1.1 Overview

1.1.1

Welcome to the Infinite Flight Scenery Editor Manual! It is designed to help new entrants and current Editors with internal procedures, as well as cover the fundamental principles associated with all editing on Infinite Flight. All Editors are expected to familiarize themselves with this manual and continue to do so during their time with The Scenery Editing Team.

Must
The use of must or must not within this manual is considered MANDATORY and strict compliance is REQUIRED.
Should
The use of should or should not within this manual is considered ADVISORY and compliance is STRONGLY RECOMMENDED.

1.1.2

The Infinite Flight User Guide and IFC Forum are additional tools that Editors should utilize.

1.1.3

Feedback is an essential part in the development & upkeep of the Scenery Editor Manual, and can be submitted using the Report Form. Please ensure that you have checked the Feedback Status Spreadsheet BEFORE submitting a new report to avoid duplicates (you can also check the progress of any reports that you have made using this). Any questions should be sent to the Technical Writer (@RAH) via the IFC or the Scenery Editor Discord.

1.2 Abbreviations

1.2.1

All abbreviations contained within this manual are listed below with their associated definition:

Abbreviation Definition
AIP Aeronautical Information Publication
CLA Contributor License Agreement
DM Direct Message
FAA Federal Aviation Administration
GA General Aviation
G/S Glideslope
ICAO International Civil Aviation Organization
IF Infinite Flight
IFC Infinite Flight Community
ILS Instrument Landing System
IRL In Real Life
LLC Limited Liability Company
LOC Localizer
N/A Not Applicable
OR Official Review
OSM Open Street Map
PR Peer Review
RWY Runway
SFC Surface
UFN Until Further Notice
ULD Unit Load Device
WIP Work In Progress
VC / VCs Voice Channel / Voice Channels

1.3 Aircraft Categories

Aircraft categories will be relevant in the process of editing taxiways (see 7.1 below) and start locations (see 8.1 below)

1.3.1

The following table outlines the different aircraft categories and how they are defined:

Aircraft Category Wing Span (meters) Outer Main Gear Wheel Span (meters)
A < 15 < 4.5
B 15 but < 24 4.5 but < 6
C 24 but < 36 6 but < 9
D 36 but < 52 9 but < 14
E 52 but < 65 9 but < 14
F 65 but < 80 14 but < 16

1.3.2

The following table outlines what aircraft within Infinite Flight fall into each aircraft category:

Aircraft Category Current Aircraft in Infinite Flight
A CC19, C172, F16, F18S, F22, SPIT, SR22, TBM9
B A10, CL35, CRJ2/7, C208, F14, P38
C A318/319/320/321, BCS3, B712, B737/738/739, CRJ9/X, DH8D, E175/190
D B752, B763, C130, C17, DC10, MD11
E A332F/333/339, A346, A359, B742/744, B77L/77W/772, B788/789/78X
F A388, B748

1A.1 Discord Communication

Infinite Flight app related issues can be discussed within the Airport Editing Discord Channels for advice; however, for official support, the IFC Forum must be used.

General

1A.1.1

Discord is a messenger app for teams to make work simpler, more pleasant and more productive. More information on how this app works can be found here.

Scenery Editing makes use of a category within the offical Infinite Flight Discord, which can be found here

1A.1.2

The channels within the Scenery Editing category and their use is outlined in the table below:

Channel Purpose
#announcements Official comms channel for Staff & Mods to make broadcast announcements
#guidelines-&-info Highlights the rules of the Scenery Editing category & an useful information
#editors-chat A dedicated chat channel for Infinite Flight scenery editors to discuss things related to airport development
#airport-assignments A channel for ASE's (Apprentice Scenery Editors) to request airport assignments. Editors must use this format to request an airport: "Requesting ICAO". An Airport Moderator or Reviewer will then assign an airport to the Editor
#sas-requests A channel to request satellite imagery. Editors must use this format to request imagery: "Requesting SAS for ICAO".
#peer-review For Editors to be able to review each other's airports before it is submitted for Official Review. Editors must ensure that their airport is nearing completion before requesting a peer review. Editors MUST use this format to request a peer review: "Requesting PR for ICAO - URL to respective IFC topic"
(see 12.1.3 below)
#support Ticketing channel to get direct support from Scenery Editor Reviewers or Scenery Editor Moderators

Voice Channels

1A.1.3

Voice Channels (VCs) must only be used in accordance with the Discord Rules (see 1A.2.1 below).

1A.1.4

The use of VCs is not required and is at the sole discretion of the Editors.

It is important to note that all pro subscribers have access to the voice channels, so only use these channels if you are comfortable with your airport progress being made public (If non editors join the voice channel)

1A.1.5

To open a VC, the following steps are to be followed:

Step 1
Open the Official Infinite Flight Discord
Step 2
Navigate to the Voice Chat category
Step 3
Create voice chat

*Coordination with other Editors should be done in the respective Discord channel (i.e. #editors-chat) before entering a VC

1A.1.6

Below are some useful tips for VCs:

  • You can see how many members currently occupy a VC at any time by noting the [00/10] channel count
  • Selecting "Mute" (microphone symbol) means no one can hear you
  • Selecting "Deafen" (headphones symbol) means you don't hear anyone else
  • Always double-check your sound settings (i.e. Input = Mic and Output = Speaker)
  • Connecting to a VC will act much like a phone call and can run in the background whilst editing

1A.2 Discord Rules

All Editors must ensure that their Discord Nickname is either the same as their IFC Username or real name - this means that Editors can be found easily if required (see 1A.2.1 below)

General

1A.2.1

  • Editors must have an Infinite Flight account
  • Editors must be 13 years of age or above
  • Editors must link their Community Forum Account BEFORE editing
  • Editors must ensure that their Discord Nickname is either the same as their IFC Username or real name
  • Editors must not share any airport editing material or conversations (including audio) contained within the Scenery Editing category externally (unless prior approval has been granted)
  • Editors must be respectful to other users and practice common courtesies
  • Editors must not use any language which, in the exclusive discretion of Infinite Flight, may be deemed offensive (including, but not limited to, language that is unlawful, threatening, vulgar, sexually explicit, or racially, ethnically or otherwise objectionable)
  • Criticism and feedback will generally be given via DM; however, on occasion, it may be provided publicly if it is deemed to be a wider issue amongst Editors
  • By uploading airports using the Scenery Editor, you agree to the Contributor License Agreement (CLA)
  • The rules of the Infinite Flight Server also apply and must be adhered to. These can be found under the Welcome tab, in the rules-and-info channel

Voice Channels

1A.2.2

  • English must be used at all times
  • The voice channels must only be used by members who are actively discussing editing with other Editors
  • Coordination to use voice channels must only occur in the #editors-chat Discord channels
  • Editors must not transmit anything that may be interpreted as disruptive
  • Editors must not transmit any private, identifying or sensitive information
  • Editors must not impersonate other users
  • Further guidance on the use of VCs can be found in Discord Communication (see 1A.1.3 above)

1A.2.3

Members may contact a Staff Member or IFC Moderator at any time to report a serious violation of VC rules or an unsafe situation. Editor member safety and privacy is a top priority.

Due to the representation of widely diverse social norms, there may be accidental utterances provoked by excitement which do not warrant moderation (e.g. mild profanity and spontaneous phrases as a result of a startling event)

Support

1A.2.4

  • In the first instance, Editors should make every effort to use the resources available to them, including this manual and fellow Editors, to seek support
  • If Editors are unable to find the answer they need, they can ask for help in the #editors-chat Discord Channel
  • The Rank Structure can be helpful to find out what the different roles in Airport Editing are, and therefore who might be appropriate to ask (see 1A.4.1 below)
  • Should Editors require assistance with server related enquiries, they can contact Infinite Flight Server Moderators by using #server-support under the "Support" Tab

1A.3 Editor Rules

1A.3.1

  • All Editors should not edit airports that are closed IRL
  • Editors conducting Peer Reviews must not take more than 2 airports at any time, and must ensure that they have the time available to conduct the review in a timely manner (i.e. time frames of when the review will be done must not be mentioned as the Editor is expected to only conduct a Peer Review when they are available). If in doubt, the Editor should leave the airport available for review (see 12.1.3 below)
  • Editors must not "leak" any WIP airports that they are not editing themselves without the express permission of the assigned Editor(s). Doing so may result in removal of the editor from the Airport Editing Team (see 1A.6 below)
  • When uploading a new version of a recently edited airport (i.e tapping "Upload as Draft" or "Upload for Review"), Editors will be required to submit a "changelog" which highlights what has been changed in that version. Changelogs must be specific to ensure that it is clear what has been changed (e.g. "Adjusted C19 jetbridge. Changed taxiway line type on Taxiway A"). Additional details can be added to the IFC airport thread if required (see 12.1 below)

1A.4 Rank Structure

1A.4.1

The table below outlines the rank structure in place. Promotion is based on activity, performance, and feedback:

Rank Airport Assignment Required View WIP Airports Conduct Peer/Official Reviews
Apprentice Yes* No** No
Senior Editor No Yes Only Peer Reviews
Reviewer No Yes Yes***

*Apprentices must not be assigned more than one airport at a time, unless the airport has been submitted for an Official Review (see 12.1.4 below). Apprentices may be assigned (and begin editing) their next airport whilst awaiting feedback from their airport in review, but must prioritize completing this airport once feedback has been given

**Apprentices are only able to view airports that are assigned to them, any WIP airports are invisible until they have been released or the Apprentice is promoted to Senior Editor

***When conducting Official Reviews, Reviewers will not make any edits to the airport unless it is deemed very small and does not require feedback to the Editor. Any large changes will be sent to the Editor so that they can make the changes required.

All Editors are subject to promotion/demotion at any time based on activity, performance and feedback!

Promotion to Editor

1A.4.2

Promotion to the rank of Editor is dealt with on a case by case basis and not solely on time served. With this in mind, Apprentices must avoid asking when they will be promoted; and instead, should focus on editing airports to a high standard. Editors will be notified when they have been promoted.

Promotion to Reviewer

1A.4.3

The rank of Reviewer is only awarded when a need exists and to Editors that have demonstrated a high standard of airport editing and professional conduct within the Airport Editing team.

The purpose of the Reviewer Team is to:

  • Assist in the day-to-day operations of the Scenery Editing Team
  • Provide leadership and/or mentoring to individual Editors
  • Assign airports to Editors with the rank of Apprentice
  • Review editing quality via the "Official Review" process*
  • and Moderate the Scenery Editing Team Discord channel

*Reviewers should not upload changes on behalf of the editors during the Official Review process without the editors' explicit consent in the interest of the editors' skill improvement and respect towards the editors' work, unless the issues found during the Official Review process are minor, not consistently present, and a new OR cycle for the airport would not be considered reasonable if they were left for the airport's editor to fix. Examples of minor issues are improperly snapped lines, buildings and/or pavements, and lines with 1 or more inaccurate properties. Reviewers are advised to use their judgement regarding the consistency and severity of the issues found proportionally to the size and complexity of the airport subject to review. For example, 3 improperly snapped lines would not be as big of an issue at KLAX, but they would be at a small GA field. If a Reviewer does decide to upload changes on behalf of the editors during the Official Review process, a summary of the changes made, preferably including screenshots, should be provided for the sake of respect towards the editors' work.

1A.4.4

The following prerequisites are required for promotion to the rank of Reviewer:

  • Editor rank with demonstrated proficiency in all aspects of airport editing
  • Proficient editor who leads by example and follows all server rules
  • Positive editing record
  • Ability to communicate respectfully and professionally

Other Airport Editing Roles

1A.4.5

In addition to the rank structure outlined above, individuals may hold other roles within the Airport Editing team. These are shown below:

Title Role Rank
Moderator Moderates the Airport Editing team, including day to day operations, quality assurance, personnel issues, performance and disciplinary demotions and/or suspensions N/A

IFC Moderators are present within the Airport Editing team; however, Airport Moderators will usually deal with most day-to-day tasks

1A.5 Airport Assignments

1A.5.1

All Editors at the rank of Apprentice (initial rank when joining) must have all airports assigned to them in order to upload them. This is to ensure that new Editors do not assign themselves an airport too large/complex and so that they can focus on one airport at a time, addressing any issues spotted during Peer and Official Reviews (see 12.1 below).

Apprentices must not be assigned more than one airport at a time, unless the airport has been submitted for an Official Review. Apprentices may be assigned (and begin editing) their next airport whilst awaiting feedback from their airport in review, but must prioritize completing this airport once feedback has been given

1A.5.2

Following successful Official Reviews from airports that have been assigned, Apprentices will be promoted to the rank of Editor and will no longer be required to request airport assignments (see 1A.4.2 above).

In some cases, Editors may also require manual intervention by a Reviewer. For example, to get unassigned from an airport, to collaborate and work on an airport with other Editors at the same time, or if the airport has been previously assigned to another Editor. In these cases, it remains the discretion of the Reviewing Team and may not be approved (even if the Editor has already been promoted from the rank of Apprentice)

1A.5.3

For any request relating to airport assignments the following steps must be followed:

Step 1
Open the Offical Infinite Flight Discord and using the navigation bar on the left side of the screen, find the "Scenery Editing" tab
Step 2
Click on the #airport-assignments Discord channel
Step 3
Create a request in the channel for an airport you'd like to edit. The following format must be used to request airports: "Requesting ICAO" and any other information that may be relevant such as "collab with [editors name]"
Step 4
A Reviewer will look at the request and either approve the airport assignment or suggest an alternative plan (for Apprentices in particular, this may be the case if the airport is considered too large/complex)

This will be in a thread underneath the request made. All further comments relating to that airport should be in the thread to ensure that airport assignments are not lost within the Discord channel

1A.5.4

When Apprentices select an airport that they want to be assigned, consideration should be given to the following criteria:

  • Airport size and complexity
  • Time available
  • Ability
  • and Previous feedback given by Reviewers (if applicable)

1A.6 Disciplinary and Suspension Procedure

1A.6.1

Editors not following the Scenery Editing Manual can expect the following procedure:

Offense Action Taken
1st Warning via DM
2nd 3 day Scenery Editor & Discord suspension
3rd 7 day Scenery Editor & Discord suspension
4th Removal from the Airport Editing Team

Following any suspension, Editors will return at the rank they previously held. Usually, the date they’re reinstated on will serve as the new start date at that rank; however, this is dealt with on a case by case basis.

1A.6.2

Serious cases, reviewed by Staff or IFC Moderators, are subject to immediate removal or suspension.

2.1 Editor Screen

2.1.1

Image 2.1.1.1 - Scenery Editor Screen
Image 2.1.1.1 - Scenery Editor Screen

  1. The management buttons allow you to manage files, edit recent activity, change the view, adjust object altitude, add/change pavements/taxiways/buildings and import satellite imagery (see 2.1.2 below)

  2. "Last saved" information is displayed for the current editing session only. If a new editing session is started (even if you remain in-app), it will reset the "Last Saved" on the bottom bar to "N/A" until the session is saved

  3. The main navigation bar contains the library of objects, properties and loaded items (see 2.1.3 below)

  4. The edit buttons allow you to move, copy & paste, edit or delete selected buildings, objects and taxiways (see 2.1.4 below)

  5. The camera in use can be changed here (see 2.1.5 below)

  6. Time, ending current session and adjusting settings can be changed here (more information on settings can be found in the Getting Started Guide)

Management Buttons

2.1.2

 File
Button Function
Save Selected as Bundle Select a group of buildings and/or objects and then tap this button to save them as a bundle for future use to speed up editing times
Share Selected Bundle When a bundle is selected from the library, this can be shared with other Editors using this button
Download OSM By tapping this button, the Open Street Map data will be downloaded which will usually provide most of the buildings within (and close to) the airport boundaries
Download OSM at Cursor If buildings are missing or you accidentally delete some, you can download the OSM data at the cursor point with this button (it has an approximate range of 200 meters)
Scenery Stats This shows key stats about the objects currently placed including poly count. It also contains the "Scenery Checker" which will ensure that your airport is compliant with the limits put in place (i.e. performance limitations, objects outside the boundary, naming issues/duplicates of gates etc. - see 12.1.2 below)
Save Saves the latest changes locally to your device. Note: The autosave function will automatically save once every minute to ensure work is not lost
File Manager This will show when it was last modified locally, options for upload, restoring backups and exporting (see table below). Note: Airports will only be uploaded to the server when "upload complete" is shown. Downloading a version from the server will override your local device version
Airport Properties General details of the airport can be changed including the ICAO code, elevation, name, airport class and frequencies

File Manager:

If it is a new airport, after the initial upload you will be assigned the airport to ensure that no one else can override your work at that airport.

