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#1511299 - 02/17/01 02:41 PM a question for Daab  



I am desperate

are you working on Jupiters admin.ini where in more strips could be located where one can land on?

if so, how far are you. I am not busy with this because I hope someone else is doing this. so if not, can you tell me how it works. I allmost got it. it was just adding new coordinates and names into the sim.ibx (that was jupiters idea) and in the admin.ini (i was busy on that, and more people with me i suppose) I really want to know this. Jupiter told us that even the strips would appear on the UME screen. for sofar on this subject Jupi stays very quiet at the moment

well i don't know. maybe you've see the light.

i am off!



#1511300 - 02/17/01 10:01 PM Re: a question for Daab  


Well, as far as I know I'm not actively working on airports at all now... I guess if some else is researching the issue I can just wait to hear about the results.

If you have the readme file of the CAP admin, do a search for the string "R&D" twice - and there you'll find the places that I assume control where and how runways are defined.

As for strips appearing in the UME: runways have their own icon, and that indeed can appear if you define a runway in the template of a geographical area...

As for visually seeing the strip itself - only under a specific height, above which objects are simply not seen on the terrain (they're considered too small, regardless of what's their actual size). Pixel overrided this with the default runways by simply painting them on the terrain graphics of high altitudes.

I also hope to hear from Jupiter soon about any progress he might have had!

#1511301 - 02/17/01 10:33 PM Re: a question for Daab  


tanx for your help/info and replying daab.
I will give this a try again.



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