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.
The Infinite Flight User Guide and IFC Forum are additional tools that Editors should utilize.
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.
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 |
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 |
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 |
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.
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
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 (VCs) must only be used in accordance with the Discord Rules (see 1A.2.1 below).
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)
To open a VC, the following steps are to be followed:
*Coordination with other Editors should be done in the respective Discord channel (i.e. #editors-chat) before entering a VC
Below are some useful tips for VCs:
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)
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)
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 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.
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:
*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.
The following prerequisites are required for promotion to the rank of Reviewer:
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
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
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)
For any request relating to airport assignments the following steps must be followed:
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
When Apprentices select an airport that they want to be assigned, consideration should be given to the following criteria:
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.
Serious cases, reviewed by Staff or IFC Moderators, are subject to immediate removal or suspension.
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)
"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
The main navigation bar contains the library of objects, properties and loaded items (see 2.1.3 below)
The edit buttons allow you to move, copy & paste, edit or delete selected buildings, objects and taxiways (see 2.1.4 below)
The camera in use can be changed here (see 2.1.5 below)
Time, ending current session and adjusting settings can be changed here (more information on settings can be found in the Getting Started Guide)
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
To select multiple buildings/lines/pavements or objects you can use the rectangle selection tool:
To use the ruler, follow the steps below:
Place two fingers on your device's screen and hold
A rule will appear (both fingers must remain on the screen whilst using the ruler)
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)
When you are finished with the ruler, simply remove your fingers from the screen
The ruler is only accurate on the ground
To find information on airport facts and figures, we recommend the following websites:
Website | Notes |
---|---|
www.aircharts.org | |
www.airmate.aero | |
www.airnav.com | US and Canada only |
www.apxp.info | |
www.ead.eurocontrol.int | Charts for European airports |
www.erau.libguides.com | List of nation's AIPs |
www.faa.gov/air_traffic/flight_info/aeronav/Aero_Data/Airport_Data | Charts for US airports |
www.flightplandatabase.com/tools | |
www.gcmap.com | |
www.opennav.com | |
www.rocketroute.com | |
www.worldaerodata.com |
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
To edit airport properties the below steps must be followed:
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) |
To add/delete or edit frequencies, the below steps must be followed:
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
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
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
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
The following steps should be followed to extract the file:
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 |
To work out if the zoom level required is available:
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
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
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)
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.
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:
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
Tap "Satellite" from the Management Buttons on the left of the screen
Tap "Import Imagery"
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
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.
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.
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 |
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.
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 |
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 |
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.
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)
Use the walls of a shipping container to help make 90 degree corners
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 |
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 |
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)
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
If a line has too many nodes for, use the Simplify option under Line Options
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 |
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:
Tap the line that you want to split and then "Modify Shape" on the right of the screen
Select the node that you want to split
Tap "Split Line"
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
Should the nodes on a line run the wrong way, they can be reversed. (0,1,2) turns into (2,1,0)
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
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)
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 |
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
Image | Line Name | Notes |
---|---|---|
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Nothing | |
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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 |
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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) |
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Roadway Marking | Solid white line for roadways and stand outlines |
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Roadway Marking Checkedboard | Used to mark roadways crossing active taxiways |
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Roadway Centerline | Broken white lines used for gate outlines and road centerlines |
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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! |
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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! |
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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! |
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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! |
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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! |
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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! |
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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! |
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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! |
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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! |
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Transparent Taxiway | Used to create taxiway connections required for a correct taxiway layout |
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.) |
Category | Minimum Width (meters) |
---|---|
A | 7.5 |
B | 10.5 |
C | 18 |
D | 23 |
E | 23 |
F | 25 |
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
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
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
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:
All taxiways must be "TwoWay" unless:
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).
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 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:
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
Below are the steps that must be followed to create these:
Tap "Taxiways > Create Connection"
Tap in the area of the airport that you want a taxiway connection, the first node will be placed
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)
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:
This process can take up to 15 minutes if the airport is large
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 |
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)
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
If adding/moving start locations, a navigation database update will be required before the new start locations are reflected in-app
Before placing objects near aircraft start locations, it is recommended to turn on Aircraft Start Locations following these steps:
Scroll up/down the list on the right of the screen to see the object repository (the "Library" tab must be selected)
Select "Start Location" under "Airport Items" by tapping it (1)
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"
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
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 |
Select the start location by tapping on or near the blue circle (1) (or use the rectangle selection tool - see 2.1.6 above)
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
Tap the "Edit" button (2) on the left of the screen and then Copy" button (3)
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"
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 |
To add/delete or edit gate stops, the below steps must be followed:
The same symbol will then change to a "-" symbol (4), tap it again to hide this expanded information
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
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
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
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 | 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)
Use the walls of a shipping container to help make 90 degree corners
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 |
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
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:
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)
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)
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") |
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 |
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).