File Manager What it does
Local Last modified locally (on your device)
Online If changes have been made, this will indicate that the local changes are ready for upload
Upload as Draft* This will save your work online (recommended to do this regularly to have a copy stored online in case there are any app issues causing you to lose your recent edits) - this is also required for peer reviews as other Editors will then be able to view your work so far
Upload for Review* When your airport is complete, you can submit it for an official review
Revert to last Upload If you want to go back to the last upload, this will undo any work done
Backups A backup can be selected by tapping on it (turns amber to show it is selected) and then "Restore"
Restore Will revert to the previous version that is selected within the backup list
Delete All Local The files will autosave at intervals but this can build up and there may be too many local files. This button clears your cache
Export This will export the file from the Scenery Editor and into your chosen location such as a Google Drive (not required)
Close Closes the file manager

*When uploading a new version of a recently edited airport (i.e tapping "Upload as Draft" or "Upload for Review"), Editors will be required to submit a "changelog" which highlights what has been changed in that version. Changelogs must be specific to ensure that it is clear what has been changed (e.g. "Adjusted C19 jetbridge. Changed taxiway line type on Taxiway A"). Additional details can be added to the IFC airport thread if required (see 12.1 below)

 Edit
Button Function
Undo Undo your latest edit
Redo Redoes your last "undo" edit
Copy Copy the current selection
Paste Paste the selection most recently copied
Selection (Add) Create a selection of several objects to move or edit them as a group. While "Selection (Add)" is active, all objects you select by tapping on them or using the "rectangular selection tool" will be added to the selection
Selection (Remove) Objects that are selected by tapping on them or using the "rectangular selection tool" while the "Selection (Remove)" feature is active are removed from the existing selection
Freeze Selected Freezes selected items so that they cannot be moved or their properties adjusted
Freeze All Lines Freezes all lines so that they cannot be moved or their properties adjusted
Freeze All Pavements Freezes all pavements so that they cannot be moved or their properties adjusted (particularly useful for large pavement areas that you do not want to accidentally move/edit once completed)
Freeze All Buildings Objects Freezes all buildings and objects so that they cannot be moved or their properties adjusted
Unfreeze All Unfreezes all building, pavements, taxiways and/or objects and allows them to be moved and their properties adjusted
 View
Button Function
Buildings When displayed in "white" buildings are deselected and not shown. When in "amber" buildings are selected and displayed
Models When displayed in "white" objects are deselected and not shown. When in "amber" objects are selected and displayed
Taxiway Lines When displayed in "white" taxiway lines are deselected and not shown. When in "amber" taxiway lines are selected and displayed
Pavements When in "amber" pavements are selected and displayed. When tapped again, the text will change to "Pavement Outlines", this will then only show pavement outlines. Another tap will change the text back to "Pavements" and the color to "white", this will deselect them and they will not be shown
Runways When displayed in "white" runways are deselected and not shown. When in "amber" runways are selected and displayed
Taxiway Network When displayed in "white" the taxiway network is deselected and not shown. When in "amber" the taxiway network is selected and displayed (only when built by the "Build Taxiway Layout")
Start Locations Shows all locations that aircraft are able to spawn in-app when in "amber". When in "white" these are deselected and not shown
Satellite Background When displayed in "white" the satellite background is deselected and not shown. When in "amber" the satellite background is selected and displayed
 Object
Button Function
Auto Altitude Automatically adjusts the altitude of the selected building(s) and/or object(s) so that they sit on top of the building(s) that they are currently place within (or ground level if the building/object was set to a higher/lower altitude before and nothing else is around them)
Create Runway Can be used to create a new runway if necessary - see 5.1 below
Create Model Line After tapping this button, tap in the area that you want the first edge of fencing to appear in. With every tap, a new point will be created, each point is automatically joined and this will create a series fences (this tool is currently only available for fences and similar objects - see 10.5 below)
 Pavements
Button Function
Create Pavement After tapping this button, tap in the area that you want the first edge of pavement to appear in. With every tap, a new point will be created, each point is automatically joined and this will create a section of pavement
Move to Top Adjusts the order of rendering and moves the selected pavement to the top (also works for taxiway lines)
Move Up Adjusts the order of rendering and moves the selected pavement up one (also works for taxiway lines)
Move Down Adjusts the order of rendering and moves the selected pavement down one (also works for taxiway lines)
Move Bottom Adjusts the order of rendering and moves the selected pavement to the bottom (also works for taxiway lines)
 Building
Button Function
Create Building After tapping this button, tap in the area that you want the first edge of building to appear in. With every tap, a new point will be created, each point is automatically joined and this will create a section of building
Set Texture & Facades Once a building is selected, facades can be selected and changed
Auto Texture Orientation This will take the longest line of the building or pavement selected, and align the texture (roof pattern for buildings) to this line
 Taxiways
Button Function
Create Taxiway Line After tapping this button, tap in the area that you want the first edge of taxiway line to appear in. With every tap, a new point will be created, each point is automatically joined and this will create a series of taxiway lines
Create Roadway Line After tapping this button, tap the area that you want to have a roadway line. With every tap, a new point will be created, each point is automatically joined and this will create a series of roadway lines
Create Taxiway Connection After tapping this button, tap the area that you want to have a taxiway connection. With every tap, a new point will be created, each point is automatically joined and this will create a series of taxiway connections
Build Taxiway Layout Tapping this button will mean that routes from each start location to the runway(s) can be checked. If any changes are made, this button needs to be re-tapped before you can "Check Taxiway Layout" again
Check Taxiway Layout This button will check if the taxiway route from the start location to the runway(s) is valid. This is color coded and shown under each start location
Set as Apron This will rename any taxiway(s) selected as APRON. This must be done for any taxiways that are not named on charts and for taxiway connections
Freeze Non Taxi Line This is an editing mode for taxi lines that freezes all lines that do not have usage as "Aircraft" (recommended whenever working with taxi lines)
Select Invalid Taxi Lines Once the taxi network has been completed, tap this button to see if any taxi lines have been missed. Any remaining taxi lines that are not part of the network are shown in magenta (regardless of zoom level)
Select Lines Near Start Selects all lines near start spawn points so that they can be recategorised as non taxiway routable lines (these are the lines that are used for aircraft nose wheels to park on)

The "Move to Top/Bottom" and "Move Up/Down" buttons within "Pavement" also work for taxiway lines

 Satellite
Button Function
Import Imagery Used to access pre-saved zipped KML files with satellite imagery for editing
Latitude Offset Press, hold and then slide your finger up or down to adjust the latitude of the satellite imagery (this can be by between +/-0.01 and +/-2.00 meters)
Longitude Offset Press, hold and then slide your finger up or down to adjust the longitude of the satellite imagery (this can be by between +/-0.01 and +/-2.00 meters)
 Jetbridges
Button Function
Check Jetbridges Checks all start locations for errors such as jet bridges not reaching doors. These are color coded (see 11.4.1 below)
Freeze Non Jetbridges This is an editing mode for jet bridges, only allowing the selection of jet bridge end sections and start locations (recommended whenever working with jet bridges)
Auto Assign Gates Automatically assigns jet bridges to gates (see 11.4.4 below)
Rotate Range +90 degrees Some jet bridges are positioned with an orientation that doesn’t allow animation to reach the doors. This button rotates the base position 90 degrees and sets the stowed angle of the jet bridge so it’s at the same position as before whilst allowing a wider range of rotation
Adjust Jet Bridge Alt Adjusts the altitude of all elements of a jet bridge that are selected to the same altitude as the first selected part of the jet bridge (see 11.4.7 below)

Edit Buttons

2.1.4

 Edit
Button Function
Create Hole With a section of pavement selected, this button will allow holes to be created within a block of pavement (see 6.1.5 below)
Line Options Tapping on this will show to following options:

Simplify - This will reduce the number of nodes required to form a line, useful for reducing nodes on taxiway curves with excessive nodes

Reverse - All points are numbered, this button will reverse the numbering of all points (this can also be used for buildings that are "inside out")

Straighten - Select a series of points and then tap this button to straighten the line between all points selected
Split Line Select a line, and then a point within that line. You can then tap "Split Line" to split it into two separate lines (particularly useful for naming different taxiways that are currently all one line). The line after the point where the split was made will remain selected
Snap Off / Snap to All / Snap to Type Snapping allows the Editor to "attach" a point to another point/line to avoid gaps and/or overlapping. Snapping must be used to connect buildings/lines/pavements. When "Snap Off" is selected, you will be unable to snap. When "Snap to All" is selected, it allows you to snap buildings/lines/pavements to each other. "Snap to Type" works the same but is only to the same type (e.g. line to line etc.)
Insert Point This will insert a point with any building or pavement that is selected. This point will be added sequentially (i.e. after the last numbered point) unless a point within the line is selected, in which case a new point is created between this point and the next point
Adding/Selecting Point(s) Tap this button to cycle between "Adding" and "Selecting". Adding Points will add a point between two points if the line/edge between them is tapped, or after the last numbered point if you tap anywhere else. Selecting Points will allow you to select a point (although you can still do this with "Adding Points" selected)
Modify Shape This must be tapped (amber when selected) to allow you to modify the shape of any building, taxiway point or pavement. When not selected you will only be able to move the entire shape rather than individual points
Delete Selection This button will delete the select buildings and objects

Camera

2.1.5

Currently it is recommended to use the "Airport/Scen Editor" and "Birds Eye View" cameras when editing, however the "Free" camera is particularly useful for positioning the ATC Tower

Rectangle Selection Tool

2.1.6

To select multiple buildings/lines/pavements or objects you can use the rectangle selection tool:

Step 1
Tap, hold and then drag your finger on the screen to select (a white box will appear to show the catchment area)
Step 2
Once the white box contains what you want to select, release and they will be selected

In-App Ruler

2.1.7

To use the ruler, follow the steps below:

Step 1

Place two fingers on your device's screen and hold

Step 2

A rule will appear (both fingers must remain on the screen whilst using the ruler)

Step 3

The ruler can then be used to measure by sliding your two fingers on the screen. It will provide measurements in meters, feet and nautical miles as well as bearing information

Make sure to have on screen what you would like to measure (the ruler will disappear if you try to move the camera)

Step 4

When you are finished with the ruler, simply remove your fingers from the screen

The ruler is only accurate on the ground

3.1 First Steps

Airport Information Resources

3.1.1

To find information on airport facts and figures, we recommend the following websites:

Airport editing often requires coordinates which can be provided in a variety of formats. www.earthpoint.us/convert.aspx can be helpful to convert them into the desired format

Opening the Scenery Editor

3.1.2

Step 1
Open the Infinite Flight App and select "Scenery Editor"
Step 2
Choose the airport that you wish to edit and then select any runway or parking position. Tap "Ok" and then "Open" to begin
Step 3
If you are editing a new airport (or working on an existing one which does not have a thread on the IFC yet), a topic will automatically be created in the Scenery Editor Category. Whenever new versions are uploaded, the changelogs will be added automatically to each thread so it's easy to keep track. All communication about a particular airport must remain within it's specific thread
Step 4
When you first upload an airport, it will automatically assign you to that airport (this prevents others from uploading to the same airport)

3.2 Airport Properties

3.2.1

To edit airport properties the below steps must be followed:

Step 1
Tap "File > Airport Properties" (1) from the management buttons on the left of the screen
Step 2
The airport properties will appear on the right hand side of the screen (2)
Step 3
All are adjusted by tapping the property, except for "Frequencies" (see 3.2.3 below) and then entering the new value/name and tapping "OK"
Step 4
Some of the properties may already be populated, Editors must ensure that these are correct and fill in any properties that are missing

Image 3.2.1.1 - Airport Properties
Image 3.2.1.1 - Airport Properties

3.2.2

Airport Property Purpose
ICAO Four letter ICAO code (e.g. KSFO or EGLL)
Elevation Elevation of the airport (in meters)
Name Name of the airport
Spoken Name Name of the airport that will be spoken in-app
City City that the airport primarily serves. This may not necessarily be the same as the geographical city location (e.g. for KJFK the city name would be New York, not Queens)
Country Country that the airport is located in
State State or equivalent (such as county) that the airport is located in
IATA Code Three letter IATA code (e.g. SFO or LHR)
FAA Code Three to five letter alphanumeric code for airports in the USA only (usually similar to the IATA code)
Airport Class Class of airport (from Alpha to Echo)
Latitude Latitude of the airport (this should not be changed)
Longitude Longitude of the airport (this should not be changed)
Frequencies The frequencies of the airport
Taxiway Routes Available When selected, orange tick is displayed (must be selected for ATC taxiway network to be available to controllers and pilots)
Jet Bridges Available When selected, orange tick is displayed (must be selected for animated jet bridges to be available to pilots but only once jet bridges have been added and are usable - see 11.4.1 below)

3.2.3

To add/delete or edit frequencies, the below steps must be followed:

Step 1
Tap the "+" symbol next to "Frequencies" (1)
Step 2
All frequencies currently listed for that airport will appear beneath. Tap the "+" symbol to the left of a frequency to open its properties (2)
Step 3
Frequency Type, Name, Frequency and Spoken Name can all be changed in the same way as other airport properties (see 3.2.1 above)
Step 4
Tap the "-" symbol to the left of the same frequency to "close" its properties tab (3)
Step 5
To delete a frequency, tap the "-" symbol on the right of that frequency (4)
Step 6
To add a new frequency, tap the "+" symbol at the bottom right beneath all frequencies (5)

Image 3.2.3.1 - Editing Frequencies
Image 3.2.3.1 - Editing Frequencies

3.3 Airport Boundary

3.3.1

The airport boundary is shown in a light green line that surrounds the airport, the elevation within the airport boundary will always be completely flat to allow editing and prevent any buildings/objects from floating or being submerged. All topography outside of the airport boundary will have a varying elevation based on real world topography.

All objects must be within the airport boundary, the only exception to this is airport equipment such as the localizer antenna. In these cases, the Editor must ensure that the object is properly aligned with the terrain

If you find buildings/objects are floating/submerged, it may be because they are too close to the airport boundary. You can either move the airport boundary, or move the buildings/objects slightly in from the boundary

3.3.2

To edit the airport boundary, follow the steps below:

If changing the airport boundary, a navigation database update will be required before the new boundary is reflected in-app. Therefore, Editors should not add any new buildings/objects in the new airport boundary until this has been updated

Step 1
Tap on or near to the light green line and select "airport boundary" (1)

You might not be presented with the option to select "airport boundary", but you will know if it is selected by looking at the bottom left of the screen, where it will indicate what is currently selected

Step 2
Tap "Modify Shape" from the edit buttons on the right (2), it will turn amber to show it has been selected
Step 3
Nodes will appear (3) which can be moved by tapping on them (it will turn magenta to show it has been selected)
Step 4
Tap, hold and drag on the center circle to move the node (4)
Step 5
More nodes can be added by tapping "insert point" (5) from the edit buttons on the right

Image 3.3.2.1 - Airport Boundary
Image 3.3.2.1 - Airport Boundary

4.1 Satellite

Overview

4.1.1

Satellite imagery is used to assist Editors in creating accurate airports. SASPlanet is the recommended program, as it is capable of exporting orthophotos from various sources, such as Google, Bing or Yandex maps in varying quality. Files downloaded will be zipped, which can be extracted using Windows Explorer. A link to download this program is below:

SASPlanet is only available on Windows and Linux. MacOS users will need to request orthophotos from other Editors

Program Purpose
SASPlanet Satellite imagery

Satellite imagery can be distorted, it is important to remember this while editing. Straight lines may appear warped, your best judgement should be used in these cases to avoid unrealistic bends or curves

Installing SASPlanet

4.1.2

The following steps should be followed to extract the file:

Step 1
Right click the .zip folder and extract files
Step 2
Select the location to extract the SAS to
Step 3
SAS is ready for use and no further installations are required

Zoom Levels

4.1.3

Different zoom levels are available:

Zoom Level (z) Quality Notes
z22 Commercial For commercial use - not available
z21 High Maximum quality that can be found from public sources
z20 Good z20 or higher should always be used when available
z19 Marginal If higher quality not available, can be sufficient
z18 or lower Poor z18 or lower should not be used

4.1.4

To work out if the zoom level required is available:

Step 1

Click the "Cached tiles map" icon (this is 5 icons in from the left of the screen and represented by a silver/black circle) and then tick the relevant zoom

Step 2

If the tiles are clear, then the zoom level is available. Otherwise, they will be shown in grey

You can check different satellite image sources to find the most recent images or images of best quality, however, construction sites, outdated imagery and low image quality can make editing quite hard, especially for a new Editor. If your desired airport has low quality imagery and/or significant construction sites impeding editing in SAS, consider postponing the airport to a later date until more recent or higher quality imagery is available

