![]() ![]() Blast pad 1 and 2: these specify the length (in either meters or feet) of the blast pad.Markings 1 and 2: these specify the type of markings on each end of runway. ![]() They can be High Intensity Runway Lights (HIRL), Medium Intensity Runway Lights (MIRL), or Low Intensity Runway Lights (LIRL), or the runway may have no edge lights at all. Edge lights: runway edge lights are classified by the intensity of the light they produce.Shoulder: this sets the surface type of the runway shoulder, which is a small section of pavement beyond the runway found mostly in large airports.By default, the threshold is the end of the runway, so this is set to 0.0. Displaced Threshold 1 and 2: these specify how far from the end of the runway an aircraft is allowed to touch down, measured in feet or meters depending on your settings in the View menu.A runway in good condition should have a roughness of about 0.25. Roughness: this specifies how rough the runway is (and how much it bumps the plane around) when taxiing.Some important attributes whose significance may not be obvious are: Note that, for all attributes with “1” and “2” variants, the “1” end is the end you clicked first when drawing. At the very least, you should specify the runway width, the surface, and, of course, the name. (Note that the Latitude/Longitude Center, the Heading, and the Length attributes will all be calculated automatically from these.)īeyond these attributes, the order in which you input the data does not matter. Then, input the “Latitude 2” and “Longitude 2” coordinates. You should begin with the “Latitude 1” and “Longitude 1”–these are the coordinates of the first end you drew previously, which should have been the northern or western end of the runway. Using data from Airnav (or another source if you prefer), you will need to input all the airport’s attributes. Note that, for now, this does not have to be very precise–we’ll clean it up momentarily to make it pin-point accurate.Īfter your second mouse click, the green drawing line will turn into an orange outline, and the runway will appear in the object hierarchy pane, with a long list of attributes below it. For the sake of consistency, we recommend clicking first on the northern or western end (depending on the runway’s orientation) and clicking second on the southern or eastern end. Click once on one end of the runway, then again on the other end. Note also that you can place an orthophoto guide according to the Airport Customization tutorial to help visually check your scenery. In doing so, remember that there are 60 minutes of arc to a degree, and 60 seconds of arc to a minute, or use an online converter tool such as this one from the FCC. ![]() Note that you may need to convert between degrees-minutes-seconds of arc to decimal degrees. We can use these coordinates, together with the mouse pointer coordinates at the bottom of the scenery editing pane, to zoom in on our airport. Entering the elevation for KOJC Drawing the Main Runway Then, type in the ICAO identifier–in our case, KOJC. You can change these measurements to meters by clicking the Meters option in the View menu.) Using the Airnav database, we can see that KOJC has an elevation of 1096 feet above mean sea level.Īfter inputting the elevation, uncheck the “Has ATC” box if necessary (by default, WED assumes the airport does have ATC). (Note that, by default, this is in feet above mean sea level. Open the airport menu and click Create Airport.Ĭlick on the “unnamed entity” and give it a name–for our example, we’ll use “KOJC Johnson County Executive.” Before we can start laying down runways, we must first create a new airport. We begin with a new, empty scenery package. This tutorial assumes you have installed the latest version of World Editor, selected an airport to work on, created a new scenery package, and familiarized yourself with the World Editor interface, all per the Airport Customization tutorial. For our tutorial, we’ll create data anew for Johnson County Executive Airport (KOJC), the same airport used in the Airport Customization tutorial. Note that X-Plane’s official airport data is updated frequently, so you may want to check the Airport Scenery Gateway to see if there is an existing copy of the airport you’re building. It is related closely to the tutorial on airport customization that document does not deal with modifying the airport data itself, and this one doesn’t deal with the terrain or objects placed on an airport. This tutorial will walk through the creation of an airport from scratch, including runways, taxiways, air traffic control frequencies, and more. ![]()
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