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.
The below steps highlight a good method for adding detail to buildings (layering) however you may find different methods that you prefer:
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
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
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
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
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
To avoid the above no building parts should overlap. The same also applies to roofs set to the same height
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) |
Below is a list of all the objects within the Scenery Editor Library:
Image | Object Name | Notes |
---|---|---|
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Unit 1 | Can be placed on the ground or rooftop |
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Unit 2 | Must be placed on rooftop only |
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Unit 3 | Must be placed on rooftop only |
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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) |
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Unit 5 | Must be placed on rooftop only |
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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) |
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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) |
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Unit 8 | Can be placed on the ground or rooftop |
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Large Unit 1 | Must be placed on rooftop only |
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Large Unit 2 | Must be placed on rooftop only |
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Large Unit 3 | Must be placed on rooftop only |
Consider using steel pipe to connect ACs if required
Image | Object Name | Notes |
---|---|---|
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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 |
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Electrical Equipment Building | See 10.4.2 and 10.4.3 below |
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Runway Guard Lights | See 10.4.5 below |
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Windsock | Optional: Editors can adjust the orientation and wind strength indicator of windsocks if they wish to do so (see 10.3 below) |
Image | Object Name | Notes |
---|---|---|
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Custom Towers | Only to be used at the intended airport |
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Medium (Cab) | |
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Medium | |
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Mobile | |
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Small (Cab) | |
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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)
Image | Object Name | Notes |
---|---|---|
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Baggage Cart | Don't connect more than 4 baggage carts together with a tug |
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Baggage Tug & Cart | |
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Baggage Tug | |
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Belt Loader | Can be used for any aircraft |
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Container LD3 Closed | Widebody container |
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Container LD3-45 Closed | Narrowbody container |
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Container LD3 Full | Widebody container |
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Container LD3 Open | Widebody container |
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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)
Image | Object Name | Notes |
---|---|---|
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Large Grey | |
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Large Red | |
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Small Grey | |
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Small Red |
Image | Object Name | Notes |
---|---|---|
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Custom Buildings | Only to be used at the intended airport |
Image | Object Name | Notes |
---|---|---|
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Cargo/Pallet Loader | |
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Container (Large) | |
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Container (Small) | |
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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)
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 |
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Steel Pipe 1 | Optional: can also be used for connecting fuel tanks or AC units |
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Steel Pipe 2 | Optional: can also be used for connecting fuel tanks or AC units |
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Steel Pipe 3 | |
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Steel Pipe 4 | |
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Steel Pipes 1 | |
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Steel Pipes 2 | |
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Steel Pipes 3 | |
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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)
Image | Object Name | Notes |
---|---|---|
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Barrier Large Red | |
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Barrier Medium Red | |
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Barrier Large White | |
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Barrier Medium White | |
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Chainlink Fence (End) | Make sure barbed wire faces outward from airport |
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Chainlink Fence (Middle) | Make sure barbed wire faces outward from airport |
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Chainlink Fence No Barb (End) | |
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Chainlink Fence No Barb (Middle) | |
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Chainlink Gate | |
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Concrete Block Grey 1 | |
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Concrete Block Grey 2 | |
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Concrete Block Yellow | |
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Fence 3m | |
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Fence 6m | |
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Fence 12m | |
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Wood Fence - New | |
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Wood Fence - Old | |
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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
Image | Object Name | Notes |
---|---|---|
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Aircraft Fire Trainer | |
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Oshkosh Striker 4500 (Red) | Do not make water cannon salute at any airport without prior authorization |
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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
Image | Object Name | Notes |
---|---|---|
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Fuel Tank 1 | |
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Fuel Tank 2 | |
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Fuel Tank 500 Gal | |
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Fuel Tank 12,000 Gal |
Optional - consider using steel pipe to connect fuel tanks if required
Once jet bridges are added, properties and animations can be adjusted (see 11.3 and 11.4 below).