4.2 Exporting Imagery

4.2.1

Step 1
After downloading SASPlanet, open the program
Step 2
Navigate to the area that you want to obtain satellite imagery for by using the zoom in/out function and left click of your mouse
Step 3
Select "Maps" and then the map that you would like to use
It is important to pick the best/most recent source(s) possible. It can be helpful to compare the image with recent charts, so you know what satellite image is more recent (if the layout differs between sources). If you know the airport well, or know an area that is under construction, you can also look for sources that show this detail to help with selection
Step 4
Select the "Polygonal Selection" within the "Selection Manager" button (this is the second icon from the left represented by a section of map surrounded by a series of blue lines). You can also do this by going to "Operations > Selection Manager > Polygonal Selection"
Step 5
You can use the zoom in/out function and right clicks on your mouse to navigate around the screen. Every left click will place a new node (a pop-up would have appeared on the map when the selection manager was selected, this allows you to delete a previous node if required)
Step 6
Place nodes around the section of map that you want to export. The best way is to follow the airport boundary, but with an additional margin added to this (diagonal lines will cause a zig-zag edge due to the tiles, so working too close too the boundary will cause areas within the airport boundary to not be fully included in the image)
Step 7
Once you have finished placing all nodes, click the green tick from the pop-up
Step 8
The "Selection Manager" pop-up will appear, select the zoom level or levels (see 4.1.3 and 4.1.4 above)
Step 9
Click "Start" from the selection manager pop-up, another pop-up will then appear that will show the progress of the download
Step 10
When this is completed, another pop-up will appear, saying "The task is completed!". You may now click "Quit"
Step 11
Go to "Operations > Selection Manager > Last Selection". The Selection Manager popup will appear again, select the "Stitch" tab at the top
Step 12
The following inputs must be made before clicking "Start":
Window Input
Output Format JPEG*
Save To Select your desired output folder
Map Same source as source used to download imagery
Zoom Same zoom as used to download imagery
Projection "Geographic (Latitude/Longitude) / WGS84 / EPSG: 4326" is recommended
Quality Select 50% - if the file needs to be smaller, consider using a lower zoom level, such as z20 instead of z21
Create Georeferencing file Tick ".kml"
Split Image Splitting the image makes the file more manageable when importing it into Infinite Flight and improves performance (see 4.2.2 below)

*There is no difference in quality between JPEG and PNG, however, JPEG uses compression, thus saving file size and improving performance

50% quality is almost identical to 100%, with the advantage of the file size being almost 8 times smaller (e.g. 100% image quality and a size of 450MB would give the same amount of quality as a 50% image that is only 70MB). However, the smaller file size does not mean a larger area can be selected. This is because, while loade0, the files are converted to BMP (bitmap) file format, meaning that the file is translated into the same amount of data when in-app (in the example above, 70MB or 450MB would both translate to 2.6GB of data)

Step 13
Once it is completed, navigate to the folder and delete any images of white tiles, as these take up space and are not required

It is important to remember that it is not the file size that is being imported that will limit the device, but what this is converted to in-app. While a 213MB file with image quality set to 95% could work, a 80MB file with the image quality setting set to 50% could exceed the maximum file size limit. In addition, it matters how many partially white tiles are in the zip file. As a JPG file, those files are a lot smaller than the other tiles (making the zip file smaller), but as a BMP file, they are exactly the same size as the other tiles. Therefore, it is important to remove empty (white) tiles.

Step 14
Select all remaining files, right click and select the option to compress into a ".zip". Ensure you are selecting and compressing the files inside the output folder, and not the output folder itself - otherwise, the imagery will not open in Infinite Flight
You need to keep one image set to under 400MB, you may have to split further if this is the case, but it is rare. If z20 is used then this should never happen
Step 15
The .zip folder will appear within the folder you have sent it to, you can then send this to you device using email, or a cloud service, such as Google Drive

Split Image

4.2.2

When looking at the "Stitch" tab of the "Selection Manager" popup, there are tiles that the satellite imagery are within. By splitting the image, it makes the file more manageable when importing it into Infinite Flight and improves performance. To do this, follow the below steps:

Step 1
Look at the number of tiles displayed within the "Stitch" tab by "Number of Tiles"
Step 2
Take the first number and divide this by 100, then multiply it by 15. Round this number up to the nearest whole number and select this under "Split Image" next to the "Horizontally" window
Step 3
Apply the same method to the second number (i.e. after the x), but select this next to the "Vertically" window

Example:

  • Number of tiles shown is 60 x 66

  • 60 / 100 x 15 = 9

  • 66 / 100 x 15 = 9.9 (10 when rounded up)

  • 9 is inputted into the "Horizontally" window, and 10 into the "Vertically" window

4.3 Importing Imagery

4.3.1

Step 1

Tap "Satellite" from the Management Buttons on the left of the screen

Step 2

Tap "Import Imagery"

Step 3

A window will appear allowing you to navigate around your device to find the files that you want to import

It can take a while (even a few minutes) for the imagery to import, this is normal. No other actions are possible whilst importing is in progress

5.1 Editing Runways

Creating a Runway

5.1.1

Step 1
Tap in the area of the airport that you want to place the new runway (1)
Step 2
Tap "Object" and then "Create Runway". A runway will be placed at the cursor's location, and your editor will enter ShapeEditing mode automatically (2)
Step 3
Adjust the nodes of the runway to ensure it lines up with the imagery. Placing and deleting nodes of the runway object is not possible

Image 5.1.1.1 - Creating a Runway
Image 5.1.1.1 - Creating a Runway

If the new runway has ILS in real life, it must be added in Infinite Flight as well. In order to do that, open a Reviewer ticket in the IFAET Discord server, and notify them of the new runway with ILS at your airport.

Editing an Existing Runway

5.1.2

Step 1
Select the runway by tapping on or near the line, you may have to select the runway from a drop down list if there are multiple items in the vicinity (or use the rectangle selection tool - see 2.1.6 above)
Step 2
Tap the "Modify Shape" button on the right side (1)
Step 3
The runway's nodes will appear
Step 4
By tapping a node it will turn magenta (2) to show it has been selected (or use the rectangle selection tool - see 2.1.6 above)
Step 5
You can then tap, hold and then drag your finger on the screen to move the node(s) into the desired position
Step 6
When editing is complete, tap "Modify Shape" to deselect it (you will be unable to edit other objects without doing this)

If the modified runway has ILS in real life, the ILS properties must modified in Infinite Flight as well. In order to do that, open a Reviewer ticket in the IFAET Discord server, and notify them of the modified runway with ILS at your airport.

Moving/Changing Orientation of a Runway

5.1.3

Step 1
Select the runway by tapping on or near the runway (or use the rectangle selection tool - see 2.1.6 above)
Step 2
You may have to select the runway from a drop down box if there are multiple in close proximity. The runway's name will appear to indicate it has been selected (1)
If you have only just made the runway then just tap "Modify Shape" to deselect this and the runway will be selected
Step 3
Two circles will appear as well as a compass rose. Tap and hold on the circle (2) to move the runway or to change orientation:
Circle Function
Center Will move the runway endpoints by dragging your finger to the desired location
Outer Will change the orientation of the runway endpoints by dragging your finger in the direction you want to orientate it to

Image 5.1.3.1 - Moving/Changing Orientation of Runway
Image 5.1.3.1 - Moving/Changing Orientation of Runway

If the moved runway has ILS in real life, the ILS will move together with the runway, as long as it has not been otherwise modified.

Deleting a Runway

5.1.4

Step 1
Select the runway by tapping on or near the runway (or use the rectangle selection tool - see 2.1.6 above)
Step 2
You may have to select the runway from a drop down box if there are multiple in close proximity. The runway's name will appear to indicate it has been selected (1)
Step 3
Tap "Delete Selection" from the edit buttons (2) on the right side of the screen

Image 5.1.4.1 - Deleting a Runway
Image 5.1.4.1 - Deleting a Runway

5.2 Properties

5.2.1

Step 1
Select the runway by tapping on or near the runway (or use the rectangle selection tool - see 2.1.6 above)
Step 2
You may have to select the runway from a drop down box if there are multiple in close proximity. The runway name will appear to indicate it has been selected
Step 3
Tap the "Properties" tab on the right side of the screen
Step 4
You can then adjust the following properties for the runway
Button Function Notes
Runway Runway properties, such as markings and lights See 5.2.2 below
Latitude / Longitude Coordinates of the runway Should not be changed, it does not move the runway itself
Altitude This shows the current altitude (in meters) of the start location. (Inherited from the airport's elevation - see 3.2) Should not be changed
Name You can name the runway using this field Correct format: "(Lower RWY end ID)[L/R/C/T]-(Higher RWY end ID)[L/R/C/T]". L/R/C/T are optional, they must only be added if the runway identifier has one of these IRL. Examples: 09-27, 08R-26L, 18C-36C, 03T-21T

5.2.2

Button Function Notes
Width You can change the width of the runway (in meters)
Surface You can change the surface type by tapping this Surface types must be chosen based on airport documentation, rather than what is seen on satellite imagery (i.e. even if a bright asphalt runways looks like concrete color-wise, it must still be drawn as asphalt)
ShoulderSurface You can change the runway shoulder surface type (concrete or asphalt) Surface types must be chosen based on airport documentation, rather than what is seen on satellite imagery (i.e. even if a bright asphalt runways looks like concrete color-wise, it must still be drawn as asphalt)
HasEdgeLights You can change whether or not the runway has edge lights Must be set in accordance with airport documentation
HasCenterlineLights You can change whether or not the runwyay has centerline lights Must be set in accordance with airport documentation
RunwayEnds Runway end properties See 5.2.3 below
Length Shows the runway length (in meters) Cannot be changed through the Properties window. Calculated based on the distance between the two nodes

5.2.3

The RunwayEnds property contains two runway end groups. Their structure is identical; properties in these can differ.

Button Function Notes
Overrun You can change the runway overrun area (in meters)
DisplacedThreshold You can change how much the runway threshold is dispalced (in meters)
Approach Lights You can change the approach lights Approach lights must be set in accordance with airport documentation
Markings You can change the markings type of the runway
Touchdown Lighting You can change whether or not the runway end has touchdown lighting Currently unavailable in Infinite Flight. Touchdown lighting must be set in accordance with airport documentation for futureproofing purposes.
REILType You can change the Runway End Identifier Lights type REIL lights must be set in accordance with airport documentation
Location Coordinates of the runway end Should not be changed
Identifier You can change the runway end identifier[^1] Correct format: "(RWY ID)[L/R/C/T]. L/R/C/T are optional, they must only be added if the runway identifier has one of these IRL.
Glideslope / Localizer N/A[^2] Must not be set
Heading Changes the runway end heading Should not be changed through the Properties window, move the runway nodes instead (see 5.1.2 above)

[^1] In case a runway identifier for an ILS end of a runway has been modified, open a Reviewer ticket in the IFAET Discord server, and notify them of the runway end identifier change.

[^2] In case a runway has missing ILS, open a Reviewer ticket in the IFAET Discord server, and notify them of the missing ILS for the respective runway.

6.1 Editing Pavements

 Do and Do Not
DO DO NOT
Add roads and taxiways as shown in charts and satellite imagery Add public roads which are invisible or irrelevant for pilots using the airport
Add grass taxiways where they are used for aircraft movements Add grass taxiways to replicate pieces of lawn which are not used as movement areas
Add public roads in areas which are prominently visible from aircraft movement areas Add concrete or snow pavements to replicate bright asphalt areas
Add concrete pavement below hangar buildings (other materials are allowed if this is present IRL) Create pavement areas using lots of small segments unnecessarily
Keep the number of connecting nodes between taxiway pieces to a minimum Add snow pavements to create texts or symbols on the ground
Add pavement patches on top of the surrounding pavements (i.e. no hole created underneath)* Add any types of “easter eggs”
- Use too many nodes for edges
- Recreate broken pavements

*If there is a more performance efficient way (i.e. less nodes created) then this is acceptable (at the Reviewers discretion). E.g. snapping a pavement patch to the edge of the pavement rather than placing it on top, or allowing holes to be created underneath

Whenever you connect buildings/lines/pavements, you must use the "Snap" function to avoid gaps and/or overlapping (see 2.1.4 above)

Creating Pavements

6.1.1

Step 1
Tap "Pavement" and then "Create Pavement" (1) from the management buttons on the left
Step 2
Tap in the area of the airport that you want pavement (2), the first node will be placed
Step 3
Continue to tap to add nodes (3), once three or more are placed, a section of pavement will be created

Image 6.1.1.1 - Creating Pavements
Image 6.1.1.1 - Creating Pavements

Use the walls of a shipping container to help make 90 degree corners

Editing an Existing Pavements Shape

6.1.2

Step 1
Select the pavement by tapping on or near the pavement, you may have to select the pavement from a drop down list if there are multiple items in the vicinity (or use the rectangle selection tool - see 2.1.6 above)
Step 2
Tap the "Modify Shape" button on the right side (1)
Step 3
The outline will turn magenta when selected and nodes will appear
Step 4
By tapping a node it will turn magenta (2) to show it has been selected (or use the rectangle selection tool - see 2.1.6 above)
Step 5
You can then tap, hold and then drag your finger on the screen to move the node(s) into the desired position
Step 6
When editing is complete, tap "Modify Shape" to deselect it (you will be unable to edit other pavements without doing this)

Image 6.1.2.1 - Editing Pavements
Image 6.1.2.1 - Editing Pavements

Moving/Changing Orientation of Pavement

6.1.3

Step 1
Select the pavement by tapping on or near the pavement (or use the rectangle selection tool - see 2.1.6 above)
Step 2
You may have to select the pavement from a drop down box if there are multiple in close proximity. The outline of the pavement will turn magenta to indicate it has been selected (1)
If you have only just made the pavement then just tap "Modify Shape" to deselect this and the pavement will be selected
Step 3
Two circles will appear as well as a compass rose. Tap and hold on the circle (2) to move the pavement or to change orientation:
Circle Function
Center Will move the pavement by dragging your finger to the desired location
Outer Will change the orientation of the pavement by dragging your finger in the direction you want to orientate it to

Image 6.1.3.1 - Moving/Changing Orientation of Pavement
Image 6.1.3.1 - Moving/Changing Orientation of Pavement

Copy & Pasting a Pavement

6.1.4

Step 1
Select the pavement by tapping on or near the pavement (or use the rectangle selection tool - see 2.1.6 above)
Step 2
You may have to select the pavement from a drop down box if there are multiple in close proximity. The outline of the pavement will turn magenta to indicate it has been selected
Step 3
Tap "Edit" and then "Copy" from the management buttons (1) on the left side of the screen
Step 4
Tap in the area of the airport that you want to add the copied pavement to, this will place a white cursor (2). Adjust this as required and then tap "Paste"

Image 6.1.4.1 - Copying & Pasting a Pavement
Image 6.1.4.1 - Copying & Pasting a Pavement

Deleting a Pavement

6.1.5

Step 1
Select the pavement by tapping on or near the pavement (or use the rectangle selection tool - see 2.1.6 above)
Step 2
You may have to select the pavement from a drop down box if there are multiple in close proximity. The outline of the pavement will turn magenta to indicate it has been selected (1)
Step 3
Tap "Delete Selection" from the edit buttons (2) on the right side of the screen

Image 6.1.5.1 - Deleting a Pavement
Image 6.1.5.1 - Deleting a Pavement

Creating a Hole within the Pavement

6.1.6

Step 1
Select the pavement by tapping on or near the pavement (or use the rectangle selection tool - see 2.1.6 above)
Step 2
You may have to select the pavement from a drop down box if there are multiple in close proximity. The outline of the pavement will turn magenta to indicate it has been selected (1)
Step 3
Tap "Modify Shape" (2) and then "Create Hole" from the edit buttons (3) on the right side of the screen
Step 4
Tap in the area of the pavement that you want the hole (4), the first node will be placed
Step 5
Continue to tap to add nodes (5), once three or more are placed, a hole will be created and you can continue to add more nodes to create the desired shape

Image 6.1.6.1 - Creating a Hole within the Pavement
Image 6.1.6.1 - Creating a Hole within the Pavement

6.2 Properties

6.2.1

Step 1
Select the pavement by tapping on or near the pavement (or use the rectangle selection tool - see 2.1.6 above)
Step 2
You may have to select the pavement from a drop down box if there are multiple in close proximity. The outline of the pavement will turn magenta to indicate it has been selected (1)
Step 3
Tap the "Properties" tab (2) on the right side of the screen

