways, aprons) and structures at airports, but it does not control the ground surface.  That is done with terrain .bgl files using a different scenery format.  This format uses 'VTP' polygons to set the ground texture around the airport and 'LWM' polygons to set the surface elevation, or 'flattening'.  AFCAD does not currently work with these terrain file formats, but future versions may.  There are, however, other terrain scenery tools available that can be used to modify terrain and produce flattened areas at specific elevations for airports. 

Mixing AF2 scenery with BGLC scenery:

Some designers may be wondering if they can use visual elements from the AF2 scenery, such as runways and curved taxiways, with visual elements from BGLC, such as buildings and other structures.  It has been demonstrated that this is possible, but it involves tricky layering and exclusions methods.  This document does not provide information on how to do that and it won't until we know more about how it works, or if the process can be streamlined.  You should be able to find out more information about this on some scenery design forums as knowledge become available.

 22. Airport Properties

Double click on a blank area of the window or on the Airport Reference Point (pink dot near the center of the airport) to bring up the Properties window for the currently open airport.  This window will also appear when you create a new airport. You can examine or modify the following settings:

Latitude Longitude  This sets the location of the Airport Reference Point.  That point is shown as a pink spiky dot.  The airport reference point is the approximate center of the airport for navigation purposes.  If you are creating a new airport you can usually use the Airport Location from the published charts for the airport.  If that is not available then you can use the center point of the runway for single-runway installations.  This point does not have to be exact. If you are modifying an existing airport then you can just drag the Airport Reference Point around with the mouse.
Elevation This sets the elevation for the airport.  Stock airports and many add-on airports created using older scenery formats have an additional ‘flattening polygon’ that goes along with the airport in a separate file.  In this case the flattening polygon will set the actual elevation for the airport surface and this setting will have little or no effect.  AFCAD doesn't currently work with such flattening polygons, but a future version is expected to.  You can create your own flattening polygon using either a scenery design tool like FSSC or a flattening switch in the scenery.cfg file.  If you are creating a new airport (an airport that is not already in the game or an older format add-on) then FS will use the elevation specified by this parameter to level off the terrain around the airport so the runways, taxiways, and aprons are all flat.  However, it will only ‘chop off’ the high surfaces and will not fill in any depressions below airport grade.  You can get around that by either lowering the elevation, or creating a flattening polygon or flattening switch, which will flatten the specified area completely, and not just cut off the high spots. 
Magnetic Variation The magnetic variation for the airport can be found from published airport or aviation charts.  This value is used for runways and navaids at the airport and it will appear on the GPS display and Map View for the airport. It is unknown what additional use FS makes of this parameter, but it is unlikely that it is applied to your aircraft compass, as that data comes from more a general magnetic variation map.
Airport ID This is the ICAO code (e.g. KLAX, EGLL) for larger airports or the regional airport code for others.  It is a maximum of four letters and/or numbers.  When you modify a stock airport using AFCAD and create a new .bgl file for it, FS matches the Airport ID in the modified file with the stock airport and replaces the stock airport features with the features for the new airport.  If you change the airport ID then the modified airport will no longer replace the stock airport, but instead it will appear as two airports at the same locations.  Therefore, there is no practical way to change the Airport ID of an existing stock airport.  You can, however, change the ID for an airport that does not come with the game.
Country State / Province City This is the location for an airport that will appear in the Go To Airport window in FS.  If you are creating a new airport you can put in anything you want here, but it is best to try and use the same spelling for country, state and city that FS does, or you can end up with two entries for a country in the country list with different spellings, and the same for state and city. For modifications to stock airports, FS will use the country, state and city names it finds in the stock airport file and will ignore the country, state and city found in the modified airport file.  This means that there is no practical way to change the place names for an existing stock airport.
Airport Name This is the name for an airport that will appear in the Go To Airport window in FS and the Map View and GPS window.  If you are creating a new airport you can put in anything you want here up to 48 characters. For modifications to stock airports, FS will use the airport name it finds in the stock airport file and will ignore the name in the modified airport file.  This means that there is no practical way to change the name for an existing stock airport.
From File This is the file and path that the airport was read from when you opened it.  If you are creating a new airport this will be blank, as you have not yet committed the airport to a file.
Services (Avgas / Jet Fuel) These parameters will appear in the GPS window describing an airport.  It is likely that FS has no other use for these settings.

 

Working With Airport Objects

23. Anatomy of an Airport

Taxiway Links These blue, green and black lines are like the bone structure of the airport. They are not actually visible in FS, but FS uses this network of links and their associated nodes to auto-generate the taxiway surfaces. The link and node network is what ATC uses to direct aircraft taxiing around the airport and what the AI follow when taxiing.
Taxiway Surface FS uses a type of autogen process to ‘flesh out’ the taxi links with surfaces, curves, junctions, markings and lights. In AFCAD these surfaces are actually an illusion. When working with taxiways you are really only working with the link and node structure of the taxiway grid.
Taxiway Nodes All links connect at nodes.
Hold Short Nodes Hold-short and ILS hold-short nodes are special nodes that cause FS to draw hold-short markers on the taxiway. The hold-short node is also an essential checkpoint for ATC takeoff clearance.
Runway Taxiway There should always be a taxiway line running down the middle of each runway.  This taxiway is made from a special type of taxi link, shown in black. This runway-taxiway has several differences from a normal taxiway, but the most obvious difference is that it is totally invisible.
Runway Surface The runway surface is a separate object from the runway-taxiway. All runway characteristics (size, markings, lights etc.) are defined by the runway object and not the runway taxiway.
Apron Surface Apron surfaces are polygons of pavement or other textures. Apron surfaces are not just used for aprons, they are used anywhere extra pavement is needed around the airport such as waiting areas on taxiways and turn-around bays on runways.
Apron Taxiways These are made up of a special type of taxi link, shown in green. Apron taxiways have no surface of their own but can have markings and lighting. They are intended to go over apron surfaces.
Parking Spots Parking spots are actually invisible in FS, except for possibly ‘T’ marks on an apron.
Airport Reference Point This specifies the location and elevation of the airport for flight planning, GPS navigation, and other purposes. The elevation does not set the visible level of the airport.
Tower Viewpoint This specifies the location of the viewpoint from which you see your aircraft when you select Tower View by pressing the ‘S’ key twice in FS. Note that this usually has nothing to do with where the visible scenery control tower object is located.
Start Location This specifies exactly where you will start if you choose to start a flight on a runway. These symbols are only visible if Show Start Locations is checked under the View menu, or press the ‘S’ key.

 24. Scenery Presentation

AFCAD vs. Flight Simulator

AFCAD tries to display scenery elements like taxiways and runways so they look the same as in FS, but AFCAD does not have control of every detail of how that scenery is presented by FS. This is especially true of the taxiway network. The taxiway surfaces, junctions and curves that AFCAD presents are an illusion. What really gets saved in the .bgl file that FS reads is the ‘link and node’ network represented by the blue/green/black lines and dots. AFCAD tries to use the same rules as FS to generate a representation of taxiway, runway and apron surfaces along with other details such as surface type, markings, and lights, but the representation is not always 100% the same as FS. For this reason, although most design work can be done without having to run FS, designers should always perform a close inspection of all airport changes from within FS itself before finalizing the airport, especially if you intend to make it available to others.

Layering

This does not refer to the layering that occurs when separate scenery files overlap each other, but rather the different conceptual layers that scenery elements (runways, taxiways, etc.) occupy in the same file. FS draws scenery objects in the following order, and the order cannot be changed:

  1. Apron surfaces.
  2. Taxiway surfaces.
  3. Runway surfaces.
  4. All markings and lights.
  5. Structures.
This means that if you draw a taxiway that crosses both a runway and an apron surface, the taxiway will appear to go over the apron surface and below the runway. However, the taxiway markings and lights will go on top of the runway.

Junction Surface Type

Where two or more links meet FS will automatically create a junction with fillets (curved joins) and curved markings. If the links have different surface types then FS will choose the surface type of one of the links to use for the junction surface. FS will take the surface type of the first link counter-clockwise from 270 degrees (true) as the surface type for the junction.  This rule is fixed by Flight Simulator and it cannot be changed.

25. Selecting Objects

Any object can be selected by clicking on it with the mouse. Selected objects will turn orange.

Multiple objects can be selected at the same time by holding down the Shift key while clicking on them. To un-select an object just click on it again.

To unselect all objects just click on a blank area of the window.

Groups of objects can also be selected by dragging a ‘rubber band’ (dotted line rectangle) around the objects while holding the mouse button down. All objects inside the rectangle will be selected when the mouse button is released. You can add to your current selection by holding down the Shift key while using the rubber band.

Tip: if you rotate the window you can often make it easier to group-select objects with the rubber band rectangle. For example, if you want to select a runway and all taxi links that feed into the runway then rotate the airport so the runway is horizontal or vertical and the band rectangle can enclose the runway without spilling over other objects.

Note that taxiway segment are selected by clicking on the link lines that run down the center of the taxiway, or the connecting node dots, not the taxiway surface itself.

To select an apron polygon you must click on the edge of the apron, not the body of the apron.  You can also select an individual apron vertex (corner point) by clicking on the vertex.  If you want to select an apron with the rubber band tool you must enclose the entire apron polygon with the rubber band.

26. Moving Objects

Any object can be moved by dragging it with the mouse. If multiple objects are selected and the Shift key is held down to keep them selected then all the objects will move as a group. If you move something you didn’t intend to then use Ctrl+Z to undo it. To move an apron polygon, drag it by an edge.

27. Deleting Objects

An object can be deleted by selecting it with the mouse and pressing the Delete key. You can also select multiple objects and delete them at the same time. If you deleted something you didn’t intend to then use Ctrl+Z to undo it. Any object can be deleted except the Airport Reference Point and stock navaids.

28. Object Properties

Double-clicking an object with the mouse will open a window displaying the properties of that object. That window will describe everything that is known about the object, and usually all that information can be changed.

29. Nodes, Links, and Parking

These three items are what you will be working with the most when modifying or building an airport, so controls for these have been put on the tool bar. Other objects such as runways, start locations, frequencies and navaids can be inserted or managed using menu items or properties windows.

Nodes and links form the framework for the taxiway system at an airport. FS uses an autogen-like process to expand the nodes and links to fully defined taxiway surfaces.

In addition to defining the visible taxiway layout, the node and link network defines where AI aircraft can go. AI aircraft follow this link network like slot-car toys to get from parking to the runway on departure, or from the runway to parking after landing.

There must also be a path of taxi links running down each runway so the AI can taxi on and off the runway.

The node and link network is also used by ATC to give directions to user and AI aircraft. Each link may have an associated taxiway or runway designator which ATC will read out for taxi clearance, for example "taxi to and hold short of runway 12 using taxiway B C D". The network also provides the ‘pink line’ path that you get if you request Progressive Taxi instructions.

AI aircraft will only go from parking to the runway, or the other direction, so there must always be parking for AI to work. They cannot be made to go from one part of the airport to another and stop.

30. Nodes

Nodes are the join points for taxiway links. Nodes can exist by themselves, although they are useless in that form. Links, however, can only connect between nodes or a parking space, so taxi links can’t exist by themselves.

There are three types of nodes:

Normal nodes are used for the vast majority of taxiway connections, including those on runways and aprons. Where taxi links join at a node there will be a taxiway junction, and FS will automatically generate the curved fillets between adjacent taxiway surfaces.
Hold-short nodes create visible hold-short bars on the taxiway, which you can see in AFCAD if you zoom in close. AFCAD automatically orients the marker so the dashed-line side faces the runway. If for some reason the program has not oriented it the way you want then you can flip the marker to the other direction using a checkbox on the Node Properties Window.  ATC also uses these nodes as checkpoints for takeoff clearance.  Note: if hold short nodes are too far from the runway it can cause AI to freeze at the runway, see Hold Short Node Limits.
ILS hold-short nodes also create visible markers. They are placed behind normal hold short markers on some runways to have aircraft hold further back during IMC. It does not appear that ATC or AI use this type of node for anything special.

Creating Nodes:

Select the Node Tool for the appropriate node type from the toolbar. The mouse pointer will change to a ‘node drop’ symbol.

You seldom need to create nodes by themselves, when you use the link tool it will automatically create nodes where needed as you draw links; however, if you do need to draw individual nodes then you can use a couple of methods:

You can place nodes anywhere you want by clicking on the map window while the node tool is active.

You can also drop nodes anywhere you want without leaving the Flight Simulator window by slewing to the desired location and pressing the period key ( . ) . This is easy to remember because nodes are essentially dots, like a period. AFCAD traps the period key and will place a node at that location.

Moving Nodes:

Like most objects, you can move a node by ‘grabbing’ it with the mouse and dragging it. You must be in Pointer mode to do this -- select the normal pointer from the toolbar. Note that any attached links will also be dragged and stretched with the node. Alternatively, you could bring up the properties window and alter the latitude and longitude for the node.

Deleting Nodes:

You can delete a node by selecting it and pressing the delete key. Note that any attached links will also be deleted, as links cannot exist by themselves.

Changing Node Types:

You can change the type for one or more nodes by selecting them then choosing the new node type from the toolbar. You could also use the Properties window to change the type. You can select several nodes at the same time and change them as a group.

Node Snapping:

If you create a node that touches an existing taxi link, the node will automatically snap to that link.

Overlapping Nodes:

If you try to create one node directly over another it won't be allowed. Although they can overlap to some extent, they must be far enough apart that you can identify them as two separate nodes.

Hold-Short Node Limits:

A hold-short node will not work if it is too far from the edge of the runway. That will result in ATC never giving you takeoff clearance and AI aircraft will stop at the hold-short node and get stuck there. The maximum distance seems to be just over 230 feet, but it is best to keep it under 225 feet (68.6 m) to be safe. Note that the maximum distance is from the edge of the runway, not the center line.

The program can display 225 foot radius circles around all the hold-short nodes to show the maximum allowable distance. This can be enabled by checking the Show Hold Short Limits item under the View menu, or by pressing the ‘H’ key.

Note that hold short distance limits are only crucial where AI aircraft actually enter the active runway for takeoff. AI enter a runway at the taxiway entrances closest to the ends of the runway. Hold-short nodes at other locations along the runway will not normally be used for AI entry.

This limit does not apply to ILS hold-short nodes, which are apparently not used by AI or ATC.

Another problem can occur when two or more aircraft line up at a hold-short node for departure, the aircraft at the front of the line may get clearance and proceed to take off, but the aircraft behind him may become stuck. This problem is more likely to occur with smaller aircraft. This can be prevented by placing a normal (blue) node or an ILS hold-short node just behind the hold short node. Some experimenting has shown this second node should be no more that 70 feet (21.3 m) behind the hold-short node to work with all sizes of aircraft.  As a rule of thumb, just place the nodes so they touch or overlap slightly.

Hold short nodes should only be used where taxiways enter or cross runways and not as ‘stop signs’ around the airport.

