fbass
02-23-2002, 02:25 AM
While I'm getting all this aircraft stuff organized I thought I would share some thoughts about how one might better keep up with all these downloads. Here are some things I do to keep it straight in my files. If you find it useful - good.
The first thing I did was add the letters "STD" at the end of the "ui_type=" statement in the aircraft.cfg file for all default aircraft. That way I will always know if an aircraft is a default or a 3rd party aircraft or if the aircraft has been changed in some fashion. When you access the "Aircraft Type" drop-down selection list you can see which aircraft are default.
If you need to use a default aircraft to made some kind of mofificatoin, you can avoid making changes to default files by copying the aircraft's folder to a temp directory, make the changes, and added "Panel Mod" (or whatever change you are doing) at the end of the "ui_type=" statement. That way, you can identify the modified aircraft from the selection list without any trouble. I also add the letters "Per" to the end of the "ui_type=" statement to differentiate between aircraft flying under an airlines livery and those that are "personally" owned.
So, when I make changes to a type aircraft I know what the change is from the selection list. This may cause some duplication but it keeps all these aircraft and their modification separated. You can code the type aircraft with sound modifications, panels, textures, and even updates if you wish.
Another thing I do is note the *.zip file name I used to construct an aircraft or modify it. I simply place an empty folder in the aircraft folder (or in the associated sound/panel/texture etc) and its label shows the zip file name, what the mod or aircraft addition was and the date. Blank folders don't take up too much memory and it sure helps when you are troubleshooting an aircraft to know what zip file you downloaded to get at the change. It also helps to know this info when the author makes changes to specific sounds, panels, or aircraft.
Just a thought.
The first thing I did was add the letters "STD" at the end of the "ui_type=" statement in the aircraft.cfg file for all default aircraft. That way I will always know if an aircraft is a default or a 3rd party aircraft or if the aircraft has been changed in some fashion. When you access the "Aircraft Type" drop-down selection list you can see which aircraft are default.
If you need to use a default aircraft to made some kind of mofificatoin, you can avoid making changes to default files by copying the aircraft's folder to a temp directory, make the changes, and added "Panel Mod" (or whatever change you are doing) at the end of the "ui_type=" statement. That way, you can identify the modified aircraft from the selection list without any trouble. I also add the letters "Per" to the end of the "ui_type=" statement to differentiate between aircraft flying under an airlines livery and those that are "personally" owned.
So, when I make changes to a type aircraft I know what the change is from the selection list. This may cause some duplication but it keeps all these aircraft and their modification separated. You can code the type aircraft with sound modifications, panels, textures, and even updates if you wish.
Another thing I do is note the *.zip file name I used to construct an aircraft or modify it. I simply place an empty folder in the aircraft folder (or in the associated sound/panel/texture etc) and its label shows the zip file name, what the mod or aircraft addition was and the date. Blank folders don't take up too much memory and it sure helps when you are troubleshooting an aircraft to know what zip file you downloaded to get at the change. It also helps to know this info when the author makes changes to specific sounds, panels, or aircraft.
Just a thought.