Image 6.2.1.1 - Pavement Properties
Image 6.2.1.1 - Pavement Properties

Step 4
You can then adjust the following properties for pavements:
Button Function Notes
Surface Type You can change the surface type by tapping this Surface types that are a close match to the satellite imagery must be used (i.e. even if a bright asphalt looks like concrete color-wise, it must still be drawn as asphalt)
Texture Orientation Add any number between 0 and 360 to change the grain of the textures (orientated around true north) This is particuarly useful to make the textures align with the direction of taxiways. You can also tap "Building" > "Auto Texture Orientation" from the management buttons on the left to do this (see 2.1.2 above)
Latitude / Longitude Current latitude/longitude of the pavement This should not be changed
Altitude This shows the current altitude (in meters) of the pavement. Tap the number and then enter in a new value to adjust this The altitude is always based on the elevation of the airport (this should not be changed)
Name You can name the pavement using this field Pavements do not need to be named but it can help during the editing process to be able to distinguish between different pavements if they are labelled

7.1 Editing Taxiways

 Do and Do Not
DO DO NOT
Add all visible taxiway lines and gate outlines Add text with lines
Add roads to aprons Fill areas (e.g. arrows etc.) with lines
Add stopbars at stands Add hashed areas
Add hold lines and assign them to the respective runways Add lines perpendicular to taxiway edge lines
Add lights to taxiway lines where present IRL Make up markings
Add correct aircraft categories and taxiway names to lines according to official documentation Add lights to lines that do not have lighting IRL (especially centerline lights to stand lines unless official documentation says otherwise)
- Add runway markings including markings for displaced thresholds and blast pads
- Add Xs to closed taxiways or runways
- Add any types of “easter eggs”
- Use too many nodes for curves
- Place lines on top of other lines to create new line types
- Draw each individual car parking space (Only the outline of each block is allowed)

Whenever you connect buildings/lines/pavements, you must use the "Snap" function to avoid gaps and/or overlapping (see 2.1.4 above)

Creating a Taxiway

7.1.1

Step 1
Tap "Taxiways" and then "Create Taxiway Line" (1)
Step 2
Tap in the area of the airport that you want a taxiway line (2), the first node will be placed
Step 3
Continue to tap to add nodes (3), a taxiway line will continue to be drawn between the nodes

Image 7.1.1.1 - Creating a Taxiway
Image 7.1.1.1 - Creating a Taxiway

Avoid creating long sections of straight lines with no nodes near gates, or pilots could suffer issues with the auto pushback feature

Use the walls of a shipping container to help make 90 degree corners

Editing an Existing Line

7.1.2

Step 1
Select the taxiway by tapping on or near the line, you may have to select the taxiway from a drop down list if there are multiple items in the vicinity (or use the rectangle selection tool - see 2.1.6 above)
Step 2
Tap the "Modify Shape" button on the right side (1)
Step 3
The line will turn magenta when selected and nodes will appear
Step 4
By tapping a node it will turn magenta (2) to show it has been selected (or use the rectangle selection tool - see 2.1.6 above)
Step 5
You can then tap, hold and then drag your finger on the screen to move the node(s) into the desired position
Step 6
When editing is complete, tap "Modify Shape" to deselect it (you will be unable to edit other taxiways without doing this)

Image 7.1.2.1 - Editing Taxiways
Image 7.1.2.1 - Editing Taxiways

If a line has too many nodes for, use the Simplify option under Line Options

Moving/Changing Orientation of Taxiway

7.1.3

Step 1
Select the taxiway by tapping on or near the taxiway (or use the rectangle selection tool - see 2.1.6 above)
Step 2
You may have to select the taxiway from a drop down box if there are multiple in close proximity. The outline of the taxiway will turn magenta to indicate it has been selected (1)
If you have only just made the taxiway then just tap "Modify Shape" to deselect this and the taxiway will be selected
Step 3
Two circles will appear as well as a compass rose. Tap and hold on the circle (2) to move the taxiway or to change orientation:
Circle Function
Center Will move the taxiway by dragging your finger to the desired location
Outer Will change the orientation of the taxiway by dragging your finger in the direction you want to orientate it to

Image 7.1.3.1 - Moving/Changing Orientation of Taxiway
Image 7.1.3.1 - Moving/Changing Orientation of Taxiway

Copy & Pasting a Taxiway

7.1.4

Step 1
Select the taxiway by tapping on or near the taxiway (or use the rectangle selection tool - see 2.1.6 above)
Step 2
You may have to select the taxiway from a drop down box if there are multiple in close proximity. The outline of the taxiway will turn magenta to indicate it has been selected
Step 3
Tap "Edit" and then "Copy" from the management buttons (1) on the left side of the screen
Step 4
Tap in the area of the airport that you want to add the copied taxiway to, this will place a white cursor (2). Adjust this as required and then tap "Paste"

Image 7.1.4.1 - Copying & Pasting a Taxiway
Image 7.1.4.1 - Copying & Pasting a Taxiway

Deleting a Taxiway

7.1.5

Step 1
Select the taxiway by tapping on or near the taxiway (or use the rectangle selection tool - see 2.1.6 above)
Step 2
You may have to select the taxiway from a drop down box if there are multiple in close proximity. The outline of the taxiway will turn magenta to indicate it has been selected (1)
Step 3
Tap "Delete Selection" from the edit buttons (2) on the right side of the screen

Image 7.1.5.1 - Deleting a Taxiway
Image 7.1.5.1 - Deleting a Taxiway

Splitting Lines

7.1.6

Each line can only have one set of properties, therefore whenever the property of a line changes, you will need a new line. It is recommended to always start with one long line drawn, and then use the "split" function to break the line up (to avoid having to create lots of separate lines manually), follow the steps below to do this:

Step 1

Tap the line that you want to split and then "Modify Shape" on the right of the screen

Step 2

Select the node that you want to split

Step 3

Tap "Split Line"

Step 4

When splitting the line for the turn, it must be done at the node just as the line starts to "break off"

It is usually easiest to set the properties of the line to what is present at the node numbered "0". You can then choose where to split the line, this node will become the new "0" and you can then change the properties for the remaining section of line. This process can then be repeated until the entire line properties have been adjusted as required

Reverse a Line

7.1.7

Should the nodes on a line run the wrong way, they can be reversed. (0,1,2) turns into (2,1,0)

Step 1
Tap the line that you want to reverse
Step 2
Tap on "Line Options"
Step 3
Tap "Reverse"

Simplify a Line

7.1.8

Should there be too many nodes on a line such as a curve, the simplify tool can be used to reduce the number of nodes while maintaining the shape of the curve

Step 1
Tap the line that you want to simplify
Step 2
Tap on "Line Options"
Step 3
Tap "Simplify"

Straighten a Line

7.1.7

If a section of line has multiple nodes that need to be in a perfectly straight line, you can use the straighten tool to straighten out any line (or section of a line)

Step 1
Tap the line that you want to straighten
Step 2
Select the all the nodes that need to be in a straight line
Step 3
Tap on "Line Options"
Step 4
Tap "Straighten"

7.2 Properties

7.2.1

Step 1
Select the taxiway by tapping on or near the taxiway (or use the rectangle selection tool - see 2.1.6 above)
Step 2
You may have to select the taxiway from a drop down box if there are multiple in close proximity. The outline of the taxiway will turn magenta to indicate it has been selected (1)
Step 3
Tap the "Properties" tab (2) on the right side of the screen

Image 7.2.1.1 - Taxiway Properties
Image 7.2.1.1 - Taxiway Properties

Step 4
You can then adjust the following properties for taxiways:
Button Function Notes
Category From A to F Ensure that the correct category is selected for the type of aircraft category that can taxi on that taxiway (see 1.3 above)
Direction Two Way, Forward, Backward and None can be selected See 7.2.5 below
Line Type Various types of lines can be selected See 7.2.2 below
Taxiway Network Usage Unknown, Aircraft or None can be selected See 7.2.3 below
Lights Type Various types of lights can be selected See 7.2.2 below
Latitude / Longitude Current latitude/longitude of the taxiway This should not be changed
Altitude This shows the current altitude (in meters) of the taxiway. Tap the number and then enter in a new value to adjust this The altitude is always based on the elevation of the airport (this should not be changed)
Name You can name the taxiway using this field All taxiways must be named appropriately (i.e. "A" for Alpha taxiway). See 7.2.4 below

7.2.2

Below are the different types of lines, lights and categories available. Lines must only be added when they are present IRL (details are usually found within the Airport Operational Information or ground charts):

Correct Layering of lines must be adhered to. For example runway hold lines on top of the taxiway centerline

 Line Types
Image Line Name Notes
Nothing
Taxiway Centerline Use for centerlines and stop bars, letters must not be drawn
Taxiway Boundary Broken Line Use for gate centerlines or intermediate holds
Double Boundary Line Use for taxiway edges
Runway Hold Use to mark the entry into the runways (the broken lines must face the runway)
Non Runway Hold Additional hold line used to mark intermediate holds or separate aprons/taxiways (US)
ILS Hold Use to mark areas that must be kept clear during CAT II/III approaches
Taxiway Centerline Yellow line combined with broken lines to mark an area nearing the runway hold
Widely Separated Yellow Line Sometimes used for centerlines of taxiways and parking positions
Widely Separated Broken Double Yellow Line Broken taxiway edge line. Sometimes used to mark the edge of a taxiway that can be taxied over (e.g. to enter a parking positions)
Roadway Marking Solid white line for roadways and stand outlines
Roadway Marking Checkedboard Used to mark roadways crossing active taxiways
Roadway Centerline Broken white lines used for gate outlines and road centerlines
High Contrast Taxiway Centerline High contrast version of a line type, surrounded by a black outline, usually used on concrete or other bright surface types. Choose between normal and high contrast lines based on imagery!
High Contrast Taxiway Boundary Broken Line High contrast version of a line type, surrounded by a black outline, usually used on concrete or other bright surface types. Choose between normal and high contrast lines based on imagery!
High Contrast Double Boundary Line High contrast version of a line type, surrounded by a black outline, usually used on concrete or other bright surface types. Choose between normal and high contrast lines based on imagery!
High Contrast Runway Hold High contrast version of a line type, surrounded by a black outline, usually used on concrete or other bright surface types. Choose between normal and high contrast lines based on imagery!
High Contrast Non Runway Hold High contrast version of a line type, surrounded by a black outline, usually used on concrete or other bright surface types. Choose between normal and high contrast lines based on imagery!
High Contrast ILS Hold High contrast version of a line type, surrounded by a black outline, usually used on concrete or other bright surface types. Choose between normal and high contrast lines based on imagery!
High Taxiway Centerline 2 High contrast version of a line type, surrounded by a black outline, usually used on concrete or other bright surface types. Choose between normal and high contrast lines based on imagery!
High Contrast Widely Separated Yellow Line High contrast version of a line type, surrounded by a black outline, usually used on concrete or other bright surface types. Choose between normal and high contrast lines based on imagery!
High Contrast Widely Separated Broken Double High contrast version of a line type, surrounded by a black outline, usually used on concrete or other bright surface types. Choose between normal and high contrast lines based on imagery!
Transparent Taxiway Used to create taxiway connections required for a correct taxiway layout
 Light Types

Only add lights if they are present IRL!

Image Light Name Notes
Not Available None
Not Available Taxiway Centerline Lights Green lights marking the taxiway centerline. Usually not used for gate lines
Not Available Taxiway Edge Lights Blue lights marking the edge of a taxiway. Usually not used at lighted aprons
Not Available Hold Lights Amber lights marking hold lines/stop bars
Not Available Pulsating Amber Lights Pulsating amber lights marking hold lines
Not Available Runway Safety Zone Centerline Lights Orange/green centerline lights used for taxiways accessing the runway. Usually used from the runway centerline until the runway hold line is reached
Not Available Critical Zone Lights Red lights marking taxiway limits at critical areas (e.g. dead ends, construction sites etc.)
 Taxiway Category
Category Minimum Width (meters)
A 7.5
B 10.5
C 18
D 23
E 23
F 25

Taxiway Network Usage

7.2.3

The purpose of the "Taxiway Network Usage" property is to identify any lines that could be used in ATC communication with aircraft (such as hold lines or centerlines). The table below outlines when to use the different usage types:

Usage Type Part of Taxiway Network? Use
Unknown Not in use Not in use
Aircraft Yes Centerlines and Runway Hold lines*
None No Stop bars, taxiway edge lines, roadways, gate outlines, runway turnaround lines and other hold lines**

*Only the Runway Hold lines closest to the runway must be included in the taxiway network by setting the Usage Type to "Aircraft"

**All other hold lines including ILS holds must not be included in the taxiway network

Naming Lines

7.2.4

The in-app keyboard is the best tool for naming lines and can be accessed by tapping "Taxiways > Keyboard". It will also remember your last few selections for quick access and it will default to upper case when entered
Step 1
Select the line by tapping on or near it, you may have to select the line from a drop down list if there are multiple items in the vicinity (or use the rectangle selection tool - see 2.1.6 above)

You can rename multiple lines at the same time by tapping "Edit > Selection Add" and then selecting all the lines you want to be renamed

Tap "Freeze Non Taxi Lines" to help avoid selecting anything other than lines with a taxiway network usage type of aircraft (to unfreeze again, tap "Edit > Unfreeze All")
Step 2
Name the line by using the in-app keyboard or by accessing the "Properties" tab and then tapping "Name"
Type Name Notes
Named Taxiway Centerlines Must be named exactly the same as IRL on the charts (e.g. A, B etc.)
Unnamed Taxiway Centerlines/Parking Positions Must be named as APRON To avoid typing this out manually, you can tap "Taxiways > Set as Apron" to do this for all selected lines
Hold Lines Must be named exactly the same as the runway it serves (e.g. 04R-22L). If the holds are assigned different names IRL, these can also be added (such as PLUTO at EGLL) Tap "Taxiways > Auto Assign Holds" to automatically assign all holds to the nearest runway (if there are multiple runways in close proximity, they may not be labelled correctly using this function)

Only lines with their "Taxiway Network Usage" set as "Aircraft" will be recognised. Therefore any lines that are set as "Unknown" or "None" do not need to be named

Tap "Select Invalid Taxilines" to show lines in magenta that have invalid names

7.2.5

When naming the curved lines that connect two or more taxiways, consideration must be given to how the labels are used with Controllers and Pilots, and particularly, how this would look on a map if the taxi routing given was drawn out. Either the major or minor taxiway's name can be used for curves, provided the correct routing would be provided by ATC for any routing. See the below images for examples:

Naming Example 1 - EGLL
Naming Example 1 - EGLL

  1. Blue - Taxiway C
  2. Pink - Taxiway B
  3. Black - Taxiway A

Naming Example 2 - EGCC
Naming Example 2 - EGCC

  1. Black - Taxiway V
  2. Yellow - Taxiway VB
  3. Blue - Taxiway S
  4. Pink - Taxiway VA
  5. Green - Taxiway T

Taxiway Direction

7.2.6

All taxiways must be "TwoWay" unless:

  • It is a self-positioning stand (such as at EGLC)
  • If a runway exit does not have a hold line
  • Or if the taxiway is marked as one way or has a no entry sign (not including if the direction is related to runway configuration)

The direction for forward will follow the node numbers with 0 as the start point, increasing to the highest node (0 - 1 - 2). The reverse is the case for backward (2 - 1 - 0).

7.3 Taxiway Network

7.3.1

The taxiway network allows ATC taxi instructions to be sent to aircraft from controllers in-app using the paths that are generated.

