(turn on word-wrap) Macro files for Airport (Set 1) These macros are for use with the Airport scenery builder by Pascal Meziat and SCASM by Manfred Moldenhauer. The macros were created by Dan Geis and may be used freely to create scenery for Microsoft's Flight Simulator under the condition that you do not charge money for the scenery. The file containing these macros may also be distributed freely provided it remains fully intact and is not altered in any way. The texture files (R8) included may be distributed with your scenery provided they are not altered in way. If you must alter them to customize your objects, please rename them (the names will have to be changed inside the API file of the object that uses that texture). This will prevent conflicts with others who are using these textures. If you decide to use any of these objects in your scenery, please give credit to the author (Dan Geis) in your included text. The following is a list of the included files with their descriptions and usage. These macros contain the visual models only... see text below on how to create a platform that can support landings. Not all of these macros show up in their entirety on the Airport layout screen. _________________________________________________________________________________________________ AEGIS_.API Guided Missile Cruiser. Oriented with bow facing north. Defaults with the wake turned off. To turn on the wake, edit the API file and remove the semicolon (;) from the front of each line that says "Call( :wake )". Save the file under a new name so you can retain the original with no wake. Requires texture "AEGIS_.R8". BCHHOUSG.API Gray Beach House. Oriented with the deck facing north, stairway facing south. Requires texture "BCHHOUS1.R8". BCHHOUST.API Tan Beach House. Oriented with the deck facing north, stairway facing south. Requires texture "BCHHOUS1.R8". BCHHOUSW.API White Beach House. Oriented with the deck facing north, stairway facing south. Requires texture "BCHHOUS1.R8". BECNCIV2.API Civilian Airport Beacon (one green flash, one white flash). Place the beacon at the same location as your control tower and set its altitude to the height of the top of the control tower. BECNCIVT.API Civilian Airport Beacon (one green flash, one white flash) on top of a gray metal tower. BECNCVT2.API Civilian Airport Beacon (one green flash, one white flash) on top of a red and white pole. BECNMIL2.API Military Airport Beacon (one green flash, two white flashes). Place the beacon at the same location as your control tower and set its altitude to the height of the top of the control tower. BECNTWR.API Gray metal beacon tower without a working beacon. BRDGT400.API Variable width highway bridge (400m long). Oriented west-east. Parameter 0 = road color, Parameter 1 = pile color, Parameter 2 = half the width (for a 10m wide bridge, set this value to 5). BTLSHP.API Textureless gray battleship. Oriented with the bow facing north. CARRIER.API Aircraft Carrier. Oriented with the bow facing north. Defaults with the wake turned off. To turn on the wake, edit the API file and remove the semicolon (;) from the front of each line that says "Call( :wake )". Save the file under a new name so you can retain the original with no wake. Requires textures "CARRIER1.R8" and "CARRIER2.R8". CHIPAD1.API Tall building with rooftop helipad. Requires texture "HELIPAD1.R8". CMAN.API Coastal-marine platform. Requires texture "CMAN.R8". CRUISE1.API Small cruise ship with helipad. Oriented with bow facing north. Requires texture "SHIP_DG1.R8". CRUISE1A.API Small cruise ship without helipad. Oriented with bow facing north. Requires texture "SHIP_DG1.R8". CRUISE2.API Large cruise ship. Oriented with bow facing north. Requires texture "SHIP_DG1.R8". DOME.API Checkered dome 20m diameter. Parameter 0 = color 1, Parameter 1 = color 2. FERRY1.API Ferry boat. Oriented with bow facing north. Requires texture "SHIP_DG1.R8". FUELTANK.API Checkered tank 30m wide, 16m high. Parameter 0 = wall