31. Links

A link connects two nodes together or connects a node to a parking spot. There are five types of links:

Normal Taxi Links are used for most taxiways, these create taxiway segments with the width, surface (e.g. pavement), markings and lights specified in the Taxi Link Properties window. AI also follow these lines to get from parking to the runway or the other direction.
Runway Taxi Links run down the center of runways. A taxi line is needed on a runway to guide the AI while taxiing on or off the runway. ATC will avoid routing user and AI aircraft down black taxi links while moving around the airport unless there is no other available ‘blue’ route. This keeps aircraft from using runways to taxi to position, except where transiting a runway is the only way to get to the destination.
Apron Taxi Links have no surface texture (e.g. pavement) of their own but can have markings and lights. These are intended to be used over aprons that have their own surface textures, although you can also run normal taxi links over an apron surface if you want a separate pavement texture for the taxiway. It is unknown if apron lines have any special meaning to ATC or AI. It may be that AI avoid cutting-through aprons where they could otherwise use normal taxiways.
Parking Connectors are similar to apron taxi links in that they have no surface texture but can have markings and lights. Parking connectors are also shown in green but you don't need to select that link type when creating them, any link that connects to a parking spot will automatically become a parking connector. Note that you can’t connect two parking spots together with a single link.
Closed Taxi Links have the same characteristics as normal taxi links but ATC will not route user or AI aircraft down taxiways made with these links. Note that X's are not actually drawn on closed taxiways.

Normal and apron taxi links can be assigned designators such as A, B1, C, etc. (see the Designators section). The designators are used by ATC when reading out taxiing instructions.

Parking connectors always have blank designators.

Runway taxi links have designators but they are taken from the runways that the taxi links run on (e.g. "Rwy 09/27").

Runway taxi links are actually invisible and will display no marking or lights, as they are only intended to coincide with runways that have their own surface textures, markings and lights; however, runway links do have width. This can be demonstrated by moving a runway temporarily and leaving the black runway taxi links in place, as shown below. Normal taxiways that enter the runway connect to the runway taxi line, not the runway itself. 

The runway taxi line should have the same width as the runway that it mates with so the fillets that are generated where taxiways join will appear to merge onto the runway, even though they really merge onto the invisible runway taxi line.

Creating Links:

Links can be drawn between nodes that have already been drawn, or between nodes and existing parking spots. For convenience, if you try to draw a link to or from a point where there is no node, AFCAD will put a node there for you, at both ends if necessary, when you draw the link.

To draw a link, select the Link Drawing Tool for the appropriate link type from the toolbar. The mouse pointer will change to the link drawing symbol.

Put the cross on the location where you want to start the link, press the mouse button and leave it down while you pull the link line out to where you want it to end, then release the mouse button.

The characteristics of the link you are creating (surface, width, markings, lights etc) will be taken from the link it connects to, or the last link created or modified if it doesn't connect. If you want to change the characteristics you can do that from the Link Properties window after the link is created. It is often easier to draw a sequence of links first then select them all and change the properties as a group.

You can select the designator for the link (e.g. "B1") before you draw it using the list box beside the link tool button on the toolbar, but you may find it more convenient to draw the links first then set their designators later once the whole taxiway path is finalised.

Link Snapping:

If you start or end a link on an existing node, the link will snap to the center of the node.

If you start or end a link anywhere on a parking spot, the link will snap to the center of the parking spot.

If you start a link close to another existing link, the link end will snap to the existing link and a node will be placed there.

Automatic Link Splitting:

Links cannot actually have nodes in the middle of the line, nodes (or parking spots) can only be at the ends of a link. For this reason, if you connect a new link to an existing link, AFCAD will automatically break the existing link into two separate links. Although they will still look like a single line, you can treat the links separately, for example you can delete one:

If a link you are drawing crosses any nodes, it will automatically connect to those nodes, forming two or more separate line segments:

Deleting Links:

Select one or more links with the mouse and press the Delete key.

Moving Links:

Grab the link with the mouse (ensure the normal pointer mode is active) and drag it to where you want it. Note that the nodes on both ends of the link will move with it, this also applies to a parking spot at the end of a link. Any connected links will stretch

Changing Links:

You can select one or more links then choose a new link type by clicking the appropriate link tool button on the tool bar. The selected links will change to the new type.

You can select multiple links by holding down the Shift key while clicking on them, or by dragging a rubber band around them. Don't worry if other objects such as nodes or parking spot also get selected using the rubber band, they won't be affected by a link change.

You can also change a group of links by selecting them all and double-clicking on one of them. This will bring up the properties window for the link you clicked. Make sure you hold down the Shift key while double-clicking on the link to prevent the others from being un-selected. If you change one or more of the link parameters (Type, Width, Lights, etc.) the program will apply the changed parameters to all the selected links, but will not apply the unchanged parameters.

Link Properties:

Double click a link to bring up the Properties window to examine or modify the following settings:

Designator This box has a list of all the taxiway and runway designators that are used at the current airport. You can create a new taxiway designator by typing it directly in the list box beside the Taxi Link tool on the main window, for example "B7", and pressing Enter. Runway links can only take designators for existing runways.
Link Type You can select the link type from the Tool Bar before creating the link or you can change it afterwards. Any link connecting to a parking spot will always be a parking connector and can't be changed.
Surface This only applies to normal and closed taxi link types. Runway, apron, and parking links do not have a visible surface so this will be ignored.
Width Specifies the width of the taxiway surface for normal links. For runway links this should match the width of the runway, or it can be slightly smaller so there are no gaps where fillets meet the runway. For apron taxi links there is no visible surface, but this will set the spacing for the yellow edge lines and lights.
Lines and Lights All taxi link types except runway links can have lights and yellow lines. Left and Right means the left or right side of the taxiway segment if you were standing at the node where the link was started from looking in the direction the link was drawn. Rather than try to remember what direction every link was drawn, it is usually easier to draw all the links first then select them all as a group and set the line type or lights for one edge. Then if the line or light settings are on the wrong side for any links just re-select all the ‘wrong’ links and reverse them as a group.

Unconnected Links:

It is possible for nodes and links to be touching and not actually connected. This is evident by the absence of fillets where the taxi surfaces join. This can sometimes be overlooked and it can cause considerable problems at an airport, it may even render an airport completely inoperative for AI. Be sure to run the Fault Finder tool, from the Tools menu, to point out any unconnected links.

32. Designators

There are two types of designators:

Taxiway designators, for example A, B, B2, are used with normal and apron taxiway links (blue and green links).

Runway Designators, for example "Rwy 12/30", "Rwy 26R/8L", are used only with runway taxi links (black lines).

Runway links will always have a runway designator. Taxiway and apron links can have either a taxiway designator or can be left blank. Parking Connector links are always blank.

All designators that have been created for the current airport are shown in the drop-down Designator List on the toolbar.  You can create a new designator by typing it into this box (e.g "B1") and pressing Enter.

Highlighting Designators:

When you select a designator from the drop-down list, all taxi links that have been assigned that designator will be shown in red. For example Taxiway ‘O’ in the picture below:

You can use this to verify that a taxiway is unbroken, and to verify taxiway routes match the routes in published maps of the airport you are working on.

The first entry in the designator list is always empty, and if you leave that empty entry selected then no taxiway designators will be highlighted. The second entry in the list is the word "Blank". When you select that entry, all blank designators, including all parking links, will be highlighted.

Note that if a link has an incorrect designator or is blank, that won't prevent AI from using it but ATC may give you strange or incorrect directions when you ask for taxi clearance.

Many of the stock airports have duplicate entries in the designator list, for example there may be three entries for taxiway "B" representing three different sections of taxiway B.  This is a byproduct of the tool MS used to design the stock airports and does not appear to cause a problem.  AFCAD won't allow you to enter more than one copy of the same designator.

Scanning designators:

You can flip through the entire list of designators, highlighting each taxiway path, by pressing the ‘T’ key, or flip backward by pressing Shift+T

Changing designators:

The designator can be selected before you start drawing links, but if you are making large changes or building a new airport it may be easier to leave them blank as you create them. You can then select all the links that constitute a particular taxiway, holding down the Shift key to select more than one object at a time, then choose the designator to assign to that taxiway from the list. The selected taxiway will be shown highlighted in red after you do this. Note that you don’t have to select nodes when you assign designators, nodes don’t have designators, but it won't hurt if you do. You can also use this method to change individual links.

Runway designators are automatically assigned when you draw a runway-type taxi link on a runway so you usually don't need to set the designator for a runway-taxiway.

Creating a New Designator:

You can create a new taxi designator by typing it into the Designator Box on the toolbar and pressing Enter. You just need to type the designator itself, e.g. "B1", you don’t need to type the word "Taxi".

Designators are usually single letters or letter and number pairs. You can create designators up to seven characters long but ATC will spell them out phonetically. It is unknown if there any actual words that ATC will recognize as a designator. You cannot enter new runway designators, that can only be done by creating new runways.

Deleting designators:

In order to delete a designator you must open the Taxi Designators List window from the Lists menu.

Select the designator you want to delete and click the Delete button. Any links that use that designator will be changed to ‘Blank’.

Designator Properties:

The only real property that a designator has is its name. The Taxi Designators List window shows all the designator names and also shows the number of links that have been assigned each designator. If any designators have 0 links then you may have missed or misnamed a taxiway, or it may be an unused designator that you can delete.

33. Taxiway Signs

This release of AFCAD does not show taxiway signs and cannot create, modify or move them.  That will be available in a subsequent release.

34. Parking

You can place any number of parking spots at an airport. Having lots of parking spots will cause no perceptible performance problems by themselves, but if you load up dozens of parking spots with AI aircraft, especially detailed add-on aircraft, you will observe a frame rate drop when you go to that airport.

You can place parking spots anywhere you want, but you must connect them to the taxiway system or it can result in AI operations becoming blocked.

Creating Parking:

Click the Parking Tool button on the toolbar. The pointer will change to a parking tool symbol. You can pre-select the parking type and parking code (airline) from the drop-down lists beside the Parking Tool button, or you can create the parking spots first and set the types and codes later.

You can use two methods to create parking:

You can place a parking spot by just clicking on the window while the parking tool is active, or if you need to precisely place parking spots in the visual scenery, at boarding bridges (jetways) for example, you can use the aircraft position on the Flight Simulator window as a reference. Slew the aircraft until it is positioned where you want to put a parking spot then press the letter ‘o’ key. This is easy to remember as the ‘o’ is a circle like a parking spot. AFCAD traps that key and will drop a parking spot at the current aircraft location and heading. The following pictures show a sequence of parking spots created by moving the aircraft around a terminal:

Note in the above picture that the parking circles overlap a certain amount. The parking circle radius is somewhat wider than the aircraft actually needs, so you can get away with a certain amount of overlap, but you should test the final product to make sure clearances are adequate with the largest AI aircraft that will use that parking.

It is usually easier to create all the parking spots first, then link them to the taxiway network afterwards. A parking spot must be linked to the taxiway network or it can result in AI operations becoming blocked.

Rotating a Parking Spot:

The aircraft stick-symbol in the parking spot circle points in the direction the AI aircraft will point when it starts there. You can change the direction by selecting the parking spot symbol and grabbing the rotate handle (dot) that appears at the top of the symbol. The symbol will rotate around to follow the mouse pointer until you release the mouse button. The heading field in the status bar will show the parking direction (degrees true) while you are rotating it. You can also rotate a parking spot by changing the heading in the Parking Properties window.

If you create parking spots using the mouse-click method then the parking spots will aim to the top of the window initially and you will probably need to rotate them to the final heading. If you use the ‘o’ key method in FS to drop parking spots then they will have the aircraft heading.

Aircraft will start at a parking spot aligned with the heading of the parking circle, however, when an aircraft taxis into a parking spot it will not turn to that heading, but instead will remain at the heading of the parking connector when it stops.  If you want the aircraft to both start and stop at the same heading (essential for jetway parking) then ensure the parking connector is in-line with the aircraft symbol.  This may require inserting a node close behind the parking spot to allow the aircraft to turn to the desired final heading.

Deleting Parking:

Select one or more parking spots with the mouse and press the Delete key.

Changing Parking:

To change the parking type, select one or more parking spots then choose an entry from the Parking Types drop-down list on the tool bar. All the selected parking spots will change to the new type and will get the default radius for the new type.

To add a parking code, select one or more parking spots then choose an entry from the Parking Codes drop-down list on the tool bar. All the selected parking spots will get the new code. If a spot already has a code then it will get a second code, and so on. To delete all codes for selected parking spots, choose the blank entry at the top of the Parking Codes list.

You can select multiple parking spots by holding down the Shift key while clicking on them, or by dragging a rubber band around them. Don't worry if other objects such as nodes or links also get selected using the rubber band, they won't be affected by a parking change.

You can also change a group of parking spots by selecting them all then double-clicking on one of them. Hold down the Shift key while doing this to prevent the other spots from being un-selected . This will bring up the properties window for the parking spot you clicked. If you change one or more parameters (Radius, Area, Parking Codes, etc.) the program will apply the changed parameters to all the selected parking spots, but will not apply the unchanged parameters. For example, if you want to change all the parking spots surrounding Terminal A to be designated as "Gate A xx", where xx is the existing gate number, then use this procedure:

  1. Select all the parking spots around Terminal A.
  2. Double-click on one of them while holding down the Shift key.
  3. Select "Gate A" on the properties window.
  4. Click OK to close the window.

Parking Properties:

Double click a parking spot to bring up the Properties window to examine or modify the following settings:

Heading This is the direction the aircraft will be pointing when they begin at a parking spot. Note that when an aircraft taxis into a parking spot after landing it will not turn to this heading, it will remain at the heading of the taxi link that brought it to the parking spot.
Area This is the part of the airport (e.g. NW Parking) or the gate group (e.g. Gate A) for this parking spot. A gate group is usually a separate terminal or concourse. Smaller airports may just have ‘Gate’. This parameter, along with the number parameter below, determines how the parking spot will be labelled in the FS Start Positions list.
Number This designates the individual gate or parking spot. This number goes along with the ‘Area’ field, for example "Parking 14" or "Gate 12" or "Gate B 5". Note that Flight Simulator does not permit letters after the number, for example "Gate 12B".
Selection List This is a lookup table for airlines and other aviation classes. When you select an entry from the list, for example a particular airline, the parking code for that airline will be inserted in the parking codes box. You can repeat this to insert additional codes if needed. If you want to clear all the codes from the box then select the blank line at the top of the list. Note that the names appearing in the Selection List are not saved with the airport file, only the parking codes are saved. You can add your own entries to this list, for example to add a new airline or special purpose codes. See Custom Parking Specs for more details.
Parking Codes Parking codes allow you to assign gates to specific airlines or other designated aircraft. This requires matching codes to be entered in the aircraft.cfg file for the aircraft you want parking at those gates. Multiple codes can be entered in this field separated by commas or spaces to specify other airlines that may also use the parking space if it is available. You can type codes directly into this box if you know them already, or you can use the Selection List to look up a code holder by name and insert the code. It is best to use ICAO airline codes where possible in order to maintain a common standard. See Parking Assignments for AI Aircraft for more details.
Parking Type Parking types have labels like "Ramp GA small" and "Gate Medium". These appear in the FS Start Positions list for you own reference, but they can also be used to direct classes of AI aircraft to matching classes of parking. See Parking Assignments for AI Aircraft for more details.
Radius This determines what size of aircraft can use a parking spot. Every aircraft has a radius parameter, and an AI aircraft will not park in a spot that has a smaller radius than the aircraft. The measurement units for parking radius can be set to either feet or metres by checking either the Metric line or the Metric Parking Radius line under the Tools menu. It is recommended that you normally use metres for parking, as that is the native unit of the aircraft radius parameter. See Parking Assignments for AI Aircraft for more details.

Parking List Window:

The Parking List window, called from the Lists menu, shows all the parking spots for the current airport as they will appear in the Start Positions list on the Flight Simulator Create a Flight window.  The radius and any assigned parking codes are also shown.