The taxiway network must be built prior to uploading an airport for review

Taxiway Connections

7.3.2

Taxiway connections are required to make a continuous path for guiding aircraft using the taxiway network. They are invisible lines that join taxiways together that are not physically connected. This allows the system to know that it can be used as a path to direct aircraft from the runway to the stand (and vice versa). Taxiway connections are required in the following cases:

  • Start locations that are not physically connected to the taxiway line
  • Runway crossings where there is not a physical line that directly crosses the runway (not including "line up" lines)
  • Or self-positioning stand where there is no physical line to direct aircraft back to the taxiway after parking
  • Pushback points that don't have a physical line connecting them to the stand or main taxiway centreline

These connections are allowed to overlap other lines if the node/line count would be reduced by doing so

When creating taxiway connections, Editors should attempt to create lines that look similar to what physical taxiway lines would actually look like if they were present IRL as these can be seen on the airport maps when flying in-app

7.3.3

Below are the steps that must be followed to create these:

Step 1

Tap "Taxiways > Create Connection"

Step 2

Tap in the area of the airport that you want a taxiway connection, the first node will be placed

Step 3

Continue to tap to add nodes, a taxiway line will continue to be drawn between the nodes

Whenever you connect buildings/lines/pavements, you must use the "Snap" function to avoid gaps and/or overlapping (see 2.1.4 above)

Building Taxiway Network

7.3.4

After naming all taxiways/hold lines, assigning the taxiway network usage and drawing all taxiway connections, you can build the taxiway network as described below:

For airports with no runway hold lines, add temporary hold lines to verify the rest of the taxiway network is correct. These can then be removed before uploading for review
Step 1
Tap "Taxiways > Build Layout"

This process can take up to 15 minutes if the airport is large

Step 2
Then tap "Taxiways > Check Layout". Each start location will show a list of all runways, and these will be color coded to indicate if it has a valid path to that runway:
Color Meaning
Red Does not have valid path to the runway edge
Orange Valid path to the hold short line but does not reach the runway edge
Green Valid path to the runway edge
Step 3
If a runway is shown in red, the Editor will need to recheck the routing to troubleshoot

Editors must not fix issues by simply renaming lines to "APRON" or by splitting longer taxiway lines into smaller pieces (Unless taxiway properties require this)

Step 4
Once changes have been made, the layout will need to be rebuilt before the layout can be rechecked (i.e. repeating steps 1 and 2)
Step 5
Check that Airport Properties (see 3.2.2 above) has the "Taxiway Routes Available" tick box selected (orange tick when selected) by tapping "File > Airport Properties > Taxiway Routes Available"

Taxiway networks will not work in flight mode for controllers/pilots until this tick box is selected

Your local save of the taxiway network is used when you control. Using the training/IFATC servers can be a great way to troubleshoot taxiway routing issues

8.1 Editing Start Locations

If adding/moving start locations, a navigation database update will be required before the new start locations are reflected in-app

How to see Aircraft Start Locations

8.1.1

Before placing objects near aircraft start locations, it is recommended to turn on Aircraft Start Locations following these steps:

Step 1
On the left of the screen, tap "View"
Step 2
Then tap "Start Locations" (it will change to amber to indicate it has been selected)
Step 3
Each start location will be represented by a blue dot. By zooming in on a start location you will be able to see the start location details including:
  • Identifier (i.e. Terminal and stand number)
  • Type (i.e. Gate, Tie-down, Misc or Hangar)
  • Gate Size (i.e. maximum aircraft category)
  • Ramp Operation Type (i.e. GA, Airline, Cargo or Military)

Selecting and Placing a Start Location

8.1.2

Step 1

Scroll up/down the list on the right of the screen to see the object repository (the "Library" tab must be selected)

Step 2

Select "Start Location" under "Airport Items" by tapping it (1)

Step 3

Tap in the area of the airport that you want to add the start location to (you may have to press and hold), this will place a white cursor (2). Adjust this as required and then tap "Add Object" (3)

You might need to "freeze" lines and pavements to avoid these being selected when tapping on your screen. To do this tap "Edit > Freeze All Lines / Freeze All Pavements"

Image 8.1.2.1 - Start Location Placement
Image 8.1.2.1 - Start Location Placement

Changing Position/Orientation of a Start Location

8.1.3

The blue circle of the start location is the default position where an aircraft nose wheel will be located when spawning, follow the steps below to adjust the position and orientation of the start location to match its position IRL:

The orientation of the start location must exactly match the orientation of the gate centerline

Step 1
Select the start location by tapping on or near the blue circle (or use the rectangle selection tool - see 2.1.6 above)
Step 2
The circle will turn magenta to indicate it has been selected. If there are multiple objects in close proximity, a list will appear so you can select the object you want
Step 3
Two circles will appear as well as a compass rose. Tap and hold on the circle (1) to move the start location or to change orientation:
Circle Function
Center Will move the start location by dragging your finger to the desired location
Outer Will change the orientation of the start location by dragging your finger in the direction you want to orientate it to

Image 8.1.3.1 - Changing Start Location Orientation
Image 8.1.3.1 - Changing Start Location Orientation

Copy & Pasting a Start Location

8.1.4

Step 1

Select the start location by tapping on or near the blue circle (1) (or use the rectangle selection tool - see 2.1.6 above)

Step 2

The circle will turn magenta to indicate it has been selected. If there are multiple objects in close proximity, a list will appear so you can select the start location you want

Step 3

Tap the "Edit" button (2) on the left of the screen and then Copy" button (3)

Step 4

Tap in the area of the airport that you want to add the copied start location to (you may have to press and hold), this will place a white cursor (4). Adjust this as required and then tap "Paste" (5)

You might need to "freeze" lines and pavements to avoid these being selected when tapping on your screen. To do this tap "Edit > Freeze All Lines / Freeze All Pavements"

Image 8.1.4.1 - Copy & Pasting a Start Location
Image 8.1.4.1 - Copy & Pasting a Start Location

Deleting a Start Location

8.1.5

Step 1
Select the start location by tapping on or near the blue circle (or use the rectangle selection tool - see 2.1.6 above)
Step 2
The circle will turn magenta to indicate it has been selected. If there are multiple objects in close proximity, a list will appear so you can select the start location you want
Step 3
Tap the "Delete Selection" button (1) on the right side of the screen

Image 8.1.5.1 - Deleting a Start Location
Image 8.1.5.1 - Deleting a Start Location

8.2 Properties

8.2.1

Step 1
Select the start location by tapping on or near it (or use the rectangle selection tool - see 2.1.6 above)
Step 2
You may have to select the start location from a drop down box if there are multiple items in close proximity. The outline of the start location will turn magenta to indicate it has been selected (1)
Step 3
Tap the "Properties" tab (2) on the right side of the screen

Image 8.2.1.1 - Start Location Properties
Image 8.2.1.1 - Start Location Properties

Step 4
You can then adjust the following properties for start locations:
Button Function Notes
Terminal You can name the terminal using this field This must be the name of the general area the spawn is located in (such as Terminal/Concourse/GA/Cargo/Apron/FBO etc.)
Ramp Size The maximum size aircraft category that can spawn and park on that stand is determined with this setting See 1.3 above
Ramp Start Type Indicate if this start location is a Gate, Tie-Down, Hangar or Misc N/A
Ramp Operation Type Indicate the primary operational use of the start location N/A
Equipment Type N/A Not required at this time
Gate Stops Gate stops for different aircraft types at the same start location See 8.2.2 below
Stand Guidance N/A This is automatically loaded when the app is launched in flight mode
Latitude / Longitude Current latitude/longitude of the start location Can be changed to precisely place the start location (e.g. using coordinates from charts)
Altitude This shows the current altitude (in meters) of the start location Should not be changed
Name You can name the gate using this field A format such as "Gate/Stand [alphanumeric/number]" is recommended - Editors must ensure that terminal names (e.g. T1) are not included in the "Name" property

Gate Stops

8.2.2

To add/delete or edit gate stops, the below steps must be followed:

Step 1
Tap the "+" symbol next to "Gate Stops" (1)
Step 2
All gate stops currently listed for that start location will appear beneath, if there are none it will be blank. Tap the "+" symbol underneath this on the right to add more (2)
Step 3
A line saying "No Types Specified" will appear. To the left of this will be a "+" symbol (3), tap this to expand the gate stop so aircraft types and the offset can be set

Image 8.2.2.1 - Adding Gate Stops
Image 8.2.2.1 - Adding Gate Stops

Step 4

The same symbol will then change to a "-" symbol (4), tap it again to hide this expanded information

Step 5

When the list is expanded for each gate stop, tap "Aircraft Type" (5) to add aircraft types, a list will appear that you can add from

Step 6

Tap "Offset" (6) to add an offset in meters for the gate stop, this will be the distance from the start location to the point that you want certain aircraft types to stop at

Step 7

You will then see the new gate stop appear with the aircraft types applicable

If multiple aircraft have the same offset, add all these aircraft types to one stop gate rather than making multiple ones

Image 8.2.2.2 - Setting Gate Stop Aircraft Types and Offsets
Image 8.2.2.2 - Setting Gate Stop Aircraft Types and Offsets

9.1 Editing Buildings

Buildings in Infinite Flight are created from building parts. Each part is defined by at least 2 nodes and a height in meters (See below)

A roof can also be added if a building part contains at least 3 nodes. Other object properties can be edited, such as name, if the part should be enclosed and height (See 9.2)

Each building part can be assigned a texture (See 9.3)

Stacking multiple building parts together is known as "layering" and can be used to create complicated buildings (See 9.4)

 Do and Do Not
DO DO NOT
Add buildings within the airport boundary, including prominent buildings outside the airport fence which are visible for the pilots and contribute to the character of the airport Create sloped roofs using excessive amounts of layered buildings
Use layering to create custom facades Add irrelevant buildings outside the airport boundary and buildings which are not visible to pilots
Remove roofs for layers of which the roof and floors are invisible to the user Create multi-story car parks from multiple individual buildings (for each floor). Use the available car park texture instead
Snap Buildings to avoid gaps or overlapping Add any types of “easter eggs”
- Make numbers/letters out of buildings

Whenever you connect buildings/lines/pavements, you must use the "Snap" function to avoid gaps and/or overlapping (see 2.1.4 above)

Selecting and Placing a Building

9.1.1

Step 1
Tap "Building" and then "Create Building" (1) from the management buttons on the left
Step 2
Tap in the area of the airport that you want a building (2), the first node will be placed
Step 3
Continue to tap to add nodes (3), once 2 nodes are placed a wall will be created, add more nodes to add more walls as required
Step 4
Walls are only visible on one side, If the walls appears "inside out", you can tap "Line Options" > "Reverse Points" (4) on the right side of the screen which will reverse the numbering of all points
Step 5
If you need to enclose the building, snap the last node the the first node. Make sure Snapping is set to "Snap to All" or "Snap to type" on the right hand side (5)

Image 9.1.1.1 - Creating a Building
Image 9.1.1.1 - Creating a Building

Use the walls of a shipping container to help make 90 degree corners

Editing an Existing Buildings Shape

9.1.2

Step 1
Select the building by tapping on or near the building, you may have to select the building from a drop down list if there are multiple items in the vicinity (or use the rectangle selection tool - see 2.1.6 above)
Step 2
The outlines of the walls will turn red when selected
Step 3
Tap the "Modify Shape" button on the right side (1). the nodes making up the building part will be displayed
Step 4
By tapping a node it will turn magenta (2) to show it has been selected (or use the rectangle selection tool - see 2.1.6 above)
Step 5
You can then tap, hold and then drag your finger on the screen to move the node(s) into the desired position
When moving around the airport, you notice rendering issues with the buildings (i.e. a "judder" motion), the building is duplicated and one will need to be selected and deleted to fix this
Step 6
When editing is complete, tap "Modify Shape" to deselect it (you will be unable to edit other buildings without doing this)

Image 9.1.2.1 - Editing Buildings
Image 9.1.2.1 - Editing Buildings

Moving a Building

9.1.3

Step 1
Select the building by tapping on or near the building, you may have to select the building from a drop down list if there are multiple items in the vicinity (or use the rectangle selection tool - see 2.1.6 above)
If you have only just made the building part then just tap "Modify Shape" to deselect this and the building part will be selected
Step 2
Three circles will appear as well as a compass rose. Tap and hold on the circle (1) to move the building or to change height/orientation:
Circle Function
Center Will move the building by dragging your finger to the desired location
Top (just above center circle) Will adjust the elevation or altitude of the building
Outer Will change the orientation of the building by dragging your finger in the direction you want to orientate it to

Image 9.1.3.1 - Changing Building Orientation
Image 9.1.3.1 - Changing Building Orientation

Copy & Pasting a Building

9.1.4

Step 1
Select the building by tapping on or near the building, you may have to select the building from a drop down list if there are multiple items in the vicinity (or use the rectangle selection tool - see 2.1.6 above)
Step 2
Tap "Edit" and then "Copy" (1) on the right side of the screen
Step 3
Tap in the area of the airport that you want to add the copied building to, this will place a white cursor (2). Adjust this as required and then tap "Paste" (3)

Image 9.1.4.1 - Copy & Pasting a Building
Image 9.1.4.1 - Copy & Pasting a Building

Deleting a Building

9.1.5

Step 1
Select the building by tapping on or near the building, you may have to select the building from a drop down list if there are multiple items in the vicinity (or use the rectangle selection tool - see 2.1.6 above)
Step 2
Tap the "Delete Selection" button (1) on the right side of the screen

Image 9.1.5.1 - Deleting a Building
Image 9.1.5.1 - Deleting a Building

Downloading OSM for Building Placement

If using OSM, it will automatically place the buildings when downloaded (see 3.1.4 above) however you may find that they do not completely align with pavements and will need to be moved

9.1.6

Open Street Map (OSM) can also be used for importing buildings automatically by following the steps below. Once added, they can be edited in the same way as buildings that have been added manually:

Step 1
Download the OSM data by tapping "File" (1) and then "Download OSM" (2)

Image 9.1.6.1 - Downloading OSM
Image 9.1.6.1 - Downloading OSM

If you have previously downloaded the OSM but subsequently delete some buildings in error (and these changes are saved), it may be more appropriate to use "Download OSM at Cursor". This option will only download the data within 200m of the cursor on the map, and may help avoid duplicate buildings being downloaded (which could result from using the "Download OSM" button)

Step 2

Delete all buildings outside of the airport boundary (see 9.1.5 above)

Remember to regularly save and upload your work. You can do this by tapping "File > Save" and then to upload your work tap "File > File Manager > Upload [as Draft/for Review]" (see 2.1.2 above)

9.2 Properties

9.2.1

Step 1
Select the building part by tapping on or near the building, you may have to select the building from a drop down list if there are multiple buildings/objects in the vicinity (or use the rectangle selection tool - see 2.1.6 above)
Step 2
Tap the "Properties" tab (1) on the right side of the screen

Image 9.2.1.1 - Building Properties
Image 9.2.1.1 - Building Properties

Step 3
You can then adjust the following properties:
Button Function Notes
Height This shows the height (in meters) of the building. Tap the number and then enter in a new value to adjust this Tools such as "3D Path" in Google Earth are a useful way to get accurate heights. In addition, buildings need to be in proportion (e.g. a hangar that you know can park a 777 inside needs to be given a height that can accommodate this - see 9.2.2 below)
Roof Orientation Tap the "+/-" symbols to adjust the orientation of the roof (you can also use the "Auto Roof Orientation" button) Building roofs have a square pattern, use this tool to get the lines to match the building edges for aesthetic purposes. You can also use the "Auto Roof Orientation" button by tapping Object > Auto Roof Orientation (this may still require manual adjustments - see 2.1.2 above)
Facade The facade group can be changed here but it will change all sides of the selected building(s) This can be good to use if you are changing multiple buildings at the same time however you are only able to change the facade group, facade styles and individual sides of the building(s) will have to be adjusted using the other technique (see 9.3.2 below)
Roof Depth This shows the roof depth (in meters) of the building. Tap the number and then enter in a new value between 0 and 1 to adjust this Adds a section of roof thats height is offset from the rest of the roof. If being used, only add to top level of buildings
Roof Type The type of roof can be selected from here "None" - must be used for all buildings when layering unless it is the top layer (or the bottom layer of a floating building such as a bridge). "Flat" - to be selected for a building that does not have a ledge (roof depth must be set to 0 when this is used). "Flat with Ledge" - to be selected for a building that has a ledge (roof depth can be adjusted for this)
Latitude / Longitude Current latitude/longitude of the building This should not be changed
Altitude This shows the current altitude (in meters) of the building. Tap the number and then enter in a new value to adjust this The altitude is always based on the bottom of the building. You can also use "Auto Altitude" by tapping Object > Auto Altitude (see 9.1.2 below) if the building is positioned on top of the building you want it to go on top of (perfect for layering!)
Name You can name the building using this field To make layering easier, it is recommended to name the different layers appropriately (i.e. "Lvl 1 Terminal 1")

Hangar Height

9.2.2

The following table outlines the minimum hangar height for aircraft within Infinite Flight:

Aircraft Category Current Aircraft in Infinite Flight Minimum Height Required (meters)
A CC19, C172, F16, F18S, F22, SPIT, SR22, TBM9 4.5
B A10, CL35, CRJ2/7, C208, F14, P38 6.5
C A318/319/320/321, BCS3, B712, B737/738/739, CRJ9/X, DH8D, E175/190 18
D B752, B763, C130, C17, DC10, MD11 19
E A332F/333/339, A346, A359, B742/744, B77L/77W/772, B788/789/78X 25
F A388, B748 27

9.3 Editing Facades

9.3.1

Currently you cannot use different styles on the same building, only different faces of one style. Therefore to be able to use different styles, creating buildings using multiple smaller buildings (i.e. "layering") is the only way to do this (see 9.4 below).

9.3.2

Step 1
Select the building by tapping on or near the building (you may have to select the building from a drop down list if there are multiple items in the vicinity)
Step 2
Tap the "Building" button (1) on the left side of the screen, and then "Set Texture & Facades" (2)

Image 9.3.2.1 - Editing Facades
Image 9.3.2.1 - Editing Facades

Step 4
Tap the bottom left hand button (3) to select a different style
Step 5
The building will automatically change all faces to match the style selected and will be surrounded by red lines that join each node. To change individual sides, tap one of these red (4) lines, it will turn magenta to show it is selected (or use the rectangle selection tool - see 2.1.6 above)
Step 6
Scroll up/down the list on the left of the screen to see the different faces available for that style
Step 7
Select the desired face and then tap "Assign" (5). It will not let you assign a face without one or more sides of a building selected

Image 9.3.2.2 - Editing Facades
Image 9.3.2.2 - Editing Facades

9.4 Layering

Layering is the process of using multiple building parts to create one building, this is necessary due to each building part only being able to support one texture.

