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Tsili Tsili Aerodrome Is Final

dvslats, This is what my airbase data file looks like.
1.Name= is what ever the name of the base is in this case it is a seaplane base.Now the T stands for takeoff the 1 stands for the 1st entery in the airbase data file for that runway and heading.I usually have from 2 to three airbase data entries for each end of the runway I am using and that would be the 1st entery. The next number is 197 which is the heading for this entery and the next number is 144 which is the runway number.

Now, this ididn`t cover in the pic but I will here,(units_across=1).The reason for this is because I will have two enteries side by side on one end of the runway.If you are looking down on the runwayin the mission builder it would look something Like this X X .See the second pic and you will see what I am talking about.With two sets of aircraft takingoff you can get 16 AC AI off at the same time or if you are leading a group you can takeoff and still have 15 AC AI + the player going at once.If you notice the next pic you will see what I was talking about and the reason I code them the way I do.

2.takeoff_start_pos=000,0 This tells the sim where to place the aircraft player or player and his flight or the Ai ACand or its flight which is ontop of the X.You or the AI AC will end up just behind the X.
2A. is the takeoff_stop_pos= 1600,100.This just tell the AI when the the takeoff part of the flight is over and start toward waypoint #2.

3.Landing_start_pos=-4000,450 Thie is key to getting the AI to land in the same direction they tookoff in.By using a - infront of the 4000,450 you are telling the AI to start there landing behind the X.

4.landing_touchdown_pos=-000,0 This tells the AI to land just behind the X.

5.landing_stop_pos=-250,0 This tells the AI how far to go before they start to stop.
 
That's a kool piece of info on modding the entries Bobhegf! Especially the part on getting sixteen of the Ai's on the take off run. So when the units across = 1, the Ai are lined up single file behind the lead aircraft. Nice! I have to give this a shot to see how it goes on my end.
Thanks for taking the time to lay it all out...explanation and pictures. :ernae:
 
Hiya Shadow,
Besides Pen's stuff and LW's, the only other two I can think of are gary20's gsl package and Xavier's piers IIRC correctly. I'm not at my home computer, but will be by Thursday. If these don't take care of the problem I'll list all of the filenames then, or if the D/L becomes available, maybe sooner.
SeeYa, Dv
 
Hi Dvslats,

although I haven't been able to download your scenery just yet, since the link in "Latest CFS uploads" is still down, I have a question which is mostly directed at Mask Rider.

Back to the stock Tsili-Tsili and the new one being displayed together issue:

MR, if I am correct, you were able to replace the stock entry for Guadalcanal-Henderson Field in your Solomons package, in order to have your Henderson scenery displayed in place of the stock one.

Can't the same tecnique be applied to this case as well?

Cheers!
KH
:ernae:
 
I just thought I would show everyone what 16 planes look like taking off. The nice part is they don`t collide with each other eather if it is set up right.I am not trying to highjack the post but just thought I would show what can be done with a corrected airbase data file.
 
DV: I think I got them all by posting the links onto a seperate page. As I suspected I had all the ones by Pen32 and LW... Thanks. :icon29:
 
File Names

Ok, back at home. (its nice to be home) I put together a list of the file names for those that may find it easier to locate them this way.

af_cstdef_pak.zip (Pen32win) or (AF=Midway)

af_cstdef2.zip (Pen32win) or (AF=Midway)

AF_BnkrPak.zip (Pen32win) or (AF=Midway)

af_afldblgd1.zip (Pen32win) or (AF=Midway)

GSL_RAF_Buildings.zip (gary20)

LDW_Trees.zip (leroy10)

lw_library_objects_wfixed_buildingsbgl.zip (leroy10 @ Maskrider's webpage)

cfs2piers.zip (Xavierb2)

Dv
 
Thanks for the good word Ghostrider. :)

Hiya Bob, That's a great method of keeping your airbase file organized. Someday I'll be that orderly. :kilroy: Renumbering all of those are not my favorite pastime. :isadizzy:
As far as the Ai landings go, I have never had much luck with that, except for the stockers. I've been using Jagd's method of having them circle while I bring myself in. The location of this field might prove even more difficult because one end of each runway faces hilly terrain. As we have seen in the past, Ai's have a terrible time negotiating that. But for a flatter strip in a more open area...what do you do?

Hi dvslats,

Just a tip about AI landings. I've found that letting the AI land first is a good idea. The AI will land with or without you in front of them if the mission calls for your flight to land.

However, if the mission does not call for the AI to land, they will circle at low altitude after you touch down, and then they will crack up if you don't end the mission right away. If they're circling, it's just a matter of time until they crack up.

In addition to being pathetic at dealing with troublesome terrain, the AI are also pathetic at not running over you if you try to land in front of them. That's why I started letting them land first. Then I noticed that they didn't seem to crack up nearly as much that way. I guess the AI has it's own way of landing, and the human just gets in the way and distracts it.

AI crackups on landing have become a rarity in my version of the sim. Exactly how this came about, I don't exactly recall. It has something to do with the aircraft center of gravity and landing gear contact points in the "aircraft.cfg" file - the kind of stuff Dirtman knows all about. Anyhow, the AI can land OK if the aircraft is set up correctly for them. If you're not in front of them.
 
Yeah Ettico, I know what you mean by being in front. No mercy. :icon_lol: Sometimes it's a good chuckle watching the ai land in front of you and they go off skidding into the sunset on their prop spinner. :icon_eek: Artificial...yes. Intelligent?...sometimes.
I have a ton of notes from posts in these forums for the cures to these things, just never seemed to take the time to apply em. So many things in this ol' sim that can be tinkered with...I guess that's why it never gets dull. :ernae:
 
Fellows if you will set up your airbase data files the way I suggested and use the stock AI aircraft you won`t have that problem.You will even be able to land in formation with the AI.
 
Hi Bob, I'm working on it...my computer was out of commission for a while, but now things seem to be hunkey dorey. :gameon:
 
dvslats, I think you will like what you see and once you get use to using them you won`t go back. Not only can you controll more or less the gen. area where the AI park after they land but you can also adjust the altitude and distance of the landing patern they use by adjusting the lower numbers in that airbase data file.
 
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