Infinite Flight Airport Editing Guide IFAE Beginners

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INFINITE FLIGHT AIRPORT EDITING
Beginners Guide
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
TABLE OF CONTENTS
Infinite Flight Airport Editing ......................................................................................................................... 4
Getting Started ................................................................................................................................................ 5
Important Vocabulary ................................................................................................................................ 5
Useful Links ................................................................................................................................................. 6
Airport Editing Infos ............................................................................................................................... 6
Airport Information ................................................................................................................................ 6
Signing Up .................................................................................................................................................... 7
Required Accounts ..................................................................................................................................... 7
GitHub ...................................................................................................................................................... 7
Slack .......................................................................................................................................................... 8
Required Downloads .................................................................................................................................. 9
World Editor (WED) by Laminar Research .......................................................................................... 9
Airport Repository ................................................................................................................................ 10
SASPlanet ............................................................................................................................................... 10
WED-o-Maker ........................................................................................................................................ 10
GitHub Desktop (optional) .................................................................................................................. 11
Setup ........................................................................................................................................................... 11
Organized Folder Structure ................................................................................................................ 11
WED ........................................................................................................................................................ 11
SASPlanet ............................................................................................................................................... 12
WED-o-Maker ........................................................................................................................................ 12
The First Airport ............................................................................................................................................ 13
Preparations .............................................................................................................................................. 13
Check Satellite Images ......................................................................................................................... 13
Check GitHub and Get Assigned ........................................................................................................ 13
Import apt.dat or Create a New Airport ........................................................................................... 14
Download Satellite Images ................................................................................................................. 15
Airport Editing ........................................................................................................................................... 18
Basic WED tools .................................................................................................................................... 18
Airport Settings and Equipment......................................................................................................... 21
Runways and Helipads, PAPIs and VASIs .......................................................................................... 23
Nodes ..................................................................................................................................................... 27
Snapping ................................................................................................................................................ 29
Taxiways and Buildings ....................................................................................................................... 31
Lines and Lights .................................................................................................................................... 32
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Spawns ................................................................................................................................................... 36
Airport export ............................................................................................................................................ 39
Troubleshooting........................................................................................................................................ 39
Transparent/Invisible Taxiways .......................................................................................................... 39
Wrongly Orientated Lines and Lights ................................................................................................ 40
Failing Airport Export ........................................................................................................................... 41
Reviewing Process .................................................................................................................................... 41
#peer-review ......................................................................................................................................... 41
Official Review ....................................................................................................................................... 42
ILS Adjustments After Review ................................................................................................................. 42
Airport Editing Checklist............................................................................................................................... 43
WED Shortcuts ............................................................................................................................................... 44
Menus ......................................................................................................................................................... 44
File ........................................................................................................................................................... 44
Edit .......................................................................................................................................................... 44
View ........................................................................................................................................................ 44
Select ...................................................................................................................................................... 44
Airport .................................................................................................................................................... 44
Tools ........................................................................................................................................................... 44
Table of Figures ............................................................................................................................................. 45
Image Sources ........................................................................................................................................... 45
Disclaimer ...................................................................................................................................................... 46
Acknowledgements ...................................................................................................................................... 46
Team ............................................................................................................................................................... 46
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
INFINITE FLIGHT AIRPORT EDITING
Have you ever wondered why airports in Infinite Flight by Flying Development Studio look how they
look? Who helped Laura and the others to add lines years ago? Who made the layouts of San
Francisco, Saint Marten and Amsterdam change? Who extended the runway length at Birmingham?
It’s the work of the editors in the Infinite Flight Airport Editing Team! Since the launch of global was
announced back in 2016, the group is constantly growing many users wanted to edit their favorite
aiports or their home airport for global release scheduled for 2017. Many people stayed with the
team after their wish list was done and continued with airports they had never heard of before to
contribute to everyone’s experience in Infinite Flight of the future. You’ve probably already seen
them on the Infinite Flight Community in the Infinite Flight Global Airport Tracking Thread.
Do you also have a local airport or a wish list of airports you want to see in Infinite Flight? You can
join the Infinite Flight Airport Editing as well! If you don’t know what skills and what software you
need, this is the document you need to read! It will cover the entire editing process from the
moment you apply until your airports are present in Infinite Flight.
Once you finished reading this and you are sure you want to become an Infinite Flight Airport Editor
apply by mailing us at:
contact@airportediting.com
Alternatively, you can also use the form on our website.
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
GETTING STARTED
Once you join Infinite Flight Airport Editing, you will need to learn lots of new things to become a
successful editor. It is totally normal that the first airport is not a masterpiece; however, the better
you read this tutorial and check other sources listed in this script, the higher the quality of your
first airports and the less disappointments will occur. Don’t forget that everyone involved in Airport
Editing will happily support you if you have any questions. You will learn more on how to get
support and answers later in this tutorial.
IMPORTANT VOCABULARY
In this tutorial, you will come across lots of wordings you may not have heard before. To help you
understand the explanations given more easily, you can find a list with frequently used “Editing
Vocabulary” below.
Word
Synonyms
Meaning
Node
Vertex (pl. vertices)
Fix points used to form lines and polygons in
WED
Overcurving
“Cosmetic” issue with curved lines causing
unrealistic shapes.
Spawn
Ramp start
Object in WED that is used to set the start
location for aircraft in IF
Snap(ping)
Practice to connect nodes of taxiways and
lines to avoid gaps
Orthophoto
Image with coordinate information to
position it in WED for editing
Repo
repository
Location of all IF airport files on GitHub
Issue Tracker
GitHub page where the progress on airports
is documented and tracked
Scenery Package
Folder that can be created and opened in
WED to edit the airport in
apt.dat
Airport file
File used to save the airport for Infinite Flight
once it’s completed
ICAO code/identifier
Airport code,
airport identifier
Unique code used to identify all major
airports in the world
.kml file
File containing geographic data e.g.
coordinates for orthophotos
AGL
Height,
“Above ground level”
Height or elevation above the ground, used
e.g. for tower height
MSL
Elevation,
“Mean sea level”
Elevation of e.g. the airport above the sea
level (=0 ft MSL)
Isle of Man
English Channel
Island located in the English Channel,
sometimes said to be in the Irish Sea
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USEFUL LINKS
Apart from this main tutorial on Infinite Flight Airport Editing, the web offers loads of information
on Airport Editing. You can find links to the main official sources below.
AIRPORT EDITING INFOS
Find information on airport editing and additional tutorials at:
www.airportediting.com Our official website, offering all tutorials available
Visit our YouTube channel Helpful tutorial videos on several topics
Visit us on Instagram Follow our progress, new airports are posted regularly
AIRPORT INFORMATION
To find information on airport facts and figures, we recommend these websites:
www.worldaerodata.com www.apxp.info
www.aircharts.org www.airnav.com (US and Canada only)
www.rocketroute.com www.gcmap.com
www.opennav.com www.flightplandatabase.com/tools
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SIGNING UP
Once you come to the conclusion that you want to volunteer as an Airport Editor, the first step you
take is sending an email to contact@airportediting.com. This mail doesn’t need to be a detailed
application you would submit for a job offer at Airbus, Boeing, Google or wherever you would like
to work, but we would ask you to at least include the following:
Subject, e.g. Join request, Infinite Flight Airport Editing
A short text stating that you want to become part of the team, don’t send empty mails, that
may get you a reply like “What do you want me to tell?” or, even worse, no reply at all (the
people managing our inbox may be veteran editors but they can’t find out your intentions
by looking at an empty screen)
Things you may include additionally:
Your user name on the Infinite Flight Community
Your GitHub user name in case you already have one
This information will help us to make you a member with all abilities quicker and may also help us
to find out who you are. It doesn’t happen very frequently, but in very rare cases we may restrict
access to the team if it turns out you are known for unruly behavior on the IFC.
Some important things you may want to consider before joining:
Even though the Editing Team consists of numerous nationalities and individuals speaking a wide
range of languages, a good command of English is recommended. You may get help by some
editors that are fluent in your mother language, especially if you speak German or Spanish;
however, you will almost certainly get your review results after submitting an airport in English.
Furthermore, the main language used in our conversations is English.
Once you have applied via mail, it may take some days until you get a reply. In extreme cases, it
may take us up to 7 days to reply, but usually a reviewer will handle your request within a few days.
Weekends are the best time to contact us since our reviewers are very active during this time of
the week.
As soon as your reply is handled, you will get an email including some information on tutorials and
software as well as some setup instructions. Additionally, you will get an invitation link to our group
chat. All steps explained in the email are also covered in this document.
REQUIRED ACCOUNTS
In addition to our welcoming email, we will also invite you to join our Slack group. In case you
included a GitHub user name, you will get an invitation to our organization as well, if not, you are
asked to create an account in the setup process and to inform a supervisor about the user name
in a private message.
GITHUB
Infinite Flight Airport Editing uses GitHub to organize and store airport files accessible for all
members. Moreover, team members can create issues and are assigned to them to keep track of
who is doing which airports. To create an account on GitHub visit github.com. If you already own
an account, all you need to do is tell us your username, either in the application email/form or in a
private message to a supervisor after joining us on Slack. If you didn’t own an account before
joining Airport Editing, create one and let us know your user name. Either way, you will get an
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
invitation to our GitHub organization granting you read access. This is needed so supervisors can
assign you to issues and so reviewers can tag you once they upload your airport to the repo.
GENERAL RULES
Don’t share the link to the GitHub repository. There were several occasions where outside
users messed up the issue tracker requiring a cleanup by supervisors afterwards.
Always search before creating an issue, we don’t want to have duplicates since GitHub
doesn’t allow for issues being deleted.
You may only be assigned to three issues at a time. This will be enforced by supervisors.
Don’t close issues unless you are a supervisor. In case you want to give up on an issue,
comment it in the issue and our staff will take care of your request. Having the airport sent
for review is also no reason to close an issue.
Don’t work on Airports with a closed issue nor create a new one to update the airport.
Always ask a supervisor to reopen an issue for an airport requiring updates and provide a
good reason for additional work on the completed airport (e.g. new terminal was built, new
runway was built, runway was extended/ closed etc.) Airports won’t be reviewed if the issue
is closed or if no issue exists.
