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AI landing and takingoff in the same direction.

bobhegf

Charter Member
Has anyone figured out how to get the AI to land and takeoff on the X and to land and takeoff in the same direction?
 
Has anyone figured out how to get the AI to land and takeoff on the X and to land and takeoff in the same direction?

Well, ...

You can add INFO/airbases.dat/[runway.n] runways that are reciprocal to a given runway, ...and name it "land", ...or some other convention, ...and use them for your landing waypoints.

Works fine.

Just use the "shift" key to cycle the runways, ...or move it down the strip a little using the lat and lon (one minute is ~ one mile, ...or 0.01 ~50ft) so that it shows.)

eg.

[runway.103]
id=8030
name=Henderson R07
base_lat=S9 25.87
base_lon=E160 2.87

base_alt=55
heading=66
allegiance=0
units_across=2
takeoff_start_pos=-450,0
takeoff_stop_pos=1600,200
landing_start_pos=5000,350
landing_touchdown_pos=550,0
landing_stop_pos=-250,0

[runway.139]
id=8066 //runway.103
name=Henderson R07-Land
base_lat=S9 25.88
base_lon=E160 2.85

; base_lat=S9 25.87
; base_lon=E160 2.87
base_alt=55
heading=146
; heading=66
allegiance=0
units_across=2
takeoff_start_pos=-450,0
takeoff_stop_pos=1600,200
landing_start_pos=5000,350
landing_touchdown_pos=550,0
landing_stop_pos=-250,0


Enjoy
 
Bob....

..., have you tried changing the polarity on the landing settings in the aibases.dat file for that particular runway?

Like this:

landing_start_pos=-5000,350
landing_touchdown_pos=-550,0
landing_stop_pos=250,0

Instead of this:

landing_start_pos=5000,350
landing_touchdown_pos=550,0
landing_stop_pos=-250,0

:engel016:
 
I started out the way you suggested about 4 years ago.I have found that the problem was the way the designers set up the airbase data entery.It should look like this.

[runway.143]
name=fighter 2_T2_54_143-This title tells me that it is located on Fighter 2 at Guadalcanal,it is takeoff #2,the heading is 54* and the runway number in the airbase data is runway 143.By just putting the mouse arrow on the X I can without having to open the properties and going and hunting for the runway I can see the above info.

base_lat=S9 25.01
base_lon=E160 0.62
base_alt=00
heading=54*
allegiance=0
units_ across=1 Note: I will explane this one later.
takeoff_start_pos=000,0
takeoff_stop_pos=1600,100
landing_start_pos= -4000,450
landing_touch_down_pos=-000,0
landing_stop_pos=-250,0

The - is the what causes the AI to land in the same direction that they tookoff in.This works great on all single engine navy AI aircraft US and Japan. The Betty is the only mulityengine AI AC that lands well, all the others and that includes the P-38 can`t figure it out.I am going to correct that one soon and will post what I did.

The units across only being one allows me to put two airbase data entries on runways that are not very wide and still get 16 AIAC to takeoff at the sametime without running into each other.

The reason I put up this post was to see if others like youself had tried to see if they could do it and to see how they have done it.I have posted this fix about 12 times but i think I am the onlyone using it.

Tango Romeo , you beat me to it.I tried it on a real wide runway and was able to get 64 fighters into the air at once.
 
multiple start points

I have been adding start points to my airbases: for example, at a given base, I will have a start point on the tarmac, and two for each runway, one in each direction. So I can have aircraft take off and land in any direction on any of the runways. I name the start point with the runway direction, so for example Chivenor 27 starts at one end, and Chivenor 9 starts at the other.

I tend to locate the start points with a slight offset, so that I can easily see which is which in MB.

The only problem that I can see is eventually running out of room in the airbases.dat file.

merlin2
 
I keep a clean stock file so that I can use it if needed.I then zip up the old file and put a readme in it to explane or give me locations of the bases in that file.
 
related: player aircraft

Of course it is really the same problem with the player aircraft as well, if you warp to the landing waypoint in MB. You will end up landing opposite to the way you took off; not typical practice. Again, with multiple landing points on an airfield you can customize this as well. And you can design missions where you or the AI have to land on a secondary runway due to for example, a crash on the primary runway.

merlin2
 
I just know....

...Bob too well. Like an attorney, he never poses a question to which he doesn't already know the answer. :kilroy:
 
Also helpful when trying to get the AI to land on a carrier, damn them for not using tail hooks though. *******s.
 
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