Bko mods - mainly road vehicles, occasionally other stuff

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  • dview Question about your airport beacons. I guess I don't get it yet.
    I placed a land beacon (radar station) and created a line. Planes now fly, obviously following the route, but they never seem to reach the fake airfield although passengers are waiting.

    I selected 50Km as minimum, but never see a plane arrive. Anf id they do, how and where do they land? :/

    System: AMD Ryzen 7 7800X3D, 64 GB RAM, nVidia RTX 3060, Windows 11

  • The airfields themselves are completely invisible, you will see your aircraft slow down and stop kind of in mid air, you won't see a runway or terminal.

    And of course you will see the destination change. I haven't noted issues with picking up the passengers waiting.

    Reply in German if you want, but allow me to stick to English.

  • Ah, ok, this means that I won't have a landing and starting aircraft since there's no runway?
    That's a pitty and I seem to have it gotten wrong. I wanted to build a very small airfield for gliders and small planes. But all available airfields are way too big.

    System: AMD Ryzen 7 7800X3D, 64 GB RAM, nVidia RTX 3060, Windows 11

  • PeterLustig: In einer der Mods von Remi Gio gibt es ja einen kleinen Flugplatz, der nur eine Gras-Runway hat, die auch gleichzeitig Taxiway ist, also auf das Nötige reduziert.
    Aber leider sind da noch immer die "Trümmer" von Passagier- und Empfangsgebäude von Nöten. Wäre schön, wenn man diese durch kleine Gebäude ersetzen könnte, damit es am Ende wirklich nach einem Segelflugplatz ausschauen würde.


    Ich hege ja immer noch Hoffnung, dass sich ein Bastler dessen irgendwann einmal annimmt...

    Der Mensch ist nicht das, was er vorgibt zu sein - er ist das, was er verbirgt!

  • Here the invisible airstrip PeterLustig .

    The run way is very short, aircraft make a hard stop when lading before taxing a little.

    Upon take-off the aircraft use way more than the airstrip is long.

    So that it is not completely lost you will get a windsock on the map at the passenger entry point.


    I haven't tested in full, but think the Grass Airfields from Remi Gio are way better.

    Also I recall from my attempts with the helicopter flights that take off will always require a decent bit of runway, that seems to be just how the game is setup.


    Unless someone finds good use cases for this I'll leave it to be the here attached Beta test version only.

    But do let me know your opinion.

  • Thanks for the quick work.

    I will try it out. A short hard stop may not be realistic, but then we work virtually with safety ropes like on an aircraft carrier ... ;)

    Der Mensch ist nicht das, was er vorgibt zu sein - er ist das, was er verbirgt!

  • I just had to give that a try myself too, and it seems to work, though the carrier is way bigger than what PeterLustig had in mind.

    Too bad the carrier seems to be missing a metal gloss material. But it would offer enough space for an airport with multiple terminals.

    Ok maybe that one will get on the to do list ... let's see.


    First I'm back to some T3 modding now. The dispatch pack is almost done.

    Then the Airport marshall and a new KI traffic set, before the final clean-up of the duplicate files in the various mods.

    Backwards testing on the set is looking good so far, I am creating a new asset, so will probably provide an update to hide the old assets.

    Currently I've done so for myself by setting the availability of the old construction files to from/to the year 999999. It didn't recognize a hidden=true. If there is a better way, please let me know.

  • A test line-up of the re-made T3's.

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    Reply in German if you want, but allow me to stick to English.

  • Here the invisible airstrip PeterLustig .

    The run way is very short, aircraft make a hard stop when lading before taxing a little.

    Upon take-off the aircraft use way more than the airstrip is long.

    So that it is not completely lost you will get a windsock on the map at the passenger entry point.

    WOW ! Thanks so much! It is fine that planes need some way to take off. That's realistic. But this way it seems like I can build a very tiny airfield without any boundaries, terraforming and so on.
    I have the grass strips and small airfields from Remio Gio, but they are still way too large for what I'd like to do.
    Although being reduced in size they are still kind of huge and thus not useful for me. Will show you what I did, but first have to try your invisible strip now! :love:

    System: AMD Ryzen 7 7800X3D, 64 GB RAM, nVidia RTX 3060, Windows 11

  • Yeah, it's great! Just tested it and it works - so far. Yes, the instant stops looks a bit hard, but that's ok. :)

    What's even stranger is that the planes do not gain enough altitude when taking off. As a result they "dive" into the ground and keep on flying underground below the mountains, just to reappear somewhere.

    Looks really scary, when planes fly over the street low-flying under the radar, but funny then, when disappearing.


    My airstrip is really high in the mountains. Maybe the game itself has an issue with high flying planes, as I saw other planes (from other airports) crashing into the mountains, too and then sliding along the side before lowering altitude again in preparation for landing.