SLACK
Slack is our way to communicate with each other. As soon as we welcome you, you will get an email
inviting you to our Slack group chat. All members are asked to join the group. Slack is your place
to go for questions regarding editing, feedback on your airports and much more. As a member,
you will be able to join the public channels and to start private conversations with other members.
Slack will also be the place where we manage the number of members in the team. We don’t
require editors to edit one airport per week but we ask for a certain level of activity. From time to
time you will see announcements asking you to react in a limited period of time so we can remove
inactive members. To make recognizing you easier it is recommended that your Slack username is
similar to the GitHub one. You can still set a different display name.
You can use Slack in your browser or you can download the app for PC, Mac OS and your
Smartphone.
GENERAL RULES
Basic rules for conversations apply. We do not have a strict “only G rated content” policy
active nor do we generally restrict controversial topics, however, all conversations should
be held in a civilized manner. Failure to follow this basic rule will be dealt with on a case by
case basis. Posts insulting other team members may be subject to removal by supervisors.
Be active regularly to check the chat for news and announcements, also regarding editing
rules.
Try to use the different channels (see next chapter) for the topics they are created for.
Don’t share internal conversations with non-editors.
Main language used in the team is English. All editors are asked to chat in English in public
channels. If you want to have a conversation in your mother language with other people,
use direct messages or group chats.
Please use the Deletron App at www.slackdeletron.com to clear storage regularly (at the
latest we will ask you to do so in #announcements). We use a free plan and only have 5GB
of storage available for our team.
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CHANNELS
The Slack chat consists of several public channels with different purposes. Try to use the right
channel whenever you start a public conversation.
#announcements
This channel is used by Airport Editing supervisors to announce new or
changed editing rules, new software or tutorials and for administrative
announcements e.g. removal of inactive members.
#discussion
All general questions on editing (e.g. “which line type should be used
here?”) go here.
#peer-review
Once your airport is completed you can upload it here to get a review
by other members. This can help avoid rejections in the official review.
Find more details on this channel in the chapter on the review process.
#sas
If you are unable to get accurate satellite imagery for your airport,
request your airport here to get help from other members. Further
details are located in the “SASPlanet” chapter.
#tracking
All activities on GitHub are posted by a bot here.
#off-topic
All conversations not related to editing go here, from aviation news to
that cute cat picture you want to show your fellow editors.
#github-names
This channel may be in use whenever inactive members are about to
be removed. Comment your GitHub user name so we know who will
remain in the GitHub team.
Be careful when uploading/using important files and messages in Slack chats: Since our team is
running on a free Slack plan, only the latest 10000 messages will be displayed. Older messages will
be archieved automatically. As long as we don’t upgrade our team, these messages won’t be
accessible for us so don’t use Slack as a kind of online storage but download crucial files when you
get them, so they don’t get lost.
REQUIRED DOWNLOADS
Apart from lots of time you also need some programs for airport editing. All programs we use are
free and can be downloaded online.
WORLD EDITOR (WED) BY LAMINAR RESEARCH
World Editor is the core software for our project. WED is the program you use to edit the airports
with. The program is available for Windows, MacOS and Linux. The software is available at
http://developer.x-plane.com/tools/worldeditor/ as a .zip download. Always download the latest
stable version.
HOW CAN I GET HELP QUICKLY WHEN NO OTHER EDITOR IS UP?
Type /i-need-help in any channel on Slack and all of our tutorials will be linked.
Type /airport-info to get links to airport info websites
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AIRPORT REPOSITORY
The airport repository the repo” is
our airport database. The airports
are saved as .dat files which can be
opened with World Editor. Since
we highly recommend to import
the existing airport files for editing,
you need to download a copy of
the repository on Github or using
GitHub Desktop. You may want to
update your download every now
and then to have the latest
versions of airports on your hard
drive. To download a .zip copy of
the repo go to “code” page of the
Airport Editing GitHub team and click on Clone or Download” then select Download ZIP”. Unzip
the folder to you Airport Editing folder after the download is done. If you are using GitHub Desktop,
select “Open in Desktop”.
SASPLANET
You may already have
wondered how editors are able
to create accurate airports. The
answer is simple: We use
software that provides
orthophotos for import into
WED. Our preferred software is
SASPlanet. This program is
capable of exporting ortho-
photos as well as their
respective coordinates from various sources like Google Earth, Bing or Yandex Maps in selectable
quality. SASPlanet is only available for Windows and Linux unfortunately. MacOS users can either
use the software “WED-o-Maker” or request SAS orthophotos in the #sas channel (recommended).
To download SASPlanet, search for “SASPlanet Nightly” using google. The first result should show
“Nightly SASGIS”. Selecting this result will lead you to a page where SAS is downloaded
automatically as a .7z file which can be opened using programs like 7-zip (available at www.7-
zip.org).
WED-O-MAKER
In case you are a Mac user and you want to use WED-o-Maker, you need to know that WED-o-Maker
only has Bing maps and that it tends to be outdated. In contrast to SASPlanet, WED-o-Maker will
import imagery directly into WED. To use WED-o-Maker you will furthermore need Java installed
on your computer. The software can be downloaded online from a google drive page linked at
https://wedomaker.wordpress.com/download/ and comes in a .zip file.
Picture 1: Downloading the repo through github.com
Picture 2: Download Page for SASPlanet Nightly
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GITHUB DESKTOP (OPTIONAL)
As mentioned in the repository download chapter, you can also get your copy of the airport
repository using the GitHub desktop app. It’s available at www.desktop.github.com. The program
is optional if you are a normal editor. Once you are granted pull access, meaning you can submit
your airports to the repo without review, GitHub Desktop is needed so you can sync your changes
to the repo.
SETUP
After downloading all necessary software, it’s time to set everything up for editing. Most of the
programs you downloaded are stored in .zip or .7z files and only need to be unpacked. Several
require a special setup nevertheless.
ORGANIZED FOLDER STRUCTURE
A helpful tip to keep your Airport
Editing files at one place is creating a
folder for it on your desktop. Since we
don’t ask you to download a demo
version of X-Plane you even need a
special folder structure required by
WED.
We recommend that everyone
creates a folder called “Airport
Editing” or whatever you want it to be
named. In this folder, you must create
two folders which are called “Custom Scenery and “Resources”. Correct spelling is important here
since these will be the folders WED is going to work with. Apart from that you can also save the
unzipped folders for SAS, the repo and programs like WED or GitHub Desktop here. A folder for
SAS imagery can be handy as well.
WED
The setup of WED is easy. Once the
download is completed, extract the .zip
folder to your “Airport Editing” folder.
Windows should be able to do that,
otherwise you’ll need 7-zip or a similar
program. For easy access, you can pull
WED.exe out of the folder. The rest of the
folder is not needed and can be deleted.
To complete the setup of WED, open the
program. You will be asked to pick your
X-System folder”. Click on “Select X-Plane
Folder” in the lower right and navigate to
your “Airport Editing” folder that contains
the “Resources” and the “Custom
Scenery” folders. After that, WED is ready for
use and you can create your first scenery package.
Picture 3: Typical Airport Editing Folder Structure
Picture 4: WED's appearance when opening it for the first time
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SASPLANET
The setup of SASPlanet is quite easy as well. However,
you won’t be able to extract the .7z file you
downloaded without 7-zip, WinRAR or similar
programs. To extract the file, right click the .7z folder
and select 7-zip Extract files. You can then select a
place, preferably your Airport Editing folder, where
SAS should be extracted to. Once this is done you can
open that folder and create a shortcut to the
SASPlanet Application in your Airport Editing folder so
that you can access it more easily. SAS is ready for use
from that point, no further installations are necessary. To keep your satellite image supply up to
date it is recommended that you get a new version of SAS every now and then.
Once an image source like Google Earth/ Maps updates its images it doesn’t take too long until a
new SAS version is available. Simply extract the new folder to your Airport Editing folder again,
copy the name of the old folder, delete the old one and name the new one after the deleted one
and your shortcut will work again with the updated version.
WED-O-MAKER
To get WED-o-Maker running on
your computer, all that you need
to do is unzip the .zip folder the
program comes in. If your
computer has Java installed, the
program will be launched in your
browser after a double click on the
.jar file (startup may take some
moments). The program will ask
you for your X-Plane folder in the
upper left corner. Enter the
directory of your Airport Editing
folder where your “Custom Scenery” folder is located in there. You should then be able to choose
the scenery packs you already created in WED in that bar.
Picture 5: Extracting the SASPlanet .7z folder
Picture 6: Landing page of WED-o-maker on first launch. Arrow indicates
where the directory of the Airport Editing folder has to be inserted
HOW DO I GET MY AIRPORT FOLDER DIRECTORY EASILY?
Windows: To get the directory of a folder easily just do a left-click in the folder directory shown
in the top bar of the folder. The directory will then be shown as a text and can be copied
instantly.
Mac OS: Access the folder and hit command+i. The appearing window shows the directory in
a visual way at “Where:” (e.g. User-Mark-Airport). Select that directory with your mouse and
copy it (command+c). The directory will be posted in the correct form when hitting
command+v.
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THE FIRST AIRPORT
Congratulations! You are ready to edit your first airport for Infinite Flight! The following chapter will
tell you how to do so starting with the preparations necessary before the editing process itself,
followed by the editing part and a troubleshooting chapter containing tips on the most frequent
issues.
PREPARATIONS
Before editing can start, there is still some work to do: satellite images need to be checked and
downloaded, GitHub has to be checked and some more things. The following chapter explains the
steps that are missing for a successful first airport.
CHECK SATELLITE IMAGES
So, you selected the airport you want to start your editing career with? Ideally, you already know
the ICAO or FAA identifier next to the airport name and maybe you already collected data like the
airport elevation or the ATC frequencies. Perfect! However, there is one thing you should have a
look at before you open an issue on GitHub the satellite images available for the airport. Open
SAS or WED-o-maker and navigate to your desired airport. If you are using SAS you can choose
from various maps. Construction sites, outdated imagery and low image quality can make editing
quite hard, especially for a new editor. If your desired airport has low quality imagery and/or
significant construction sites impeding editing in SAS or WED-o-Maker, consider postponing the
airport to a later date when more recent or higher quality imagery may be available to avoid
frustration and/or unassigning.
