AnySajmon Posted March 22 Share Posted March 22 I would like to soar around for a bit but there are no thermals. Clouds are there but no thermals. I tried switching to summer, tried changing preset but nothing works. Is there any other way to do it or are there any addons that add this feature ? I will be really glad for any help! Link to comment Share on other sites More sharing options...
PhrogPhlyer Posted March 22 Share Posted March 22 Search 'thermals" on the "Popular Downloads" tab then "Download Portal," There are several thermal downloads for various areas. Always Aviate, then Navigate, then Communicate. And never be low on Fuel, Altitude, Airspeed, or Ideas. Laptop, Intel Core i7 CPU 1.80GHz 2.30 GHz, 8GB RAM, 64-bit, NVIDIA GeoForce MX 130, Extra large coffee-black. Link to comment Share on other sites More sharing options...
Tom Gibson Posted March 22 Share Posted March 22 If you can't find thermals for your desired area, you can create them manually if you want to. Here is the contents of an XML file from the FS2004 SDK that creates a thermal area in the Morton, WA area when compiled using the FS2004 BGLComp (in the BGLComp SDK). First the description: "MORTON RIDGE ============= The Morton Ridge lift box is located ~2 miles to the SE (hdg 125 from the Strom airport) at the east end of Riffe Lake (lat: N46 28.94, W122 11.28). For lift to be generated, there needs to be surface wind set up at ~20kts, from ~240 degrees." <?xml version="1.0" encoding="ISO-8859-1"?> <FSData version="9.0" xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance' xsi:noNamespaceSchemaLocation="bglcomp.xsd" > <!-- RidgeLift Morton WA --> <SceneryObject lat="46 29.15" lon="-122 10.85" alt="50" pitch="0" bank="0" heading="240" altitudeIsAgl="TRUE" imageComplexity="SPARSE"> <Trigger type="WEATHER" triggerHeight="3000.0"> <Vertex biasX = "-1000.0" biasZ="-1000.0"/> <Vertex biasX = "-1000.0" biasZ="1000.0"/> <Vertex biasX = "1000.0" biasZ="1000.0"/> <Vertex biasX = "1000.0" biasZ="-1000.0"/> <TriggerWeatherData type="RIDGE_LIFT" heading="240.0" scalar="0.75"/> </Trigger> </SceneryObject> </FSData> Just change the lat and lon values for your area and compile. If you want to change more than that, there is info in the BGLComp SDK doc file about that. Here is a sample XML file that sets up 3 thermals. Description: "CHELAN THERMAL =============== The Chelan thermal is located just SW of the Chelan Mun airport (S10). The exact location is a butte located at the following lat/lon: N47* 48.33’ W120* 1.64 Slew up at Chelan Mun and over to the lat/lon. Start thermaling just above the butte. Work your way up until the lift stops. From there you can fly south to the Waterville airport and you will find another thermal that starts at about 6,500 feet. The exact location is N47* 39.22 W120* 3.35. You can continue south toward Pangborn Meml (KEAT) and there is a thermal located directly over the airport that begins at or about 5,000 feet. The exact location is N47* 23.91 W120* 12.94’. that begins at or about 5,000 feet. The exact location is N47* 23.91 W120* 12.94’. From there you should have enough altitude when the thermal tops out to cross the mountain range south of Pangborn Meml and land at Bowers (KELN). It’s best to setup a flight plan and have the waypoints in the GPS. It’s a great flight that’s fun and challenging." <?xml version="1.0" encoding="ISO-8859-1"?> <FSData version="9.0" xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance' xsi:noNamespaceSchemaLocation="bglcomp.xsd" > <!-- Thermal Chelan --> <SceneryObject lat="47 48.35" lon="-120 1.83" alt="200" pitch="0" bank="0" heading="0" altitudeIsAgl="TRUE" imageComplexity="SPARSE"> <Trigger type="WEATHER" triggerHeight="3000"> <Vertex biasX="-1500.0" biasZ="-1500.0" /> <Vertex biasX="-1500.0" biasZ="1500.0" /> <Vertex biasX="1500.0" biasZ="1500.0" /> <Vertex biasX="1500.0" biasZ="-1500.0" /> <TriggerWeatherData type="THERMAL"></TriggerWeatherData> </Trigger> </SceneryObject> <!