12/24/97 Here's a little utility that creates simple dynamic and static scenery objects for FS98, FS95 or FS5.1. INSTALLATION AND USAGE: The program creates small BGL files that, to work properly, need to be in a special subdirectory. In FS98 I call mine C:\FS98\SCENERY\DYN\SCENERY. Your FS98 folder may have a different name, but you should create a similar directory structure. It must be under the existing \SCENERY subfolder and the final subfolder must also be called \SCENERY. FS95 and FS5.1 have some similar restrictions on naming scenery directories. After you have created this directory structure, place a BGL file in the final subdirectory so that it will be recognized by the scenery library. Then, upon running FS, you must go into the scenery library, add the new scenery path and make it active. TIP: As with any scenery, once you have installed it in FS98, you may tell FS95 and/or FS5 where it is and they will find it there. IMPORTANT: You must also make sure that the Dynamic Scenery option is turned on. With this version, you should probably NOT put DYNGEN.EXE in the dynamic scenery subdirectory mentioned above. Instead, you should put it in a separate directory and run it there. The reason is that you don't want too many BGL files in the dynamic scenery directory. Unless dynamic objects are linked together into the same file, they will conflict with each other if they occupy the same geographic area. DYNGEN now creates linked files and, in the process, creates a bunch of small BGLs that you DON'T want in your scenery path. The simplest strategy is to use a separate directory for creating all the little files. After creating an object, you should copy it to the dynamic scenery subdirectory and go test it in FS. After it has been tested, you must remove it from the dynamic scenery subdirectory before testing another. When you have tested all your objects individually, then go back to the DYNGEN directory and link them together. Finally, copy ONLY the linked file back into the dynamic scenery subdirectory. When the program is run, you will be presented with a screen containing ten "buttons:" TAKE-OFF, LAND, PATTERN, CUSTOM, STATIC, LINK, ADD LINK, COPY, EDIT and EXIT. Choosing the first allows you to create a dynamic aircraft in a take-off cycle. The second allows creation of a landing cycle. The third creates a take-off and landing pattern. The fourth allows you to create your own pattern. The fifth allows creation of static scenery objects. The sixth allows you to link several files made with the first five options into a single BGL so that they may all be visible at once. The seventh allows you to add a single object to an existing linked file. The eighth allows you to copy existing files to new names without leaving the program. The ninth allows limited editing of existing objects. The EXIT button ends the program. Each of these options is described in greater detail below. TAKE-OFF: Selecting this option will present the user with a screen which contains eleven text-entry boxes, six list boxes and four "buttons." Each of these is discussed in greater detail below. The plane will start at a location you choose, then take-off and fly straight ahead at a heading of your choosing. After it has flown for a while, it will disappear and reappear at the start location. The effect is that you will have a plane taking-off from a particular runway at regular intervals. You may re-run the program to create other planes, on other runways, at other intervals. Jet aircraft will fly about five nautical miles to about 1500 ft AGL before recycling. To avoid long delays between take-offs, the Cessna will only fly about 2.5 miles. FILE NAME: Since version 1.4 has come the ability to name each BGL file before it is created. These names must follow DOS file-naming conventions, including a maximum of EIGHT characters to the name. Also, you must be sure to include the .BGL extension at the end of the file name. This is very important because the LINK option will only list BGL files in the current directory. If you just created a file and it doesn't appear in the BGL list under the LINK option, exit to DOS and list all the files in the directory. It may just be that you forgot the .BGL extension (I've done it ). If so, just rename the file to give it the extension. GEOGRAPHIC COORDINATES: The first six text-entry boxes on the screen allow you to enter the exact starting location for the aircraft. The simplest way to determine the location is to SLEW there in FS and, while still in SLEW mode, read the red coordinates at the top of the screen. When entering coordinates, DO NOT ENTER LETTERS SUCH AS N OR W. Aside from that restriction, the coordinates may be entered in different ways. For example, 30 deg 30 min may be entered as degrees and minutes or as 30.5 degrees. When entering South or East coordinates, only the DEGREE box should contain a negative number. AIRCRAFT: The first list box lists the four aircraft from which you can choose. To choose an aircraft, simply highlight its name in BLACK by using your mouse or the down-arrow key. If no plane is highlighted, the Cessna is the default. COLOR: The remaining five list boxes allow a choice of certain colors for three of the aircraft (the Cessna, Lear and 727). The other dynamic objects (the F-18, Gas Truck and Sailboat) cannot be colored. Clicking the COLOR HELP button will provide detailed information about the three colorable planes. If no colors are highlighted, the default will be a white fuselage with red trim. ELEVATION: This text-entry box is for the local ground elevation at the spot where you wish to place the aircraft's starting point. Like the geographic coordinates, the elevation can be read from SLEW mode. Elevation must be entered in FEET. HEADING: This box is for the direction in which the aircraft will travel, and it may be entered in either integer or decimal degrees. If the aircraft will be positioned on a runway, you must remember to correct for the local magnetic declination. To find magdec, SLEW to the spot and, while still in SLEW mode, hit the SPACEBAR. This will point you toward true north. Your compass will tell you how far off magnetic north is from true north at that spot. For example, at Oakland, CA the spacebar puts your compass at 344 degrees. That means magnetic north is about 16 degrees off from true north. If a runway is oriented to true north, you will have to add about 16 or 17 degrees to the runway's published heading. Then enter the adjusted heading in the box. You may have to do some trial-and-error. T-O KNOTS: In this box you will enter the aircraft's take-off speed in knots. The aircraft will begin its run at 60% of this speed, then will accelerate to this speed for take-off. At gear-up, the speed will increase to 140% of take-off speed and will continue at that speed to the end of the cycle. PAUSE: If nothing is entered in this box, the plane begins its take-off run as soon as FS is started. If the plane is visible in your start-up STN, you will see it appear and start to move at start-up. If this is not what you desire, you may enter in this box the number of seconds to wait before the plane appears. The maximum number of seconds is 32767 (over 9 hours). DONE: When all the above-mentioned parameters have been entered or chosen, clicking the DONE button causes the new BGL file to be generated. A message will appear indicating that the process is complete. Clicking the OK button resets the option so that you may create another take-off BGL. RETURN: This button will take you back to the opening screen without creating a BGL file. EXIT: This button will end the program without creating a BGL file. LAND: This option functions very much like the TAKE-OFF option (see above) with a few important differences. In this case, the aircraft starts about five miles (2.5 for the Cessna) from the landing point indicated by the geographic coordinates. LND Knots indicates the landing speed. The aircraft will approach the landing point at 130% of the landing speed. It will slow to landing speed and put gear down about 1000 meters before touchdown. This option may require some fiddling with the coordinates to get the landing point correct. PATTERN: This option causes the chosen aircraft to take-off, fly around in a simple pattern, and land at the starting spot. The default is a left-hand (counterclockwise) pattern. Clicking the RIGHT button before clicking the DONE button will create a right-hand pattern. It can be great flying practice to chase the aircraft around the "patch." CUSTOM: This option allows creation of unique dynamic cycles of your own design. To achieve satisfactory results, however, you must carefully plan the cycle before running the program. It will be helpful to draw a detailed diagram and refer to it as you enter parameters. The interface screen is very similar to those discussed above, except that there is no input for an initial speed. This screen simply defines a scenery object at a particular location, altitude and heading. When this initial "position" has been entered, you will click the NEXT button. This takes you to the next screen, wherein you will enter all subsequent positions. SUBSEQUENT POSITIONS: From the starting position (defined at the previous screen), you may input a chain of later positions from the following five essential choices. GEAR UP - Causes the landing gear to disappear at a specified point, GEAR DN - Causes the gear to reappear, GO STRAIGHT TO: - Causes the object to move in a straight line from the last input point to a new point depending on the chosen Speed, Distance and Altitude Change. Entering a number in the Altitude Change box will cause the object to ASCEND during its travel. Placing a minus sign in front of the number causes the object to DESCEND, and skipping the box will keep the object at the same altitude. Entering a negative number in the Distance box will cause the object to move in reverse. FLAT TURN TO: - Causes the object to move in a curved line, without banking, depending on the chosen Speed, Turn Radius and New Heading. The object will begin the turn at its last input heading and continue to the New Heading. **TURNS** The turn will always be in the direction that is less than 180 degrees. For example, if the object is