CHECK GITHUB AND GET ASSIGNED
Once you checked the available imagery,
your next step is visiting GitHub. As
stated in the very beginning of this
tutorial, every editor must announce
once he starts working on an airport. To
avoid duplicate issues, always search
before you create a new issue. Someone
else may already have created a
suggestion for your airport. To search all
issues in our GitHub repository, navigate
to the issue page of the “Airports”
repository and use the search bar (only
available in the desktop version of
GitHub.com, there is no search bar in the
mobile view). Type in the ICAO identifier
and run the search. You will then see a list of all open issues with the ICAO code you entered. Also
check the Closed” section in the results. An airport will be listed there if it has been redone already.
In case it is listed as “open”, check the labels attached to the issue.
Picture 7: The issue tracker - use the search bar indicated by the arrow
to search for the identifier of your airport. Use the "Labels" button to
only show airports with certain labels.
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Labels are added to issues by supervisors. They show the progress and priorities of airports. You
can also access airports with certain labels via the “Labels” button right next to the search bar on
the issue tracker. If an airport is labeled as “Being Redone”, another editor is already working on
the airport. If one label says “Suggestion”, no one is working on it and you can leave a comment in
the issue stating that you want to work on the airport.
If your search for the airport code didn’t show any results, you can create a new issue for the airport
by hitting the green “New Issue” button in the upper right. Enter the airport code as the issue title
and state that you want to do the airport in the comment. If the airport has a runway with a length
of 10,000 feet or above, also add this in the comment so the issue can be labeled correctly. A
supervisor will assign you as soon as possible if you are within the limit for assignments at this
time and will add the required labels.
IMPORT APT.DAT OR CREATE A NEW AIRPORT
Once you are assigned you can proceed with launching WED. Hit the “New Scenery Package” button
in the lower left. WED will add a new Scenery Package to the list. You can name it instantly by typing
something without clicking on anything before. If the Scenery Pack is saved as “Untitled 1” initially,
you can rename it by double-clicking/selecting and clicking on it. Enter a name that allows you to
identify the airport, so use something like the identifier or the name. Once you have more than
one scenery package, WED orders them alphabetically.
To open the scenery package and start with your airport select the scenery pack with a single left-
click on the scenery pack in the list and hit Open Scenery Package” at the bottom of the WED
window. The program will then open the editing window. Go to “File”- “Import apt.dat” (Ctrl+Shift+i)
and access your “Airports” folder you downloaded from GitHub and find your airport by its
identifier. The search bar in the folder window is very helpful for this task. Enter the folder with the
correct identifier and open the “apt.dat-file.
At this point, there are three different scenarios that can apply to your airport:
1. You can import a basic airport from the repo
2. You can import an empty airport file with the airport coordinates from the repo. The folders
of these airports are marked with “[-]”
3. You have to create an entirely new airport
If the last scenario applies, you won’t get any results in the “Airports” folder. However, this is very
rare and only applies to a small number of airports (mainly tiny GA airports and brand-new
airports). To start your airport, go to “Airport”- “Create Airport” (Ctrl+Shift+i). A new, empty airport
will be added, named “unnamed entity”. You will have to add all information needed (including the
identifier and the airport name) manually later.
MY AIRPORT DOESN’T HAVE AN IDENTIFIER. WHAT CAN I DO?
Unfortunately, our repository only features airports that have an ICAO code or a FAA code.
Airports without an identifier are usually of a very low priority (tiny airstrips for private aviation
and similar). They cannot be added to our airport repository and won’t be added to Infinite
Flight consequently. Airports with a certain priority will have ICAO codes anyway.
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QUICK TIP
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If one of the first scenarios applies, you will be able to import an airport file. A popup in the style
of World Editor will open where the airport name is shown. Select the name and hit “Import”. The
airport will either contain some generic taxiways (Scenario 1) or only a windsock called “Airfield
Center” (Scenario 2). Usually, all airports are done from scratch when they have not been edited by
another editor already, so you may want to delete all features apart from the runways (they contain
some information we can use already) by selecting them or the groups they are in and hitting the
“Del” key.
DOWNLOAD SATELLITE IMAGES
With your airport file imported in WED, you can now download the satellite images you will use to
create the airport with. As a user of Windows, you can utilize both, SASPlanet and WED-o-maker.
SASPlanet is the recommended program however. As a Mac user, you can only use WED-o-maker
on your computer.
SASPLANET
The download of satellite images via SASPlanet might be a bit more difficult than importing it with
WED-o-Maker. While WED-o-Maker loads Bing images directly into WED, SASPlanet allows you to
choose the area you want to load freely, offers various image sources but has to be imported
manually into World Editor.
After opening SASPlanet, navigate to the airport you need images as you would do in a normal map
program like Google Maps or Google Earth. Either enter the airport name in the search bar or
navigate to it manually using your mouse. If you are using the search bar at the top of the SAS
window, you can choose which search engine you want to use for finding your airport in the
dropdown next to the search bar. Once you have found your airport, you need to check which
image source provides the most recent images with the best image quality. You can choose from
several sources at the dropdown menu in the toolbar. Google Earth, bing and Yandex usually offer
images for most of the places around the world. Other images may be available at certain places.
Once you have found an appropriate image source, choose the selection tool and select the airport.
You can either select the airport in a rectangular selection or in a polygonal selection. To reduce
the image size, you should rather use the polygonal selection, where you can create a free shape
around the airport by clicking around the airport. Change the selection type by clicking on the little
arrow next to the selection tool.
HOW CAN I USE SASPLANET IMAGERY AS A MAC USER?
Users of Apple computers are not lost with WED-o-maker as their only image source. Since
SASPlanet generates normal image files and coordinate files, Windows users can send you
images generated with SASPlanet via Slack! Just request your airport in #sas and inform the
other editors about the picture quality you want and the approx. file size your WED can handle
(see the SASPlanet chapter below for more information on the maximum image size)
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QUICK TIP
Picture 8: (1) Search Bar, (2) Source Selection, (3) Selection Tool
1
2
3
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
When the selection is completed, click the green check mark in the appearing popup window and
a new popup will appear after a few seconds.
The popup is called “Selection Manager”. The first
step to take in this popup is starting the download
of the images. Therefore, go to the “Download” tab
(the tab should usually be the open tab when the
popup appears) and select the zoom level you want
to download in the list on the right. You should at
least download images at zoom level 19, rather use
20 or 21 for very high image quality. Please note
that a high image quality results in a high file size
which might impact the speed and performance of
World Editor during editing. To start the download,
hit “Start” at the bottom of the window. A new
popup that shows you the download progress will appear. The completed download will be
announced by the text “The Task is completed!”. Return to the Selection Manager by clicking on the
blue rectangle at the lower left of the progress window. This time, you want to use the “Stitch” tab
to export the downloaded images
as an image file you can use in
WED.
The ”Stitch” page offers several
options to control image quality
and size. At first, select the image
format you want to use, common
formats are PNG or JPEG. In the
field below, select the folder you
want to save the images to (It’s
helpful to create an image folder in
your Airport Editing folder for
that). In the “Zoom” dropdown,
select the zoom level you
downloaded before. You can
furthermore change the image
quality in the lower left, 95%
usually works fine however. Since
you have to position the image at the correct location you must select a georeferencing file, most
of the editors use kml files. The kml file will later show coordinates for the corners of the image.
The Stitch” page is furthermore equipped with a menu to split the image in the lower right. This
might be necessary since World Editor can only handle a limited file size for a single image. This
limit may differ depending on the computer. Depending on the quality of your image and the
airport size the file size can go up to 100 MB. If the image appears blank in World Editor, the file is
too large and has to be split since WED will be able to handle the overall size of the image when it
is split into smaller portions. The performance of WED might go down in both cases. To split the
file, select how many pics should be cut in the “Split image” menu (Example: If you choose 3 in the
“horizontally” window and 2 in the vertically” window, SAS will produce 3x2=6 single images.) To
export the image(s), click “Start” once all settings are correct. You can close SAS after exporting is
completed.
Picture 9: Selection Manager, Download page
Picture 10: Selection Manager, Stitch page
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
The only thing left to do now is import the images into World Editor. Open the scenery package of
your airport and go to “File”- “Import Orthophoto…” and select the image(s) you generated for the
airport. Depending on your system it may take a while until the picture shows up. If you import
several images, all images will be placed on top of each other. To position them correctly, you now
need the generated kml files. Every image has a kml file with the same name that contains the
coordinates for the image corners. To enter the coordinates, copy one of them from the kml file.
Select one of the nodes of the image by clicking on it and copy the coordinate in the right section
in the lower right window of World Editor.
Of course, you have to enter the right coordinate at the right position and you will notice, that the
kml file only contains four coordinates (north, east, south west) but each corner needs two
coordinates. So how to enter the coordinates correctly? See the graphic below to learn how to do
it:
Picture 11: Which coordinate from the kml goes in which section
WED-O-MAKER
In contrast to SASPlanet, WED-o-Maker can be very easy to use. Once the airport is imported in the
scenery package/the new airport has been created at the correct location, save the changes, close
the scenery pack and close World Editor. After that, start WED-o-Maker and wait for it to launch.
You can then select the scenery pack you imported the airport into via the dropdown menu in the
toolbar. WED-o-Maker will go to the airport on the map automatically. Afterwards, select an image
quality level in the dropdown next to it. The entire map visible in the browser window will be
imported into WED by the program once you hit Make visible in WED”, so the only way to influence
the area you will see in WED later is zooming in or out and moving the map with the cursor. After
starting the loading process, the number of downloaded tiles (=parts of the picture) will be
displayed in the tool bar. Once the process is finished, you can open the scenery package in World
HOW DO I IMPORT MANY ORTHOPHOTOS QUICKLY?
You might be shocked by the number of pictures to import and position. However, it’s way
easier then it seems since you can use the following tips:
You can use the same coordinates for an entire row of pics (e.g. the north coordinates
of the upper row are the same for all pics in the row)
Once you have the first pics positioned you can snap the adjacent pics to them
Start with the corners and snap, the last pic won’t need any manually entered
coordinate anymore
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
Editor again. The loading process might take longer and the performance of WED might be
impacted. Once the launch is completed, you will see the satellite image imported in World Editor
and you can start working on your airport.
AIRPORT EDITING
With all downloads and installations completed, you are now ready for editing your first airport.
Editing will happen in World Editor. You will use the software to draw taxiways, taxi lines and
outlines as well as for editing airport numbers (elevation, runway lengths etc.) and spawn
information.
