Montreal Patch V1.1 [Released Feb 4th 2013]

trollcopter33
Posts: 1

Re: Montreal Patch V1.1 [Released Feb 4th 2013]

Post by trollcopter33 » Wed Feb 06, 2013 3:24 pm

Great update!

Just wondering, will the gate names be fixed in FSX as well? They still say Ramp Mil Cargo
george[flytampa]
Site Admin
Posts: 3868

Re: Montreal Patch V1.1 [Released Feb 4th 2013]

Post by george[flytampa] » Wed Feb 06, 2013 4:17 pm

trollcopter33 wrote:Great update!

Just wondering, will the gate names be fixed in FSX as well? They still say Ramp Mil Cargo
No, FSX needs them to prevent the horrid stock service vehicles invading.
henry
Posts: 19

Re: Montreal Patch V1.1 [Released Feb 4th 2013]

Post by henry » Wed Feb 06, 2013 5:11 pm

trystanv wrote:Will the patch have any effect on AES? as in will it still work seeing as how you modified the AFCAD
Have AES.

Also like to know about compatibility new Afcad with AES as a couple of gates have been added, Nr. 87 etc.

Or is a re- install necessary of both CYUL and the new AES v 2.26
george[flytampa]
Site Admin
Posts: 3868

Re: Montreal Patch V1.1 [Released Feb 4th 2013]

Post by george[flytampa] » Wed Feb 06, 2013 5:19 pm

henry wrote:
trystanv wrote:Will the patch have any effect on AES? as in will it still work seeing as how you modified the AFCAD
Have AES.

Also like to know about compatibility new Afcad with AES as a couple of gates have been added, Nr. 87 etc.

Or is a re- install necessary of both CYUL and the new AES v 2.26
I don't know, sorry. I'd guess it would work but the AES gates will have the older numbers. Best to ask the AES guys if they plan to update it.
henry
Posts: 19

Re: Montreal Patch V1.1 [Released Feb 4th 2013]

Post by henry » Thu Feb 07, 2013 3:57 am

Got a reply from Aerosoft, they are hoping to up-grade the AES for CYUL this weekend.
LCLK
Posts: 17

Re: Montreal Patch V1.1 [Released Feb 4th 2013]

Post by LCLK » Thu Feb 07, 2013 4:14 am

Just a quick heads up for CYUL. Great Airport.. Love it. i found tho that Gate 72 is missing from the AFCAD. Unless it has to do with the Gate 56/56B being a Heavy gate and if a widebody aircraft parked there there is no space at Gate 72.
Rolfspan
Posts: 6

Re: Montreal Patch V1.1 [Released Feb 4th 2013]

Post by Rolfspan » Sun Feb 10, 2013 12:59 pm

This is curious. I have downloaded and installed Patch v 1.1 but no change in FSX nor P3D. I downloaded correct FSX/P3D version and installed in correct root folder. Everything still shows up s Military .......
Any ideas?
Rolf
george[flytampa]
Site Admin
Posts: 3868

Re: Montreal Patch V1.1 [Released Feb 4th 2013]

Post by george[flytampa] » Sun Feb 10, 2013 1:04 pm

Rolfspan wrote:This is curious. I have downloaded and installed Patch v 1.1 but no change in FSX nor P3D. I downloaded correct FSX/P3D version and installed in correct root folder. Everything still shows up s Military .......
Any ideas?
Rolf
The MIL CARGO spots were only removed in FS9. They have to stay in FSX unfortunately.
trystanv
Posts: 11

Re: Montreal Patch V1.1 [Released Feb 4th 2013]

Post by trystanv » Sat Feb 23, 2013 9:23 am

I downloaded the installer but everytime I try to run it I get the following error message :
Windows cannot acces the specified device, path or file. You may not have the appropriate permissions to acces the item
Any ideas? And yes I try to run it as an admin, no change. Also disabled anti virus in case it was blocking it somehow
benclark
Posts: 10

Re: Montreal Patch V1.1 [Released Feb 4th 2013]

Post by benclark » Fri Sep 06, 2013 4:11 am

george[flytampa] wrote:
Rolfspan wrote:This is curious. I have downloaded and installed Patch v 1.1 but no change in FSX nor P3D. I downloaded correct FSX/P3D version and installed in correct root folder. Everything still shows up s Military .......
Any ideas?
Rolf
The MIL CARGO spots were only removed in FS9. They have to stay in FSX unfortunately.
George you may or may not know me from developing for the AI world but coming from that side of development I have to ask is there no way you could redesign your vehicles as having the spots coded ramp_mil_cargo essentially screws up the AI system big time. Are the vehicles in a separate bgl file so could be removed if desired? I'm looking at buying the scenery but AI is obviously very important to me and I'd rather have aircraft moving and flowing smoothly as they should over a few ground vehicles.

Thanks, Ben Clark
hero93
Posts: 6

Re: Montreal Patch V1.1 [Released Feb 4th 2013]

Post by hero93 » Fri Sep 06, 2013 5:56 am

The CYUL AFCAD was designed with special attention to AI, as AI is very important to me, as well.

You should not recognize any disadvantages from the Mil_Cargo Spots.
benclark
Posts: 10

Re: Montreal Patch V1.1 [Released Feb 4th 2013]

Post by benclark » Fri Sep 06, 2013 6:33 am

Assuming that ALL spots are coded ramp_mil_cargo then yes you are technically correct however I assume that there are also GA coded spots and possibly regular cargo spots? If not then things have to be very carefully set up with radius and with parking codes and any gates with no parking codes (wise to allow for different peoples set ups and future new airlines) are potential spots for now a cargo plane or GV to suddenly park at. Ignoring the parking types really does affect a large part of how ADE files are designed to work.
hero93
Posts: 6

Re: Montreal Patch V1.1 [Released Feb 4th 2013]

Post by hero93 » Fri Sep 06, 2013 6:50 am

They are all Mil_Cargo spots, this was requested by George.

All Spots in the terminal area have parking codes and the radii were set to work with the common Freeware AI-Aircraft.

If you still encounter major AI-Problems I will upoload an AFD-File with the correct Types or send you the original ADEX File, so you can do the changes yourself. The only disadvantage of the "normal" Parking spots are the default pushback and baggage cars, but they can be disabled globally via the FSX Settings.
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