This includes both airports because they interfere with each other in the default scenery. This caused me quite a bit of consternation in getting 3T7 to appear correctly before I realized 3W9 actually had no turf runway at the proper location and instead had an entire copy of 3T7 sitting on top of it! The airports have now been properly separated into two runways.
Changes
- Runway, apron and taxiway texture/coloration adjusted
- Parking faces towards the taxiway
- Parking spots without a North label are large enough for AI planes to spawn. Do not choose these locations if you are flying with friends as an AI aircraft will probably appear in the spot with you from their perspective. North parking uses sequential numbers to let you know if you will be next to another player
Additions
- Parking tees in proper locations
- Taxi lights at runway exits (requires EDHK light pack)
- Perimeter fencing of appropriate type and height
- (3W9) Parking included
Fixes
- Adjusted runway dimensions
- Windsock moved to center of seg-circle
- Trees removed to better expost seg-circle
- Cleaned up edge lines and matched tarmac edges
- Adjusted taxi lines to better match actual layout
- Pruned taxi signs, placed properly and removed IDs
- Removed trees from infield and from encroaching on approaches to both runways
- Autogen replaced with more appropriate buildings
- Island checked for proper tree coverage and water masking
- (3W9) Windsock placeed
- (3W9) Runway defined
Known Issues
- Light orbs over the tarmac cannot be removed
- (3W9) No AI planes spawn, this is by design. Runway does not include AI pathing
The pathing for AI parking is on a separate network to make it easier to keep the taxi lines straight. This may cause AI aircraft to not know you are on the taxiway and taxi through you. This should only happen on the main tarmac, and may not happen at all. This is just what happened in FSX.