BASIC WED TOOLS
To create airports of a high quality it’s important to know the tool you use for that. World Editor
offers various tools and options for all elements.
The editing window of World editor comes split into three columns. For Infinite Flight airports, you
won’t need the left column (Libraries) so you can just minimize it by dragging the edge of the
column to the left. You then have a large editing column and a smaller column with an object list
including a search tool (top) and an option window (bottom). The width of the right column can be
varied by dragging the edge around. Your basic WED setting will then look like this:
Picture 12: Basic World Editor Setting with left (Library) column removed
Obviously, the different sections have different functions:
Editing Window
The editing window is the area where you draw and edit your airport. After selecting a tool, you
can either move the airport, separate nodes, draw lines and taxiways. You can also select objects
to edit them using the option window. Move around in the scenery by clicking with the right key of
the mouse while dragging with the mouse and zoom in and out with the wheel of your mouse.
Object List
Option Window
Editing Window
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
Object List
The object list shows all objects used in your airport. They are automatically named and don’t need
any edits in the first place. Only spawns have to be named with suitable names or according to
charts. You can use the search bar to find a certain object. Furthermore, grouping of objects is
possible. The position in the list will impact how the airport is rendered in IF. If one line is above
another line in the list, it will be rendered on top of the other one in both, WED and IF. Selecting an
object in the list will also show the details in the option window. To get a clean list it’s highly
recommended to create groups (e.g. one for taxiways, one for lines and one for ATC frequencies.)
To group objects, select the desired items by clicking on them while holding shift and choose
“Group” in the “Edit” menu or hit Ctrl+G. To avoid unintended object movements, the object list
(and the object itself in the option window) offer an option to lock elements or entire groups. Just
select the object/ group in the object list and click on the lock symbol. You can also make certain
objects invisible by clicking on the eye symbol. ATTENTION: objects made invisible will not be
exported when the airport is exported. Make all objects visible again before sending it for review!
Option Window
In the option window, you can change certain settings for the selected object. These can be runway
markings, lightning and line types as well as spawn attributes. Find more on these topics in later
chapters. The option window also allows to switch between different views where WED only shows
certain objects (only pavement, only lines, also show plane shapes for the spawns etc.)
On the left side of the WED window you can see the tools available. You won’t need all of them for
airports created for Infinite Flight. Each tool offers different options in the top line of the editing
window. The taxiway and line tools will show options for lines and lights, the runway tools allow
quick settings for new runways and the ramp start tool will allow you to set different spawn
attributes before positioning the spawns. These settings can be altered in the option window later
in the editing process. There are only two tools that can be used universally: The Vertex tool and
the Marquee tool. While the other tools are used to create certain object, these two tools allow to
edit and move them afterwards. The vertex tool allows you to select and move single lines or line
parts, nodes, or other objects. The marquee tool can be used to select several entire objects up to
the entire airport and move them completely. The selected elements can be moved and scaled by
dragging. When holding the Alt key, arrows will appear at the edges and you can rotate selected
objects. The same rule applies to runways and helipads.
HOW DO I USE THE GROUPING FUNCTION BEST?
Ideally, you group all objects of a kind, so one group for all lines, one for all taxiways and so
on. Additionally, you can create further groups for different types of lines. By creating separate
groups for holds, road lines/ outlines, taxiway edge lines and centerlines, you can easily edit
the rendering of the airport e.g. by moving holds on top of centerlines only by reordering the
groups in the object list.
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Below, you can find an overview of all tools available, the shortcuts for the tools are displayed in
brackets:
Apart from these tools, the different columns at the very top (File, Edit, View, etc.) offer various
tools to change things.
File
The File column offers options for the import and export of the airport files, to save changes and
to revert the airport to the last saved changes. Orthophotos are also imported through this menu.
Edit
Use the Edit menu to undo and redo actions, to reorder objects and to duplicate them. The
grouping option is also selectable here.
View
This column is for everything regarding rendering directly in World Editor. You can change the
transparency level of the taxiways, make the low definition world map invisible, switch the
rendering of nodes and lines on and off or change from meters to feet and vice versa.
Vertex Tool (V)
Runway Tool (R)
Helipad Tool (H)
Taxilines Tool (L)
Light Fixture (F)
Beacon Tool (E)
Tower Viewpoint Tool (A)
Boundary Tool (B)
Object Tool (not used in IF)
Forests Tool (not used in IF)
Lines Tool (not used in IF)
Exclusions Tool (not used in IF)
Truck Parking Tool (not used in IF)
Marquee Tool (M)
Sealane Tool (S)
Taxiway Tool (T)
Hole Tool (K)
Signs Tool (G)
Windsock Tool (W)
Ramp Start Tool (O)
Taxiroutes Tool (not used in IF)
Facades Tool (not used in IF)
Strings Tool (not used in IF)
Polygon Tool (not used in IF)
Truck Destination Tool (not used in IF)
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Select
This menu won’t be used to much. Use it if you want to select several objects at once, also
depending on their ordering.
Airport
In the Airport menu, you can create new airports, add ATC frequencies and meta data.
Help
Help allows access to the WED guide by Laminar Research and some software information.
AIRPORT SETTINGS AND EQUIPMENT
The first thing to edit at your airport are some facts and numbers. Every airport needs an identifier
entered, the airport elevation assigned and the correct ATC frequencies added. Apart from that, all
airports for Infinite Flight need a tower viewpoint and a boundary. If the airport has one, a rotating
beacon can be added as well.
AIRPORT NAME
The naming of the airport should follow the charts. To make the search for the airport in the
simulator easier, you may also add the name of the city the airport services in addition to the
official name. Note that the first two words of the airport name will be read by Infinite Flight when
calling ATC frequencies (e.g. when the airport name is “Paris Charles De Gaulle”, the ATC voice will
read “Paris Charles [Frequency Name]”). To change the name of the airport, double click it in the
object list or in the option window when the entire airport is selected.
AIRPORT IDENTIFIER
The airport identifier can be altered in the same way. Select the airport and edit the entry ICAO
code” in the option window. In case your airport only has a FAA identifier you can enter this one as
well.
AIRPORT ELEVATION
The airport elevation is a very crucial piece of data for IF. If you enter an elevation that is too low,
the airport may end up in a giant hole, if it’s too high you will generate an artificial cliff around the
airport. The best sources are usually official charts, if you can’t find any, there are several web
pages that offer information on airports (see chapter “useful links”). Always make sure to have the
correct units selected in the “View” menu – there’s a significant difference between feet and meters.
The airport elevation can be changed in the option window when the airport is selected in the
object list.
ATC FREQUENCIES
When it comes to ATC frequencies, there are several scenarios of what you can do. When the
airport is selected, you can find the line “Has ATC” in the option window next to other options. If
your airport has ATC services, you have to set a checkmark here. If a X” is selected, click on it to
change it to the check mark. The airport will be displayed with a blue airport icon in IF and
controllers will be able to operate at the airport. If your airport doesn’t have ATC services or only
an Unicom frequency or something equal, set the ATC status to “X”. The airport will then get a violet
icon. This will only work if you dont add any other ATC frequency types than CTAF or AWOS!
Airports usually come with a set of ATC frequencies in the .dat file. If you didn’t delete them when
starting your work, you still have to check the frequencies for the correct numbers and frequency
types. Select a frequency in the object list and have a look at the frequency information in the
option window. Frequencies can be found in charts and on the internet.
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
Note that you can choose different frequency types:
AWOS used for ATIS and AWOS frequencies
CTAF used for Unicom and CTAF frequencies
Clearance Delivery not yet supported in IF, can be added nevertheless
Ground Controlled used for ground and apron frequencies
Tower
Approach
Departure
For Infinite Flight, you only need to add one frequency per type. Also, Center frequencies don’t
have to be added. Furthermore, you can name the frequencies like they are called in real life
instead of the generic “TWR” or “GND” names. The names may not have an impact on IF now, but
this might change in the future. In case you have none or less frequencies than needed for your
airport, you can easily create a new frequency. Select the airport in the object list and select “Add
Frequency” in the “Airport” menu or hit Ctrl+F with the airport selected. The new frequency will be
added at the bottom of the object list as “unnamed entity”. Rename it and enter the required data.
Apart from these data sets, our airports also need some “hardware” at least a tower viewpoint
and a boundary. In addition, the rotating beacon can be added to airports that are equipped with
one.
TOWER VIEWPOINT
To add a tower viewpoint, select the tower viewpoint tool. At the upper edge of the editing window,
you can select the tower height (AGL not MSL; in the unit selected in “View”) before placing the
tower viewpoint on the tower visible in the satellite images by clicking with the mouse. If you have
a hard time finding the tower with the images in WED, an airport chart can help. In case you need
to change the altitude later, you can do this in the option window upon selecting the tower
viewpoint in the object list or in the editing window.
AIRPORT BOUNDARY
The airport boundary has to be added to define the area that should be rendered at the airport
elevation. For that reason, you have to redraw the airport fence with the boundary tool. You are
required to follow the boundary as precisely as possible. This includes curving the boundary where
the real-world airport boundary is curved. More on curving can be found in the “Nodes” chapter.
Often, the boundary of the airport may also be defined by terminal buildings, hangars or other
buildings. Include them in the airport and draw the boundary around them. You may later snap
the boundary to these buildings. However, you have to make sure that NO OBJECT included in the
airport is located outside of the boundary.
CHARTS ARE A GREAT SOURCE! WHERE DO I GET THEM?
For many airports, airport charts can be found by searching with the ICAO on Google. Apart
from that, some countries offer the official charts for free in there AIPs. The most convenient
way to get a chart as an editor is far easier though! Ask Tom (@kilt46) for it he can get you
charts for almost all airports in the world.
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AIRPORT BEACON
A respectable number of airports in the world are equipped with an airport beacon. This doesn’t
mean a navigation aid but a light mounted on a tower or a pole identifying controlled airports at
night. To see if your airport has an airport beacon, you can again use an
airport chart or you utilize the internet. http://www.worldaerodata.com
usually lists an airport beacon if an airport is equipped with one. It may be
hard to find the location of the beacon very often, but a chart also helps
here since the position of the beacon is often marked there. If you can’t find
the real position just place the beacon on top of the tower.
