Black Rock Scenery Information for Microsoft Flight Simulator 2000
Authors: Austin Tate and
Iain Murray
Date: 11-Nov-2001
Web: http://www.aiai.ed.ac.uk/~bat/GA/supercar-msfs.html
http://www.aiai.ed.ac.uk/~bat/GA/thrust-msfs.html
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This scenery has been built as part of a project to create scenery for the Black
Rock Desert Area, Nevada, USA. This is centred around N41* 00.00 W119* 00.00
just north of the town of Gerlach. This area principally features:
- the track and base camp used by Thrust SSC for the world land speed record
in 1997; and
- the laboratory base for Supercar (from Gerry Anderson's TV series Supercar).
This version is for FS2000. A separate version is available to use in FS98.

Thrust SSC achieved the world's first Supersonic Land Speed Record at an average
of Mach 1.02 (763.035 m.p.h.) on a two way run within the hour on 15-Oct-1997.
Congratulations to project director Richard Noble, driver Andy Green and all
those associated with the project.

The following scenery components are included:

Thrust Dynamic Scenery (Thrust model by Austin Tate, dynamics by Iain Murray).
Files: Scenery\tsscdyna.bgl tsscdynb.bgl
Texture\tssc____.af* *=0..5)

Thrust Base Camp and Vehicles (by Iain Murray).
Files: Scenery\tsscbase.bgl tsscflag.bgl tssccars.bgl
Texture\semitruk.*af (*=0..4)
Also required: VOD 3.0 Textures (VOD00.PAT, VOD01.PAT, VOD02.PAT) and
Airport 2.10 Textures (FLAG.OAV). See NOTE.

Thrust Tracks and Course (by Iain Murray).
Files: tssctr2k.bgl
Also required: VOD 3.0 Textures (VOD00.PAT). See NOTE.

FS2000 Supercar Black Rock Laboratory (by Austin Tate) located near N41 00.00 W119 00.00.
Files: Scenery\BRL.bgl BRL-Distant.bgl
Texture\Brl-1.bmp Brl-1_LM.bmp Brl-2.bmp Brl-d.bmp Brl-d_LM.bmp

NOTE: The base camp scenery was built using Visual Object Designer (VOD) 3.0
and Airport 2.10 and requires the freely available textures for VOD
and Airport to be available to Flight Simulator. Get these in file
VODTEX30.ZIP and AIP210TX.ZIP from http://www.SurClaro (for example).
The scenery will work without these textures, but the buildings and flag
will have a uniform colour.

FS2002
------

FS2000 has an ADDON SCENERY scenery area already enabled... to make the scenery available easily do the following... or you can also follow the FS2000 instructions to make a separate Black Rock scenery folder.

1. Copy the Black Rock\Scenery folder contents to FS2002\ADDON SCENERY\Scenery.

2. Copy the Black Rock\Texture folder contents to FS2002\ADDON SCENERY\Textures.

3. Add the following line into the ADDON SCENERY entry in FS2002\scenery.cfg...

Flatten.0=3871,n40 54.5,w119 9.5,n40 52,w119 3,n40 40,w119 11.5,n40 43.5,w119 19

Use an index 0 if no flatten line is already there, otherwise use the next
available number.

The Flatten.1 line in the FS2000 instructions below is not needed in FS2002
as the ground level near to Black Rock Lab is at the correct height already.
It will do not harm to add it though.

FS2000
------

It is possible to select just the scenery components you wish to have present by
altering the contents of the Black Rock\Scenery and Black Rock\Texture directory
you use in Flight Simulator. The FS2000 Black Rock Laboratory version works only
in FS2000. A separate version is avilable for FS98 if required.

1. Place the Black Rock folder into the Flight Simulator\Scenery Folder.

2. Place the VOD and Airport support textures into Flight Simulator\Texture
folder (if you wish to have the base camp fully textured). See NOTE above.

3. Activate the Black Rock scenery area.
In FS2000 under World -> Scenery Library add the folder Black Rock and
name it Black Rock.

4. Ensure that Dynamic Scenery is enabled.
In FS2000 use Options -> Settings -> Display and then to subscreen Image
Quality and check Dynamic Scenery. Selecting density "normal" is appropriate.

5. In FS2000, the Black Rock Desert area is not level. You can fix this by
flattening the scenery area. Edit the FS2000\Scenery.cfg file (see URL
http://www.microsoft.com/games/fs2000/articles_sceneryobjects.asp
for more full details of area flattening). Find the entry for the
Black Rock scenery and add the flatten lines given below.
Note the ".0" and ".1" on the end of flatten lines indicating these are
the first (zero based) and second flatten entries for the Black Rock
scenery area (you can have up to 10 indexed 0..9).

[Area.073]
Title=Black Rock
Local=SCENERY\Black Rock
Active=TRUE
Layer=73
Flatten.0=3871,n40 54.5,w119 9.5,n40 52,w119 3,n40 40,w119 11.5,n40 43.5,w119 19
Flatten.1=4006,n40 59.99,w119 0.81,n41 0.06,w119 0.81,n41 0.06,w119 0.75,
n40 59.99,w119 0.75

The area number 073 and corresponding layer number 73 are shown as examples
only. They will be set to the next available when you install the scenery area.

Note that the two flatten lines must be on a single line for each one, and not
broken with an extra carriage return or spaces as shown here for reading
convenience.

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Construction Information

DynKit Dynamic Scenery Builder
Thrust SSC was created in Aircraft Factory 99. This was used for building
the Dynamic Scenery with DynKit and DOD. Related files are in the
Build\DynKit directory.

Thrust Base Camp and Course Markers
The Thrust base camp, course markers and timine gear is made of custom
objects and some macros (the semi-articulated truck is an "aircraft"
converted to a macro). The base camp is located at N40* 44.00 W119* 16.50.
The base camp was created in Airport from APIs made in Visual Object Designer
(VOD).

Thrust Tracks
There are tracks marked by Thrust on its runs. The tracks are around 13 miles
long and run roughly at a heading of 14 degrees from N40* 42.24 W119* 13.37
to N40* 51.88 W119* 6.03. The return run is, of course, at a heading of
approximately 194 degrees. The tracks were created in VOD.

FS2000 Supercar Black Rock Laboratory
Built in Abacus Flight Simulator Design Studio by Austin Tate
_______________________________________________________________________

Usage Statement and Acknowledgements

This model is for your enjoyment. Commercial use is not permitted. This text
file must remain attached to the distribution. The Thrust SSC FS vehicle was
developed by Austin Tate. Thanks to:
- Jerry Arzdorf for permission to use his semi-articulated truck models and
textures within the scenery
- Konstantin Kushukin for DynKit
- Rafael Sanchez for Visual Object Designer and Dynamic Object Designer