9.4.1

The below steps highlight a good method for adding detail to buildings (layering) however you may find different methods that you prefer:

Step 1
Change the building height (see 9.2.1 above). If it is a hangar you can use the minimum hangar heights for guidance (see 9.2.2 above). For terminals or other complicated buildings, it is better to create multiple levels. Any level that is not the top floor should have the roof type set to "none" (see 9.2.1 above)

If the lowest layer of a building is floating (i.e. not touching the ground level) such as a bridge, this layer must not have its roof type set to "none" as this will create a layer without a floor

Step 2
If making multiple floors, first copy & paste the first layer of the building (see 9.1.4 above)
Step 3
Using the management buttons on the left of the screen, tap "Object" and then "Auto Altitude". This will raise the newly copied building to make it the second layer (roof height of the first layer). You can also set the height of the building manually if needed for the same effect (see 9.2.1 above)

When you layer buildings, you must ensure that the lower layer ends at the same point as the next layer starts to prevent any overlapping of facades. This also applies for pillars under floating buildings

Step 4

Using external sources, continue to adjust the size and shapes of the layers to replicate the overall look of the building. For passenger terminals a minimum of three layers is recommended

Step 5

With every new layer added, don't forget to check the corners of the building have been snapped correctly to ensure that the layers are aligned

Don't forget that you can also make layers that are a small height (no less than 1 meter), this will give you the option of changing the roof colour for example without the overall facade look changing. Editors should however, use the minimum amount of layers possible to achieve the most realistic look

Z-Flighting

9.4.2

When you layer buildings, you must ensure that the lower layer ends at the same point as the next layer starts to prevent any overlapping of facades. This also applies for pillars under floating buildings

The below image is an example of how overlapping building parts are displayed in app. This must be avoided

Example of Overlapping Building Parts
Example of Overlapping Building Parts

To avoid the above no building parts should overlap. The same also applies to roofs set to the same height

10.1 Library

 Do and Do Not
DO DO NOT
Add objects around the airport in realistic setups Place objects within the gate area (i.e. no objects beyond “the white line”)
Use the object line tool to add long portions of fencing Abuse objects to create building shapes or mimic other objects (e.g. don’t sink busses into ground/buildings to fake trains or use fuel tanks to simulate cupolas etc.)
Add aviation related objects outside the airport boundary (e.g. Kai Tak Checkerboard, VORs, Localizer antennas) provided they are properly aligned with the terrain (i.e. no clipping/floating) Avoid placing ULDs on the ground (i.e. not on a dolly) in gate areas, this is only found in storage/cargo areas
- Use excessive amounts of objects in one place (e.g. don’t create full parking areas with cars, use them sparingly in such areas)
- Add Safedocks at gates/airports that do not have this feature available IRL
- Add objects outside the airport boundary
- Add any types of “easter eggs”
- Use construction equipment for temporary NOTAMS (e.g. anything that will not last more than 2 release cycles)

10.1.1

Below is a list of all the objects within the Scenery Editor Library:

 AC Units
Image Object Name Notes
Unit 1 Can be placed on the ground or rooftop
Unit 2 Must be placed on rooftop only
Unit 3 Must be placed on rooftop only
Unit 4 Can be placed next to a wall or rooftop. Altitude can be adjusted if object needs to be above ground level when next to a wall (see 10.3 below)
Unit 5 Must be placed on rooftop only
Unit 6 Must be placed next to a wall. Altitude can be adjusted if object needs to be above ground level (see 10.3 below)
Unit 7 Must be placed next to a wall. Altitude can be adjusted if object needs to be above ground level (see 10.3 below)
Unit 8 Can be placed on the ground or rooftop
Large Unit 1 Must be placed on rooftop only
Large Unit 2 Must be placed on rooftop only
Large Unit 3 Must be placed on rooftop only

Consider using steel pipe to connect ACs if required

 Airports
Image Object Name Notes
Beacon Change time in-app to night mode (Settings > Time > Night) to be able to see the white/green beacon light and place the beacon in the same location. If the beacon light is not visible, it could be within a building/tower or that the airport does not have one. In these cases, a beacon should not be placed on the airport
Electrical Equipment Building See 10.4.2 and 10.4.3 below
Runway Guard Lights See 10.4.5 below
Windsock Optional: Editors can adjust the orientation and wind strength indicator of windsocks if they wish to do so (see 10.3 below)
 Antennas
Image Object Name Notes
ILS Localizer See 10.4.2 below
ILS Glideslope See 10.4.3 below
VOR See 10.4.4 below
VOR (Small) See 10.4.4 below
 ATC Towers
Image Object Name Notes
Custom Towers Only to be used at the intended airport
Medium (Cab)
Medium
Mobile
Small (Cab)
Small

When the "Free" camera is selected, the default location is the tower view. When placing towers this can be useful as you can then pan down to look at the ground and place the tower in the exact location. Make sure to scale the tower so that the cab is just at or below the camera (see 10.3 below)

 Baggage
Image Object Name Notes
Baggage Cart Don't connect more than 4 baggage carts together with a tug
Baggage Tug & Cart
Baggage Tug
Belt Loader Can be used for any aircraft
Container LD3 Closed Widebody container
Container LD3-45 Closed Narrowbody container
Container LD3 Full Widebody container
Container LD3 Open Widebody container
Small Baggage Belt For regional aircraft only

Containers should be placed on top of pallet dolleys when at stands or can be placed on the ground when in a cargo area or away from stands. The altitude of the containers should be increased by 0.4 to account for the pallet dolley (see 10.3 below)

 Blast Deflectors
Image Object Name Notes
Large Grey
Large Red
Small Grey
Small Red
 Buildings
Image Object Name Notes
Custom Buildings Only to be used at the intended airport
 Cargo
Image Object Name Notes
Cargo/Pallet Loader
Container (Large)
Container (Small)
Pallet Dolly Optional: add empty pallet dolleys as well as with containers on top for variety

Containers should be placed on top of pallet dolleys when at stands or can be placed on the ground when in a cargo area or away from stands. The altitude of the containers should be increased by 0.4 to account for the pallet dolley (see 10.3 below)

 Construction
Image Object Name Notes
Not Available Crawler Crane See note below
Not Available Excavator See note below
Not Available Skid Steer Loader See note below
Not Available Small Wheel Loader See note below
Steel Pipe 1 Optional: can also be used for connecting fuel tanks or AC units
Steel Pipe 2 Optional: can also be used for connecting fuel tanks or AC units
Steel Pipe 3
Steel Pipe 4
Steel Pipes 1
Steel Pipes 2
Steel Pipes 3
Steel Pipes 4
Not Available Tower Crane See note below

Construction equipment must not be used for temporary NOTAMS (e.g. anything that will not last more than 2 release cycles before being out of date). Its main purpose should be for large construction projects such as new terminals or runways. Additionally, Editors must not use objects to close taxiways or runways that are part of the taxiway network (as controllers will not be able to see this on their maps when controlling in-app)

 Fences
Image Object Name Notes
Barrier Large Red
Barrier Medium Red
Barrier Large White
Barrier Medium White
Chainlink Fence (End) Make sure barbed wire faces outward from airport
Chainlink Fence (Middle) Make sure barbed wire faces outward from airport
Chainlink Fence No Barb (End)
Chainlink Fence No Barb (Middle)
Chainlink Gate
Concrete Block Grey 1
Concrete Block Grey 2
Concrete Block Yellow
Fence 3m
Fence 6m
Fence 12m
Wood Fence - New
Wood Fence - Old
Wood Fence - Pilar

If making large portions of fence, place 5 - 15 fence panels together and then copy & paste to help speed up the process. Upwards of 20 fences panels can make it difficult to connect fences together

 Fire Fighting
Image Object Name Notes
Aircraft Fire Trainer
Oshkosh Striker 4500 (Red) Do not make water cannon salute at any airport without prior authorization
Oshkosh Striker 4500 (Yellow) Do not make water cannon salute at any airport without prior authorization

Optional - to add variety consider adding a fire truck or two around the airport rather than just at the fire station

 Fuel
Image Object Name Notes
Fuel Tank 1
Fuel Tank 2
Fuel Tank 500 Gal
Fuel Tank 12,000 Gal

Optional - consider using steel pipe to connect fuel tanks if required

 Jetbridges

Once jet bridges are added, properties and animations can be adjusted (see 11.3 and 11.4 below).

Image Object Name Notes
Base
Base (Glass)
Connector
Connector (Glass)
Double Connector
Double Connector (Glass)
Glass End Section (Long)
End Section (Long)
Glass Section (Long)
Glass Section (Medium)
Glass Section (Short)
Section (Long)
Section (Medium)
Section (Short)
Section (Extra Short)
 Military
Image Object Name Notes
Ammunition Trailer (Empty)
Ammunition Trailer (Full)
Fire Extinguisher
Military Fuel Truck
Military Tug
Pallet Loader
Sunshade

All military objects are only to be used at military airports (or military stands at airports that have other traffic as well as military)

 Obstacles
Image Object Name Notes
Donut Do not use without prior authorization
 Other
Image Object Name Notes
Flood Lights (Large)
Fuel Pump (Self Serve) For GA aircraft and vehicles
Generic Pole Particularly useful at remote locations where the stand guidance is on a pole rather than the terminal building (see 11.2.1 below)
Ground Power Unit Position near nose of the aircraft (make sure it is outside of the stand parking lines)
Light (Small) Optional: by placing multiple lights in the same position, editors can adjust the orientation to create a single pole that has multiple lights (see 10.3 below)
Not Available Moritz
Not Available Race Pylon Checkerboard
Not Available Race Pylon Red
Not Available Silo
 Props
Image Object Name Notes
Runway Closure Sign This must only be used on permanently closed runways IRL that are not marked as a runway in-app (e.g. not at the secondary runway at EGKK as this is occasionally used IRL)
Cone
Small Stairs Optional: sometimes it can appear more in proportion if the scale is reduced to between 0.6-0.8 (see 10.3 below)
Towbar Do not connect the towbar to a tug/vehicle or aircraft and keep outside of stand parking lines. The low end should be towards tug/terminal, high end should be towards aircraft
 Radars
Image Object Name Notes
Ground Radar
Not Available Primary Radar
 Roof
Image Object Name Notes
Ladder 2 Must be placed next to a wall. Altitude is referenced from the top of the object so will need to be adjusted to ensure it matches the altitude of the building roof it is attached to (see 10.3 below)
Walkway 1 (Long)
Walkway 1 (Short)
Walkway 1 (Steps)
Walkway 2 (Steps)
Walkway 3 (Long)
Walkway 3 (Short)

You can add two walkways together and flip one so that it creates a walkway with a guard rail on each side

 Solar Panels
Image Object Name Notes
Flat 1 Must be placed on rooftop only
Flat 2 Must be placed on rooftop only
Flat 3 Must be placed on rooftop only
Flat 4 Must be placed on rooftop only
Tilted 1 Can be placed on the ground or rooftop
Tilted 2 Can be placed on the ground or rooftop
Tilted 3 Can be placed on the ground or rooftop
Tilted 4 Can be placed on the ground or rooftop
 Stairs
Image Object Name Notes
Not Available Aircraft Maintenance Stairs
Air Stairs Medium
Boarding Ramp
Small Stair Car
 Stand Guidance
Image Object Name Notes
Not Available Safedock T1 See 11.2.1 below
 Tugs
Image Object Name Notes
Not Available Best Tugs Echo
Not Available Best Tugs Sierra
Tug Large 1 Do not use with towbar
Tug Medium Do not use with towbar
Tug Medium 1
 Vehicles
Image Object Name Notes
Airport Bus
Not Available Ambulift
Catering Truck
Not Available CLT-8 Transporter
De-Icing Truck
Not Available Electric Fuel Truck
Fuel Truck (Large)
Fuel Truck (Small)
Not Available Lavatory Service Truck
Not Available Maintenance Lifter
Not Available Potable Water Truck
Not Available TLD Jet-16
Vehicle - Pickup (Red/Yellow)
Vehicle - Pickup (Yellow/Black)
Vehicle - Pickup (White)
Vehicle - Van (Red/White)
Vehicle - Van (Yellow/Black)
Vehicle - Van (White)
Various Sedans/SUVs If you create carparks that are within the airport boundary, do not add too many vehicles

Vehicles should be used sparingly. Try to change the vehicles up and spread them out to add variety!

 Airport Items
Image Object Name Notes
Not Available Beacon
Not Available Landing Guidance System See 10.4.4 below
Not Available Start Location See 8.1.2 above
Not Available View Point See 10.4.6 below
 Bundles

Various bundles are available to save Editors time by inserting a group of objects that are typical for a particular location, for example the "Remote Parking" contains the objects that are typically found at remote parking locations. Custom bundles can also be made and shared by following the below steps:

Step 1
Add the objects that you would like to bundle together (see 10.2.2 below)

Buildings cannot be added to bundles and any changes to scaling will not be saved within the bundle

Step 2
Tap, hold and then drag your finger on the screen to select all the objects (a white box will appear to show the catchment area). All blue dots that represent each object will turn magenta to show the objects that have been selected
Step 3
Tap "File" and then "Save Selected as Bundle" on the left of the screen
Step 4
Name the bundle and then tap "OK". The bundle will appear under "Bundles" in the "Library" on the right of the screen
Step 5
Any bundle can be shared by selecting the bundle from the "Library" and then tapping "File" and "Share Selected Bundle" from the left of the screen
 Airplanes

Different aircraft types are available, these can be used as place holders to ensure other objects allow aircraft clearance (such as when placing objects close to a parking location)

10.2 Selection and Placement

Selecting and Placing an Object

10.2.1

Step 1

Scroll up/down the list on the right of the screen to see the object repository (the "Library" tab must be selected)

Step 2

Select the object you wish to place by tapping it (1)

Step 3

Tap in the area of the airport that you want to add the object to (you may have to press and hold), this will place a white cursor (2). Adjust this as required and then tap "Add Object" (3)

You might need to "freeze" lines and pavements to avoid these being selected when tapping on your screen. To do this tap "Edit > Freeze All Lines / Freeze All Pavements"

Image 7.2.1.1 - Object Placement
Image 7.2.1.1 - Object Placement

Changing Orientation of an Object

10.2.2

Step 1
Select the object by tapping on or near the blue circle that is in the center of the object (or use the rectangle selection tool - see 2.1.6 above)
Step 2
The circle will turn magenta to indicate it has been selected. If there are multiple objects in close proximity, a list will appear so you can select the object you want
Step 3
Three circles will appear as well as a compass rose. Tap and hold on the circle (1) to move the object or to change height/orientation:
Circle Function
Center Will move the object by dragging your finger to the desired location
Top (just above center circle) Will adjust the elevation or altitude of the object
Outer Will change the orientation of the object by dragging your finger in the direction you want to orientate it to

Image 7.2.2.1 - Changing Object Orientation
Image 7.2.2.1 - Changing Object Orientation

Copy & Pasting an Object

10.2.3

Step 1
Select the object by tapping on or near the blue circle (1) that is in the center of the object (or use the rectangle selection tool - see 2.1.6 above)
Step 2
The circle will turn magenta to indicate it has been selected. If there are multiple objects in close proximity, a list will appear so you can select the object you want
Step 3
Tap the "Edit" button (2) on the left of the screen and then Copy" button (3)
Step 4
Tap in the area of the airport that you want to add the copied object to (you may have to press and hold), this will place a white cursor (4). Adjust this as required and then tap "Paste" (5)

Image 7.2.3.1 - Copy & Pasting an Object
Image 7.2.3.1 - Copy & Pasting an Object

Deleting an Object

10.2.4

Step 1
Select the object by tapping on or near the blue circle that is in the center of the object (or use the rectangle selection tool - see 2.1.6 above)
Step 2
The circle will turn magenta to indicate it has been selected. If there are multiple objects in close proximity, a list will appear so you can select the object you want
Step 3
Tap the "Delete Selection" button (1) on the right side of the screen

Image 7.2.4.1 - Deleting an Object
Image 7.2.4.1 - Deleting an Object

10.3 Properties

10.3.1

Step 1
Select the object by tapping on or near the blue circle that is in the center of the object (or use the rectangle selection tool - see 2.1.6 above)
Step 2
The circle will turn magenta to indicate it has been selected (1). If there are multiple objects in close proximity, a list will appear so you can select the object you want
Step 3
Tap the "Properties" tab (2) on the right side of the screen

Image 7.3.1.1 - Changing Object Properties
Image 7.3.1.1 - Changing Object Properties

Step 4
You can then adjust the following properties:
Button Function Notes
Scale Tap the "+/-" symbols to adjust the scale of the object Really useful for making objects match in size what you see from external sources (e.g. lighting AC units and blast deflectors etc.). The scaling on jet bridges must not be changed
Orientation Tap the "+/-" symbols to adjust the orientation of the object
Animations This will show if an object (such as a jetbridge) has built in animations
Latitude / Longitude Current latitude/longitude of the object
Altitude This shows the current altitude (in meters) of the object. Tap the number and then enter in a new value to adjust this Always based on the bottom of the surface they you are working from. Can be adjusted here manually or go to "Object > Auto Altitude" if you're doing layering for example
Name You can name the object using this field

10.4 Technical Locations

10.4.1

For the location of runways, localizers, glideslopes and other important objects, make maximum use of airport charts (see 3.1.1 above) and satellite imagery to ensure accurate placement.