The airport beacon is available for several types of airports. You must always
select the correct beacon type for your airport, either before placing it by
clicking on the location in the editing window with the beacon tool selected
or later. To select the beacon type before placing it, choose the type at the
upper edge of the editing window when the beacon tool is activated, if you
want to edit it afterwards, select it using the vertex tool or in the object list
and do so in the option window. The following beacon types are available:
Airport
Seaport
Heliport
Military Airport
If your airport is a military airport with civil use, rather select “Airport” instead of “Military Airport”.
RUNWAYS AND HELIPADS, PAPIS AND VASIS
Obviously, all airports require a runway or a helipad to get planes off the ground. Those can be
runway and sea-lanes as well as helipads. Helipads and sea-lanes are not yet rendered in IF,
runways are of course.
RUNWAYS
To add a runway, start the runway tool. Before drawing the runway, you can already select the
runway material, the shoulder material (if there is one) and several light options. The runway
shoulder will be generated with an automatic width that can’t be altered. If the shoulder doesn’t fit
the shoulder in real life, draw it manually. All settings can be edited at the finished runway in the
options window. There you can also set different markings and lights for each runway end.
The runway will be created between two points you select. It’s crucial, that you draw the runway in
the right direction, otherwise you will get in some trouble when you want to export the airport. To
create a runway correctly, you have to set the starting point at the middle of the runway threshold
of the runway with the lower number (e.g. at the 08 end of a RWY 08/26) or, as a general rule, draw
from the south and west towards the north and east. Once you click on the spot on the runway,
you will see a small green cross displayed. Move to the other runway end and click on the other
threshold and the runway will be generated with numbers. You can change them manually as well.
Once the runway is generated, you can still alter the size. The length can be adjusted by pulling on
the green boxes at the runway ends. The width can only be adjusted by changing the number in
the width line in the option window. In that window, you can also change lighting, markings and
the shoulders. Always make sure to add the correct attributes. The runway lighting is often listed
in airport charts (e.g. Jeppesen) or has to be guessed by the shape of the approach lights. The
runway markings can be easily checked visually using the orthophotos.
Picture 13: Airport Beacon
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The following runway marking types exist:
The different markings are:
None No touch down zone markings, no centerline and threshold markings
Visual No touch down zone markings, centerline and threshold markings present
Non-Precision Single touch down zone markings, centerline and threshold markings
o UK Touch down marking chequered
o US Touch down marking solid
Precision Multiple touch down zone markings, centerline and threshold markings
o UK Main touch down marking chequered
o US Main touch down marking solid
In case you have to find out the approach lights from the orthophoto, here’s a visualization:
Picture 14: Runway Marking Types (Left to Right): None, Visual, Non-Precision (UK), Non-Precision (US), Precision (UK),
Precision (US)
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Apart from the normal runways, you might also see runways with stopways and/or displaced
thresholds. Don’t draw the arrows and markings manually, the special runway parts can be
rendered automatically. When the runway is selected you will see two arrows at the threshold, one
facing towards the runway and one facing away. To draw a displaced threshold, align your runway
end with the end of the displaced threshold (either the end of the paved runway or where it
touches the stopway), then use the arrow facing towards the runway and align the white line with
the displaced threshold line (beginning of the runway itself). The displaced threshold is part of the
calculated runway length in WED. To add a stopway equipped with yellow chevrons, drag the arrow
facing away from the runway until the yellow rectangle reaches the end of the pavement. If the
stopway doesn’t have markings, don’t use the stopway feature of WED but draw the area
with a taxiway manually!
See how a runway equipped with stopway and displaced threshold will look compared to the real-
world example:
Generating sea lanes works exactly like the creation of runways. The options are limited
nevertheless.
HELIPADS
Helipads are not rendered in IF now. Nevertheless, it is not permissible to draw helipad markings
manually. When you see a helipad in the airport, add it using the helipad tool. You can add helipad
lights and select the material before and after creating it. If it’s a helipad that’s only drawn on the
Stopway
Stopway
Displaced Threshold
Displaced Threshold
WHAT ARE STOPWAYS AND DISPLACED THRESHOLDS?
Displaced Threshold: An area of the runway fit for aircraft movements during takeoff roll and
landing, not suitable to touch down on it. Displaced thresholds are marked with a centerline
of white arrows
Stopway (or blast pad): Area that may not be used for any regular aircraft movements. Usually
made from a weaker material. Often marked with large yellow chevrons
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Picture 15: Runway in WED and the real-world runway in comparison
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
apron with markings, add it as transparent”. To generate a helipad, click in the middle of the
helipad. To set the orientation, hold the key on your mouse and drag away. A movable arrow will
appear and can be moved so the arrow is rectangular to the taxiway edge. Release the mouse and
the helipad will appear. Renaming of the helipad is only possible when you keep the format
H[number] (H01, H02, H03 etc.). By changing the numbers in the option window you can adjust the
helipad size as well as you can use the mouse by dragging the edges around with the green boxes
with your mouse.
PAPI AND VASI LIGHTS
Apart from instrument equipment like ILS, the majority of airports are equipped with visual
guidance hardware, namely VASI (Visual approach slope indicator) and PAPI (Precision approach
path indicator) lights. You can add these using the light fixture tool. You can choose between
PAPI (Left Side)
PAPI (Right Side)
PAPI (20 Degrees)
VASI
VASI (Tri-Color)
Wig-Wags (These don’t have to be added to IF, they mark runway hold lines flashing yellow)
The left and right side attached to the
taxiway refer to the position of the lights
relative to the runway from the perspective
of the plane approaching. Make sure to
orientate the lights correctly, meaning that
the (tiny) arrow and the wider side of the
light is facing the plane that would approach
the runway. Also make sure to enter the
correct approach angle. Usually, are in
use, some airports have different angles
though. Some airport charts show the angle
of the PAPI lights. 20 degree PAPI lights are
only used at aerospace facilities for their approaches. These PAPI lights are not located next to the
runway but in front of it. PAPI lights are usually built in groups of four or two single lights
somewhere around the touchdown zone. Ideally, position the light in the middle of the group in
WED. How a PAPI light set looks like on satellite imagery can be seen on the right.
In contrast to PAPI lights, VASI lights are not ordered next to each other but in a line parallel to the
runway. There are “normal VASI lights and VASI (Tri-Color) lights. Which kind of VASI light the
airport you are doing has, can be found in charts and/or online.
Picture 16: PAPI (left)
Picture 17: VASI lights
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NODES
For the next chapters, this word will be your best friend: node. So, what
is a node?
Nodes are used for taxiways, lines and boundaries in World Editor when
editing for Infinite Flight. When creating those, every click will create a
node that will appear as a green dot once the object is created. A node is
basically a fixed point of a so-called Bezier curve that can be straight as
well as curved. The node is not only a fixed point though, but it is made
a true control center for the lines that use it as an “anchor” through a lot
of very helpful key combinations. You can curve the adjacent lines and you can control line features
such as line types and lights. All in all, the node enables you to create every shape that can be
found in any airport of the world. Since nodes define fix coordinates that will be saved in your
airport file, one of the most important aim we have is reducing the number of nodes. This is
achieved by adding edge markings directly to the taxiway edge itself, by reducing the number of
separate taxiway parts and using the hole cutting tool and, most important: curving instead of
recreating curves with lots of nodes.
Since we want a small airport file, you are asked to use as little nodes as possible and therefore
you should create objects with as little points as possible initially. You can easily add additional
nodes where they are needed by selecting the object and clicking on that point of the taxi
line/taxiway edge where you want a new node to be while holding Alt.
Upon creating a taxiway or a line in WED, you can already curve the lines you create by selecting
fix points/nodes. To do so, you hold the left mouse key when creating a node and move your
mouse. This way of curving tends to be quite inaccurate though since you will most likely curve the
next section of the line in a way you don’t want. Therefore, rather curve the lines once the
taxiway/line is completed. You will have to use key combinations for curving.
Before you can curve something, you must select
the object. Then, click on a node and keep the left
mouse key clicked while holding Alt. Drag the
mouse away while keeping the keys pressed. The
node will then turn to a green circle and arrows will
appear. Initially, they will be synchronized, so the
line parts on both sides of the node will be curved.
Due to the different look of a node with arrows, it’s
easier to detect nodes that have curving arrows
added accidentally.
Since very often, curves are only needed on one side of a node or the curve on one side goes into
the opposite direction of the other side. In these cases, you can alter one arrow only or remove it.
To curve one arrow independent from the second one, click on the arrow and keep the mouse
clicked while holding Alt again. To remove one arrow entirely, click on the arrow while holding
Alt+Shift. In case you remove one arrow accidentally or you want to synchronize the arrow again,
click on the still existing arrow while holding Shift. In case you want to synchronize the arrows,
click on the arrow with the length and orientation you want to set for both arrows. In case you have
the arrow synchronized and you click one arrow while holding Shift, the arrows will be removed
completely.
Picture 18: A node (not selected)
Picture 19: Node with curving arrows
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
With these key combinations, you will be able to create almost every curve you will find in airports
without creating a new node in addition to the nodes at the two ends of the line part to be curved.
Laminar Research has done a nice list with all key combination:
To create high quality airports and to avoid issues in later stages of airport editing, you are asked
to remove every arrow that is not needed for a curve. If you have a straight taxiway leading to a
curve, create the curve and remove the arrow that is not needed for the curve so it doesn’t impact
the form of the straight part of the taxiway. This is crucial where two taxiways touch (see next
chapter).
Another important thing is to avoid overcurving. In most of the cases, overcurving will only cause
curves that don’t look realistic. However, there might be cases where overcurving can cause
taxiways to become invisible. You may ask yourself now “What is overcurving?”. It basically means
that your curve arrow exceeds a certain length. To avoid it, your arrows have to stay in a certain
area. You want the ends of the arrows to remain in the area between the curve and the (imaginary)
Picture 20: Key combinations and their effect on WED nodes
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
extension of the straight line adjacent to the curve. Yes, this sounds very complicated and you
probably still don’t know where to put your arrow, so here’s a visual explanation.
If you don’t follow this curving guideline, you will cause curves which will look like in the following
picture. The curve will not curve in one direction but will first follow a path in the opposite direction:
Nodes are not only used for curving but also for the most important quality factor in Infinite Flight
Airport Editing: snapping.
