One of the key design decisions in Traffic Global was to avoid using any additional files to help with navigation, and to avoid any special, Traffic Global-specific rules or encodings. All the data needed comes directly from files that are required by X-Plane itself and would be fully used by X-Plane itself. Although this does […]
Although Traffic Global comes as standard with over 1,000 liveries there are still around 1,000 more that are referenced in the standard traffic database that are not provided. In an ideal world, every single referenced livery would be provided but the reality is that creating an additional 1,000 liveries requires a lot of time, and […]
When Traffic Global reads a schedule file (BGL) and tries to find the correct aircraft model to fly a particular route, there are several rules in place about how it does this. Obviously the first thing it tries is an exact match with the aircraft name that is used in the BGL, and this name […]
Originally published on https://www.justflight.com/articles/developers-diary-traffic-global-for-xplane-11 Welcome back, and congratulations on your persistence if you’ve been here from the start! This month’s diary needs to take a bit of a step back which, as will become clear, is very appropriate. I’d like to talk about something that happened during the internal beta, and I need to start by […]
Originally published on https://www.justflight.com/articles/developers-diary-traffic-global-for-xplane-11 Welcome back! So far in these diaries I’ve been trying to talk a bit about what the development of something like this feels like from the “other side”; not just a “what I did on my summer holidays”-type essay in multiple parts, but what the thought processes and drives are for someone […]
This has been a busy month to say the least. Firstly, the beta was announced last month which puts a certain amount of pressure on. More than that, it’s been a time of gathering threads together and trying to join them together without using too many granny knots.
Last month I made a promise – no more talk about traffic schedules – and you’ll be pleased to hear I plan to keep that promise, not least because it makes my head spin. This month I’ll dig a little deeper behind the scenes; we’ve already talked about the models, and the schedules, so next we need to tie the two together and track which planes are where, and a lot more besides. Oh, and (drama pause): Framerates.
After dealing with providing aircraft models and the actual traffic database – at least partly – last month, it’s time to take a step back and look at some of the design choices that were made, and why.
Last month if you recall, we found out that X-Plane makes it rather harder to add AI traffic than Prepar3D and briefly talked about the two different areas that will need to be covered – providing the routes and models, and getting the sim to use them.
Welcome to the dev diary for Traffic Global for X-Plane – TGXP to friends. I’m going to be talking about how this came about, what it does, what it doesn’t do, why, and quite a lot of what goes into making it work. There’s going to be a certain amount of techy background detail – hey, it’s a dev diary – but I want this to be open to anyone with a little interest in what goes into making your sim a nicer place to be.