Parking List Order:

One of the criteria FS uses for AI parking assignment is the order of the Parking List (see Parking Assignments for AI Aircraft). You can reorder the parking list by grabbing list entries with the mouse and dragging them to different locations in the list. You can also use the Randomize button to mix up the spots.  This will prevent AI from bunching up in sequential gates.  The Randomise button will keep parking grouped by type (gate, ramp, cargo), but will mix-up the order of the parking spots within each type-group.

You can click on the column headings of the list to sort it by area, type, size, etc. This makes it easier to locate parking spots in a large group, or to inventory parking. Keep in mind that when you close the window the order you see in the list will be the order the parking will appear in Flight Simulator, so if you sorted parking then you should randomize it again before you exit. Alternatively, you can click the Original Order button, which will return the parking list to the order it was in when the window was opened.  If you accidentally re-ordered parking then press Ctrl+Z after you close the window to undo it.

Drive-Through Parking:

You can connect more than one link to a parking spot to create ‘drive through’ type parking; however, because of limitations with the AI it rarely results in the kind of behaviour one would hope for, that is, aircraft driving in from one side and driving out the other. AI will take the shortest path to the active runway and even if they can exit a parking spot going forward they will go out the rear taxi path, if that is the shortest route to the runway. You should also be careful to avoid serial or ‘string of pearls’ parking, which can block some parking spots when others are occupied.

Tips for Creating Parking:

Microsoft sprinkled parking rather loosely around the stock airports. Not surprising as they had to do this by hand for a few thousand airfields. You may want to delete most or all of the parking spots at an airport before you create your own so you aren’t constrained by existing parking spots.

When you choose an aircraft to slew around in, use the same type of aircraft you are creating parking spots for to get an idea of the size requirement and clearances. This is especially important if you want to mate aircraft doors with boarding bridges (jetways).

If you are trying to align an aircraft with a boarding bridge you may find the FS slew keys, especially the arrow keys and rotate keys (keypad 1 and 3) provide finer control than the joystick.

Avoid trapping AI aircraft in pockets, such as behind other parking spaces, as an AI aircraft may become stalled if another aircraft is parked it its way.

Ensure all parking spots are connected to the taxiway system. An unconnected parking spot will lock out other parking spots further down the parking list, even if they are properly connected. Run the Fault Finder from the Tools menu to check for unconnected parking spots.

35. Parking Assignments for AI Aircraft

Flight Simulator permits assigning airlines and other aviation groups to use specific parking spots at an airport.  It also allows assigning general classes of aircraft such as cargo, GA, and military to parking spots.  And although it doesn't directly allow you to assign specific aircraft models such as 737s to specific parking spots, you can designate parking spots to be used by certain sizes of aircraft. This section deals with the rules and parameters used to make the AI park where you want at an airport.

Parking Criteria:

FS uses the following criteria to decide where to park an AI aircraft.  These criteria are in order from most important to least important:

1. Parking Codes   (KLM, AAL, etc.)
2. Parking Types   (Gate, Ramp, Cargo, etc.)
3. Parking Areas   ( Parking, Gate 1, Gate A 1)
4. Parking Radius   (31m, 38m, etc.)
5. Parking List order  (first, second, third parking spots listed etc).

The lower level criteria are only used as tie-breakers if there are two or more parking spots that meet the higher criteria, otherwise the lower level criteria do not come into play.

It may seem like there are a lot of criteria and rules to deal with in order to make aircraft park where you want, but in general you would: use Parking Types and Parking Areas to section off the main parts of the airport, use Parking Codes to establish which airlines go where, and use the Parking List to establish the order of assignment. Knowledgeable users who really want to fine-tune an airport can also adjust radius settings to narrowly define which aircraft models can park at which gates, but that isn't essential.

Parking Codes:

Parking codes are the most important factor in assigning parking. Each parking spot can be assigned one or more codes, and each separate aircraft version, or ‘paint’, can be assigned a code. These codes have no special meaning to FS, it just tries to match the aircraft codes with the parking codes to slot aircraft into specific parking.  Since the codes have no special meaning you could use any set of characters, but it is best to use ICAO codes where possible when assigning parking for airlines and other aviation groups in order to maintain consistency with other designers of flight sim add-ons.  Every airline has a unique ICAO code, such as AAL, for American Airlines.

An AAL-coded aircraft will park in an AAL-coded parking spot if there are any available, as indicated by the "1st choice" in the picture below.   Parking spots can have several codes for situations where several airlines can use the same gate, so if there are no empty parking spots with AAL as the first code then it will use a spot with AAL as the second code, as indicated by "2nd choice" in the picture.  If there are no empty parking spots with code AAL at all, then it will park in a spot with no codes, as indicated by the "3rd choice".

 

If there are no uncoded spots then it will park in a spot belonging to someone else, as indicated by the "4th choice".   This last tendency can cause problems.  If an airline has more flights arriving at an airport than there is available parking for that airline then an overflow situation will occur and airlines will park in other airline's parking spots. This will cascade until hardly anyone is parking at their own gates.  The best solution for this is to schedule AI flights carefully so this doesn't happen; however, at larger airports this can be nearly impossible so the next best solution is to provide numerous uncoded parking spots on empty areas of pavement around the airport, away from the terminal buildings.  Since an aircraft will park in an uncoded spot before parking in a spot with the wrong code, any overflow aircraft will go to these ‘holding pens’ before taking up a gate where it shouldn't be.  Unfortunately, aircraft will not proceed from the holding pens to gates when a gate becomes available. 

A Parking Specs file has been provided, courtesy of the Project AI group, that contains the ICAO codes for most of the world's airlines, listed by airline name. You can select codes from that file using a drop-down list on the toolbar. The same list is also on the Parking Properties window and the Aircraft Editor. You can customise the Parking Specs file to add your own airlines or other special-purpose codes.  

You can also type or paste codes directly into the codes box if you want to insert a new code without bothering to modify the Parking Specs file. 

For aircraft, parking codes are designated by inserting a line such as "atc_parking_codes=AAL" in the aircraft.cfg file, but you can use the Aircraft Editor window under the Tools menu to insert codes for aircraft without having to hand-edit files.

Codes are not limited to airlines, you can use them to assign business jet parking, flying school parking, or military unit parking, as just a few examples.  The Parking Specs file has a few pre-defined generic military and GA classes (beginning with ‘Military’ and ‘GA’), but can also make up your own codes such as "F-16" or "C-17" for example.

A parking code can be any combination of letters and numbers up to four characters long.  Other characters such as punctuation can also be used. FS itself has no restrictions on such special characters, but there may be other third-party tools in the future that use special characters for other purposes so use them with caution.

None of the FS airports or aircraft have parking codes assigned by default so you don't have to worry about conflicting with existing codes.

Note that parking codes are used for AI only and FS will not use codes to designate parking for user aircraft.

Parking Types:

The parking type is used as a criteria only in cases where parking codes are not used or where there is more than one available coded parking spot that is equally good. For example, several AAL parking spots available for an AAL aircraft.  The table below shows the parking spot types and the matching aircraft parking types:

  Parking Spot
  Types
  Default
  Radius
  Matching Aircraft
  Parking types
  Gate Heavy   54 m   Gate
  Gate Medium   38 m
  Gate Small   31 m
  Ramp GA Large   18 m   Ramp
  Ramp GA Medium   14 m
  Ramp GA Small   10 m
  Ramp Cargo   33 m   Cargo
  Ramp Mil Cargo   44 m   Mil Cargo
  Ramp Mil Combat   26 m   Mil Combat
  Dock GA   20 m   Dock

FS accepts only the parking types shown in the list above, you cannot add more or rename them. 

Size words such as "Heavy" in "Gate Heavy" mean nothing as far as parking assignment goes, all that really matters is that an aircraft tagged for "Gate" parking finds a parking spot of any "Gate" type.  Similarly, the word "GA" in "Ramp GA Large" does not limit a spot to General Aviation aircraft, all that matters is an aircraft tagged for "Ramp" parking finds a parking spot of any "Ramp" type.  This could be a commercial  DeHavilland Dash 8 for example.

You can specify the type for a parking spot using the drop-down list on the toolbar or an equivalent list on the Parking Properties window.  For an aircraft, parking types are designated by inserting a line such as "atc_parking_types=GATE" in the aircraft.cfg file, but you can use the Aircraft Editor window under the Tools menu to insert parking types for aircraft without having to hand-edit files.

You can assign multiple choices for aircraft parking types, such as Gate, Ramp, Cargo, but if you use parking codes as the primary method for parking assignment then it may be less confusing to just assign one parking type per aircraft.

FS has some of the stock aircraft designated with parking types already, such as cargo aircraft designated for Cargo type parking. If you do not use parking codes for AI assignment then this is a good way to ensure that classes of aircraft at least go to the right areas of the airport. For aircraft with no designated parking type, FS by default assigns aircraft with an "atc_airline=" tag in the aircraft.cfg file to gate parking, and all others to ramp parking.  You can use the Aircraft Editor to check for an ATC Airline tag.

Parking Areas:

If two or more parking spots meet all the above criteria then FS will assign an aircraft with an "atc_airline=" tag (an airline callsign) in the aircraft.cfg file to a parking area designated as "Gate", and will assign an aircraft without a airline tag to an area designated as "Parking" in preference to other areas.  This is a way FS uses to funnel GA (non-commercial) aircraft to general ramp parking for the stock AI.  You can check and modify the "atc_airline=" using the Aircraft Editor window. 

FS will also assign airline aircraft to a parking area designated as "Gate" in preference to a parking area designated as "Gate X", where X is a letter.  For example, it will assign "Gate 32" over "Gate A 32".  The order of gate letters or number does not appear to be important, so "Gate A 1" is not necessarily preferred over "Gate B 3".    If you are creating parking for an airport terminal then it is best to use all "Gate" areas or all "Gate A, B, C, etc" areas, unless you have a particular reason for AI to prefer one area over others.

Parking Radius:

Radius is one of the least important criteria for parking, but if all the above criteria are equal then FS will assign aircraft to the parking spot that is closest to the aircraft radius; however, it is important to note that  FS will not assign an aircraft to a parking spot that has a smaller radius than the aircraft.  In other words, it won't try to jam a big aircraft into a small spot.  That rule takes priority over all others.

Each parking type has a default radius, for example the "Gate Small" type has a default radius of 31m.  The radius, however, is not fixed to the parking type so you can set it to any value you want.  Although there is no way to direct specific aircraft models like 737s to specific parking spots, you can use the radius to narrowly define the size of aircraft that can park in particular spots. The default radius values are adequate for classifying aircraft by size for all but the most 'fine tuned' airports, so adjusting the parking and aircraft radius is not recommended for inexperienced users.

Each aircraft model has a designated radius. The aircraft radius is not the exact size of the aircraft, but is instead a larger ‘protective bubble’ around the aircraft.  It determines how far apart AI aircraft will be separated when lining up for takeoff, and it is used to determine the pushback distance, and it likely has other uses in FS as well.

In order to customise parking for aircraft models you would generally adjust the radius of the parking spots themselves but you may also need to adjust the radius of aircraft models to ensure all aircraft of a similar size actually use a common radius.  You can adjust the parking spot radius using a box on the Parking Properties window, and you can adjust the aircraft radius using a box on the Aircraft Editor window, under the Tools menu.  Note that since aircraft radius is used for more than just parking you can't move it too far either direction, but a few metres either way is usually safe.  The aircraft radius is embedded in the aircraft's .mdl file, and there is usually only one radius value for an aircraft model, not one for each separate aircraft version or ‘paint’, so adjusting the radius for one paint will adjust for all paints that use that same model.

Note that aircraft radius is always specified in whole-number metres, so to prevent confusion it is best to set the parking radius units to metres as well (under the Tools menu).   

Older add-on aircraft built before FS2002 used a different type of .mdl file which does not have the parking radius encoded. For those aircraft, Flight Simulator applies a default parking radius of 16 metres and that value can't be changed. This can result in older add-on aircraft parking in inappropriate sized spots.

Parking List Order:

If more than one parking spot meets all the above criteria then FS will assign aircraft to parking spots in the order they occur in the Parking List window.  You may think this criteria is so low that it is not important, but in reality this is a significant factor because most terminals will have several parking spots of the same size and type designated for the same airline, so FS will ultimately have to choose between them based on order.  If parking spots are all ordered by gate number it may look more orderly, but aircraft will also be assigned parking in gate number sequence, which is not realistic.  For that reason it is best to rearrange or randomise gate numbers in order to prevent AI from bunching at one terminal or in one area of a terminal.  You can drag parking entries around the Parking List window or use the Randomise button on that window to so this.  The Randomise button will keep parking grouped by type (gate, ramp, cargo), but will mix-up the order of the parking spots within each type-group.

Standard Parking Model:

The FS parking assignment mechanism provides for considerable flexibility so there are different ways of doing things, for example using IATA codes instead of ICAO codes; however, airport and aircraft designers should all use the same standard methods, where possible, so add-on airports and AI aircraft from different sources will work together seamlessly for the end user.  If designers all ‘go their own way’ then it will result in confusion and endless tweaking and reworking for the users who download their work.  The Project AI group and associates have considerable experience creating real-world airline liveries for AI and making them use gates realistically in FS.  They have come up with methods and standards that, although maybe not perfect for every situation, work well and can be applied by all designers. Anyone who plans to create airport parking, especially for public use,  should visit the following site and pick up the document FS2004Parking.html , and any other associated material:

afcad.projectai.com     or     www.ProjectAI.com

The ProjectAI site also has forums where considerable expertise can be tapped for assistance with AI and airport design problems.

36. Custom Parking Specs

AFCAD comes with a Parking Specs (Specifications) file containing most of the worlds airlines and their ICAO codes.  This also defines the colours displayed on parking spots in the AFCAD window.  You can customise this file in various ways, for example to add a new airline, or change an existing one, or change the colour for an airline's parking, or to create a parking spec that assigns several codes together. The file is named ParkingSpecs.txt, and you can edit it with Notepad.  Here is the format of a file entry:

    Spec_Name,R,G,B,Code

for example:

    Air Canada,252,215,136,ACA

Spec_Name This is how the spec will appear in the drop down Parking Specs list.  This is usually an airline name, but can be any text you want as long as it doesn't contain commas. Note that this name is not saved with an airport when you save that airport to a file, only the parking codes are saved.
R,G,B This is the colour code for the parking spot.  If you want to keep the default green colour then leave four commas here (e.g. Air Canada ,,,, ACA).
Code This is the parking code.  This can be any combination of letters, numbers, and some punctuation, up to four characters. You can have a spec with several codes, for example to define parking spots for allied airlines. Just add the additional codes after the first code. For example:   252,215,136, ABC,DEF,GHI

You can add comments to the file by preceding them with a semicolon ( ; ) and you can add extra blank lines and spaces wherever it would help to improve clarity.

New entries don't have to be inserted in alphabetical order, but the list will be presented in the order given so it makes searching less confusing if entries are in alphabetical order.

You can assign any colour you want to a parking spec using RGB colour values. An RGB colour is a set of three comma-separated numbers that range from 0 to 255, for example "0,0,0" for black and " 255,255,255 " for white. You can use the Windows ‘Paint’ application to experiment with colours and to determine RGB values. Open the Edit Colours window from Paint's Colours menu and select Define Custom Colour.