SNAPPING
When drawing taxiways and taxi lines you will come across points where two or more lines or
taxiways meet each other. Obviously, we don’t want gaps between different taxiway materials or
between taxiways and buildings. The same applies for taxi lines. That’s why snapping is mandatory
at every airport. Whenever two lines merge and wherever two taxiways meet, they need to be
snapped. Of course, also lines that touch taxiway edges must be snapped.
To allow snapping in World Editor, make sure the option “Snap to vertices” is selected () in the
upper left corner of the editing window when the Vertex tool is activated. This will allow you to
snap nodes together.
RIGHT
WRONG
Picture 21: Correct and incorrect curving
Picture 22: Badly curved line
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
To snap nodes, simply drag one node towards the node of the other line it has to be snapped to
until it “jumps” onto the other node. Alternatively, you can snap nodes that are very close to each
other by double clicking on one of the nodes.
When you are snapping taxiways together which are curved, the arrows have to be snapped as
well! Snapping arrows works exactly like normal snapping. Where straight taxiway edges are
touching, make sure to remove superfluous arrows so you don’t need to snap unnecessarily.
Often, there are locations where two taxiways and a line meet at one point. In that case you must
create a node to snap the line to at
both
taxiways and snap all three nodes together. This often
happens where taxiway centerlines enter hangars or where holds need to be snapped to taxiways
with a separate shoulder.
While snapping might be important at lots of places, there are also constellations where snapping
is not necessary.
Snapping is mandatory at the following locations:
Two lines merge
Line touches a taxiway edge
Spawn points on taxi lines (details in the “Spawns” chapter)
Line touches two bordering taxiways
Two taxiways touch each other
Snapping is not required here:
Two lines cross
Line crosses taxiway borders
Holds cross the taxiway but don’t reach the taxiway
edge (you may snap these lines where they cross
the centerline)
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
TAXIWAYS AND BUILDINGS
In IF, airport buildings are not added in 3D but as taxiways. Therefore, the taxiway tool is not only
a taxiway tool for us but also a building tool. The taxiway tool offers several different taxiway tools:
Asphalt
Concrete
Grass
Dirt
Gravel
Dry Lakebed
Snow
(Transparent)
As of now, only asphalt and concrete taxiways are rendered in Infinite Flight. The other materials
are currently rendered as concrete.
When drawing taxiways, always use the real-life taxiway material. Note that it can happen quite
often that asphalt is colored very bright, while dirty concrete may be very dirty from rubber. Don’t
replicate the colors but the material. Concrete can often be identified by rectangular shapes in the
taxiway since concrete taxiways are usually cut to remove water and reduce tensions in the
material. Asphalt usually doesn’t have these. Charts can be helpful here as well as historic satellite
images e.g. by Google Earth.
To draw a taxiway, select the taxiway tool and a taxiway material. Create a path around the taxiway
of one material until you reach your starting point and the taxiway is generated. You may simplify
certain areas, e.g. when small asphalt patches are located inside of a concrete area. Use your best
judgement to decide how much detail you add with different taxiway colors. However, there’s a
rule you have to follow: Buildings have to be made from the opposite material (either concrete or
asphalt) of the taxiway it touches. Therefore, you might have to simplify areas near terminal
buildings to keep the terminal distinguishable. Otherwise, try to be as precise and exact as possible
for the taxiways. When adding buildings, don’t add movable jet bridges as part of the building and
don’t add taxiway lines as building outlines. You also must not add land-side paved areas such as
public roads or parking lots.
WHAT DO I NEED TO PAY ATTENTION TO WHEN DRAWING TAXIWAYS AND RUNWAYS?
Runways don’t have nodes and cannot be snapped as a result. Instead, you have to overlap
taxiways with the runway to avoid gaps. You don’t have to follow the runway edge closely, but
you can overlap it as much as you want. Just make sure to remove edge lines of the taxiway
when you are overlapping a lot so the markings aren’t drawn on the taxiway too much.
When the runway shoulder in real life isn’t matched by the automatic shoulder generated by
World Editor, add the shoulder manually. You don’t need to spare the runway or cut a hole for
it. Simply draw a rectangle around the runway, it can also be included in another taxiway.
When drawing a grass runway, it will be rendered on top of any taxiway. It is recommended
to remove any taxiway lines where the grass runway crosses.
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
To keep the quality of the airport up while reducing the number of nodes, try to use as little
separate taxiways as possible. To achieve this, try to include as many areas of the same material
as possible and use the hole cutting tool afterwards. To cut a hole you have to make sure that the
taxiway you want to add a hole to is selected before you activate the hole cutting tool. To cut a
hole, just draw it by clicking around the edges of the holes or where different pavement patches
are to be inserted.
Before as well as after creating a taxiway, you can add taxiway edge lines and lights to the edges
of the taxiway if the edge lines are drawn directly at the edge of the taxiway (Find all line types in
the next chapter). If the taxiway has a taxiway shoulder of the same material as the main taxiway,
you should add the edge lines/lights using the line tool. You can add/remove the edge lines in
different ways. Firstly, you can select lines and lights for the entire taxiway by selecting the line and
light types in the editing window prior to drawing the taxiway. Furthermore, you can select the
taxiway after its creation and edit the line type for the entire taxiways. In these cases, you have to
make sure that you remove the lines and lights wherever the taxiway touches a runway, a terminal
building or another taxiway. Also, you have to be precise and remove taxiway edge lines where
there are none. To edit/add lines and lights at certain areas of a taxiway, select one of the nodes
next to the area you want to edit. You can also select all nodes of a taxiway by pressing
Ctrl+Shift+Down. Changes to the lines at the node in the option window will affect the line up to
the next node. If the wrong edge section is edited, you have to edit the line attributes at the node
on the other end of the section you want to edit. You may need to add additional nodes to create
a precise line layout. When using holes you can also choose a separate line type for the entire edge
of the hole without changing the line type for the entire taxiway by selecting the hole outline using
the vertex tool.
Don’t forget to snap additional nodes to adjacent taxiway elements and be precise with lines!
LINES AND LIGHTS
Lines can also be added manually. Use this for taxiway edge markings that are not directly at the
outline of the taxiway. Also, the lines are used to add taxiway centerlines, roads and gate outlines.
You can choose line and light types before and after creating a line with the line tool. Taxi lights are
not yet part of IF but we create them to prepare airports for an addition of these lights. There are
no strict rules for taxiway lights because of that. Basically, use common sense. You are not required
to add lights and are not required to leave them entirely either. If you know exactly which lights an
airport has, it’s of course very appreciated if you add them during editing. When assigning taxiway
edge lights, you must make sure that the lights are added on the outer side of the taxiway.
A list of taxiway lines and lights can be found below.
As a general rule, for lines, you are asked to draw everything you see. You even
have to
draw all
taxiway edge lines, centerlines and hold lines. Roads and gate outlines are not mandatory as well
as arrows (e.g. the arrows indicating where to turn into the parking position), but it’s highly
recommended to add them. It may take more time but it will increase the overall realism of your
airport. However, there are things you must not add.
Don’t add:
Letters and numbers
Outlines to terminals
Manually drawn runway numbers
Arrows on displaced thresholds and stopways
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
Hashed areas, i.e. don’t fill areas with lines (e.g. jetway movement areas) but only add the
outlines:
Again, make sure to snap all lines! Especially when you are new you don’t all the markings, so here’s
a list of all lines available in World Editor and Infinite flight along with example pictures:
Line Type Image
Line Type Name
Description and Use
Single Yellow
Yellow Line without gaps,
usually used as a TWY
centerline
Single Yellow (Black)
Yellow line with black
edge, usually used as a
TWY centerline
Broken Yellow
Short yellow lines with
small gaps, used as
centerlines and holds
Broken Yellow (Black)
Short yellow lines with
small gaps on black
ground, used as
centerlines and holds
Other Hold
Solid Yellow line with a
broken yellow line on top,
used as intermediate hold
Other Hold (Black)
Solid Yellow line with a
broken yellow line on top
on black ground, used as
intermediate hold
Runway Hold
Two Solid Yellow Lines
with two Broken Yellow
lines, broken part of the
hold is facing the runway
Picture 23: Correct way to draw hashed areas (left) and what not to add
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
Runway Hold (Black)
Two Solid Yellow Lines
with two Broken Yellow
lines on black ground,
broken part of the hold is
facing the runway
ILS Hold
Two parallel yellow lines
connected by solid yellow
line pairs, used as holds
ILS Hold Black
Two parallel yellow lines
connected by solid yellow
line pairs on a black
ground, used as holds
Wide Broken Single
Yellow
Solid yellow lines with
wide gaps, used as
centerline and for
alternate parking positions
Wide Broken Single
Yellow (Black)
Solid yellow lines with
wide gaps on black
ground, used as centerline
and for alternate parking
positions
Double Solid Yellow
Two solid yellow lines,
used as taxiway edge line
Double Solid Yellow
(Black)
Two solid yellow lines with
black edges, used as
taxiway edge line
Wide Broken Double
Solid Yellow
Pairs of yellow lines with
wide gaps, used as taxiway
edge line on some aprons
Wide Broken Double
Solid Yellow (Black)
Pairs of yellow lines with
wide gaps on black
ground, used as taxiway
edge line on some aprons
ILS Critical Centerline
Solid yellow line with
dashed lines on each side,
centerline marking near
some runway holds
ILS Critical Centerline
(Black)
Solid yellow line with
dashed lines on each side
on black ground,
centerline marking near
some runway holds
Solid White (Roadway)
Solid white line, used for
roads and gate outlines,
replaces red lines in gate
areas
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
Chequered White
(Roadway)
Mixed white-black line,
marks roads where they
cross taxiways
Broken White (Roadway)
Broken white line, used for
roads and some gate
outlines, replaces broken
red lines
In addition to the lines, you have the following options for lights:
Light Image
Light Name
Description and
Use
Taxiway Centerline
Lights (Green)
Green lights built
into the taxiway on
or next to the
centerline to
indicate the
taxiway; not all
airports have these
Taxiway Edge
Lights (Blue)
Blue lights
mounted next to
the taxiway or on
the shoulder,
indicate the
taxiway edge; quite
a lot of airports
have them
Hold Short Light
(Amber)
Orange lights built
into the taxiway to
highlight holding
points. Used for
intermediate holds
and runway holds
(Europe)
Hold Short Lights
(Pulsing Amber)
Flashing orange
lights marking
runway hold lines
(US)
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
Hold Short
Centerline Lights
(Amber/Green)
Orange and Green
lights built into the
centerline to
highlight runway
areas, usually used
from runway holds
to the end of the
line on the runway
Boundary Edge
Lights (Red)
Red lights, often
used to mark
construction sites
on the apron
SPAWNS
Now that you have finished the drawing part of the airport, there’s one more thing to add: Spawns.
