Disappearing planes

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The runway is 2200 feet. :kilroy: Cees

Well Cees, that definately is not the problem. :mixedsmi: One of the things I've discovered about FS9 is that sometimes when there is a problem by the time you've sorted it out, you have no definitive idea of which of the changes you made actually solved the problem. :icon_lol:

Romeo-Delta
 
Well Cees, that definately is not the problem. :mixedsmi: One of the things I've discovered about FS9 is that sometimes when there is a problem by the time you've sorted it out, you have no definitive idea of which of the changes you made actually solved the problem. :icon_lol:

Romeo-Delta

Think I'll pass this problem on to the AI gurus so I can focus on the mudmoving again.

:running:

Cees
 
I'm setting up your bases anyway, so if you want me to give them a once over, no problem, I'll give it a shot.

just holler,
Jamie
 
I'll holler Jamie! Can you PM me your e-mail addy? Do you have Wim's D.XVII?

Edit: You have mail, lots of it!:icon_lol:

Cees
 
Cees,

took me a while to get things working and set up, TTools still isn't cooperating. Could you send me your files if needed?

I forgot about the D.XVII cfg,so took me a good while to work out why I only had 3 AI showing, plus the static fooled me for a while to.

I did alter a few things before testing, being impatient for the Fokker to download (slow speed here).

Initial results, 4 showing (2 T-V, 1 D.XVI and 1 D.XVII). First T-V took off fine, disappeared over the horizon, later to reappear as the D.XVI started taxiing (this could be an issue, as the 16 had to wait for a couple of minutes for the T-V to land) All went well, the T-V landed, stopped, taxied and parked, the 16 then took off......

...will let you know how that goes....

Jamie
 
remaining three all airborne, XVI on initial approach, XVII on outbound and second T-V climbing from t-o.

This is really enjoyable, the scenery is great, the Fokkers are great, the traffic is working fine so far. All I want to do is add some EZscenery stuff, a bike or two (you Dutch love them if I remember from my last visit) oil drums, etc. etc.

I only do this to stuff I like, wouldn't waste my time otherwise. I can see me adding more AI too.

:ernae:
Jamie
 
The XVI shot a T'n'G, stating to ATC a missed approach, it did float for a good distance. The XVII and second T-V both performed admirably, landing and parking up.

XVI currently on second approach, will let you know.

Jamie
 
Cees,

took me a while to get things working and set up, TTools still isn't cooperating. Could you send me your files if needed?

I forgot about the D.XVII cfg,so took me a good while to work out why I only had 3 AI showing, plus the static fooled me for a while to.

I did alter a few things before testing, being impatient for the Fokker to download (slow speed here).

Initial results, 4 showing (2 T-V, 1 D.XVI and 1 D.XVII). First T-V took off fine, disappeared over the horizon, later to reappear as the D.XVI started taxiing (this could be an issue, as the 16 had to wait for a couple of minutes for the T-V to land) All went well, the T-V landed, stopped, taxied and parked, the 16 then took off......

...will let you know how that goes....

Jamie

The files are on the way....

Cees
 
Cees,

last night I had three out of four planes working, only thing I changed was adding the parking codes to the aircraft.cfg. The 17 had them already I think and it behaved well last night. The V and 16 didn't, the TV behaves the best and lands pretty fine,there is a puff of smoke near the end of the runway when I presume the tailwheel crashes down, but it still stops and parks up.

Tonight the 16 still wont land, and neither will the 17. didn't change anything, lol. I'm suspecting the aircraft themselves, as the 16 floats for quite some time, touches down near the mid-point and doesn't stop. The 17 floats too, but not as much.Will keep trying, and as far as I can see the AFCad is fine.

Jamie
 
Thanks Jamie! I'm puttting some more scenery in. It's getting better all the time (that is a Beatles song! Love The Beatles!)
What do you think about the dunes? Did you see the lighthouse on the North end of the Island? I placed a church near the south. Still got to get permission to use that one....but no one answers...

Cees
 
Cees,

to be honest, haven't even been further than 1 mile from the airport, just birdwatching. It's my kind of strip though, grass field, nothing fancy, just atmosphere. She's really well done, very attractive. I sound like I'm after a date, lol.

I noticed that the traffic is set in 1/2hr blocks, meaning planes are returning when others are having to wait to take off. With these being slower planes the waiting traffic is timing-out and disappearing. It might be an idea to stagger them a little, odd times, etc.

If it turns out to be the planes, I'm weary of tinkering to much with cfgs and airfiles as this will impact the player aircraft, but I have a crafty plan for that ;) if it needs to be so.

still testing,
Jamie
 
Cees,

ignore the last bit about 1/2hr blocks, I got TTols working and inspected the files, no such problem. Seems I choose a time of the day that is quite congested, @13:00. Tested another time, seems better.

To test your files I lengthened the runway by 1000ft, the 15 and 16 both landed and parked. They should, in reality, be easily capable of landing in the default footage, but it seems alas no. I'm going to revert to 2200ft runway and implement plan B. Dedicated AI versions that will require the original planes and alias model and textures to those. allowing tweaks to the AI versions that wont affect the player aircraft.

Wish me luck, I'll need it, I hate FM tweaking AI, it's evil, lol.

Jamie
 
Cees,

still working on it, sorry for the delay. But sitting watching these planes fly circuits is a long process, time warping can make the AI behave erratically in my experience and is better done in real time. The biplanes are still showing a tendency to float along the runway, touching down too late to stop, and giving 'missed approaches'.

I've just sat down at my desk and will get back to tweaking in 2 mins.

will report back after a tweak and a set of AI circuits (about 1hr for all four to go around)

Jamie
 
Jamie,I just bumped the thread to keep it visible for myself. Take your time buddy, it's worth it. Btw, I don't think the simulation rate affects the AI. Set to 4* I get the same results as you had.
Here's a gem on the south west side of the island: the church of Den Hoorn. It's a model from Google Earth. Still trying to get the author's permission to include it.


Cees
 
I've had my first success with the 16, landed but over-ran the airfield (I forgot to add brakes, lol). It did turn round and taxi back. She was a little slow and was overtaken by the 17 which took of well after her, the 17 landing first.

getting there,
Jamie
 
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