37. Aircraft Editor

The Aircraft Editor window, called from the Tools menu, allows you to adjust all the parking related parameters for aircraft you have installed.  These parameters are stored in the aircraft.cfg files and .mdl files. Here are the controls on that window:

Aircraft List This displays all the aircraft models you have installed and all variations (paint schemes or airlines) for those aircraft.  You can sort the list, for example to show all Air France aircraft together, by clicking on the column headers.
Parking Code Selector This allows you to select a parking code based on the name of the airline, or other aviation group. The code for the selected list entry will be inserted in the Parking Code box.  You can also type a code directly into the code box.  If you enter a code directly in the box then the selector list will show the airline for that code, so it acts as a reverse-lookup.
Parking Code Enter a parking code (e.g. AAL for American Airlines) in this box to designate which parking spots the aircraft should use. The aircraft will use parking spots with matching codes in preference to others.  This corresponds to the parameter "atc_parking_codes=" in the aircraft.cfg file.
Parking Types You can enter one or more parking types. These can be entered in full, such as "Gate,Ramp,Cargo", or in short form such as "G,R,C" or "g,r,c".  Usually it is only necessary to enter one parking type.  Aircraft will use the supplied parking type in preference to other types, if codes are not used or are equal.  If there is more than one Parking Type then it will use the second or third parking types only if there are none of the first type parking available. This corresponds to the parameter "atc_parking_types=" in the aircraft.cfg file.
Radius You can adjust the radius setting for an aircraft to make it better match for specific parking spots.  This would only be needed by users who want to ‘fine tune’ their parking assignments.  It is not recommended for inexperienced users.

You should use caution when adjusting the radius of an aircraft. Radius is used for AI separation while taxiing and also establishes the pushback distance and other things. The radius is larger than the actual aircraft so you can play with this value a certain amount, but if you make it too large or too small it may cause the AI to ‘bump’ into each other. Also note that the radius often applies to a specific aircraft model (e.g. Boeing 737) and not to a single ‘paint’ (e.g. Air France, U.S. Air), so changing the radius for one paint will change it for all paints using that model.  The radius is stored in the .mdl file in a binary form.

Title This field cannot be changed by AFCAD and is generally set by the author of the aircraft model. The title is what FS2004 looks for when linking AI flight plans with actual installed aircraft. You can copy and paste this field to the Traffic Tools Aircraft.txt file if you need to designate a new aircraft for AI flight planning.  This corresponds to the parameter "title=" in the aircraft.cfg file.
ATC Airline This is used as the callsign in ATC communications. Although the actual contents of this field do not appear to be used for parking designation, the presence or absence of this field can affect how parking is assigned. FS assumes that an aircraft with an airline callsign is a commercial aircraft. If the ATC Airline field is used and the Parking Types field is blank then FS will assign the aircraft to Gate parking in preference to other parking types (Ramp, Cargo, etc) and it will assign the aircraft to parking spots labeled "Gate X"  in preference to parking spots labelled "Parking X" .  You can set this field to an actual airline name, and if that airline name is in FS's repertoire of airline names than they will speak the name in ATC communications.  This corresponds to the parameter "atc_airline=" in the aircraft.cfg file.

If you want to adjust several aircraft in sequence on this window you can make the required changes and select the next aircraft in the list without having to close and re-open the window again.

Before AFCAD changes the aircraft.cfg or .mdl file it makes backups of those files. If you want to restore the original settings for a particular aircraft just click the ‘Restore Original Settings’ button and it will restore the settings from the backup files.

38. Aprons

Aprons are expanses of concrete or other material that aircraft can park on or taxi over.  Apron surfaces are not just used for parking areas, they can be used anywhere at an airport that extra pieces of pavement are needed, such as to widen a taxiway for a waiting area, or turn-around bays on runways, or for enlarging junctions.

Aprons are made of polygons formed from straight line segments.  A polygon must have at least three segments but can have potentially hundreds of segments.  Apron polygons will always be drawn underneath taxiways and runways in Flight Simulator and there is no way to make them appear on top of such objects.  Aprons do not have markings of their own, but taxiway markings will appear on top of aprons.  Aprons can also have edge lights.

A Polygon can be essentially any shape or complexity as long as it has only one enclosed area.

If any of a polygon's segments cross over each other, thus forming two ore more separate enclosed areas, then only one of the enclosed areas will be filled in and the actual shape of the apron surface will be unpredictable.  The Fault Finder tool will identify any polygons with crossing segments. Also, it is not possible to create a polygon with internal 'holes'.

Creating Aprons:

To draw an apron polygon, select the Apron Outline drawing tool from the toolbar. The mouse pointer will change to the apron drawing symbol.
Click on the window where you want to create the initial vertex, this will start the polygon drawing mode and a line will follow your mouse pointer.  It is not necessary to hold the mouse button down while creating a polygon, the program will remain in polygon drawing mode until you terminate the polygon.  Click wherever you want to place additional vertices (corners or changes in line direction). The vertex positions do not have to be initially precise, as they can be moved later on.

To terminate drawing a polygon you can use any of three methods: If you bring the polygon line around and click on the initial vertex, thus closing the polygon, then polygon mode will end and the apron surface will be finished.  You can also double-click on the last vertex, or press the Esc key after creating the last vertex.  Note that with the last two methods you do not have to close the polygon, the program will automatically draw a line from the last vertex created back to the initial vertex to close the polygon.  After a polygon has been terminated you can add, delete, or move vertices if needed.

Selecting Whole Aprons:

To select a whole apron polygon, for example to move it as a unit or to delete it, just click on any edge of that polygon (not on a vertex or the body of the polygon).  You can also select a whole apron polygon by dragging a rubber band around it, but the rubber band must enclose the entire polygon in order to select it.

Selecting Vertices:

To select an individual vertex just click on it.  As when selecting other objects, you can hold the Shift or Ctrl key down to select several vertices at the same time.  When the green vertex diamonds are visible you can also use a rubber band tool to select several vertices as a group. Vertices cannot be selected with the rubber band tool if the diamonds are not shown.

Inserting Vertices:

To add new vertices, select the Apron Vertex tool from the toolbar. The mouse pointer will change to the vertex insertion symbol.  You can then click anywhere on the edge of an existing polygon to insert new vertices.  Note that you can only place vertices on the edge of an existing polygon, vertices cannot exist by themselves in an empty area.  Once a vertex has been inserted you can move it wherever you want using the pointer tool. 

Deleting Whole Aprons:

Select the whole apron first, for example by clicking on the edge of the polygon, then press the Delete key.

Deleting Vertices:

Select one or more vertices with the mouse and press the Delete key.

Moving Whole Aprons:

Grab the polygon edge with the mouse (ensure the normal pointer mode is active) and drag the whole polygon to where you want it.

Moving Vertices:

Grab a vertex with the mouse and drag it to where you want it.  You can select more than one vertex by holding down the Shift or Ctrl key while clicking on them, the vertices can then be moved as a group.  This is useful if you want to move one whole side of a polygon. 

IMPORANT NOTE:

Apron polygons may have associated apron edge lights. These consist of strips of lights that are separate entities from the apron polygon. They do not automatically move when you move, delete, or reshape an apron polygon.  If you change an apron polygon and the apron has edge lights you must enter the 'Show Lights' mode, set from the View menu of by pressing the L key, and change the apron lights separately.

Apron Properties:

Double click the edge of an apron polygon to bring up the Properties window to examine or modify the following settings:

Surface This specifies the texture to use for the apron surface.  The texture determines not only the visual appearance of the surface but also the 'bumpiness' of the surface. That is, how much your aircraft and force-feedback joystick will jostle while moving over it. Dirt surfaces, for example, will be bumpier than asphalt.
Draw Surface If this box is checked then the apron will be drawn using one of the surface textures specified above.   If this is not checked then the surface setting will be ignored and the apron area will be drawn as a mottled semi-transparent mask, allowing the ground bitmap to show through. This is intended for airports that use photographic bitmaps for the airport ground surface.  Note that older video cards may not allow this kind of alpha blending, in which case if the Draw Surface box is un-checked then the surface will not be transparent but will be a mottled pattern with an approximate concrete colour, regardless of the Surface setting.

39. Apron Edge Lights

Apron edge lights are laid-down in strips and unlike the aprons themselves these strips do not have to form enclosed polygons.  The strips behave somewhat like the node and link system for taxiways, in that the strips run between end points and they may be linked together to move as groups.  

Light strips can only be seen in 'Show Lights' mode, which is set from the View menu or by pressing the L key.

Note that light strips are shown on the AFCAD screen as a line with a string of lights on it, but the line itself does not appear in Flight Simulator, only the lights.

Light strips are separate entities from apron polygons, they do not even have to be drawn over an apron.  Light strips do not automatically move when you move, delete, or reshape an apron polygon so if you change an apron polygon then you must enter Show Lights mode and change any associated light strips separately.

Note that not all stock airports have apron edge lights, even some major airports like Chicago O'Hare have none, so do not be surprised if you can't find any apron lights at major airports.

Creating Edge Light Strips:

To draw a light strip, select the Light Strip drawing tool from the toolbar. The mouse pointer will change to the light strip drawing symbol.
Click on the window where you want to begin the light strip and hold the mouse button down while dragging the strip out to its end point.

If you click the beginning or end of a strip close enough to another light strip end then it will snap to that end and will link to it.  Such linking is only for convenience while reshaping sets of lights. Unlike with taxi nodes and links, it is not essential that light strips be linked.

Deleting Light Strips:

Select the light strip by clicking on the strip line or by enclosing it with a rubber band, then press the Delete key. 

Moving Light Strips:

Grab a strip with the mouse (ensure the normal pointer mode is active) and drag it to where you want it.  If you grab an end point instead of the line itself then you can move that end point around and adjust the line length and angle.

Light Spacing:

Stock airports that have apron lights use a default light spacing of 200 feet, which is in line with FAA specifications for taxiway lights.  However, many apron edge light strips are smaller than 200 ft, and the spacing of lights does not automatically carry over to adjacent strips.  The result is that the edge lights in stock scenery can be very sparse and uneven, and may not show up at all on smaller aprons or aprons made up of many small segments.  AFCAD provides a setting on the Apron Edge Lights Properties window to force the spacing of strip lights to be evenly spread out over the length of each strip, and each strip will always end with a light.  This means that lights will appear more uniform, and light strips that follow apron edges will have lights at the apron corners, as in the following pictures showing the stock spacing and the AFCAD 'adjusted' spacing:

Stock Spacing

Adjusted Spacing

Adjusted spacing is enabled by default for all new apron lights you create, but it will not automatically affect existing apron lights.  In order to adjust the spacing for existing apron lights you can use the following steps:

Note that strips do not automatically begin with lights, unless they connect to other strips that end with lights, so you may want to attach a short light strip to the first in a sequence of strips so the sequence appears to begin with a light.

Light Brightness:

The brightness levels for apron lights at all of the stock airports are somewhat lower than the brightness of the blue edge lights on taxiways.  You can increase the brightness of the edge lights by selecting all the edge lights together (Ctrl+A key) and bringing up the Apron Edge Lights Properties window by holding down the Shift key and double-clicking on a light strip, then change the Brightness setting from 8 to 13.  13 is about the brightness level of stock taxiway lights and is the default setting when creating AFCAD edge lights. Note that there is no way to change the brightness of taxiway lights.

Apron Edge Lights Properties:

Double click on an apron edge light strip to bring up the Properties window to examine or modify the following settings:

Spacing This is the light spacing for an individual light strip you have clicked on. You can adjust the light spacing for strips individually, but it is much easier to enable the setting 'Adjust spacing to always end at a light' (see below).  Then you can then ignore this spacing control. 
Adjust spacing to always end at a light All light strips created or repositioned while this is set will have the light spacing automatically adjusted so the lights are evenly spaced on each strip, and each strip will always end with a light, no matter how short it is.  The light spacing will be taken from the Optimum Light Spacing setting (below).  Lights will not exceed this optimum spacing, but the spacing may be less.  For example, a 350 ft long strip with a 200 ft Optimum spacing will have an actual spacing of 175 ft (which is 350 / 2).
Optimum Light Spacing Newly created light strips will use this light spacing.
Brightness This adjusts the brightness for all light strips at the airport.  Note that this applies to light strips already created as well as any light strips created after changing this setting.  Strips cannot have individual brightness levels.  Set this to 13 to make the brightness of apron lights match that of the blue taxiway lights.  There is no practical maximum setting, however, beyond a point the brightness levels will not increase but the visible distance of apron lights will increase. 

40. Runways

Moving Runways:

You can drag them with the mouse, or open the Runway Properties window and change the latitude and longitude.

Rotating a Runway:

This can only be done by opening the Runway Properties window and changing the heading field.  The heading is in degrees true.

Creating a Runway:

Call up the Runway window from the Insert Menu. You must then fill in the properties for the new runway. You will probably want the published data for the airport you are working on to help you with this. At a minimum you will have to enter the length and width.

Deleting a Runway:

Select it with the mouse and press the Delete key. A runway may have associated ILS equipment (localizer, glide path and DME) for both ends, and if you delete that runway then any associated ILS equipment will also be deleted.

Runway Properties:

Double click a runway to bring up the Runway Properties window to examine or modify the following settings.  Also see Runway Markings, Runway Lights, and VASI.

Base end / Reciprocal end The base end of a runway would be the south end of the runway if it was un-rotated (had a heading of 0 degrees true). If you were at the base end of an un-rotated runway looking up the runway you would be facing 0 degrees. The reciprocal end is the other end.
Designator For conventional runways this will be 1 to 36, possibly with a suffix of L/R/C (Left, Right, Centre).  The W suffix is for water runways. Note that there is no runway 0, it would be 36 instead.
Closed for Takeoff You can specify one end or both ends of a runway to be closed for takeoffs to prevent AI and ATC from using it. This does not prevent aircraft from landing on the runway.  Note that runway closures are not absolute in FS.  ATC may override a closure. See Runway Closures for details.
Closed for Landing You can specify one end or both ends of a runway as closed for landings to prevent AI and ATC from using it. This does not prevent aircraft from taking off from the runway.  Note that runway closures are not absolute in FS.  ATC may override a closure. See Runway Closures for details.
Right Hand Pattern This sets the published pattern (circuit) direction for the runway. If this is unchecked then a left hand pattern is assumed. AI can be programmed to fly practice circuits in FS and they will use this pattern direction. Up to three AI aircraft may be flying a pattern at one time.
ILS Ident This is the identifier for the ILS associated with this runway, if any.  There should be a different ILS for both ends.   You create ILS's only after you have created the runway. When you create an ILS it will automatically be associated with a runway and you cannot change it without deleting and re-creating the ILS.  This box is for reference only.
Overrun Area This amount of extra of pavement will be added beyond the normal end of the runway.  This area will be automatically marked with yellow chevrons.  See Overrun Areas and Displaced Thresholds.
Displaced Threshold The threshold will be inset this amount from the normal end of the runway. This area will be automatically marked with white arrows.  See Overrun Areas and Displaced Thresholds.
Length Refer to Overrun Areas and Displaced Thresholds to see how these areas are factored into the length.
Width The runway will be slightly wider than this if the Edge Pavement setting is checked on the Markings Tab page.
Pattern Alt The published pattern (circuit) altitude, AGL.  AI will fly practice circuits at this altitude.
Surface This sets the visible surface texture and the ‘smoothness’ of the surface. There does not appear to be any provision for custom textures.
Latitude Longitude Elevation This applies to the center point of the runway.  Note that FS does not allow sloping runways.  Make sure to set the runway elevation at the exact ground level or the runway may appear to float above ground, or be obscured underground. 
Heading The base end heading, degrees true.
Magnetic variation The magnetic variation is set in the Airport Properties.

Overrun Areas and Displaced Thresholds:

Runways List Window:

You can call up a list of all runways from the Lists menu. As with the Parking List, you can re-order the runways by dragging the list entries around with the mouse. This only affects the order the runways are listed on the FS airport description window on the map view.

