Gotta love MS - mixing up imperial & metric units for fun - I guess it keeps us on our toes
Kevin,
After lots of false starts & mistakes over the years I've found the best method is to put an object in the centre of the runway, & save it as a layout. That runway centre becomes the runway coordinates for the airbases.dat entry. Don't rely on the FSSC info, or even the scasm file runway coordinates, load it in Mission Builder & find the runway centre by eye & place an object. The difference can seem to be small, but they do make a difference.
Now the fun starts:-
You'll need the runway heeding (true) & length (in mtrs)
takeoff_start_pos= take half the runway length & reduce by another 50 mtrs. Make sure it's a negative value.
takeoff_stop_pos= seems to be 1600mtrs past runway ctr, at an altitude of 200mtrs
landing_start_pos= as explained above by Aussie, seems to be 5000mtrs out from the runway coords, & 350mtrs alt (but see that jewel of a piece of info by Cody above for swapping the landing approach direction!!!)
landing_touchdown_pos= take half the runway length & reduce it by another 50mtrs. Make sure it's a +ive value (but see Cody's note about reversing direction)
landing_stop_pos= seems to always be 250mtrs short of runway ctr - not sure why you wouldn't use the entire runway lgth, maybe it's CFS2's crappy AI braking logic
Because the WW1 aircraft are so slow & manouevrable compared to WW2, you might get some improvements just by reducing the warp to positions by a factor of 2 perhaps? (so landing_start_pos= becomes 2500,175, & takeoff_stop_pos= becomes 800,100 ?)