presently at a heading of 0 degrees and is instructed to turn to 270 degrees, it will turn left. If you MUST make a 180 degree turn, it's a little complicated. If your previous heading is less than 180, a 180 turn will be made to the right. If the previous heading is 180 or more, it will be a left turn. To make a LEFT 180 turn from a less-than-180 heading, you must SUBTRACT 360 from your desired New Heading. For example, to turn left from 70 to 250, enter -110 (250 minus 360) as the New Heading. To make a RIGHT 180 turn from a 180-or-greater heading, you must ADD 360 to the desired New Heading. For example, to turn right from 250 to 70, enter 430 (70 plus 360) as the New Heading. DO NOT ENTER HEADINGS GREATER THAN 539 OR LESS THAN -180. Also, NEVER USE 360 AS A HEADING, USE 0 INSTEAD (unless you want to turn right from 180 to 0 ). These flat turns work well with objects that will be moving on the ground or on water. BANKED TURN TO: - Causes the object to move in a curved line, with a 30 degree bank, depending on Speed, Radius and New Heading. Banked turns obey the same rules as flat turns (see TURNS above). When all subsequent positions have been entered, you will click the STOP button. A message will inform you that the new BGL has been created. Clicking the OK button will end the program, at which point you may go test your creation. IMPORTANT: You must end your series of positions with a GO STRAIGHT TO. If a turn is not followed by a straight line, it will not be executed. When the object has traveled to its final position, it will begin again at the starting point. Its landing gear will be in the same configuration it was in at the end of the cycle. STATIC: All this option does is to take you to the CUSTOM screen mentioned above. The CUSTOM option has been modified to allow creation of static (non-moving) objects. Simply enter the information about your object and, rather than the NEXT button, click the STATIC button instead. This will automatically create the stationary object without taking you to another screen. A message will inform you that the process is complete. Clicking the OK button under the message will refresh the CUSTOM/STATIC screen. You may then create another custom or static object, return to the main menu, or exit the program. When creating static objects, you may wish to line-up a number of them in a neat row. This can be a problem because the FS coordinate system causes the relationship between feet and seconds to change with latitude. It is even more complicated if you want to line-up objects neatly along a runway that is NOT at a heading of 90, 180, 270 or 360 degrees. To make such a task easier, a CALCULATOR button has been included on the CUSTOM/STATIC screen. Upon clicking the button, the calculator screen asks you to input three parameters: 1) the distance you want to place a new object from a given point (such as the position of an existing object), 2) the heading away from that point upon which you want the new object to lie, and 3) the local latitude. The calculator automatically computes the number of seconds you must add (or subtract) to the North and West coordinates of the original point. For example, if you wish to place an object 100 feet from another at a heading of 45 degrees from it (at a local latitude of 30 degrees), you would add about .7 seconds to the North coordinate (of the previous object) and subtract about .8 seconds from the West coordinate. All the calculator does is convert the heading to radians, convert the feet to seconds, multiply the seconds by the cosine of the heading (for North), then multiply the seconds by the sine of the heading multiplied by the reciprocal of the cosine of the local latitude (for West). What could be simpler ? LINK: This screen asks for a new name for the linked file, and the number of files to be linked. After these are input, clicking the START button brings up a list of the BGL files in the current directory. THIS OPTION WILL NOT WORK CORRECTLY WITH ANY FILES BUT THOSE CREATED BY DYNGEN. Attempting to link other BGL files will probably lock-up your computer when you run FS5 or FS95 with the linked file. Also, you may not link previously-linked files together. You must only attempt to link files that have not been previously linked. Attempting to link a linked file will result in only its first object being included in the new linked file. Choose the first file to link by either highlighting it in black and pressing ENTER, or by using your mouse to Double-Click the file name. After the first file is chosen, the rest of the files are chosen from the list in the same way. A counter will inform you of how many files you have already chosen. When you have selected the number of files you indicated at the opening screen, the program informs you that the new linked file has been created. After clicking the OK button, you may create another linked file, return to the main screen, or exit. THE CHOICE OF THE FIRST FILE IS FAIRLY IMPORTANT, because the location and range info for the entire linked file is taken from this first BGL. Ideally, you should try to choose the first object so that it is roughly