Runway Closures:

The rules which FS uses to enforce runway closures are not yet fully understood, but a few things are known:  Runway closures only appear to work with parallel, or very nearly parallel runways.  You can close any combination of parallel  runways for landing and/or takeoffs, as long as there is at least one runway open for landing and one open for takeoffs.  Takeoffs and landing must be in the same direction.  If you try to use closures to force takeoffs and landings to occur in different directions, or if you try to force takeoffs or landings in an unfavourable wind direction then ATC may override the closures and use the runways it prefers anyway.

Active Runway Selection:

The rules which FS ATC uses to decide which runways to make active are not fully understood, but here a few things we know:

ATC can use two or more runways at a time for takeoff and landings, but they must be parallel. It won't use crossing runways.  This is no doubt to avoid the complexities of keeping crossing arrival and departure aircraft streams separated, both on the runways and the approaches.

When two separate runways are in use, ATC will not divide the load evenly between them, but instead it will assign the runway closest to the direction the aircraft is arriving from for landing.  So at an airport with parallel East/West runways, all traffic arriving from the North will land on the northernmost runways, and all traffic from the South will land on the southernmost runway(s).  This is also, no doubt, to prevent separation problems with crossing arrival/departure streams.  For takeoff ATC will assign the closest runway to the parking spot.

Propeller aircraft are often directed to shorter runways than jet aircraft.  This seems to be keyed to the engine type field in the .air files.

New Runways and Airport Terrain:

If you create a new runway for a stock airport then you may find the runway is outside the ‘flat’ area of the airport and parts of the terrain stick up through the runway, or it is underground or floating in air.  This version of AFCAD can't adjust the airport area polygon (flat area) but future versions may be able to do that.  In the mean time, you can correct this either by putting a Flattening Switch in the scenery.cfg file, or create a small .bgl with a flattening polygon encompassing the new runway.  FSSC or another scenery design tool can be used to produce such a flattening polygon.

41. Runway Markings

Runway markings are set on the Markings tab page of the Runway Properties window.  Here is a picture describing the markings options:

The Precision Runway setting causes the centerline to be drawn wider and the last 2000 ft of edge lights to be yellow.

The Closed Mark (X) setting draws an X in place of threshold stripes, but does not actually close the runway to AI.  Note that FAA rules state that a runway can't be closed just at one end, it must be closed at both ends, which would require both the base and reciprocal Closed Marks to be checked. This may also apply in other countries. 

The STOL Marking draws "STOL" (Short Takeoff and Landing) in place of the threshold stripes.

Some markings are not enabled on very short runways.

42. Runway Lights

Runway lights are set on the Lights tab page of the Runway Properties window.  Lights are displayed on the AFCAD window when you select Show Lights under the View menu, or toggled on by pressing the L key. Here is a picture describing the Light options:

Approach Strobes are a line of ‘running’ strobes in front of some approach light systems (ODALS, MALSF, SSALF, etc).  This sets the number of strobes in the sequence.

Edge Lights are yellow for the last 2000 ft when the Precision Runway setting is checked on the Markings tab page.

43. VASI

Visual approach slope indicators are set on the VASI tab page of the Runway Properties window.  VASI systems are displayed on the AFCAD window when you select Show Lights under the View menu, or toggled on with the L key. Here is a picture describing the VASI options:

Note that VASI are normally installed on the left side (the pilot's side) of the runway, at the touchdown point.  Some systems such as VASI 12 and VASI 16 have lights on both sides.

44. Helipads

Moving Helipads:

You can drag them with the mouse or open the Helipad Properties window and change the latitude and longitude.

Rotating a Helipad:

You can change the direction of a helipad the same way you do with parking spots. That is done by selecting the helipad symbol and grabbing the rotate handle (dot) that appears at the top of the symbol. The symbol will rotate around to follow the mouse pointer until you release the mouse button.  You can also change the heading in the Helipad Properties window.

Creating a Helipad:

Choose the Helipad item from the Insert Menu. You can then fill in the properties for the new helipad and click on the main window where you want the helipad to go.  NOTE: Creating a helipad does not automatically create a Start Location for the helipad. If you want the helipad to appear in the Start Locations list on the Flight Simulator Go To Airport window then you must also create a Start Location for it by selecting Start Location from the Insert menu..

Deleting a Helipad:

Select it with the mouse and press the Delete key.

Helipad Properties:

Double click a helipad to bring up the Helipad Properties window to examine or modify the following settings.  

Heading This is the direction the helipad is oriented from True North.
Length Width Flight Simulator draws helipad surfaces as rectangles.  The length and width should normally be the same to prevent elongation of the markings.  You can create non-rectangular helipads by setting the Invisible Surface checkbox and creating the helipad on a custom apron polygon of any shape.
Surface This sets the visible surface texture. There does not appear to be any provision for custom textures.
Invisible Surface If this is set then the surface (e.g. pavement) will not be drawn but the markings will be drawn.  This could be useful when creating helipads on existing surfaces such as aprons.
Border A helipad will always have at least the large 'H' symbol, but it can also have a round or square white border, and it can also be drawn with a red H on a white cross (Medical).

Helipad Lights:

Helipads do not come with edge lights but you can create them easily using the Apron Edge Lights tool.

Helicopters as AI:

Helicopters do not inherently work as AI aircraft.

45. Start Locations

On the Flight Simulator window where you choose the starting airport for a flight, you have a list called ‘Runways/Starting Positions’. You can usually start at either end of any runway. At the bottom of that list you have all the parking spots, as described in the Parking section. If the airport has helipads then they can also appear in this list.  The runway start locations don’t have to be at the exact ends of the runways, you can change the position and heading of each start location, and even add more. However, there should be a start location assigned for every runway (e.g. for both runways 08 and 26 for a runway 8/26 pair). The Active runway category on the start locations list will look for one for the active runway, and if FS doesn’t find one it could cause problems. Run the Fault Finder from the Tools menu to check that runways have matching and properly designated start locations.

Displaying Start Locations:

By default, they aren’t displayed in AFCAD so as not to clutter up the runways. You can display them by choosing Show Start Locations from the View menu or by pressing the ‘S’ key. They appear as pink circles.

Moving start locations:

You can drag them anywhere with the mouse, for example, if you want to start at the hold-short marker at the taxiway entrance to the runway.

Rotating a Start Location:

You can change the start heading the same way you do with parking spots. That is done by selecting the start location symbol and grabbing the rotate handle (dot) that appears at the top of the symbol. The symbol will rotate around to follow the mouse pointer until you release the mouse button.  You can also change the heading in the Start Location Properties window.

Creating Start Locations:

Call up the Start Location window from the Insert Menu. You can fill in the properties for the new start location, or just click on a runway or helipad at the location where you want to start and the properties will be filled in for you. Note that the start location must be designated with a runway number (e.g. 16, 9R etc.) but that runway doesn’t have to actually exist.  For helipads, the designator will appear as the helipad number.  These should be numbered sequentially from 1 (Helipad 1, Helipad 2, Helipad 3, etc).

Deleting Start Locations:

Select one or more with the mouse and press the Delete key.

Start Locations Properties

Double-click on a start location to open a Properties window. The parameters are straight-forward.

Start Locations List

You can call up a list of all start locations under the Lists menu. You can re-order the start locations by dragging the list entries around with the mouse.

46. Tower Viewpoint

This doesn’t create a visible control tower object, and it has nothing to do with ATC in Flight Simulator. It specifies where the default tower viewpoint of your aircraft will be. You can see your aircraft from the tower view by pressing the ‘S’ key in Flight Simulator. You can put this viewpoint anywhere you want. It can be where the real tower is, or it can be at any other location and elevation. The tower location is shown with a pink circle on the AFCAD map:

If a tower location is not specified for an airport then FS will place it at some default position near your aircraft starting position. There can be only one tower view at an airport, regardless of how many tower scenery objects the airport may have.

Moving a tower:

You can drag it anywhere with the mouse.

Creating a Tower:

Call up the Tower Viewpoint window from the Insert Menu.

Deleting a Tower:

Select it with the mouse and press the Delete key.

Tower Properties

Double-click on the tower symbol to open a Properties window.

47. Comm Frequencies & ATC

Communication (comm) frequencies are not visible on the AFCAD map, but you can set up all the radio channels (tower, ground, ATIS, clearance delivery, etc.) for an airport using AFCAD. These frequencies are shown on the Flight Simulator map view window when you click on an airport to get information for it. They can also be tuned with your aircraft radio stack. But most important of all, comm frequencies enable ATC.

Enabling ATC:

To make ATC work at an airport that doesn’t currently have it, all you have to do is add a control tower frequency and you will get full ATC service at your airport. It is as simple as that. This works even if there is no visible control tower object at that airport, or a control tower there in real life.

Frequencies List:

You can call up a list of frequencies already at your airport (if any) using the Comm Frequencies item under the Lists menu..

Adding a Frequency:

Click the ‘Insert’ button on the frequencies list window. You will be provided a window to fill in the properties for a new radio channel.

Comm Properties:

Use the Comm Properties window to examine or modify the following settings:

Frequency AFCAD inserts a random frequency in this box. You can replace that with any frequency you want as long as it’s not already assigned at that airport. If your airport has a real life tower you could use the published frequency for that tower.
Type All of the possible comm types are available from the list, but the most important for adding ATC is Tower. This will give you the combined Ground, Tower, Departure, Arrival (etc.) services that you can expect from a small airport tower. You may also want to add ATIS. You could also add separate channels for Ground, Clearance Delivery, Departures, Arrivals etc, but that would probably stretch the boundaries of realism if you have a one-runway airstrip.
Name For tower frequencies (except for ATIS), this field should have the name of your airport, usually the town name. If you are lucky then Microsoft will have recorded that airport name in the ATC voice files and will use that name in communications, for example: "Penticton ground, Cessna CWXYZ request taxi for takeoff". If it doesn’t recognise the place name then ATC will use the generic terms "tower" and "ground", e.g. "Ground, Cessna CWXYZ request taxi for takeoff". If you are unsure what name Flight Simulator refers to your airport by, check the properties for the airport by double-clicking on the main window. For ATIS this field must have the ICAO code for your airport (e.g. KLAX).

Deleting a Frequency:

Select the frequency in the list and click the Delete button.

48. Navaids

When you open an airport AFCAD will display all stock navaids in the vicinity of that airport and you can modify those navaids or add new ones.

AFCAD can work with all the types of navaids that Flight Simulator recognises, these are:

When you add or modify a navaid the changes will appear in the Flight Simulator Map View and GPS windows and your aircraft instruments will recognise the changes.   There are, however, certain limitations with regard to navaid changes, as follows:

Creation: AFCAD can create any of the above navaids at any location.

Modification: AFCAD can move or modify any navaids that you create. It can also move or modify all stock navaids except for marker beacons, stock marker beacons cannot be changed in any way.  You cannot change the identifiers for any stock navaids but almost all other parameters can be changed.

Deletion: AFCAD can delete any navaids that you create, but it cannot delete any stock navaids.

Stock and Mod Navaids:

When you open an airport AFCAD will search the stock scenery files and collect and display all navaids in the vicinity of that airport (25 miles for VORs and NDBs, less for ILS equipment). If you save that airport to a file AFCAD will not save all those navaids to the file.  Instead, AFCAD only saves new navaids or stock navaids that you have modified. These are referred to as ‘mod’ navaids.  If you start Flight Simulator it will use all the original stock navaids in the area except for those that have mod replacements in your airport file, in that case it will use the mod replacements and ignore the stock navaids. It will also use any new navaids from your file.

When you re-open that airport file with AFCAD it will again collect all navaids in the vicinity of the airport and read in the mod navaids from your file. As with FS, it will show the mod navaids instead of the stock navaids they replace.

When AFCAD collects navaids to display it will not collect mod navaids from any other add-on airport files, only stock files and the airport file you have open.  This means that if the same mod navaid is in two different airport files it will only appear once.  Since most navaids are associated with a single airport or its approaches this shouldn't be an issue, but you should keep it in mind if you are modifying enroute VORs or NDBs that aren't located at any particular airport.

Note that mod navaids replace stock navaids based mainly on the navaid identifier.  This means that you can't change the identifier for a mod navaid or it would not replace the original, but instead it would appear in addition to the original. If you create your own navaids you can give them any identifiers you want. Here is an FAA document describing the rules for assigning airport and navaid identifiers for the U.S. : www1.faa.gov/atpubs/LID/CH1.htm

Displaying Navaids:

By default, navaids aren’t displayed in AFCAD to minimise clutter on the display. You can display them by choosing Show Navaids from the View menu, or toggle them by pressing the ‘N’ key.

Navaid Symbols:

Localizer Glide Path Marker Beacon
DME VOR NDB

Moving Navaids:

You can drag them with the mouse or open the Properties window for the navaid and change the latitude, longitude and heading, if applicable.  Note that marker beacons cannot be moved.

Creating a Navaid:

Call up the window to create the appropriate navaid (ILS, Marker Beacon, VOR/DME, NDB) from the Insert Menu. AFCAD will fill in the parameters for that navaid using typical values, and in the case of ILS's and markers it will place the equipment were it would typically be located for the given runway, but you will probably want to customize certain parameters such as navaid class and identifier.  You can use published airport and approach charts to fill in most of the unknowns.  If you are creating an ILS for a new runway you should create the ILS only after you have finalized the runway location, heading, length, displaced thresholds, etc.  This saves you from having to adjust the ILS equipment locations if you adjust the runway configuration.

Deleting a Navaid:

Select it with the mouse and press the Delete key.  This only applies to navaids that you have created, stock navaids cannot be deleted.  If you modified a stock navaid and you delete the mod then it will revert back to the stock navaid.  There is no apparent way to ‘exclude’ stock navaids to remove them, you can only move or modify them.  To remove a navaid from service you could change its frequency to an out-of-band frequency such as 0 MHz, but it will still appear on the map.

Navaid Properties:

Double-click on a navaid to open a Properties window. The parameters are explained in the sections of this document for the appropriate navaid (or press the Help button on the Properties window).

Navaids List:

You can call up a list of navaids in the vicinity of the airport under the Lists menu.

Navaids and ATC / AI :

The AI aircraft do not appear to use VOR, NDB, or DME information.  They may use ILS information in a limited fashion for guidance, and ATC seems to use the presence or absence of an ILS to decide on runway assignments under some conditions.

 

ILS

Localizer Glide Path DME

Flight Simulator considers an ILS be a localiser, glide path, and DME (approach DMEs only, not DMEs associated with a VOR).  For this description, an ILS is a landing aid built around any type of localiser, whether it meets the definition of a full ILS or not.

Each ILS must be associated with a specific runway at a specific airport.  This association is may be used by the AI and ATC for runway selection, and possibly other purposes.

In addition to the main ILS, you can also have marker beacons and/or NDBs on the approach.  FS considers these to be separate objects and they are not associated with (linked to) specific runways, or even specific airports in most cases.

ILS Equipment Location:

The picture below shows the typical location for ILS equipment.  Each piece of equipment has its own antenna and equipment shed.  AFCAD does not currently place the visible antennas and sheds, or move the stock ones, but a future version will, so you should keep this in mind when placing these objects, otherwise you could find a glide path antenna and shed in the middle of a taxiway in the future.

The long green arrow is the localizer (LOC) beam. The point is at the actual antenna location of the LOC.  Note that the LOC is located at the opposite end of the runway from the approach so it can provide guidance over the entire length of the runway.  Some approach charts are misleading in that they show the LOC beam emitting from the approach end of the runway, they are drawn that way so as not to obscure the runway symbol.