color 1, Parameter 1 = wall color 2, Parameter 2 = roof color. FUELTNK2.API Checkered tank 16m wide, 16m high. Parameter 0 = wall color 1, Parameter 1 = wall color 2, Parameter 2 = roof color. HOTEL1.api Flat-roofed hotel building. Requires texture "BCHHOUS2.R8". HOTEL2.api Pitched-roofed hotel building. Requires texture "BCHHOUS2.R8". LOXTANK.API Liquid Oxygen storage tank. Parameter 0 = color. OBSRVTRY.API Observatory dome. Parameter 0 = wall color, Parameter 1 = dome color. OILRIG1.API Off-shore oil drilling platform. Requires texture "OILRIG1.R8". RADOME.API Ground-based spherical radar dome. Parameter 0 = color. RADOME2.API Building with spherical radar dome. Parameter 0 = wall color, Parameter 1 = radome color. RADOME2X.API RADOME2's building without the radome. Parameter 0 = wall color, Parameter 1 = roof color. STADLIT1.API Tall stadium-style lightpost 35m high. Lights aimed north. SUB2.API Submarine. Oriented with bow facing north. Defaults with the wake turned off. To turn on the wake, edit the API file and remove the semicolon (;) from the front of each line that says "Call( :wake )". Save the file under a new name so you can retain the original with no wake. Requires texture "AEGIS_.R8" for wake. T-AFS_.API Combat Stores Ship. Oriented with bow facing north. Defaults with the wake turned off. To turn on the wake, edit the API file and remove the semicolon (;) from the front of each line that says "Call( :wake )". Save the file under a new name so you can retain the original with no wake. Requires texture "T-AFS_.R8". TWR100.API 100m high gray metal tower with white strobe on top at night. TWR150.API 150m high segmented radio tower with solid red obstruction lights at night. Parameter 0 = segment 1 color, Parameter 1 = segment 2 color. (I recommend using values 3 and 2C for realistic colors) TWR150A.API 150m high segmented "A" shaped radio tower with solid red obstruction lights at night. Parameter 0 = segment 1 color, Parameter 1 = segment 2 color. (I recommend using values 3 and 2C for realistic colors) TWR300B.API 300m high segmented radio tower with solid red obstruction lights at night, flashing white strobes continuously. Parameter 0 = segment 1 color, Parameter 1 = segment 2 color. (I recommend using values 3 and 2C for realistic colors) WATERT1.API Checkered watertower. Parameter 0 = wall color 1, Parameter 1 = wall color 2, Parameter 2 = roof color. WATERT2.API Onion-shaped watertower. Parameter 0 = color. WATERT3.API Wide checkered watertower. Parameter 0 = wall color 1, Parameter 1 = wall color 2, Parameter 2 = roof color. Included Textures: AEGIS_.R8 BCHHOUS1.R8 BCHHOUS2.R8 CARRIER1.R8 CARRIER2.R8 CMAN.r8 HELIPAD1.R8 OILRIG1.R8 SHIP_DG1.R8 T-AFS_.R8 _________________________________________________________________________________________________ How to Create a landable elevated platform: Create an API file similar to the one below. I use Airport v1.23 to compile this into a BGL because later versions of Airport don't seem to work. Then use SCLINK to join the platform's BGL with the remaining scenery's BGL. ******************************************************* Area16( 42:00 41:40 -87:50 -87:30 ) RefPoint( 2 : 1 41:53:12.2742 -87:37:06.4045 ) SenseBorder( : -20 20 20 20 20 -20 -20 -20 ) SetElevation( 300 ) End16 ******************************************************* The first line sets the range of the BGL. The first number is the northernmost latitude, then the southernmost latitude, westernmost longitude (negative numbers indicate West longitude), and easternmost longitude. The second line sets the center location of the BGL in latitude and longitude. The next few lines beginning with the fourth line set the boundaries for the platform in X and Y coordinates (in meters). The SetElevation line determines the height of the platform in meters. Place the API macro into an Airport v1.23 APT file and generate the BGL as normal. _________________________________________________________________________________________________ If you have any questions or comments (constructive criticism is always welcome), contact me at DGeis23328@aol.com The following sceneries and aircraft are available on my web page at "http://members.aol.com/dgeis23328/index.htm". Sceneries by Dan Geis: Bermuda v1.0/v2.0 ...........................txkfv2.zip Cape Hatteras, North Carolina v1.1...........hatv11.zip Chicago Helipads v1.0 .......................chipad1.zip Crystal Coast, North Carolina v1.1 ..........crycst11.zip Dayton, Ohio v1.0/v2.0/v3.0 .................kdayv3.zip Fort Bragg, North Carolina v1.0/v2.0/v3.0 ...kfbgv3.zip Kennedy Space Center, Florida v1.0/v2.0 .....kscv2.zip King Salmon, Alaska v1.0/v1.1 ...............paknv11.zip McChord AFB, Washington v1.0/v2.0/v3.0(FS98).ktcmv3.zip McMurdo Station, Antarctica v1.0 ............nzcmv1.zip Meteor Crater, Arizona v1.0 (FS98)...........crater1.zip Monaco v1.0 (FS98)...........................lnmc1.zip New River, North Carolina v1.0 ..............kncav1.zip New York Helipads v1.0 ......................nycpad1.zip Oil Rig v1.0 ................................oilrig1.zip Titanic v1.0 ................................titanic1.zip USAF Academy v1.0 (FS98).....................afacad1.zip Wilmington, North Carolina v1.0 .............wilmgtn.zip *exclude files for FS98 are available for most sceneries Aircraft by Dan Geis: Aerospatiale Gazelle ........................gazelle.zip Airwolf v2.0 ................................airwolf2.zip B-2 Stealth Bomber ..........................b-2.zip Bell 205 ....................................bell205.zip Bell 206 (News Chopper 7) ...................chopper7.zip Bell 222B ...................................bell222b.zip Blue Thunder ................................bluthun.zip C-12 Huron ..................................c-12.zip C-130 Hercules (Coast Guard) ................c130cg.zip C-141A Starlifter ...........................c141a.zip C-141B Starlifter v1.0/v1.1 for FS5 (Green) .c141b11.zip C-141B Starlifter v2.0 for FS98 (Green) .....c141b20.zip (includes instrument panel) C-141B Starlifter v1.2 (Gray) ...............c141b12.zip Cessna 150 ..................................c150dg.zip Cessna Citation V Ultra .....................cescitv.zip DHC-6 Twin Otter ............................dhc-6.zip E-3 Sentry ..................................e-3.zip HL-10 Lifting Body ..........................hl10.zip Lunar Excursion Module ......................lem.zip OH-58D Kiowa (FS5/FS98)......................oh58d.zip/oh58d98.zip RAH-66 Comanche .............................rah66.zip Redwolf (Airwolf II).........................redwolf.zip Super Kingair 200 ...........................kingair.zip T-38 Talon ..................................t38talon.zip T-38 (NASA Trainer) .........................t38nasa.zip Tacit Blue ..................................tacblu.zip UC-35 .......................................uc-35.zip UH-60 Blackhawk .............................uh60.zip UH-1D Iroquois (FS5/FS98)....................uh1d.zip/uh1d98.zip X-33 Venturestar ............................x33.zip XB-70 Valkyrie ..............................xb70.zip Flights of Fantasy (Adventure packs) by Dan Geis: Cloud City v1.0 .............................cldcty1.zip Jupiter 2 ...................................jupiter2.zip Mission: Moon v1.0 ..........................moon1.zip (includes Moon scenery, Clipper, Moonbus, and 2 Spacestations... Kennedy Space Center also required, downloadable separately.) Lunar Explorer v1.0 .........................latev1.zip (made for use with "Mission: Moon" scenery) Carrier Groups by Dan Geis: USS Nimitz near Jacksonville FL..............cvn68.zip USS Dwight D Eisenhower near Kuwait..........cvn69.zip USS Carl Vinson near Puerto Rico.............cvn70.zip USS Theodore Roosevelt near Israel...........cvn71.zip USS Abraham Lincoln near Taiwan..............cvn72.zip USS George Washington near Norfolk VA........cvn73.zip USS John C Stennis near San Diego CA.........cvn74.zip