in the center of any group of objects that will be widely dispersed. If all objects will be moving around in the same general area, the choice of the first file is not so crucial. The range of the scenery area for the entire linked file is about a 2.5 nautical mile radius around the position of the first object. If you desire a larger radius, it can be changed with EDIT (see below). In order that linked files not conflict with each other, there should be at least 5 nautical miles between their central objects. In fact, other dynamic scenery files from 3rd-party scenery might easily conflict with these files, so be aware of that possibility. Also, I imagine that there must be some limit to the number of objects that can be successfully linked and still appear together. As of this date, however, I have no idea what that limit might be. Please let me know what your experience is. ADD LINK: Suppose you already have several objects linked into a file but would like to add another object or two. It might be a real pain to start over and link all of the previous objects along with the new ones. Therefore, this option allows you to add new objects (only those made with DYNGEN) one at a time to a previously-linked file. The screen presents a RED list of all the BGL files in the current directory. Choose the already LINKED file from this list. The list then turns BLACK and you will choose the file to ADD. A message tells you the object has been added and that the linked file has kept the same name. At this point the option resets. If you wish to add another object, you must first select the LINKED file again from the RED list. BECAUSE THE LINKED FILE IS WRITTEN-OVER, YOU MIGHT WANT TO BACK IT UP FIRST. COPY: This is a very straightforward option that allows you to make copies of existing files without leaving the program. The screen presents you with a list of ALL files in the current directory. The list is not limited to BGL files in order that you may make back-up copies or otherwise use a variety of file names. To copy a file, simply highlight its name in the file list, enter a new name in the text box and click the COPY button. Don't forget to add any desired extension to the file name. After the file is copied, you may copy another, RETURN to the main menu or EXIT the program. EDIT: Although this screen looks complicated, it allows only a limited amount of editing of an existing object (it will only edit the first object in a linked file). To edit an object, you must first highlight its file name in the small file list box in the upper left corner of the screen. Then you may edit any of eleven object parameters: the object type, the five colors, the geographic coordinates, the runway elevation, the initial heading, the number of seconds to pause, and the scenery radius. Each of these has one or more boxes to select or enter new values and a DONE button to write the changes to the file. There is also a general HELP button and a COLOR HELP button. Please be advised that when changing geographic coordinates, you must enter both North and West coordinates. Even if one of these will remain the same as it was before, you must still enter it. Also be advised that the heading should probably only be changed for static objects. Changing heading for moving objects will not change their direction of motion. For example, if you have a plane taking off at a heading of 250 degrees and you change its heading to 200, it will still take-off at 250 degrees but will be moving sort of sideways. This is one of the limits of this option. What the EDIT option does best is to help you create multiple copies of a favorite pattern and make small changes to each without having to create each from scratch. For example, it can help you create a bunch of static objects with different colors and/or at different headings and/or locations. It can also help in quickly changing the type of an object that is otherwise nicely situated. It might also assist in making a group of objects fly or move on the ground in formation. Please let me know if you find this helpful and if you have suggestions for future versions. ****************************************************************************** This program is freeware. Please feel free to share it far and wide. It should not harm your computer in any way but, if you imagine it has, I accept no liability. Chuck Dome CIS 72723,734 VERSION HISTORY: 1.0 - Original version, take-off option only 1.1 - Added landing cycle option 1.2 - Added left/right pattern options and a couple of Easter eggs 1.3 - Added custom option, increased color choices and raised jet aircraft altitude to 2000 ft under the pattern option 1.4 - Added link and add link options and ability to specify file names 1.5 - Added static option and calculator 1.51 - Added copy and edit options Modified the custom option so that objects can be made to back-up Reduced the default scenery radius to 2.5 NM (5 NM for jets in Take-off or Landing cycles) Modified the landing cycle option for better approach slopes Many thanks to Kenneth Quinn for suggestions and beta testing. 1.51 - Corrected a bug in the STATIC option