The LOC is normally located about 1000 ft beyond the far end of the runway, but it can be located closer or farther away to keep it clear of obstacles (e.g. taxiways or other runways).  For example, at KORD there is one LOC about 5000 ft from the end of the runway it services.

AFCAD will place a LOC 1000 ft from the paved end of the runway by default, but it will not check for taxiways or obstructions so you should check the siting of the LOC after creating an ILS and move it if necessary. The actual placement of the LOC can sometimes be found on an airport chart, and it may also appear on an aerial photo.

The LOC is normally precisely aligned with the centerline of the runway, except for the rare case of an offset localiser where it doesn't line up with the runway for various reasons such as terrain avoidance and noise abatement, as in the picture below:

An offset LOC is also referred to as a Localizer Directional Aid (LDA).  An LDA usually can't have a glide path unless the offset angle is very narrow.  An LDA is never used with a Cat II or Cat III ILS.

The short green arrow on the AFCAD display is the glide path (GP).  Not every LOC is paired with a GP (a requirement of a full ILS). The point is at the actual antenna location of the GP.  This is always beside the runway at the touchdown point, 1000 feet from the threshold (+/- 250 ft).  The GP can be on either side of the runway but is usually on the side away from taxiways or other sources of interference.  The recommended distance is 500 ft from the runway centerline (+/- 150 ft).

AFCAD will place a GP 1000 ft from the threshold and 500 ft to the side of the runway by default, but it will not check for taxiways or obstructions so you should check the siting of the GP after creating an ILS and move it if necessary. The actual placement of the GP is rarely published, but it may appear on an aerial photo.

The blue box symbol is the DME.  Not every ILS has a DME.  The DME is usually located at either the LOC or GP sites, but it can also be located at a separate site somewhere in between.

AFCAD will place the DME at the LOC site by default, but you can move it anywhere else.  You can copy-and-paste the lat/long for the GP if you want to move it there.  The location of the DME is usually shown on airport charts but it won't usually be visible in aerial photos.  Note that there may be several DMEs at an airport, there may even be two DMEs at one location to serve different runways.

ILS Properties:

Double click the LOC, GP or DME to bring up the ILS Properties window to examine or modify the following settings:

Airport This is the airport the ILS applies to. When you create an ILS this will be automatically filled in and you cannot change it.
Runway This is the runway the ILS applies to. When you create an ILS this will be automatically filled in and you cannot change it to a different runway later.
ILS Ident The ILS identifier will appear on the Map View and GPS windows and it will be audible as Morse code when you tune the ILS.  The ident convention varies by country, in the U.S. the identifier for ILS and non-ILS localisers is three letters  prefixed by "I". The first ILS at a site usually has the last three letters of the airport identifier, for example, the first ILS at KORD would be IORD.  The identifiers for other ILSs are not necessarily based on anything, but should be unique within a 200 mile radius.  In Canada, the identifier has two letters prefixed by "I" for ILS or "X" for non-ILS localizers and uses the last two letters of the airport for the first ILS.

You cannot change the ident of a stock ILS.

Name This will appear on the information window on the Map View for an airport.  It can be any text up to 48 characters, but is usually something like "LOC/DME 09" or "CAT II ILS 27R".  This can usually be found in airport publications.
Frequency This must be between 108 and 112 (MHz).  The drop-down list provides all the allowable ILS frequencies.  AFCAD will randomly assign one when you create an ILS.  It will ensure the frequency is unique at that airport, but it won't check other airports, so if there are nearby ILS-equipped airports (within 30 miles) you should verify they don't use the same ILS frequency.  FS will use the closest ILS if two are on the same frequency.  One exception to this is when there is an ILS at both ends of the same runway, in that case they can both use the same frequency.   You would normally use the ‘real’ ILS frequency when creating a real ILS.

The GP and DMEs actually have separate frequencies, but they follow the LOC frequency.

Magnetic Variation AFCAD will insert the magnetic variation for the airport in here.  It is unknown if FS does anything with this, although it is conceivable that it is used by ATC when giving vectors for non-visual approaches. West magnetic variation is negative, so 12W is entered as -12. 
Range This is the reception range of the LOC and DME.  FS will make the range of the GP two or three miles less than this value.  The FAA requires Localisers to have at least 18 mile range on the centerline (down to 10 at wider angles).  FS limits the range to 28 miles.
Has Glide Path Not every LOC is paired with a GP. If the ILS for your airport's runway is listed as a LOC then it does not have a GP and a GP will not appear on approach charts.  If this is disabled then the GP parameters will be blanked out.
Has DME Not every LOC is paired with a DME.  If this is disabled then the GP parameters will be blanked out.
Localizer Heading The LOC heading for an ILS is always the same as the runway True Heading, or the reciprocal of the runway True Heading, depending on which end the LOC is for.  If the LOC heading is not the same as the runway then it is considered to be an LDA (Localizer Directional Aid) or an offset localizer.  LDAs are used to avoid obstructions or for noise abatement.  Some airports in the U.S. with close parallel approaches use an LDA on one runway angled 2.5 to 3.0 degrees away from the adjacent ILS approach to increase lateral separation.
Beam Width This is the width of the LOC beam that represents a full swing of the needle from one side of the ILS instrument gauge to the other side.  This is normally limited to 3.0 to 6.0 degrees.  This is usually set so the beam is 700 ft wide over the threshold of the runway.   This means that the longer the runway, the narrower the beam, and the more sensitive the ILS gauge needle will be.  AFCAD automatically calculates the beam width and inserts the appropriate value when you create an ILS or move a LOC.  

The exception to the 700 ft rule is for a Simplified Directional Facility (SDF) or Track Guidance Localizer (TGL) which are localizers with a more ‘relaxed’ approach.  An SDF will have a beam width of either 6.0 or 12.0 degrees.  In that case you will have to set the beam width manually to 6 or 12.

Enable Back Course A LOC Antenna always radiates a back course beam, although it may be shielded in some rare cases.  If you are approaching on a back course the ILS gauge needle will swing in the opposite direction from a normal front course approach, unless your gauge automatically corrects for this.  Note that a back course approach is not the same as having an ILS at both ends of the runway. At many airports a back course approach is not allowed.  A back course will never have a GP.  You do not have to disable a back course in FS, even if you have an ILS on the same frequency at both ends of the runway.
Glide Path Angle The glide path angle (glide slope) is usually set to 3.0 degrees, although 2.0 to 4.5 degree slopes may be used at airports for terrain clearance or other reasons.  More extreme slopes may be used at some private and specialized airports.

 

Marker Beacons

Marker Beacon

Flight Simulator provides outer, middle, inner, and back course markers.  Markers are part of many ILS systems but have become less common as DME equipment has become cheaper.  Canada and other countries have removed all middle markers, and many other marker types as well, in favor of DME fixes or other fix types.

Outer markers may be paired with or replaced by low power NDBs, referred to as Compass Locators in the U.S.  This may also be done with middle and back course markers.

Marker Beacon Locations:

All markers are on an extension of the centerline of the runway.  When you create markers with AFCAD it will place them at the typical locations by default and you can move them later if needed.  Exact marker locations, or distances from the runway, can be determined from approach charts.

Outer Marker (OM): The outer marker (and/or Compass Locator NDB) is normally located at the intercept point for the Glide Path.  This is nominally about 3.9 to 4.4 miles from the runway threshold, where the GP beam is about 1400 ft above the runway elevation.  A distance of 3.5 to 7 miles is allowed to accommodate terrain.

Middle Marker (OM): This is normally located 3500 feet from the threshold of the runway, where the GP beam is at the decision height for a Cat I ILS.

Inner Marker (IM): IMs are only used for Cat II or Cat III ILS. They are normally located 1000 feet from the threshold of the runway, where the GP beam is at the decision height for a Cat II ILS.

Back Course Marker (BC):  BCs (and/or low power NDBs) may be used where a back course approach is approved for a runway. They are the equivalent of an OM on a front course.  The BC is typically located 3.9 to 4.4 miles from the threshold of the back-course approach runway.  If a runway has an ILS at both ends then it won't need BC markers.

Marker Beacon Properties:

Double click a marker to bring up the Marker Beacon Properties window to examine the following settings. Note that for stock markers, unlike all other navaids, you cannot change any of the parameters. You can, however, change parameters for markers that you create.  Also note that all markers use the same frequency, 75MHz, so it is not necessary to set a frequency :

Identifier Identifiers are seldom used for markers.  In FS usually only markers that are co-located with NDBs (Compass Locators) have identifiers, and they use the same ident as the NDB. Unlike other navaids, the ident is not sent in Morse code and serves no useful purpose.  If a marker has an ident it will be only two letters.  For an OM, the ident is usually the first two characters after the "I" of the ILS the marker serves, for example "OR" for the IORD localizer approach. If a middle marker has an associated NDB then the ident is usually the second two letters, for example "RD".
Type One of: Outer, Inner, Middle, Back Course.
Heading This should be the same as the runway heading. It is used to orient the vertical ‘fan’ beam.

 

VOR / DME

VOR DME VOR+DME

You can have a VOR with or without a co-located DME, and you can also have a stand-alone DME (no VOR).  A DME can also be paired with an NDB, but that would require two separate objects.

Flight Simulator is not equipped to use TACAN, a military navaid similar to a VOR; however, DME is built-in to every TACAN, and civilian aircraft can use that DME.  Anywhere a TACAN appears on a real aviation chart FS has placed a DME instead to designate the civilian-usable portion of the TACAN. Similarly, anywhere a VORTAC (a co-located VOR and TACAN) appears they have placed a VOR and DME.

VOR / DME Properties:

Double click the VOR or DME to bring up the VOR / DME Properties window to examine or modify the following settings:

Region This is a two character code to represent the region the VOR is located in.  This will appear on the information page for VORs on a GPS display.  It is also used along with the ident to uniquely identify the VOR (as there may be several VORs around the world with the same ident).  The region is often the same two character country code that prefixes airport idents, except in the U.S. where it is divided into sub-regions numbered K1, K2, K3 etc.  Look at other VORs or NDBs in your area to determine the region code.

You cannot change the region code of a stock VOR.

Ident The VOR identifier will appear on the Map View and GPS windows and it will be audible as Morse code when you tune the VOR.  The ident is usually the last three characters of the airport the VOR is located at, or the nearest airport.

You cannot change the ident of a stock VOR.

Name This will appear on the information page on the Map View or GPS window for the VOR .  It can be any text up to 48 characters, but is usually the name of the airport and/or nearest town. For example "CHICAGO (O'HARE)" . This can usually be found on aviation charts.
Type One of:  VOR (alone), VOR with DME, or DME (alone).
Class One of: Terminal, Low Altitude, High Altitude .  This represents increasing power levels for the VOR and longer ranges.  When you change this field the Range field will also change to show the typical range for the class (as defined by FS).  You can also set the range separately. 
Frequency This must be between 108 and 118 (MHz). Terminal VORs are generally below 112 MHz and enroute VORs are generally above 112 MHz. The drop-down list provides all the allowable VOR frequencies.  AFCAD will randomly assign one when you create a VOR.  It will ensure the frequency is unique for a 25 mile area around the airport, but you should also check more distant VORs (up to 150 miles for a high altitude VOR) to make sure they don't use the same frequency.   FS will use the closest VOR if two are on the same frequency.  You would normally use the ‘real’ VOR frequency when recreating a real VOR, in which case you shouldn't have to worry about other VOR frequencies in your area.

The DME actually has a separate frequency, but it automatically follows the VOR frequency.

Magnetic Variation AFCAD will insert the magnetic variation for the airport in here.  This will appear on the GPS info window for the VOR, but it is unlikely that FS does anything else with it.  VORs have published magvars and for better realism these published values should be used instead of using other methods for determining the magvar in an area, as the VOR radials are referenced to the published magvar.  West magnetic variation is negative, so 12W is entered as -12. 
Range This is the reception range of the VOR and/or DME.  This will be set automatically when you set the Class field, but you can also adjust it separately.

 

NDB

NDB

NDBs can be used as enroute navaids or as approach aids for airports.  Low power NDBs used with, or to replace, marker beacons are known as Compass Locators in the U.S.

NDB Properties:

Double click the NDB to bring up the NDB Properties window to examine or modify the following settings:

Region This is a two character code to represent the region the NDB is located in.  This will appear on the information page for NDBs on a GPS display.  It is also used along with the ident to uniquely identify the NDB (as there may be several NDBs around the world or in the same country with the same ident).  The region is usually the same two character country code that prefixes airport idents, except in the U.S. where it is divided into sub-regions numbered K1, K2, K3 etc.  Look at other VORs or NDBs in your area to determine the region code.

You cannot change the region code of a stock NDB.

Ident The NDB identifier will appear on the Map View and GPS windows and it will be audible as Morse code when you tune the NDB.  The ident for an enroute NDB is usually three characters long and is the last three characters of the airport the NDB is located closest to.  For NDBs co-located with VORs the two will usually have the same ident.  For NDBs used as approach aids, the NDBs will usually have two character idents. Where an NDB (Compass Locator) is located with or in place of an outer marker, the ident is usually the first two characters after the "I" of the ILS the marker serves, for example "OR" for the IORD localizer approach. If a middle marker has an associated NDB then the ident is usually the second two letters, for example "RD".

You cannot change the ident of a stock NDB.

Name This will appear on the information window on the Map View or GPS display for the NDB .  It can be any text up to 48 characters, but is typically the name of the airport and/or associated waypoint. For example "LEAMA (CHICAGO)" . This can usually be found in aviation charts.
Class One of:  Compass Locator, MH, H or HH .  In Canada L, M, H, is used instead of MH, H, HH and an ‘L’ type NDB is used instead of a Compass Locator.
Frequency This must be between 190 and 535 (KHz) in 1 KHz increments.  AFCAD will randomly assign a frequency when you create an NDB.  It will ensure the frequency is unique for a 25 mile area around the airport, but you should also check more distant NDBs (up to 150 miles) to make sure they don't use the same frequency.   FS will use the closest NDB if two are on the same frequency.  You would normally use the ‘real’ NDB frequency when recreating a real NDB, in which case you shouldn't have to worry about other NDB frequencies in your area.
Range This is the reception range of the NDB.  This will be set automatically when you set the Class field, but you can also adjust it separately.
Magnetic Variation AFCAD will insert the magnetic variation for the airport in here.  This will appear on the GPS info window for the NDB, but it is unlikely that FS does anything else with it.  NDBs have published MagVars. West magnetic variation is negative, so 12W is entered as -12. 
Terminal NDB If the NDB is used as an approach aid then it will be flagged as a terminal NDB and the Associated Airport field will be filled in.  It is unknown if FS does anything with this, but it might (or might not) have some effect on NDB/waypoint choices when the FS flight planner is choosing routes.  It is also used to uniquely identify an NDB, so you can't change this for a stock NDB.  There are cases where FS has both an enroute NDB and a duplicate terminal NDB with the same code at the same location, no doubt because the NDB is dual-purpose and appeared in two different databases.
Associated Airport The identifier for the airport if the NDB is used as an approach aid (also see above).

 

 

Step-by-Step Instructions

49. Installing Downloaded Airports

If you downloaded an AFCAD airport file that someone else created and you want to install it, the author may have included installation instructions or even a self-installer. If he didn't then you can install an airport file by simply copying the .bgl file to the following folder and restarting Flight Simulator:

 .../FS9/Addon Scenery/Scenery/

To remove an AFCAD airport, just remove the file from that folder.