Localizer

10.4.2

The primary source for placement should be satellite images as there may be variations, however the distances below may help with placement:

Image 7.4.2.1 - Localizer Location
Image 7.4.2.1 - Localizer Location

Localizer Details
When Only when the airport has an ILS and/or LOC-Only approach
Where Placed 1000ft from the runway threshold (opposite end to the ILS/LOC-Only approach - e.g. so if the ILS is for RWY36, the antenna would be at the end of RWY18) - take note that the threshold might be displaced, so it is 1000ft from the white piano key markings, not 1000ft from the concrete!
Orientation As a rule of thumb, place the antenna so that it is perpendicular to the runway with the electrical box side facing away from the runway

The location of an additional red/white electrical box can be added but their locations vary significantly, if you can spot it on google maps or in some airport pictures that would be your best bet but it tends to be to one side of the LOC antenna and usually there is a bit of distance between them (i.e. not right next to each other like the G/S antenna)

Glideslope

10.4.3

The primary source for placement should be satellite images as there may be variations, however the distances below may help with placement:

Image 7.4.3.1 - Glideslope Location
Image 7.4.3.1 - Glideslope Location

Glideslope Details
When Only when the airport has an ILS approach
Where Placed 750 - 1250ft from the runway threshold (this time the approach end - e.g. if the ILS is for RWY36, it would be placed 750 - 1250ft from the threshold of RWY36) and between 250 - 650ft from the runway centerline (most of the time the location coincides with abeam the main touchdown zone markings) - again, have a look on google maps, if you zoom in you'll probably see which side it is on and what it is in-line with in terms of runway markings
Orientation Place the antenna so that the white/grey aerials are facing the landing aircraft (see image below)

Place a red/white electrical box behind the G/S antenna

Landing Guidance System (PAPI)

10.4.4

The Landing Guidance System is several lights that visually indicate the glidepath, this is used by the pilot to maintain the glideslope in the final stages of the landing. They are located close to the touchdown zone of the runway, follow the below steps to configure the PAPIs correctly:

Step 1
Add the Landing Guidance System object (see 10.2.1 above)
Step 2
The lights must be adjusted so that they are in-line with the landing runway, this can be done by either using the circles (see 10.2.2 above) or within the "Properties" tab (by either using the slider or "+/-" symbol)
Step 3
As well as this, the following properties must be adjusted:
  • Runway Identifier (must match the runway number)
  • Guidance Type (see Step 4)
  • Glideslope (see Step 5)
Step 4
For the Guidance Type, this must be changed dependant on the location of the PAPI (i.e. on the left or right side of the runway) and is shown below:
Guidance Type Description
VASI TBD
PAPI4L 2 lights next to each other in a row, only to be used on the left side of the runway (if applicable)
PAPI4R 2 lights next to each other in a row, only to be used on the right side of the runway (if applicable)
Space Shuttle PAPI Not Used
Tri Color VASI TBD
Runway Guard Not Used
Step 5
The glideslope, this must be changed to match the glideslope angle used IRL although by default, this is usually 3 degrees

VOR

10.4.5

VOR Details
When Only when the airport has a co-located VOR (i.e. a VOR within the airport boundaries)
Where You will need to look at charts to work out roughly where the VOR is located, I would then go onto google maps and zoom in on that location (using the satellite option) to work out the exact location, you will also be able to tell from this if it is a large or small one (large: it's bigger than the other one and has loads of antenna coming out from the center - small: much more compact and does not have as many antenna sticking out)
Orientation I don't think anyone would really notice so I wouldn't worry about this!

Holding Point Lights

10.4.6

Image 7.4.5.1 - Holding Point Light Location
Image 7.4.5.1 - Holding Point Light Location

Holding Point Lights Details
When At most airports
Where Each side of a runway holding point in-line with the yellow holding point lines
Orientation The lights need to be facing the aircraft, not the runway!

Tower View Points

10.4.7

Selecting different cameras as a pilot or controller can be done as shown in the Getting Started Guide. The ATC Tower view is created by adding a "View Point" (see 10.2.2 above).

10.4.8

Once the view point has been added, the view point must be placed within the centre of the 3D tower object. If there are multiple towers, a view point must be added for every tower.

Only the first viewpoint in the object list is selected in-app and so that first view point added must be placed in the "main" ATC Tower

10.4.9

With every view point added, Editors must change the camera view (see 2.1.5 above) to check that the view point is located correctly within the tower. The altitude of the view point can be changed to ensure that it is at the correct height to match the view point of the tower itself (see 10.3.1 above).

Top Tips

10.4.10

  • Have a look online to see if you can find airport images that will help with object placement
  • Look up the charts for an airport, in particular the ground charts as these will often show the location of windsock(s), the tower(s), cargo area(s) and fire station(s)
  • Using multiple satellite maps for cross-referencing
  • The tips above on localizer and glideslope locations are for standard approaches ONLY. Places like LOWI are a special case - if in doubt, just ask!

10.5 Model Lines

10.5.1

Using the "Model Line" tool, you can add a series of objects along a line. Each line section must be at least as long as the object you are adding to it (e.g. if one section of fence is 4m long, the model line needs to be at least 4m) otherwise the object will stick out. Use this to create long portions of fencing.

Whenever you connect buildings/lines/pavements, you must use the "Snap" function to avoid gaps and/or overlapping (see 2.1.4 above)

Creating a Model Line

10.5.2

Step 1
Tap "Object" and then "Create Model Line" (1)
Step 2
The properties tab will open on the right of the screen, choose the object you want to use for the model line by tapping "Model Ref Name" and then selecting the desired object from the list
Step 3
Tap in the area of the airport that you want a model line (2), the first node will be placed
Step 4
Continue to tap to add nodes (3), a model line will continue to be drawn between the nodes

Image 10.5.2.1 - Creating a Model Line
Image 10.5.2.1 - Creating a Model Line

Editing an Existing Model Line

10.5.3

Step 1
Select the model line by tapping on or near the line, you may have to select the model line from a drop down list if there are multiple items in the vicinity (or use the rectangle selection tool - see 2.1.6 above)
Step 2
Tap the "Modify Shape" button on the right side (1)
Step 3
The line will turn magenta when selected and nodes will appear
Step 4
By tapping a node it will turn magenta (2) to show it has been selected (or use the rectangle selection tool - see 2.1.6 above)
Step 5
You can then tap, hold and then drag your finger on the screen to move the node(s) into the desired position
Step 6
When editing is complete, tap "Modify Shape" to deselect it (you will be unable to edit other model lines without doing this)

Image 10.5.3.1 - Editing Model Lines
Image 10.5.3.1 - Editing Model Lines

Moving/Changing Orientation of a Model Line

10.5.4

Step 1
Select the model line by tapping on or near the model line (or use the rectangle selection tool - see 2.1.6 above)
Step 2
You may have to select the model line from a drop down box if there are multiple in close proximity. The outline of the model line will turn magenta to indicate it has been selected (1)
If you have only just made the model line then just tap "Modify Shape" to deselect this and the model line will be selected
Step 3
Two circles will appear as well as a compass rose. Tap and hold on the circle (2) to move the model line or to change orientation:
Circle Function
Center Will move the model line by dragging your finger to the desired location
Outer Will change the orientation of the model line by dragging your finger in the direction you want to orientate it to

Image 10.5.4.1 - Moving/Changing Orientation of a Model Line
Image 10.5.4.1 - Moving/Changing Orientation of a Model Line

Model Line Properties

10.5.5

Step 1
Select the model line by tapping on or near the model line (or use the rectangle selection tool - see 2.1.6 above)
Step 2
You may have to select the model line from a drop down box if there are multiple in close proximity. The outline of the model line will turn magenta to indicate it has been selected (1)
Step 3
Tap the "Properties" tab (2) on the right side of the screen

Image 10.5.5.1 - Changing Model Line Properties
Image 10.5.5.1 - Changing Model Line Properties

Step 4
You can then adjust the following properties:
Button Function Notes
Model Ref Name Tap to select the object you want to be paced with the model line Only use fences or similar at this time
Spacing Tap the "+/-" symbols to adjust the spacing between objects This needs to be same as the length of the fence segment (i.e. 12.00 for a 12m fence)
Orientation Offset Tap the "+/-" symbols to rotate the objects on the line around their individual center The default offset of 90.0 will ensure fences are joined properly (it is recommended not to change this)
Center Offset Tap the "+/-" symbols to shift the objects away from the zero node This needs to half the length of the fence segment (i.e 3.00 for a 6m fence)
Latitude / Longitude Current latitude/longitude of the object
Altitude This shows the current altitude (in meters) of the model line. Tap the number and then enter in a new value to adjust this Altitudes of model lines cannot be changed
Name You can name the model line using this field

Deleting a Model Line

10.5.6

Step 1
Select the model line by tapping on or near the model line (or use the rectangle selection tool - see 2.1.6 above)
Step 2
You may have to select the model line from a drop down box if there are multiple in close proximity. The outline of the model line will turn magenta to indicate it has been selected (1)
Step 3
Tap "Delete Selection" from the edit buttons (2) on the right side of the screen

Image 10.5.6.1 - Deleting a Model Line
Image 10.5.6.1 - Deleting a Model Line

11.2 Stand Guidance

You may find it useful to zoom out to ensure that the stand guidance is pointing towards (and in-line with) the start location (in-line is defined as within +/- 5 degrees). The nearest start location (within 60m) that is in-line with the stand guidance, will be paired

11.2.1

Step 1
Scroll up/down the list on the right of the screen to see the object repository (the "Library" tab must be selected)
Step 2
Select the "Safedock T1" under "Stand Guidance"
Step 3
Tap in the area of the airport that you want to add the object to (you may have to press and hold), this will place a white cursor. Adjust this as required and then tap "Add Object"
You may find it easiest to place the stand guidance at the start location for that stand by tapping the start location (you may have to select the start location from a dropdown list)
Step 4
Three circles will appear as well as a compass rose. Tap and hold on circle to move the object or to change height/orientation:
Circle Function
Center Will move the object by dragging your finger to the desired location
Top (just above center circle) Will adjust the elevation or altitude of the object
Outer Will change the orientation of the object by dragging your finger in the direction you want to orientate it to
The stand guidance should be eye level with the aircraft that are designed to park at that stand, and must be positioned in the correct location for that stand (this may be on the terminal building or even on a "Generic Pole")
Step 5
The stand guidance must be facing the start location, and in the correct orientation (i.e the side with sensors must be facing the start location)

11.3 Jet Bridge Properties

11.3.1

Step 1
Select the jet bridge by tapping on or near it (or use the rectangle selection tool - see 2.1.6 above)
Step 2
You may have to select the jet bridge from a drop down box if there are multiple items in close proximity. The outline of the jet bridge will turn magenta to indicate it has been selected (1)
Step 3
Tap the "Properties" tab (2) on the right side of the screen

Image 11.3.1.1 - Jet Bridge Properties
Image 11.3.1.1 - Jet Bridge Properties

Step 4
You can then adjust the following properties for jet bridges in their stowed position (i.e. not connected to an aircraft):

Animations are not listed below as these must not be edited unless it is the height of a jet bridge base (see x below)

Button Function Notes
Gates Shows the gates that are assigned to the jet bridge See 10.4 below
Stowed Arm Rotation Tap the "+/-" symbols to adjust the orientation of the jet bridge, it is based on a default position from the base/connector and rotates counter clockwise Must be adjusted to avoid collisions
Stowed Arm Extension Tap the "+/-" symbols to adjust the stowed length of the jet bridge Must be adjusted to avoid collisions
Stowed Head Rotation Tap the "+/-" symbols to move the stowed head of the jet bridge Must be adjusted to avoid collisions
Stowed Height Tap the "+/-" symbols to adjust the default height of the jet bridge when in the stowed position The height must be adjusted so that all aircraft doors that can park at that stand are reachable
Scale Tap the "+/-" symbols to adjust the scale Scale must not be changed unless it is to revert the jet bridge to a scale of "1" (must be 1 for animations to work)
Orientation Tap the "+/-" symbols to adjust the orientation of the jet bridge animation range (shown as a green curved cylinder shape around the jet bridge itself)
Latitude / Longitude Current latitude/longitude of the jet bridge
Altitude This shows the current altitude (in meters) of the start location Should not be changed
Name You can name the jet bridge using this field Not required at this time

Adjusting Jet Bridge Base Height

11.3.2

The slope of a jet bridge between the base and end is limited (especially an issue if the jet bridge is short), therefore the base height may need to be adjusted to allow all applicable aircraft types that can spawn at that start location. Below is an example of a jet bridge which has not been adjusted to accommodate narrow body aircraft.

Image 11.3.2.1 - Jet Bridge Base Too High for Narrow-Body Aircraft
Image 11.3.2.1 - Jet Bridge Base Too High for Narrow-Body Aircraft

11.3.3

To do this, the following steps can be followed:

Step 1
Select the jet bridge base by tapping on or near the blue circle (1) that is in the center of it (or use the rectangle selection tool - see 2.1.6 above)
Step 2
If there are multiple objects in close proximity, a list will appear so you can select the jet bridge base
Step 3
Tap the "Properties" tab (2) on the right side of the screen and then the "+" symbol next to "Animations" (3)
Step 4
A drop down list will appear, tap the "+" symbol next to "Height" (4)
Step 5
This will further expand and by tapping this (5), will allow you to change the height of the jet bridge base
Step 6
Whilst the jet bridge base is still selected (which has the adjusted height) - use the rectangle selection tool (see 2.1.6 above) or "Edit > Selection (Add)" to select all remaining jet bridge elements that you want the height adjusted for
Step 7
Tap "Jet Bridge" and then "Adjust Jet Bridge Alt"
Due to a bug with glass jetbridges, using "Adjust Jetbridge Alt." to connect an end section to a base, the end section will end up 0.060 too low. A workaround is to place the base 0.060 too high, use "Adjust Jetbridge Alt." and lower the base by 0.060 afterwards.
Step 8
The height will be changed for all selected jet bridge elements to the same as the height of the jet bridge base

Image 11.3.3.1 - Adjusting Jet Bridge Height
Image 11.3.3.1 - Adjusting Jet Bridge Height

A380 Gates

11.3.4

If the start location has three jet bridges, it will try to join the third jet bridge to door U1L (Upper 1 Left) of the A380. Editors should try to raise the base of the jet bridge (see 11.3.3 above) as well as the stowed height (see 11.3.1 above) to reduce the angle of the jet bridge when connected to the aircraft door.