By setting the spawns, you set the parking layout of the airport.
To add spawns, select the ramp start tool (O). You can set the spawn attributes at the top of the
editing window. It’s recommended to set the attributes before adding the spawn since it will be
much quicker to set the attributes for one set of spawns at once instead of changing them for every
single spawn after adding them.
You have to set the following spawn attributes
Ramp Start Type
You can choose between
Gate: Used for all kinds of airline parking and cargo positions
Tie-Down Especially used for GA spawns where aircraft are tied to the ground
Misc Used for all other parking outside of hangars (try to avoid this)
Hangar Used for spawns that are placed
inside
of a hangar
Equipment Type
You can add the equipment types Heavy Jets, Jets, Turboprops, Props, Fighters and Helicopters,
choose with common sense, several attributes can be selected at once (e.g. Heavy Jets, Jets).
The Heavy Jet attribute is only allowed for spawns with a size of class E and F!
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
Size
You can choose from six different spawn sizes. To choose the correct ones, select the “ATC Taxi
+ Flow” above the option window. WED will display the size of spawn in shape of airplane
shadows. See the table below to check which airplane sizes represent the aircraft types in
Infinite Flight
Aircraft Size
IF Aircraft Types
A
CESSNA 172, CIRRUS SR22, F-14, F-16, F/A 18, F-22, Spitfire, Super Decathlon
B
A-10, Cessna 208, Cessna Citation X, Bombardier CRJ-200, P-38
C
Airbus A318-100, Airbus A319-100, Airbus A320-200, Airbus A321-200, Boeing
717-200, Boeing 737-700, Boeing 737-800, Boeing 737-900, Bombardier Dash
8 Q400, Embraer E170, Embraer E175, Embraer E190, Embraer E195
D
Boeing 757-200, Boeing 767-300, C-17 Globemaster III, C-130 Hercules
E
Airbus A330-200, Airbus A330-300, Airbus A340-600, Boeing 747-200, Boeing
747-400, Boeing 777-200, Boeing 777-200F, Boeing 777-200LR, Boeing 777-
300, Boeing 787-8, Boeing 787-9, Boeing 787-10
F
Airbus A380-800, Boeing 747-8
Ramp Operation Type
Ramp operation types represent the use of the spawn. There are:
General Aviation
Airline
Cargo
Military
Use common sense when adding the ramp operation types.
You must not add ramp operation
types to Misc and Hangar spawns!
Once you are done adding all of the spawns,
continue by snapping the spawns to the
centerlines of the parking positions. The
spawn points you place is the location where
the nose wheel of your aircraft will be
positioned upon spawning. You don’t have to
snap them at the very end of the lines but you
can increase realism by snapping them to an
additional node on the line. The stop bars at
the gates give a good impression where the
spawns can be added. If you add a spawn to a
parking position that includes a turn, there
are two different types. Type one consists of a
straight line followed by a curve, another
short straight line and a second curve part
leaving the position. In this case the spawn is
to be placed at the second straight line (see
picture) Type two consists of a straight line
Picture 24: Type 1 curved parking
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
followed by a curve leaving the parking
position. You must position the spawn at the
end of the straight line in this case. another
short straight line and a second curve part
leaving the position. Once the spawns are
snapped, use the arrows going away from the
spawn symbol to set the heading of the spawn
as precisely to the heading of the line as
possible. Simply click on them,hold on your
mouse and turn the airplane symbol.
In contrast to all other objects, ramp starts
have to be named. The names you add will
later show in Infinite Flight when you select a location to start your flight from. The names of the
parking positions must follow the real-life gate names/numbers as listed in charts. In addition to
the gate numbers you can also add a more describing title to it. See various name options below
they have to be in English regardless of the airports location!
Picture 25: Type 2 curved parking
HOW DO I NAME THE DIFFERENT SPAWNS CORRECTLY?
Most charts will only show numbers or number letter combinations as spawn names. To
improve the user experience, you may add additional titles and/or the name of the area the
parking spot is located at.
Some of the general titles you should add are
Gate: For positions used by airlines, especially at the terminals
Remote (Gate): For positions used for airline operations away from the terminals
Cargo: For parking positions used for cargo operations, combined with the Gate label
in the spawn settings
Maintenance: When spawns are located away from the terminals near hangars,
maintenance might be used for them
General Aviation (GA): Use this for all spawns where private aircraft of all sizes are
parked, FBO is another name option for certain GA areas
Hangar (Shelter): Place a spawn in a hangar completely to name it this way. Small
hangars for a single fighter at military bases can also be named as shelter
(Military) Apron: Whenever a positions use is unclear you may use apron as a name.
At military airports, you can add military airports to the majority of positions. There
might also be “Military Hangar” or “Military Gates”, however.
Some possible area names are
Terminal Name: At airports, it can be very helpful to add the terminal name to gates
(e.g. Terminal 1, International Terminal, Satellite Terminal etc.)
Company Name: Major flight club’s names may also be added to GA spawns (e.g.
English Channel Glider Club)
You can also combine all these titles (e.g. Terminal 2 Gate 221, Glider Club Apron 1)
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AIRPORT EXPORT
Congratulations! You’ve just completed
your first airport! There’s one more
thing that’s left to do. Since we can’t
work with scenery packs in Infinite
Flight, you have to export the airport in
an apt.dat file again. To do so, ensure
that the export target (File menu) is set
to X-Plane 10.50 and go to File Export
apt.dat. Save the file in the folder for
the airport in your “Airports” folder. It
might still be open in the export
window opening from the import at the
beginning of editing. If not, you can
either navigate through the country
folders manually or, if you don’t know in which country an airport is located, search for its identifier
in the search bar of the export window. After that, overwrite the old apt.dat file in the folder. During
export, WED will automatically check if there are any issues.
TROUBLESHOOTING
Sometimes issues may occur during editing and you might ask yourself how to fix them. Here you
can find some solutions for frequent issues.
TRANSPARENT/INVISIBLE TAXIWAYS
Transparent taxiways can be caused by several things:
Check the pavement transparency setting
Maybe you’ve just set the pavement transparency to None”. Go check it in the View menu.
The satellite image can cover the taxiway
If you have your SAS images ordered on top of the airport, one taxiway will always be
covered by the image. Set the images to invisible and check if you can see the taxiway again.
It might be caused by a bug in World Editor
Sometimes, WED doesn’t show taxiways at certain zoom levels when there are lots of holes
cut into the taxiway. Try to zoom in and out and check if the taxiways appears at other
zoom levels
A hole in the taxiway might be located outside of the taxiway/might overlap the taxiway
outline
Holes have to be positioned inside the taxiway entirely. Check if you have holes cut that
are crossing the taxiway outline. If yes, edit the holes until they are inside the taxiway or
snapped to the edges. If this doesn’t help, select the taxiway and zoom out. The taxiway
will be highlighted orange. If you see anything outside the taxiway that is orange as well, it
might be a hole that was supposed to be cut into another taxiway. Instead, you might have
had the now transparent taxiway selected when using the hole cutting tool. Remove the
hole outside of the taxiway and delete it. If the taxiway doesn’t appear again, check the
next solutions.
The taxiway might be wound the wrong way around
For whatever reason, your taxiway might be wound the wrong way around. To fix this, use
the reverse option in the edit menu (Ctrl+Shift+R). If this doesn’t help, undo the reversing
to have the taxiway wound correctly again.
Picture 26: Airport export window
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
The taxiway might overlap itself
This can be caused by inaccurate drawing and snapping as well as by bad curving. Below
you can see examples of how these issues may look in World Editor.
As a first step to restore the pavement you should try to find a spot where one of these
issues is present. At first, check if there are any places like in image (3) where the taxiway
is snapped with itself. If this is the case, check the snapping. To avoid this as a potential
issue, try to design holes in the taxiways with the hole cutting tool!
If this doesn’t help, try to find out if and, if yes, where an issue like in (1) and (2) is present
in your taxiway. Therefore, save your current progress. After that, start deleting all curving
arrows. If the taxiway becomes visible this way, go to File Revert to Saved. Your saved
progress will be restored. Delete the last node you’ve deleted before again. If the taxiway
remains transparent, check all the arrows you’ve deleted before until the taxiway becomes
visible. If you can delete all arrows without the taxiways becoming visible again, start to
delete the nodes (select the node and hit the “Delete” key). Once the taxiway becomes
visible you might have found the location with the fault. Restore the last saved version and
try to fix any issues at that location. If this doesn’t help, there have to be other issues at
nodes you have already deleted before, so check the nodes you have deleted before the
taxiway became visible as well.
Once you fixed all issues, the taxiway will be visible again. If you tried all steps and all that
is left of the taxiway is a rectangle, you have to recreate the taxiway.
WRONGLY ORIENTATED LINES AND LIGHTS
There are some issues with line orientation that can be fixed easily.
As already mentioned in the lines section of this guide, runway holds and other holds have to be
oriented correctly. Wrongly oriented hold lines are subject to rejection in the review process.
Additionally, taxiway edge lights (blue) must be on the outside of the taxiway. If the edge lights are
directly added to the taxiway, the lights will always be added on the outside. If this isn’t the case,
you probably added the lights to the wrong taxiway (e.g. a taxiway shoulder or another taxiway
touching it). Add the taxiway lights to the right nodes then. You can select all nodes of a taxiway
when it is selected. This way you can access the nodes of the taxiway located lower in the ordering
as well.
For hold lines and when edge lights are added on the wrong side, select the line and use the reverse
tool in the edit menu (Ctrl+Shift+R).
Picture 27: Different causes of transparent taxiways. (1) Inaccurate drawing (2) accidental/wrong curving (3) snapping issue
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
FAILING AIRPORT EXPORT
Sometimes, you may get an error message when attempting to export your airport. Below you can
find solutions for several
RAMP OPERATION TYPES ONLY ALLOWED AT REAL RAMP STARTS
If you got this message, you have assigned ramp operation types to “Misc” or Hangar” spawns
during editing. This is not allowed. Remove all ramp operation types from spawns with ramp start
type “Misc” or “Hangar” to fix this.