Image | Object Name | Notes |
---|---|---|
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Base | |
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Base (Glass) | |
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Connector | |
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Connector (Glass) | |
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Double Connector | |
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Double Connector (Glass) | |
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Glass End Section (Long) | |
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End Section (Long) | |
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Glass Section (Long) | |
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Glass Section (Medium) | |
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Glass Section (Short) | |
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Section (Long) | |
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Section (Medium) | |
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Section (Short) | |
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Section (Extra Short) |
Image | Object Name | Notes |
---|---|---|
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Ammunition Trailer (Empty) | |
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Ammunition Trailer (Full) | |
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Fire Extinguisher | |
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Military Fuel Truck | |
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Military Tug | |
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Pallet Loader | |
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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)
Image | Object Name | Notes |
---|---|---|
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Donut | Do not use without prior authorization |
Image | Object Name | Notes |
---|---|---|
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Flood Lights (Large) | |
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Fuel Pump (Self Serve) | For GA aircraft and vehicles |
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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) |
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Ground Power Unit | Position near nose of the aircraft (make sure it is outside of the stand parking lines) |
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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 |
Image | Object Name | Notes |
---|---|---|
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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) |
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Cone | |
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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) |
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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 |
Image | Object Name | Notes |
---|---|---|
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Ground Radar | |
Not Available | Primary Radar |
Image | Object Name | Notes |
---|---|---|
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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) |
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Walkway 1 (Long) | |
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Walkway 1 (Short) | |
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Walkway 1 (Steps) | |
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Walkway 2 (Steps) | |
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Walkway 3 (Long) | |
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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
Image | Object Name | Notes |
---|---|---|
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Flat 1 | Must be placed on rooftop only |
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Flat 2 | Must be placed on rooftop only |
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Flat 3 | Must be placed on rooftop only |
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Flat 4 | Must be placed on rooftop only |
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Tilted 1 | Can be placed on the ground or rooftop |
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Tilted 2 | Can be placed on the ground or rooftop |
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Tilted 3 | Can be placed on the ground or rooftop |
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Tilted 4 | Can be placed on the ground or rooftop |
Image | Object Name | Notes |
---|---|---|
Not Available | Aircraft Maintenance Stairs | |
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Air Stairs Medium | |
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Boarding Ramp | |
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Small Stair Car |
Image | Object Name | Notes |
---|---|---|
Not Available | Safedock T1 | See 11.2.1 below |
Image | Object Name | Notes |
---|---|---|
Not Available | Best Tugs Echo | |
Not Available | Best Tugs Sierra | |
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Tug Large 1 | Do not use with towbar |
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Tug Medium | Do not use with towbar |
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Tug Medium 1 |
Image | Object Name | Notes |
---|---|---|
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Airport Bus | |
Not Available | Ambulift | |
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Catering Truck | |
Not Available | CLT-8 Transporter | |
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De-Icing Truck | |
Not Available | Electric Fuel Truck | |
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Fuel Truck (Large) | |
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Fuel Truck (Small) | |
Not Available | Lavatory Service Truck | |
Not Available | Maintenance Lifter | |
Not Available | Potable Water Truck | |
Not Available | TLD Jet-16 | |
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Vehicle - Pickup (Red/Yellow) | |
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Vehicle - Pickup (Yellow/Black) | |
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Vehicle - Pickup (White) | |
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Vehicle - Van (Red/White) | |
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Vehicle - Van (Yellow/Black) | |
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Vehicle - Van (White) | |
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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!
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:
Buildings cannot be added to bundles and any changes to scaling will not be saved within the bundle
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)
Scroll up/down the list on the right of the screen to see the object repository (the "Library" tab must be selected)
Select the object you wish to place by tapping it (1)
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"
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 |
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 |
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.
The primary source for placement should be satellite images as there may be variations, however the distances below may help with placement:
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)
The primary source for placement should be satellite images as there may be variations, however the distances below may help with placement:
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
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:
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 |
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 | 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! |
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).
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
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).
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)
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 |
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 |
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
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 |
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 |
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.
To do this, the following steps can be followed:
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.
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:
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
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
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
Jet bridges will not work in flight mode for pilots until this tick box is selected
Editors must ensure that even jet bridges that are green comply with Step 5 below
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
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
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 |
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.):
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)
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
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
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
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")
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
Don't add centerline lights to stand lines unless specifically stated in available airport documents
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"
The purpose of the Reviewer Team is to:
*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 |
Reviewers are selected by the Airport Moderators based on a number of criteria, including, but not limited to:
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.)
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
The following procedure outlines how to pick an airport that is awaiting 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
The following procedure outlines the order in which to follow when reviewing an airport:
If a Reviewer is unsure about previous feedback, they should contact the previous Reviewer to seek clarification to ensure all feedback is consistent
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
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
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
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
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):
Most of the time the runway is already in the correct position
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).
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 |
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 |
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 |