-- Thermal Waterville--> <SceneryObject lat="47 39.24" lon="-120 3.32" alt="1000" pitch="0" bank="0" heading="0" altitudeIsAgl="TRUE" imageComplexity="SPARSE"> <Trigger type="WEATHER" triggerHeight="3000"> <Vertex biasX="-1500.0" biasZ="-1500.0" /> <Vertex biasX="-1500.0" biasZ="1500.0" /> <Vertex biasX="1500.0" biasZ="1500.0" /> <Vertex biasX="1500.0" biasZ="-1500.0" /> <TriggerWeatherData type="THERMAL"></TriggerWeatherData> </Trigger> </SceneryObject> <!-- Thermal KEAT--> <SceneryObject lat="47 23.91" lon="-120 12.40" alt="1000" pitch="0" bank="0" heading="0" altitudeIsAgl="TRUE" imageComplexity="SPARSE"> <Trigger type="WEATHER" triggerHeight="4000"> <Vertex biasX="-1800.0" biasZ="-1800.0" /> <Vertex biasX="-1800.0" biasZ="1800.0" /> <Vertex biasX="1800.0" biasZ="1800.0" /> <Vertex biasX="1800.0" biasZ="-1800.0" /> <TriggerWeatherData type="THERMAL"></TriggerWeatherData> </Trigger> </SceneryObject> </FSData> Note that both these files are already present in the default scenery and do not need to be added. An explanation of the XML code from the SDK - you can ignore the Fuel Trigger stuff. "Trigger This element is used to add a trigger to the scene. Triggers are used to define regions in the world that will cause an event when the user’s aircraft enters that region. Triggers can presently be used to specify refueling stations and weather areas (like thermals or ridge lifts). To aid in the construction of scenery using triggers, it is possible to make them visible in the game by setting ShowTriggers=1 in the [SCENERY] section of the Flight Simulator .CFG file. Set ShowTriggers=0 to stop highlighting the triggers. This element is allowed to contain other data and should not be terminated with ‘/>’. <Trigger type=”WEATHER” triggerHeight=”3000”> <!-- Trigger data --> </Trigger> Attribute Description Acceptable Values type Type of trigger REFUEL_REPAIR or WEATHER triggerHeight Height of trigger. Primarily used for weather triggers. Non-negative floating point number The object types allowed within a Trigger are: Fuel Vertex TriggerWeatherData Fuel This element is used to specify fuel availability for a Fuel Trigger. This element is not allowed to contain other data and must be terminated with ‘/>’. <Fuel type=”100” availability=”YES”/> Attribute Description Acceptable Values type Type of fuel 73, 87, 100, 130, 145, MOGAS, JET, JETA, JETA1, JETAP, JETB, JET4, JET5 availability Fuel availability YES, NO, UNKNOWN, PRIOR_REQUEST Vertex This element is used to specify a point along a poly-line that is the outline of the base of a trigger. This element is not allowed to contain other data and must be terminated with ‘/>’. <Vertex biasX=”33.44396446” biasZ=”12.72089861”/> Attribute Description Acceptable Values biasX Bias along latitudinal axis in meters Floating point number biasZ Bias along longitudinal axis in meters Floating point number TriggerWeatherData This element is used to specify a weather setting for a trigger. Weather triggers can be used to create thermals and ridge lifts for gliders and areas of turbulence. This element is not allowed to contain other data and must be terminated with ‘/>’. <TriggerWeatherData type=”THERMAL” heading=”270.0” scalar=”.70”/> Attribute Description Acceptable Values type Type of weather data THERMAL, UNIDIRECTIONAL_TURBULENCE, DIRECTIONAL_TURBULENCE, RIDGE_LIFT heading Heading vector applied to weather data 0-360 floating point scalar Scalar value applied to wind speed that is used to generate lift and turbulence. Floating point number between 0 and 1.0. 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PhrogPhlyer Posted March 22 Share Posted March 22 Great info, is this similar for FSX? Always Aviate, then Navigate, then Communicate. And never be low on Fuel, Altitude, Airspeed, or Ideas. Laptop, Intel Core i7 CPU 1.80GHz 2.30 GHz, 8GB RAM, 64-bit, NVIDIA GeoForce MX 130, Extra large coffee-black. Link to comment Share on other sites More sharing options...
JSMR Posted March 22 Share Posted March 22 Hmm, interesting it mentions turbulence. So you can have permanent localised areas that have turbulence if you want? https://fshub.io/airline/RUA/overview Link to comment Share on other sites More sharing options...