    System: AMD Ryzen 7 7800X3D, 64 GB RAM, nVidia RTX 3060, Windows 11

    Einmal editiert, zuletzt von PeterLustig ()

  • Ok, just tested it with the smal grass airstrip and it's the same. It's a matter of the maximum altitude the planes fly at. The game doesn't allow them - obviously - to fly in high altitudes which causes them to slide along mountains and the ground if the airport is placed in a certain altitude. That's really bad. No plane flies that low, except for small machines, but even they would gain altitude to not crash into mountains. 🤦‍♂️

    This way I cannot realize my mountain airfield.

    System: AMD Ryzen 7 7800X3D, 64 GB RAM, nVidia RTX 3060, Windows 11

  • I helped myself now by placing several hidden airfields like waypoints and placed them in valleys and on hills, partly hidden under trees. This way my small planes follow now a route and do not look to moronic while flying. Well, in the last part, when making a turn heading to the runway, they still slide along a mountain but then descent, flying low over the plateau and land. For some simulated motor gliders it's ok I guess. At least for the moment. :)

    System: AMD Ryzen 7 7800X3D, 64 GB RAM, nVidia RTX 3060, Windows 11

  • Sportflugplatz mit BKO's unsichtbarerer Landebahn

    So on flat terrain it works perfectly.

    The abrupt stopping is of course a small shortcoming, but it's okay.

    The passengers are perhaps a little too far forward, as they regularly have their heads knocked off their shoulders when planes land ;)

    Der Mensch ist nicht das, was er vorgibt zu sein - er ist das, was er verbirgt!

  • Now I need to conclude on the T3 or I keep adding more ^^

    For the dispatch (&military) pack 5 more new liveries.

    Also added a black ladder and imperial to the add-ons. Now you can only use one add-on for a vehicle (unless I already set some by default), but you can place the add-ons without a vehicle and so you should be able to combine a few.


    Add-ons included (left to right):

    -Imperial

    -Single amber rotary light (off)

    -Single amber rotary light (on)

    -Taxi sign (off)

    -Taxi sign (on)

    -Top turn lights (they go on with activation of my standard turn lights)

    -2 Hella lights (turn on with my standard 'other' light setting)

    -4 Hella lights (turn on with my standard 'other' light setting)

    -Roof studs

    -1 ladder

    -2 ladders

    -Imperial in black steel

    -1 ladder in black steel

    -2 ladders in black steel

  • OMG! To be honest, the place-anyware rotary lights are just a brilliant idea! Am I right seeing that the blue and red rotaries are included as well?

    This will mean so many more emergency vehicles :D:love:


    and yes, I also do appreciate your precious work on the T3 additions ;)

  • OMG! To be honest, the place-anyware rotary lights are just a brilliant idea! Am I right seeing that the blue and red rotaries are included as well?

    This will mean so many more emergency vehicles :D:love:


    and yes, I also do appreciate your precious work on the T3 additions ;)

    No it's only a single amber rotary light that's an add-on.

    Reply in German if you want, but allow me to stick to English.

  • The T3 are cleaned and tested. The base pack is fully complete, I'll upload it once I have completed the others too. But it's down to just updating the images and mod text.

    There are a few changes in the mod structure;

    A lot of the materials are now defined as Bko generic, therewith these are shared with my other mods where possible and therewith improving the performance as fewer images need to be loaded.

    The Base pack will now contain all the catalogue colors, not just the white one. The previous Color&Brand pack will only contain the branded ones in the new version.

    Furthermore there now is just one asset for the T3 Caravelle & T3 Transporter, the configuration menu is setup similar to my Cars of the 90's mod.

    The gimmick you'll get upon 'no' selection is an Elephant (not animated) which can be scaled using the rotation setting for the front wheels.

    And as noted earlier the add-ons options have increased.


    For use on maps where my current T3 mods are enabled I expect 90% backwards compatibility. Meaning driving vehicles will adopt the new mod (if of course installed after the current), assets will only update their meshes and materials, but they will not get the new roofdetail and will not adopt the new configuration menu. I will provide a seperate mod that will hide the current asset menu items but will still provide you the option to change the configurations of the assets already on your map and with 1 or 2 exceptions they will get the new roof detail when any parameter is changed.


    Still to do is the Road Traffic mod and I want to investigate the option for license plate choices in a mod settings menu for the driving vehicles. All catalogue colors now have a dealer plate, so either 'T3 Caravelle' or 'T3 Transporter'. I may reach out doug. An alternative is however to get the Road traffic pack to update the license plates, simply by providing new .mdl files, similar to the Cars of the 90's I will probaly make country specific Road traffic sets, with 1 or 2 T3 Caravelle and 1 or 2 Transporter.

    If someone wants to run a test, just to see if I overlooked any description or other, pls let me know.