50. Adding ATC to an Airport

If all you want to do is add ATC to an airport then you don’t have to read this entire document. To add ATC you only need to add a tower frequency, you don’t need an actual control tower. You should refer to the section Comm Frequencies & ATC for details, but here are the instructions in a nutshell:

  1. Start AFCAD.
  2. Call the Open Airport window from the File menu and enter the airport you want to work on in the Airport ID box, for example CYYF.
  3. Open the Comm Frequencies list window, under the Lists menu.
  4. Click the Insert button on that window, a new window will open.
  5. Enter the name of the airport or town in the Name box, for example "Penticton".
  6. Leave the Type box set to ‘Tower’. A random frequency will be assigned for you (e.g. 118.3), or you can enter your own or use the real tower frequency if your airport has one.
  7. Click OK to close the window.
  8. From the File menu, save the airport and exit AFCAD.
  9. You can now run Flight Simulator and you will have full tower service at that airport.
  10. If you want to have a more sophisticated tower emulation, you could also add an ATIS frequency and maybe a separate Ground frequency. For ATIS, use the airport ICAO identifier instead of the airport name (for example, KLAX).

51. Adding Parking to an Airport

If you just want to add a few extra parking spots and they don’t have to be precisely aligned with any scenery features, such as boarding bridges (jetways), then you can probably do that with just the mouse and you don’t need FSUIPC. If your parking does require precise placement then you should do that from within Flight Simulator itself, using FSUIPC to tie your virtual aircraft position to the AFCAD display. FSUIPC must be installed separately, see the FSUIPC section.

After you create parking spots you must link them to the taxiway system or they won't be of any use and may interfere with AI operation. You should have a basic familiarity with the node and link system for taxiways. If you are extensively reworking an airport then you should carefully read the sections of this manual up to the Parking section. If you are just adding a few parking spots then you could probably get away with skimming the sections on nodes, links and parking. Here is a typical procedure for adding parking in a nutshell:

  1. Start AFCAD.
  2. Call the Open Airport window from the File menu and enter the airport you want to work on in the Airport ID box, for example CYOW.
  3. If the existing parking spots are not to your liking, or they would get in the way of your new parking then you may want to just delete them by selecting them and pressing the Delete key. You could also drag the existing parking spots to more favourable locations with the mouse.
  4. If you have FSUIPC installed then you can start Flight Simulator and go to the airport you are working on.
  5. In Flight Simulator, go into slew mode (Y key) and the top-down view (Ctrl+S).
  6. Choose the type of parking you want to create (e.g. Gate Medium) from the Parking Types drop-down list on the AFCAD toolbar. You can change the parking type later if you need to. Make sure the Parking Tool is active (the green circle button on the toolbar is depressed).
  7. If you are using Flight Simulator then slew to the location where you want to place a parking spot, get your aircraft in the position and heading you want for the parking spot, then press the letter ‘o’ key on the FS window to create the parking spot.  Repeat this everywhere you want a new parking spot. If you are not using Flight Simulator then just click with the mouse on the AFCAD display where you want a parking spot and use the mouse to rotate it after you create it.
  8. When you have the parking spots placed where you want them then you can assign gate numbers, for example "Gate 14" by double-clicking on each parking spot and selecting setting the appropriate gate or parking number in the Properties window.  All parking at a terminal should be labelled "Gate" or "Gate X"  and not "Parking".
  9. You can assign parking spots to specific airlines by first selecting all the parking spots you want  assigned to a particular airline, then choose that airline from the drop-down list on the toolbar.  The parking code for that airline will appear beside the selected parking spots.  You can also do this with the Parking Properties window, which has the added feature of allowing you to enter airline codes that may not be in the parking codes list.  You can also assign multiple airlines to use the same parking spots.
  10. You may also want to open the Parking List window, under the Lists menu, and randomise the parking spot order using either the Randomise button or by dragging the list items around with the mouse. This will prevent the AI from bunching up in one area of the airport, which  can occur because AI is assigned parking based on the order of this list.
  11. Return to the AFCAD window and choose the Apron Link Tool (button with green line) from the toolbar.
  12. *Link all the parking spots to the nearest taxiways by dragging links from the parking circles to the taxiways, or from the taxiways to the circles.
  13. If you are creating parking spots for AI use and they are assigned to specific airlines, then you may also want to create overflow parking spots wherever there is some empty pavement around the airport.  This will prevent airlines from spilling over to parking spots belonging to other airlines when there is not enough of their own parking. Do not assign parking codes to these overflow spots.  An aircraft will use a parking spot with no parking code before it uses a parking spot with the wrong code, so overflow aircraft will park at these overflow spots away from the terminal rather than at the wrong terminal gates.
  14. When you have finished making changes, run the Fault Finder from the Tools menu to check for problems such as unconnected links.
  15. Save the airport and exit AFCAD.
  16. You can now run Flight Simulator and test the parking spots, either by starting in those parking spots yourself or creating AI flight plans to use them.

52. Creating a New Airport From Scratch

In addition to modifying existing stock airports, AFCAD can create a new airport, one that doesn't currently exist in the game.  This can be done at any location.  You can create a visible airport with runways, taxiways, aprons, lights, communications, navaids and ATC. However, since the current version of AFCAD can't create taxiway signs or buildings and other structures, such an airport will be somewhat bare. These features will be available in subsequent releases.

Here are the steps for creating a new airport, note that many of these steps can be done in a different order if desired:

1.  Basic Airport Properties

Select the New Airport item from the File menu. This will open the Airport Properties window on which you must enter the basic airport information. Some of this and other information you will need later on can be found in airport publications and airport descriptions found instrument procedures charts.

The Airport Reference Point is usually located at the geographic center of the airport.  For a single-runway airport this is usually the center point of the runway.   It is used as a navigation reference and for other purposes.  The latitude and longitude for this point does not have to be exact.

The elevation can be determined from airport publications, but it may be better to actually slew to the location in FS to check the elevation of the terrain there, as the elevations for real airports and the FS terrain elevations don't always match, and you could end up with an airport at the bottom of a pit.  Latitude/longitude is displayed in FS when in slew mode or by pressing Shift+Z.

The magnetic variation will be shown on airport publications or you can get it from an aviation chart.

If you are creating an imaginary airport then you can enter any Airport ID code you want, as long as it isn't already used for a FS airport.  You can check that by searching for the code on the Open Airport window.  You can give an airport any name you wish.

When you close this window you will initially have only the Airport Reference Point displayed:

2.  Create Runways

Create the runway(s) next by selecting Insert Runway from the Insert Menu.  At a minimum you will need to enter the latitude, longitude, length, width and heading for the runway.  The lat, long, length and width can usually be found on airport charts, or you can just click on the AFCAD window to designate the center point of the runway.  You can move it later if needed.  The runway will automatically take the elevation of the Airport Reference Point.

You can select from two dozen surface types for runways, but most runways are either concrete or asphalt.

Enter the runway designator for the base end.  The base end is usually the lower-numbered runway end (1 to 17). Note that a runway with a heading of 0 degrees would be runway 36, not runway 0, and in that case the base end would be runway 36.

You can use the tab pages on the runway window to set the runway Markings, Lights, and visual slope indicator lights (VASI), or you can set those parameters later. Lighting and VASI can usually be determined from airport charts, and markings can be assumed from the size and type of runway, or can determined from airport photos.

When you close the runway window you should have something like this:

For the next steps of creating taxiways and aprons, they can usually be placed with more precision, especially for a single-runway airport, if you rotate the display so the runway is exactly horizontal.  That will make it easier to tell when taxiway and apron edges are parallel to the runway (you can also use guidelines for this purpose). You can rotate the display by holding down the Ctrl key and using the mouse wheel.  You can fine-adjust the rotation by holding down the Shift key while using the mouse wheel.  Note that you can also use the mouse wheel with no keys to zoom in and out and you can use the mouse wheel button to grab and move the window.

3.  Create Taxiways

Click on the runway-taxiway tool (black line button) on the toolbar and draw a line from one end of the runway to the other.  After drawing this line you should zoom in to the ends to make sure the line is exactly centered on the runway.  If it is not centered it could result in visible gaps where taxiways meet the runway.  You can adjust it later, but it is probably easier at this stage.

Click on the normal taxiway tool (blue line button) on the toolbar and draw the taxiways.  Make sure the taxiway nodes actually connect together, this may require you to zoom in to ensure that taxiway links actually snap to the nodes or links you intend to connect to, rather than just creating separate nodes that are overlapping but not actually connected.  Once a link has been created you cannot connect it to another link or node just by moving them on top of each other, you must erase the link and draw it again.

You will probably want to create at least the major artery taxiways at this stage. You can create the smaller taxiways and crossover segments later if you want.



If you are trying to match an AFCAD airport to an existing add-on scenery airport then you can slew around the airport with an aircraft in FS.  You can align the aircraft with taxiway junctions and press the period key ( . ) to place nodes at those location on the AFCAD window.  You can connect those nodes to form taxiways later.

At this stage you could save the airport and restart FS to go to that airport if you want to see what you have created so far.  You will probably be placed in the middle of the runway because you haven't created any Start Locations yet, and there may be other problems that will be resolved later.

4.  Create Aprons

You can create aprons by selecting the apron tool (button with grey square and green diamonds) on the toolbar. Create a polygon forming the apron edges by clicking on the window at the locations of the vertices (corners) of the apron, then bring the line back and click on the initial vertex or double-click on the final vertex to close the polygon and actually create the apron.  If a vertex is not in the correct position then you can drag it with the mouse after the apron has been created.  If the vertex diamonds are not displayed then clicking on any vertex (corner) will bring them up.

5.  Create Parking

Parking spots should be created over apron surfaces, as parking spots have no textures (e.g. pavement) of their own.  You can create parking spots by choosing the Parking Tool (green circle button) from the toolbar.  You can also choose the parking type (e.g. GA Medium) from the toolbar at this time, or you can create all the parking spots first and set the types and add any airline codes later.  You can click on the window to place a parking spot, then rotate the parking spot to the correct heading.  If you are trying to place parking spots at precise locations and headings, for example to mate with terminal boarding bridges, then it may be better to slew to the parking locations in FS and press the O key (in FS) to drop parking spots. 



After creating parking spots you can change their properties by selecting them and choosing a new parking type or adding airline codes from the toolbar, or you can double-click to bring up the Parking Properties window to make more detailed changes such as changing the gate numbers or radius.  You can select several parking spots at the same time by holding down the Shift or Ctrl key while clicking on them or circling them with a rubber band, then change the properties for them all at the same time.

You must connect parking spots to the taxiway network.  You can run taxiways over aprons if needed (they will automatically go on top) to form a spine for parking connections. For parking connector branches it is better to use the special apron taxi links (green lines), which will assume the surface texture of the apron but still show yellow markings, and lights if enabled. Select the apron taxi link tool (green line button) on the tool bar.  Pull a taxi link out from each parking spot and connect it to the nearest taxiway.  This can be done using several segments if needed.



When you have created and linked all the parking, go to the Parking List window and make sure the parking spots are in the order you want. You should mix the list up a bit if you want to prevent the AI from bunching up, as AI are assigned parking from the top of the list on down when other factors such as parking codes and radius are equal.  You can use the Randomize button or just drag list items around with the mouse to do this.

6.  Create Hold Short Nodes

Finish the taxiway system, if not already done, and create a hold-short node everywhere a taxiway connects to a runway.  Select the Hold-Short Node tool (red dot button) from the toolbar and click everywhere you want to insert a hold-short node.  Hold short nodes are essential for ATC takeoff clearance and they create the yellow hold-short lines on the taxiways.  They must not be any further than 225 feet from the edge of the runway. You can enable the Show Hold-Short Limits function from the View menu or by pressing H if you want to verify that the hold short nodes are within the legal distance of the edge of the runway. 

7.  Assign Taxiway Designators

Set the designators for the taxiways (taxiway A, B, C etc.).  To set a taxiway's designator, select all the segments belonging to that taxiway by holding down the Shift or Ctrl key while clicking on the taxiway lines, or using the rubber band tool, then type the letter for the taxiway into the designator box on the toolbar.  For example, for taxiway 'A' enter the letter 'A' in the designator box and press the Enter key.  The path for taxiway A will appear in Red.  Then select all segments for taxiway 'B' and enter 'B' in the designator box, and so on. You can add segments to an existing taxiway by selecting the segment and choosing the designator from the designator list.



When completed, choose the blank entry in the taxiway designator list so no taxiways remain shown in red.

8.  Set Taxiway Markings

Zoom in and check the taxiway markings.  Most taxiways will have solid edge lines and a center line. Where taxiways run over aprons the taxiways typically have dashed edge lines, indicating aircraft can enter and leave the taxiway as needed in that area.  If you have any taxiway sections that should have dashed edge lines then you can select all the segments in that taxiway section by holding down the Shift or Ctrl key while clicking on them, then double-click on one segment (while still holding the Shift or Ctrl key) to bring up the Taxi Link Properties window.  You can then change the edge line type from solid to dashed on that window.  If you need to change just one side of the taxiway to dashed then it gets a little trickier.  The sides are labelled 'left' and 'right', which is with respect to the direction they were originally drawn.  That direction may not be obvious though, so it may be easiest just to just change one side (e.g. left side) and for any segments that end up with the dashed line on the wrong side, just select them and change the other side to dashed.

9.  Set Runway Lights

Toggle to 'Show Lights' mode by pressing the L key.  Make sure the runway(s) have the appropriate edge lights, centerline lights, end lights and approach lights.  Not all runways will have the full complement of lights, and some smaller airfields may have none.  You can change the runway lights from the Lights tab page on the Runway Properties window. Double-click on the runway to bring up that window and make any changes required.

10.  Set VASI

Most airports with runway lights have some kind of visual approach slope lights such as VASI or PAPI.  These usually go on the left side of the runway, except for larger systems like VASI 16 that go on both sides.  You can enable VASI and similar systems from the VASI tab page on the Runway Properties window. You can often get the slope indicator lights system type for a runway from the airport publications.  When you enable VASI-type lights for the first time AFCAD will insert default values in the fields that will place the lights 750 feet from the threshold of the runway, 20 ft off from the edge, and with a 3.0 degree glide slope.  You can change these values if needed.  Verify the location of the VASI lights on the AFCAD screen to make sure they do not interfere with other airport features, such as PAPI light arrays crossing a taxiway.  Move them if needed to prevent this.

11.  Set Taxiway Lights

If your airport is large enough to have taxiway lights then you can enable them using the Taxi Link Properties window.  You can bring up this window individually for each taxiway segment, but it is much easier to select all the taxiways and change them all at once.  The simplest way to do this is to select all objects at the airport by pressing Ctrl+A, then hold down the Shift or Ctrl key to prevent the objects from being de-selected while double-clicking on any one of the taxi links (the blue lines in the middle of the taxiways).  This will bring up the Taxi Link Properties window.  Set the lights that you want enabled on that window and close it.  Note that centerline taxiway lights are seldom used anywhere but the largest airports. 

12.  Create Apron Lights

Apron surfaces often have sets of blue lights around their perimeters, but these must be created separately from the apron polygons.  Choose the Apron Light Strip Tool from the toolbar. At one of the vertexes (corners) of an apron polygon, press the mouse button and drag a light strip line out to the next corner. Repeat this going from corner to corner until the perimeter of the apron is enclosed in light strips.  You can move a light strip by grabbing the blue line or one of the end crosses with the pointer tool.



Once the lights are complete you can toggle out of Show Lights mode (L key).