Tom Gibson Posted March 23 Share Posted March 23 FSX appears to be pretty much identical. From the FSX SDK: Trigger This element is used to add a trigger to the scene. Triggers are used to define regions in the world that will cause an event when the user’s aircraft enters that region. Triggers can presently be used to specify refueling stations and weather areas (like thermals or ridge lifts). To aid in the construction of scenery using triggers, it is possible to make them visible in the simulation by setting ShowTriggers=1 in the [SCENERY] section of the FSX.cfg file. Set ShowTriggers=0 to stop highlighting the triggers. This element is allowed to contain Fuel, Vertex and TriggerWeatherData data, which must occur in that order, and should not be terminated with ‘/>’. <Trigger type="WEATHER" triggerHeight="3000"> <!-- Trigger data --> </Trigger> Attribute Description Acceptable Values type Type of trigger REFUEL_REPAIR WEATHER triggerHeight Height of trigger in meters. Primarily used for weather triggers. Non-negative floating point number Fuel This element is used to specify fuel availability for a fuel trigger. This element is not allowed to contain other data and must be terminated with ‘/>’. <Fuel type="100" availability="YES"/> Attribute Description Acceptable Values type Type of fuel 73 87 100 130 145 MOGAS JET JETA JETA1 JETAP JETB JET4 JET5 UNKNOWN availability Fuel availability YES NO UNKNOWN PRIOR_REQUEST TriggerWeatherData This element is used to specify a weather setting for a trigger. Weather triggers can be used to create thermals and ridge lifts for gliders and areas of turbulence. This element is not allowed to contain other data and must be terminated with ‘/>’. <TriggerWeatherData type="THERMAL" heading="270.0" scalar=".70"/> Attribute Description Acceptable Values type Type of weather data THERMAL NONDIRECTIONAL_TURBULENCE DIRECTIONAL_TURBULENCE RIDGE_LIFT heading Heading vector applied to weather data 0.0 to 360.0 floating point value scalar Scalar value applied to wind speed that is used to generate lift and turbulence. Floating point number between 0.0 and 1.0. Link to comment Share on other sites More sharing options...
Tom Gibson Posted March 23 Share Posted March 23 Vertex This element is used to add a vertex to another element, either as a fixed point or as a bias. In the case of an Apron, it is used to specify X and Z deltas (meters) from the airport reference point. This element is not allowed to contain other data and must be terminated with ‘/>’. <Vertex biasX="-552.966980" biasZ="-775.700012"/> <Vertex lon="10.234" lat="65.299"/> Attribute Description Acceptable Values biasX Bias from airport reference point in meters Floating point value biasZ Bias from airport reference point in meters Floating point value Attribute Description Acceptable Values lat Latitude -90 to +90 degrees Format can be decimal or degrees-minutes-seconds lon Longitude -180 to +180 degrees Format can be decimal or degrees-minutes-seconds Link to comment Share on other sites More sharing options...
JSMR Posted March 23 Share Posted March 23 Ooooh my head hurts.... I guess this is how to set up some permanent localised turbulence at the end of a runway for instance? https://fshub.io/airline/RUA/overview Link to comment Share on other sites More sharing options...
PhrogPhlyer Posted March 23 Share Posted March 23 7 minutes ago, JSMR said: Ooooh my head hurts.... Not the only one! 1 Always Aviate, then Navigate, then Communicate. And never be low on Fuel, Altitude, Airspeed, or Ideas. Laptop, Intel Core i7 CPU 1.80GHz 2.30 GHz, 8GB RAM, 64-bit, NVIDIA GeoForce MX 130, Extra large coffee-black. Link to comment Share on other sites More sharing options...
Tom Gibson Posted March 24 Share Posted March 24 If you just use the template XML files and edit them to fit your needs it shouldn't be too bad. Link to comment Share on other sites More sharing options...
JSMR Posted March 24 Share Posted March 24 Ok, I’ll try. And then you compile it as a bgl and add it to the scenery file? https://fshub.io/airline/RUA/overview Link to comment Share on other sites More sharing options...
Tom Gibson Posted March 25 Share Posted March 25 Yes, use BGLComp to compile it as usual and add it to any active scenery folder. 1 Link to comment Share on other sites More sharing options...
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