11.4 Jet Bridge Animations

11.4.1

Once the start locations and jet bridges have been added, and the stowed positions of the jet bridges have been adjusted, Editors can move onto adding jet bridge animation. Below are the first steps that must be followed:

Step 1
Check all start locations are named correctly. The following properties must be correct before moving onto Step 2:
Property Entry
Terminal e.g. Concourse/Terminal/GA/Cargo/Apron/FBO etc. [name/number]
Name Gate [alphanumeric/number]*

*Editors must ensure that terminal names (e.g. T1) are not included in the "Name" property

Step 2
Tap the "Auto Assign Gates" button to bind each jet bridge to a stand
Step 3
Above each jet bridge, it will show the start location(s) the jet bridge is assigned to (e.g. "Terminal 5/Gate 515")
Step 4
If this is incorrect, tap the jet bridge required (if not already selected), then "Properties". Under "General" there is the "Gate" tab, tap this
Step 5
The gates that are assigned to this jet bridge will be listed, these can be removed by tapping the "-" symbol next to it. If a gate needs to be added, enter the name of the gate by tapping the "+" symbol and then using the format "Terminal Name/Gate Name"

Sometimes the auto assign function can incorrectly assign the jet bridge to a gate in close proximity that cannot be serviced by that jet bridge and therefore manual adjustment may be required

Step 6
Check all start locations for jet bridges not reaching doors by tapping "Jet Bridges > Check Jet Bridges"
Step 7
Below each start location, it will show the jet bridge status. The following color codes are used:
Code Message
"All Airplanes OK" - Green For any start location that has a jet bridge, this must be the code displayed
"Jet Bridges [Aircraft Type* and Reason]" - Amber Readjustment of the jet bridge is required as it is unable to reach some doors of the aircraft type(s) listed (partial)
"Jet Bridges [Aircraft Type* and Reason]" - Red Readjustment of the jet bridge is required as it is unable to reach any door of the aircraft type(s) listed
"No Jet Bridges Available" - Grey Expected if the start location does not have a jet bridge

*No more than 2 aircraft types will ever be shown to avoid clutter

Step 8
If any start locations are not green (i.e amber or red), you must adjust the jet bridges to make the doors reachable (see 11.4.2 below)
Step 9
Check that Airport Properties (see 3.2.2 above) has the "Jet Bridges Available" tick box selected (orange tick when selected) by tapping "File > Airport Properties > Jet Bridges Available"

Jet bridges will not work in flight mode for pilots until this tick box is selected

Adjusting Jet Bridges

11.4.2

Step 1
All jet bridges must be checked, adjust any jet bridge that are red, amber or grey (for a start location that has a jet bridge) by first tapping "Jet Bridges" and then "Check Jet Bridges"

Editors must ensure that even jet bridges that are green comply with Step 5 below

Tap "Jet Bridges" and then "Freeze Non Jet Bridges" before attempting to move jet bridges, this freezes all other objects so you don't move something else by accident
Step 2
Tap the end of the jet bridge (1), a green arc will appear that shows the animation range of the jet bridge (2)

The inner green curved line shows the minimum range of the center of the jet bridge rotation head when the jet bridge is fully retracted, and the outer green curved line shows the maximum possible extension of the jet bridge. Aircraft doors have to be within this green area to be reached by a jet bridge

Step 3
In addition to the green arc, three circles as well as a compass rose are displayed. Use the outer circle to change the orientation of the jet bridge (and green arc) by tapping, holding and then dragging your finger on this circle (3). This can be moved until the green arc is in an area that includes all applicable start locations

Image 11.4.2.1 - Adjusting Jet Bridges
Image 11.4.2.1 - Adjusting Jet Bridges

The "Rotate Range +90" button can be used to move the green arc by 90 degrees while the orientation of the stowed jet bridge will stay the same (e.g. this can be useful when the green arc is covering more of the terminal than the gate area)
Step 4
Re-tap "Jet Bridges" and then "Check Jet Bridges" and check to see that the locations are now shown in green (4)

Image 11.4.2.2 - Check Jet Bridges
Image 11.4.2.2 - Check Jet Bridges

Step 5
Editors must ensure that the green arc covers as much of the start location as possible (5). If more of the green arc is in an unusable position (such as the terminal), it could limit the jet bridge range (6)

Image 11.4.2.3 - Correct Jet Bridge Set-Up
Image 11.4.2.3 - Correct Jet Bridge Set-Up

Image 11.4.2.4 - Incorrect Jet Bridge Set-Up
Image 11.4.2.4 - Incorrect Jet Bridge Set-Up

12.1 Review and Release Process

When uploading a new version of a recently edited airport (i.e tapping "Upload as Draft" or "Upload for Review"), Editors will be required to submit a "changelog" which highlights what has been changed in that version. Changelogs must be specific to ensure that it is clear what has been changed (e.g. "Adjusted C19 jetbridge. Changed taxiway line type on Taxiway A"). Additional details can be added to the IFC airport thread if required

12.1.1

In order to have your airport published in Infinite Flight, you must submit your airport for review so it can be checked for compliance with all rules defined in this manual. To assist with Reviewer workload a two stage review process is available as shown below:

Review Type Description Who can Review
Peer A voluntary step in the review process that should be done in order to get feedback from fellow Editors Editor or above
Official A mandatory review in which the airport must be submitted before it will be included in a release cycle Reviewer or above

12.1.2

Before submitting for a review, a Scenery Check must be completed to ensure that the airport is compliant with the limits put in place (i.e. performance limitations, objects outside the boundary, naming issues/duplicates of gates etc.):

Step 1
Tap "File > Scenery Stats > Scenery Check > Check Scenery"
Step 2
Any errors listed can then be found by tapping on an error and then "Select Items"
Step 3
You will then be able to see the selected item on the airport and decide if it needs to be changed

Peer Review

12.1.3

In order to upload your airport as a draft or for review, changes have to be made since the last uploaded version (this can be as minor as moving a cone)
Step 1
Once an airport is completed, it must be uploaded using "File > File Manager > Upload as Draft" (see 2.1.2 above). It can then be submitted for a "peer" review by posting a link to the IFC airport thread in the #request-peer-review Discord channel

Editors conducting Peer Reviews must not take more than 2 airports at any time, and must ensure that they have the time available to conduct the review in a timely manner (i.e. time frames of when the review will be done must not be mentioned as the Editor is expected to only conduct a Peer Review when they are available). If in doubt, the Editor should leave the airport available for review (see 1A.3.1 above)

Step 2
Once feedback is received, the Editor can then work on these changes before either re-submitting for another peer review, or for an official review. All feedback related to a review (both peer and official) must be conducted in the IFC airport thread to ensure a record is kept

There is no limit on how many Peer Reviews can be given per airport, however Editors should only submit their airport for review when they believe it is complete. If help or guidance is needed before an airport is complete, Editors should utilize the #help Discord channel to ask specific questions related to their airport

Official Review

12.1.4

In order to upload your airport as a draft or for review, changes have to be made since the last uploaded version (this can be as minor as moving a cone)
Step 1
When the Editor is ready to submit for an "official" review, they can do this by using "File > File Manager > Upload for Review" (see 2.1.2 above)
Step 2
Feedback will be given by a Reviewer in the IFC airport thread. If additional changes are required, these must be resubmitted following the same process as outlined above
Step 3
Once the airport is considered ready by the Reviewer, the airport will be marked as "Ready for Release" and will be included in a release cycle at some point

Once your airport is "Ready for Release" it will not necessarily be released in the next cycle. This is because other factors also determine what is or isn't included in the release, more information can be found here

12.2 Editor Checklist

If help or guidance is needed before an airport is complete, Editors should utilize the #help Discord channel to ask specific questions related to their airport

12.2.1

Below is a checklist that editors should ensure is completed before marking an airport as complete and ready for review:

If you leave this page, items that you have "checked off" will not be remembered. Do not navigate away or refresh this page until you have completed the checklist (or particular section of the checklist such as "Taxiways")

Airport Properties

12.2.2

Airport Boundary

12.2.3

Airport Equipment

12.2.4

Pavements

12.2.5

  • All hangars must have a concrete pavement added underneath the hangar unless it is a different surface type (based on real life sources)

  • If there is a more performance efficient way (i.e. less nodes created) then this is acceptable (at the Reviewers discretion). E.g. snapping a pavement patch to the edge of the pavement rather than placing it on top, or allowing holes to be created underneath

Taxiways

12.2.6

  • Don't add centerline lights to stand lines unless specifically stated in available airport documents

Start Locations

12.2.7

Buildings and Facades

12.2.8

  • Any level that is not the top floor or the lowest layer of a floating building (such as a bridge) should have the roof type set to "none"

Objects

12.2.9

Airport Gates

12.2.10

12A.1 Overview

12A.1.1

The purpose of the Reviewer Team is to:

  • Assist in the day-to-day operations of the Scenery Editing Team
  • Provide leadership and/or mentoring to individual Editors
  • Assign airports to Editors with the rank of Apprentice
  • Review editing quality via the "Official Review" process*
  • and Moderate the Scenery Editing Team Discord channel

*Reviewers should not upload changes on behalf of the editors during the Official Review process without the editors' explicit consent in the interest of the editors' skill improvement and respect towards the editors' work, unless the issues found during the Official Review process are minor, not consistently present, and a new OR cycle for the airport would not be considered reasonable if they were left for the airport's editor to fix. Examples of minor issues are improperly snapped lines, buildings and/or pavements, and lines with 1 or more inaccurate properties. Reviewers are advised to use their judgement regarding the consistency and severity of the issues found proportionally to the size and complexity of the airport subject to review. For example, 3 improperly snapped lines would not be as big of an issue at KLAX, but they would be at a small GA field. If a Reviewer does decide to upload changes on behalf of the editors during the Official Review process, a summary of the changes made, preferably including screenshots, should be provided for the sake of respect towards the editors' work.

To carry this out, Reviewers will be added to the following channel within Discord:

Channel Purpose
#information Day to day posts (such as housekeeping) to be made in this channel by Staff and Moderators only
#reviewers This channel is used to facilitate communications between all Reviewers for any purpose deemed necessary
#review-status This channel is used to post progress on an airport review (including when it is started, finished, and when the changes are made and subsequently re-reviewed)
#review-help This channel is used to ask for help or ask questions about the airport being reviewed
#role-assignments This channel is used by Airport Moderators and Reviewers to assign and unassign themselves from notifications when a new ticket is created in #help-request (see 1A.1.2 above)
#navigation This channel is used to track changes made to Infinite Flight's ILS source file, located in a separate GitHub repository

12A.1.2

Reviewers are selected by the Airport Moderators based on a number of criteria, including, but not limited to:

  • current standing within the Scenery Editing Team
  • contributions to the Scenery Editing Team
  • operational necessity
  • and/or the ability to assist in internal team affairs within a professional context

Reviewers may be demoted or removed from the Reviewer Team for any reason as deemed by the Airport Moderators (e.g. breach of trust, abuse of power, lack of commitment etc.)

12A.1.3

Reviewers must not make any amendments to an airport that has been submitted for review under the Official Review process. Feedback must be provided to the Editor so that they can make the changes required (see 12.1.4 above).

It is acceptable to make very small amendments to an airport under the Official Review process if the Reviewer does not deem it necessary to highlight this as feedback to the Editor

12A.1 Reviewer Admin

How to Pick an Airport to Review

12A.1.1

The following procedure outlines how to pick an airport that is awaiting review:

Step 1
Go to the Dashboard and login using your IFC credentials (if required, login is normally automatic)
Step 2
From the navigation bar on the left of the screen, select "Airports" under "Scenery Editing"
Step 3
Select "Waiting for Review" from the top navigation bar
Step 4
Select the airport you wish to review by tapping on the three dots on the right of the airport and then change the status of the airport by tapping "Mark as In Review"

Airports are ordered with the oldest airport first. Reviewers should always select the oldest airport in the queue when choosing an airport to review (if in doubt, Reviewers must raise this with fellow Reviewers and Airport Moderators). The only exceptions to this are when:

  • the Reviewer has limited time available, and there is a smaller airport that could be reviewed within that timeframe, or;
  • an airport has been resubmitted for review following only minor changes that could quickly be re-reviewed by the same Reviewer

How to Review an Airport

12A.1.2

The following procedure outlines the order in which to follow when reviewing an airport:

Step 1
Once the airport has been selected, tap the three dots on the right and then "View on Forum". This will open the current topic for that airport in a new tab. Reviewers must ensure that they look at the history (i.e. if any previous reviews have been undertaken by another reviewer) of the airport before starting their review

If a Reviewer is unsure about previous feedback, they should contact the previous Reviewer to seek clarification to ensure all feedback is consistent

Step 2
Reviewers can then conduct a full review of the airport, taking into account any previous history of the airport to ensure it is compliant with the standards set out within this manual (see 12.2 above)
Step 3
Feedback must be given in the IFC airport thread so that there is a record of this
Step 4
Following the review, return to the Dashboard and login using your IFC credentials
Step 5
From the navigation bar on the left of the screen, select "Airports" under "Scenery Editing"
Step 6
Select "In Review" from the top navigation bar
Step 7
Select the airport in review by tapping on the three dots on the right of the airport and then change the status of the airport as required (i.e. "Needs Changes" or "Ready for Release")

All airports marked as "Ready for Release" will be included in the next update of the app; therefore, Reviewers must ensure that there is no doubt in the airports quality

How to Assign an Airport to an Apprentice

12A.1.3

The following procedure outlines how to assign an airport to an Apprentice:

In some cases, Editors may also require manual assignment to an airport (e.g. if the airport has been previously assigned to another Editor). In these cases (typically collaborations with multiple Editors of the same airport), the below procedure can be followed

Step 1
Go to the Dashboard and login using your IFC credentials
Step 2
From the navigation bar on the left of the screen, select "Editors" under "Scenery Editing"
Step 3
Select "Apprentices" from the top navigation bar
Step 4
Use the search function to locate the Editor. Tap the three dots on the right and then "Manage Assignments"
Step 5
Type the ICAO airport code in the search bar and then "Update"

Apprentices must not be assigned more than one airport at a time, unless the airport has been submitted for an Official Review. Apprentices may be assigned (and begin editing) their next airport whilst awaiting feedback from their airport in review, but must prioritize completing this airport once feedback has been given

How to Promote an Apprentice to Editor

12A.1.4

The following procedure outlines how to promote an Apprentice to the rank of Editor:

All Apprentices must complete a minimum of two airports (i.e. submitted for Official Review and have been marked as Ready for Release) before being promoted to Editor. After this, it is the sole discretion of Reviewers to determine when to promote an Apprentice. It is important to note that once they have been promoted, they will no longer require assignment when choosing new airports to edit. Reviewers should take this into account along with previous feedback, Apprentice reception to feedback, and overall judgement before promoting them. If necessary, the Reviewer can poll other Reviewers to get further opinions

Step 1
Go to the Dashboard and login using your IFC credentials
Step 2
From the navigation bar on the left of the screen, select "Editors" under "Scenery Editing"
Step 3
Select "Apprentices" from the top navigation bar
Step 4
Use the search function to locate the Editor. Tap the three dots on the right and then "Promote from Apprentice"

13.1 Editing Overview

13.1.1

It is recommended that Editors use a "bottom up" mentality for editing (i.e. start with everything at the bottom such as imagery and taxiways and work your way up to 3D objects). A summary of the steps that should be followed is below (although these can be completed in any order that the Editor wishes):

Step 1
Look at the available imagery quality (within SASPlanet) to check if it is okay (zoom level 19 or higher), if it is blurry then it will not be worth starting (see 4.1.2 above)
Step 2
Compile charts and other sources to assist (some areas do not have free or public charts available)
Step 3
Adjust airport properties (see 3.2 above)
Step 4
Check that the runway is in the correct location using the coordinates, you can then use this as a reference point for the satellite imagery

Most of the time the runway is already in the correct position

Step 5
Export satellite imagery from SASPlanet and then import into Infinite Flight (see 4.2.1 and 4.3.1 above)
Step 6
Ensure airport boundary is accurate, and adjust if required (see 3.3.1 above)
Step 7
Add and adjust runways, pavements, taxiways and lines (see 5.1, 6.1, and 7.1 above)
Step 8
Add lights, taxiway names, taxiway network and any other properties required (see 7.2 and 7.3 above)
Step 9
Add spawns/start locations (see 8.1 above)
Step 10
Add and edit buildings (see 9.1 above). You can "Download OSM" if you prefer to use this as a starting point (see 9.1.6 above)
Step 11
Add objects (see 10.2 above), including jet bridges and stand guidance if applicable (see 11.2 above)
Step 12
Adjust jet bridge properties (see 11.3 above) and enable jet bridge animations (see 11.4 above) if applicable

Welcome to the Scenery Editor Manual!

Guide Version: 24.4.0

Welcome to the Scenery Editor Manual, designed to help newly qualified and veteran editors alike, bring 2D and 3D airport updates to Infinite Flight.

On joining the Scenery Editor Team and uploading airports using the Scenery Editor, all Editors agree to the Contributor License Agreement (CLA).

Scenery Editor Manual Version (Internal): 24.3.1

Last Updated: 1130Z - 22 AUG 24

 Summary of Changes - Version: 24.3.1 (CURRENT VERSION)
Location Change
1A.4.1 Note added to highlight that Reviewers will usually not make edits to an airport under the Official Review process
10.2 Adjustment from 150m to 60m for stand guidance
11A.1.3 Guidance added for Reviewers
 Summary of Changes - Version: 24.1.1
Location Change
3.2.2 Added "in meters" to Airport elevation within the properties table
4.2.1 Notes added to provide more detail on SAS exporting/importing
6.1 Do/Do Not table updated to include not adding "X's" to runways
 Summary of Changes - Version: 23.3.1
Location Change
1A.4.1 Editor rank changed to Senior Editor
1A.4.1 Table edited to include WIP airport view column and associated note
6.1 Removed making red line with white line reference from Do/Do Not table
9.1 Do/Do Not table updated - do not use construction equipment for temporary NOTAMS
9.1.1 Objects list updated
9.5.5 Model Line Properties table updated