13.  Create Start Locations

You should have start locations for both ends of every runway. Note that start locations in FS stock airports are located at the end of each runway, but they can actually be located anywhere you want.  Use the Start Location item under the Insert menu to insert a start location. Click on the AFCAD screen where you want to place the start location. If you click on a runway itself AFCAD will automatically use the runway heading and designator for the start location.

14.  Create Tower Viewpoint

You don’t have to have a tower viewpoint, even a lot of major stock airports in FS don’t have them. FS will use a default tower view somewhere near where your aircraft is if you don’t assign one. You can assign one by choosing Tower Viewpoint from the Insert menu. Keep in mind that this has nothing to do with AI or ATC and it won't insert an actual control tower at that location.

15.  Create Comm Frequencies

Open the Comm Frequencies item under the List menu to create all the radio channels you need for ATC. Click the Insert button on that window to create them. Many comm types, such as FSS, aren’t used for anything in Flight Simulator but they show up in the airport information window.  If you want an ATC controlled airport then you will need to insert at least a Tower frequency and possibly a ground frequency and ATIS.  ATIS must use the Airport ID code for the name.

16.  Create ILS

If you intend for your airport to have ILS then you will need at least a localizer (LOC) and either a DME or Marker Beacons or approach NDBs, or all of the above. For precision approaches you will also need a glide path (GP).   Click the ILS item under the Insert menu and select the runway you want to have an ILS.  The ILS properties window will open with GP and DME already enabled and the all the LOC, GP, and DME locations and parameters all pre-filled with typical settings.  If you are recreating an existing airport you could change some of these to the 'real' values, such as setting the ILS Ident and Frequency and disabling the GP or DME if those are not used.   If you are creating your own airport then you may only need to set the ILS Ident. Refer to the ILS Ident description for Identifier conventions.

When you close the ILS Properties window then Show Navaids view mode will be enabled (N key) and you will see the new ILS.  If the LOC or GP positions (points of the arrows) end up on a paved area then you should move them onto an open area.  Keep the LOC aligned with the runway centerline and the GP point 1000 feet from the threshold, but you can move the GP to either side of the runway.

If you want to have marker beacons (not every country uses them) then click the Marker Beacon item under the Insert menu and select the runway to get the beacons.  You will probably want an OM and a MM.  If you are creating a Cat II or Cat III ILS (not typical of most airports) you will also need an IM, otherwise don't enable it.  If your runway will only have ILS at one end then you can also create a Back Course marker.  You can use the default marker distances, unless you know the actual locations.  When you close the window the markers will be created.

17.  Create NDBs

If your airport is of any size it will probably need at least one NDB.  You can have a high power NDB as the airport's terminal beacon, unless you have a nearby VOR, and low power NDBs for the front course approach and back course approach (if used).  The approach NDBs would typically be at the outer marker and back course marker locations. Click the NDB item under the Insert menu and you will be presented with the NDB Properties window.  You can click on the screen to set the position for the NDB, or type in the lat/long if you have that information from an approach chart or other published source.  If you are creating your own airport then refer to the NDB Ident section for the identifier conventions.   If the NDB is to be the terminal beacon for your airport then set the Class to H (high power).  An approach NDB will have the class set to MH, or possibly Compass Locator (low power).

18.  Run Fault Finder

When the airport layout is completed, always run the Fault Finder tool, from the Tools menu.  That tool looks for many common problems in airport design, such as unconnected taxi links.

19.  Flattening and Exclusions

You can save your airport and try it out in Flight Simulator at this stage.  You will likely find the airport has trees and shrubs and possibly buildings located on the runways, aprons and taxiways.  This is Autogen scenery created by Flight Simulator.  You can inhibit Autogen scenery at your airport by either creating an exclude switch in the scenery.cfg file, or by creating an exclude polygon file using a scenery tool such as FSSC (a future version of AFCAD will do this for you).  An exclude switch in the scenery.cfg file is the simplest method, but you are limited to a single rectangular exclude switch per scenery area.  If you plan to create only one new airport then you can just insert the exclude switch in the Addon Scenery area, otherwise you can create a new scenery area (folder and block of parameters in the scenery.cfg file) for each airport and put an exclude switch in each one.

You may also find the airport surface is not very even.  FS will level off runway, taxiway and aprons surfaces for you, but you may find that these surfaces cross over dips and valleys in the terrain where they appear to float.  You may also find there are hills located uncomfortably close to the runways.  These problems can be fixed by either creating a flattening switch in the scenery.cfg file, or creating a flattening polygon file using a scenery tool such as FSSC.  Flattening switches are similar to exclude switches, but you are allowed ten of them in a scenery area instead of just one, and they do not have to be perfect rectangles.

You can determine the latitude and longitude for exclude and flatten switches using the location field in the status bar.  This will show the aircraft lat/long if you have FS running, or the pointer lat/long otherwise.

 

Final Notes

53. Fault Finder and Final Checks

Before you declare an airport you have worked on to be ‘finished’, you should run the Fault Finder. Fault Finder is a diagnostic tool that will check for some of the most common and problematic faults in airport design. It can be run by choosing Fault Finder from the View menu.

When it identifies a potential fault it will do the following: shift the window to put the fault location at the center of the window, select (turn orange) the problem components, place a red arrow pointing to the fault, and describe the problem.

Fault Finder will identify the following potential faults:

Non-connecting taxi links: Nodes that come close to, but don’t really connect to links. AI will not cross these ‘dead-end’ links. This can result in AI not being able to leave or enter entire sections of the airport. If a parking spot is unconnected it can result in a large number of other parking spots being unavailable.
Overlapping non-connected nodes: Similar to the above, AI will not cross these unconnected nodes.
Hold-short nodes too far from the runway: The red circle indicates the maximum distance a hold short node can be from the edge of a runway (225 feet). If an AI aircraft tried to enter the runway at this taxiway it would freeze at the hold-short node and eventually disappear. Fault Finder will automatically turn on the red limit circles when it finds such a problem, but you can also turn them on and off manually using the Show Hold Short Limits item under the View menu.

Fault finder will also check for unconnected parking spots, orphan nodes, isolated taxiways segments, overlapping connected nodes, missing Start Locations and incorrectly labelled runway taxiway segments.

Note that Fault Finder locates potential faults, and in some cases you may decide that the identified potential fault is not really a problem and can be left as-is.

While running Fault Finder you can skip over faults and proceed with further tests. You can also leave the Fault Finder window open while you fix a fault. If you find a fault and correct it then Fault Finder will automatically run the same test section over again to verify the fix before proceeding to the next test.

Additional Final Checks

You should also manually check for the following problems, which Fault Finder does not test for :

Runway links are all black: If you have been working on runway taxi links, make sure the runway links are all black. A black line tells the AI not to use a runway for taxiing, except to enter or exit the runway, or if there is no other route. The black taxi line should run the entire length of the runway, including any overrun areas.

Taxiways are all blue: Conversely, make sure all taxiways are blue.

Contiguous Taxiways: Use the taxiway designator cycle commands ‘T’ key and Shift+T to cycle through and highlight all taxiways, or at least the ones you worked on, to make sure the taxiways are all labelled correctly and there are no gaps.  A gap caused by an incorrectly labelled segment can result in misleading ATC taxi instructions.

Apron lights are aligned with apron edges: If you moved, reshaped or deleted any apron surfaces you must switch to Show Lights mode (L key) and check if the apron had any associated edge lights. If so then make sure the edge lights still conform to the shape of the apron polygon.  Apron edge lights are separate objects from apron polygons and do not automatically move with the polygons.

54. Problems and Q & A

Note: some of the most common problems with airport designs can be detected by using the Fault Finder tool, run from the Tools menu.

This ReadMe document has no pictures
The pictures are all in separate .gif files, and all those files should be in a separate folder named ‘Pics’. Sometimes that folder does not get created properly.

No new boarding bridges (jetways)
AFCAD doesn't create boarding bridges at a terminal building.  The "gates" referred to in AFCAD documentation are parking spots, usually at or near terminals.

AI get stuck at a hold short point and don't move
This will happen if a hold short node is too far from the edge of the runway. The hold short nodes should be no farther than 225 feet (68.6 m) from the runway edge. If AI get stuck when they line up behind an aircraft at a hold short point, then placing a normal node just behind the hold short node will usually fix this. (see Hold Short Node Limits).

AI get stuck on the runway preparing for takeoff
This can happen if there is no hold short node for the taxiway connection to the runway.

AI don't stop at a hold short point
The hold short node is probably too close to the runway, or is actually on the runway.

I don't see red crosshairs anymore
Make sure FSUIPC is installed by checking for FSUIPC.dll in the FS Modules folder. Also, make sure you are at the same airport in both FS and AFCAD.

ATIS doesn't work
Unlike other tower frequencies which have the airport name in the Name field for the comm frequency, ATIS requires the ICAO identifier for the airport in that field (e.g. KLAX).

The changes I made do not show up in Flight Simulator
After you save changes to an airport using AFCAD, you must restart Flight Simulator to allow it to re-index scenery changes. If that doesn 't work then make sure your Addon Scenery folder is enabled. This can be verified by checking for the line "Active=TRUE" for the Addon Scenery area in the scenery.cfg file or ensuring that the Addon Scenery area is enabled on the Scenery Library window of Flight Simulator.

I removed an airport (file) and that airport still appears in the FS Go To Airport window.
In Flight Simulator, go to the Scenery Library window (under Settings) and press the OK button to close that window.  The airport should then no longer appear in the airports list. 

Do I still need a loop to allow aircraft to make U turns on a runway?
AI Aircraft in FS2004 now re-center at the end of the runway after they make a U turn so you don't need turn-around loops to force them to re-center.

Aircraft disappear after landing
You must have enough parking spaces of a large enough size for all the aircraft that are landing or they will disappear when they slow down on the runway. If that is not an issue then the problem is probably caused by an unconnected parking spot or an unconnected node/link somewhere. The AI will be assigned the next available parking spot in sequence from the parking list and if the next parking spot is unconnected to the taxi system then the AI software will consider the airport full (for that size of aircraft) even if there are plenty of other connected parking spots available further down the list. Use the Fault Finder tool to locate unconnected links.

Aircraft disappear at parking spot when ready to depart
This it is usually caused by an unconnected taxiway link. Use the Fault Finder tool to locate unconnected links.

I moved or added the tower symbol, but the tower view point didn't change
This can occur if you start at an airport using the default flight, or any saved flight. When you save a flight in FS it saves the tower view point along with all the other flight parameters, so if you change the view point it will be overridden when you recall a saved flight. The settings for a saved flight are contained in text files with the extension ".FLT" in the folder FS9/Flights/other/ . You can easily find the tower location in the .FLT text file and modify it to ensure your saved flight uses the new tower view point. The tower location looks like the following:

[Tower]
Latitude=N049° 04' 27.5052"
Longitude=W123° 00' 57.1697"
Altitude=+000059.00
You can paste in the lat/long/elevation from the AFCAD properties window for the tower, or from the export file. The lat/long/altitude is in a slightly different format, but it accepts the AFCAD format OK, for example Latitude=N49* 04.7928' .

My airport has no control tower symbol
Many stock airports, even a lot of major airports, don't have a fixed tower view. You can add one or use the default tower view that FS provides when no fixed view is specified.

No progressive taxi lines
If you request progressive taxi instructions and the pink progressive taxi line is not displayed, then you may have the Airport Reference Point at the wrong elevation. You can check the elevation of the visual scenery for your airport using the Shift+Z key display when taxiing or parked at an airport in Flight Simulator. This is the elevation of the aircraft body, so subtract a few feet to get the ground elevation. The Airport Reference Point should be close to this elevation.

AI park in parking spots too small for their size
Parking spots are assigned to aircraft based on the parking spot radius and the size of the aircraft. Older add-on aircraft don't have the aircraft size encoded and may use the wrong sized parking spot. The size (radius) is normally encoded in the aircraft .mdl file, but older (non GMAX built) aircraft use a different type of .mdl file that does not encode the aircraft size. It is not possible to fix this.

AI bunch up in one area when parking at the terminal or ramp
Parking spots are assigned to aircraft in the order they appear in the Parking List window. Use the Randomize button on that window to mix-up that order and spread out the AI.

AI park in the wrong airline's parking spots
When using code-assigned parking. This can occur if there are too many aircraft of a specific airline for the parking spots available for that airline.  Reduce the AI flights for that airline or create a number of uncoded overflow spots at any open areas of the airport to absorb the excess aircraft. 

New runway conflicts with terrain
If you create a new runway for a stock airport then you may find the runway is outside the flat area of the airport and parts of the terrain stick up through the runway, or it is underground or floating in air.  This version of AFCAD can't adjust the airport area polygon (flat area) but future versions may be able to do that.  In the mean time, you can correct this either by putting a Flattening Switch in the scenery.cfg file, or create a small .bgl with a flattening polygon encompassing the new runway.  FSSC or another scenery design tool can be used to produce such a flattening polygon.

A runway doesn't appear
If the elevation is incorrect then the runway can be drawn below ground level and be hidden.

A helipad doesn't appear in the GoTo Airport start list
If you create a helipad you must also create a start location for it before that helipad will appear in the Flight Simulator Go To list.

Spikes and pointy projections at taxiway connections
This is a by-product of the Flight Simulator taxiway drawing function.  You can sometimes get rid of or reduce these projections by changing the link angles or ‘jiggling’ the connections.  Note that AFCAD draws taxiways using similar, but not identical methods to FS, so a projection that occurs in AFCAD might not always appear in FS, and visa-versa. 

Can I use my own textures for runways, taxiways, aprons? 
There does not appear to be a way to do this, although we may have to wait for the scenery SDK to arrive to be sure..

Can I change the curves used for taxiway joins?
No.  This is fixed by the Flight Simulator taxiway drawing functions.

Can I change taxiway and runway marking styles and colours?
No.  This is fixed by the Flight Simulator taxiway drawing functions.

Mouse wheel-button doesn't work for dragging or changes windows instead
Recent MS Intellimouse mouse drivers, and possibly others, pre-program the mouse wheel-button for other actions such as window swapping.  If this occurs you can use the Windows mouse control panel to set the wheel mouse action back to Autoscroll.

I can't delete a navaid (ILS, VOR, NDB, Marker beacon)
FS2004 does not allow a stock navaid (one that came with the game) to be deleted or excluded.  You can modify a stock navaid, but if you delete the modified navaid then it will revert back to the unmodified stock navaid.  If you really need to get rid of one then you could change the frequency to an out-of-band frequency, such as 0 MHz.  This will prevent your instruments from seeing it.  It will still appear on the GPS and Map Views though, so you could move it away from the airport and put it in an isolated airport.  This does not apply to marker beacons, which can't be modified at all.

I can't change or move a Marker Beacon (OM, MM, IM, BC)
Unlike other navaids, FS2004 does not allow a stock marker beacon to be changed or moved.  You can create another marker at the same or different location, but the original stock marker will still remain.

55. Reporting Problems

If you have problems or questions about airport design and AI operation, first try to get help on a forum where scenery and airport design experts congregate, such as:

www.ProjectAI.com
www.Avsim.com
www.Simviation.com

If you have problems with AFCAD itself then you can contact me at:

Lee Swordy

Swordy@rogers.com

56. Copyright

AFCAD, and this document are copyright © 2003 Lee Swordy. AFCAD and this document may not be distributed for commercial purposes or posted in the public domain without the author’s consent.

 

 

 

Microsoft and Microsoft Flight Simulator are trademarks of Microsoft Corp.