POLYGON WOUND CLOCKWISE
A taxiway is wound incorrectly. World Editor automatically selects the taxiway with the issue. If the
taxiway is visible, you have to redraw it. If it’s transparent, reverse it (Ctrl+Shift+R).
RUNWAY HAS ILLEGAL HIGH-END NUMBER
Runways must be named with the lower number first, e.g. 09/27, 18/36 etc. Change the name of
the runway to fix this issue.
RUNWAY NEEDS TO BE REVERSED TO MATCH ITS NAME
Runways have to be drawn from the south/west to the north/east, so from the lower number side
to the higher number. You have drawn it the opposite way. Reverse the taxiway to fix this issue.
THIS AIRPORT HAS GROUND/DELIVERY BUT NO TOWER
Airports that are equipped with a clearance delivery and/or ground frequency must have a tower
frequency as well. You probably forgot to add that one. Select the airport and create a new Tower
frequency (Ctrl+F) with the correct frequency information to allow an export of the airport.
REVIEWING PROCESS
All issues are fixed and the airport is exported. All you need to do now is submitting the airport
successfully.
#PEER-REVIEW
To ensure that your airport doesn’t have any issues you didn’t notice it’s highly recommended to
use the peer-review channel on slack. Simply upload the apt.dat file of your airport and tell your
fellow editors which airport this is. You can upload the file by clicking on the “+” next to the text
bar. Search your directory for the file and upload it. You can also upload it using drag and drop.
Usually, other editors will have a quick look at the airport within a day. They might not detect every
single issue but they definitely help reducing the risk of a rejection in the official review.
Obviously, peer-review is a channel that only works if it is considered a “give and take” service.
Once you are more experienced you are asked to have a look at the airports of other editors asking
for help.
Please note: Peer-Review only makes sense if you use it
before
submitting the airport for official
review!
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
OFFICIAL REVIEW
When your airport has passed peer-review and any remaining issues have been fixed, you can send
it for review. To do so, attach it to an email to contact@airportediting.com. Use the airport code as
the subject of the email. If there are any special characteristics for the airport, please let us know
in the email. Examples of these characteristics are:
Changed airport code
Recently added features (longer runway, new apron, new terminal etc.)
Data source you used in case you edited a very remote field without many information on
the web
Please comply with some basic guidelines when emailing airports for review:
Don’t send several mails for one airport or ask about the state of the review. Since the
reviewers use their free time for checking airports it may take several days up to a week (in
extreme cases even longer) until your airport can be reviewed.
If you only edited minor issues (e.g. runway markings) or if you fixed reported issues at an
airport that has already been redone earlier, please list everything you changed in your
mail to speed up the review!
If you detect issues with your airport after you’ve sent it in, you can still resubmit the
changes. Do this by replying to/forwarding the original email you sent. This might sound
strange but it has a reason: The emails are threaded in our inbox, meaning that all replies
are listed with the original mail. This makes sure that we always review the latest version
of the airport and that we can quickly see the issues that have led to a rejection before.
Therefore, also send corrections after the airport was rejected as a reply to the rejection
email.
Please don’t send the entire folder of your airport but only attach the apt.dat file. This
speeds up review since reviewers don’t have to unzip any folders before review.
It’s not needed to rename the apt.dat file (e.g. with the airport code). Just send it as “apt.dat”
Once you’ve sent the mail, don’t close the issue for the airport on GitHub! You can comment that
the airport has been sent for approval, anything else will be handled by the reviewer.
The airport won’t be added to Infinite Flight instantly but it will be added with the next scenery
update.
ILS ADJUSTMENTS AFTER REVIEW
Once the airport was accepted, it will be added to the repository. Once this happens, everyone can
get the latest version of the airport from GitHub. In case you moved one or more runways
equipped with ILS, or if you changed the airport elevation of an airport with an ILS-equipped
runway, you must create an issue in the Navigation repository of our organization. A navigation
editor will then update the runway data for the airport to ensure the functionality of the ILS. If this
is not done, discrepancies can cause the Autoland feature in IF to land the plane at the wrong
location and the ILS will not guide you to the runway precisely.
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INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
AIRPORT EDITING CHECKLIST
Before submitting your airport for review, use this checklist to make sure you edited everything
required for an acceptance.
Airport Code is correct
Airport Elevation is correct
Airport Location is correct
ATC frequency information is correct
Airport Boundary is added
Tower Viewpoint is added
Tower Height is correct
Airport Beacon is added (if present in real life)
No objects are located outside of the boundary or cut the boundary
Runways are added
Runway numbers are correct
Runway length is correct
Displaced thresholds and stopways are added (if present IRL)
Runway markings are correct
Runway lighting is correct
PAPI/VASI lights are added correctly
All Taxiways are added
Taxiway materials are correct
All buildings are added
Buildings be distinguished from taxiways
Taxiways are overlapping runways
All taxiways are snapped
Taxiway markings are drawn accurately
Marking types are correct
Lines are snapped
Hold lines are snapped
Gate outlines are drawn
No runway markings are drawn
No hashed areas are present
Spawns are added
Spawn attributes are complete and correct
Spawns are named correctly
Spawns are snapped to lines
Spawns are oriented correctly
Export Target is set to X-Plane 10.50
Email includes the ICAO code and necessary information
44
INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
WED SHORTCUTS
World Editor is full of functions. Most have a shortcut key combination you can use to select it more
quickly. All shortcuts are displayed as Windows key combinations. For Mac, use command instead
of Ctrl.
MENUS
FILE
Close (the editing window) Ctrl+W
Save (the progress in your scenery pack)
Ctrl+S
Validate Ctrl+Shift+V
Import apt.dat Ctrl+Shift+I
Export apt.dat Ctrl+Shift+B
EDIT
Undo Ctrl+Z
Redo Ctrl+Shift+Z
Duplicate Ctrl+Shift+D
Group Ctrl+G
Ungroup Ctrl+Shift+G
Move First Ctrl+Shift+[
Move Up Ctrl+[
Move Down Ctrl+]
Move Last Ctrl+Shift+]
VIEW
Zoom to Airport Ctrl+Alt+/
Zoom Selection Ctrl+/
SELECT
Select All Ctrl+A
Select None Ctrl+D
Select Polygon (entire taxiway; only works
when one node of the taxiway is selected)
Ctrl+Shift+Up
Select Vertices (select all nodes separately;
only works with taxiway selected)
Ctrl+Shift+Down
AIRPORT
Create Airport Ctrl+Shift+A
Create ATC Frequency Ctrl+F
TOOLS
Vertex Tool V
Marquee Tool M
Runway Tool R
Sealane Tool S
Helipad Tool H
Taxiway Tool T
Taxilines Tool L
Hole Tool K
Light Fixture Tool F
Airport Beacon Tool E
Windsock Tool W
Tower Viewpoint Tool A
Ramp Start Tool O
Boundary Tool B
45
INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
TABLE OF FIGURES
Picture 1: Downloading the repo through github.com
Picture 2: Download Page for SASPlanet Nightly
Picture 3: Typical Airport Editing Folder Structure
Picture 4: WED's appearance when opening it for the first time
Picture 5: Extracting the SASPlanet .7z folder
Picture 6: Landing page of WED-o-maker on first launch. Arrow indicates where the directory of the
Airport Editing folder has to be inserted
Picture 7: The issue tracker - use the search bar indicated by the arrow to search for the identifier
of your airport. Use the "Labels" button to only show airports with certain labels.
Picture 8: (1) Search Bar, (2) Source Selection, (3) Selection Tool
Picture 9: Selection Manager, Download page
Picture 10: Selection Manager, Stitch page
Picture 11: Which coordinate from the kml goes in which section
Picture 12: Basic World Editor Setting with left (Library) column removed
Picture 13: Airport Beacon
Picture 14: Runway Marking Types (Left to Right): None, Visual, Non-Precision (UK), Non-Precision
(US), Precision (UK), Precision (US)
Picture 15: Runway in WED and the real-world runway in comparison
Picture 16: PAPI (left)
Picture 17: VASI lights
Picture 18: A node (not selected)
Picture 19: Node with curving arrows
Picture 20: Key combinations and their effect on WED nodes
Picture 21: Correct and incorrect curving
Picture 22: Badly curved line
Picture 23: Correct way to draw hashed areas (left) and what not to add
Picture 24: Type 1 curved parking
Picture 25: Type 2 curved parking
Picture 26: Airport export window
Picture 27: Different causes of transparent taxiways. (1) Inaccurate drawing (2) accidental/wrong
curving (3) snapping issue
IMAGE SOURCES
Satellite Images taken from Google Earth
Approach Light visualization:
http://www.fsdeveloper.com/forum/attachments/approach_lighting_2-jpg.5788/
Picture 13: https://airportlightinginc.com/contact-airport-lighting-systems/
Picture 20: http://developer.x-plane.com/manuals/wed/
46
INFINITE FLIGHT AIRPORT EDITING GUIDE 11/2017
DISCLAIMER
Infinite Flight Airport Editing is not affiliated in any way with Infinite Flight (IF) or Flying Development
Studio (FDS). Infinite Flight is copyright of Flying Development Studio, LLC, 2016. References made
to Infinite Flight or other FDS products are done so with kind express permission from Flying
Development Studio, LLC. Airport Editors don’t get paid but provide their work for use by FDS
voluntarily according to the Contributor License Agreement. Speculations that Airport Editors get
discounts on IF products, free Live+ subscriptions or access to alpha or beta testing are incorrect.
Joining the team to get access to exclusive features or discounts won’t get you anywhere in fact.
ACKNOWLEDGEMENTS
Thanks to the entire Airport Editing team for supporting this guide with their ideas and questions
and obviously for all the hard work they do every day to improve the user experience in Infinite
Flight. Special thanks to Chris Levet for his help to get rid of these nasty misspellings that Word
didn’t see and his ideas to make some paragraphs easier to understand. Thanks also to Nick, who
created the Infinite Flight Airport Editing logo.
TEAM
CAMERON
TOM
“KILT MCHAGGIS”
MORITZ
DUSHYANTH
HENRIK
DAVID
JONATHAN

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