Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5   Go Down

Author Topic: Tutorial-Basic Airfield Building  (Read 29498 times)

0 Members and 1 Guest are viewing this topic.

spdr109

  • Modder
  • member
  • Offline Offline
  • Posts: 96
Re: Tutorial-Basic Airfield Building
« Reply #24 on: March 12, 2011, 04:08:56 PM »


Disconnect the eight stay points that we just tested and drag the 0 icons out of the way.





For this test we will add branches to the taxiways. This is very easily accomplished by creating a new line of taxi points and
connecting them to an existing line of taxi points.  At the end of this new taxiway we will add one stay point to make sure
that the new path is clear. For now this will be the only stay point connected.





Save the changes and fly the test mission.





Excellent!
 
Now add new stay points until we reach a total of eight, four per runway. To ensure adequate spacing for the largest aircraft,
we can use concrete plates. Note the spacing. There must be a minimum of  a one half plate space in between.  Place them
wherever you may have doubts about the distance between parked aircraft. They are easily deleted later.







     
Save the changes and fly the test mission.

After adding the additional stay points I found that the taxiway at the bottom would not accept four aircraft. I looked for
objects that may have been hiding, adjusted the spacing, tried moving left and right but it just would not work the way
that I wanted it to. This happens!

That is why I build up the airfield gradually, testing ALL changes as they are made and resolving ALL problems before moving on.
It is nearly impossible to troubleshoot a completed airfield because things that appear to be just fine just don't work.

So I tried shifting the taxiway away from the runway a bit and everything worked as needed.





So now we have a total of twelve working stay points per runway. Now we must expand our test mission to make
sure that our stay points can work together.


Logged

spdr109

  • Modder
  • member
  • Offline Offline
  • Posts: 96
Re: Tutorial-Basic Airfield Building
« Reply #25 on: March 12, 2011, 08:34:20 PM »


This next step will begin to bring everything together.

We need to reconnect our stay points and make sure they are
spaced enough to function as a cohesive unit.

We will do this by expanding our test mission. We will add one flight
to the first runway then test to make sure all is ok. Then we will add
one flight to the second runway and test again. We will continue like
this until we have used all twenty four of our stay points.

Let us begin by cleaning up our airfield. Reconnect all stay points
and delete the concrete plates that we used to check spacing.





Save the changes and fly the test mission





If you did everything correctly the aircraft should have parked in the
first four places that they came to. If not, the only problem could be that
some stay points are too close together. Earlier, we used the concrete
plates to space our aircraft. Use that distance as your standard and make
sure that all the stay points are at least that far apart. For the largest
aircraft, the stay points must be at least one and a half concrete runway
plates apart. If you do find that you need to move a stay point, be careful
not to move it closer to some object.





Now we will add another flight to the first runway. We chose a good set
of waypoints at the start so now all we have to do is follow the same basic
pattern. At the start, try to angle the aircrafts' flight paths so that they remain
separated. Also you should increase the altitude of each flight. For example,
500, 750, 1000, 1250... with every additional flight. This assures separation
in the vertical. Another thing to do is to change the skins for each different
flight. This makes it easier to monitor each flight's arrival at the airfield.
Ideally we do not want a lot of overlap in the landing pattern. We want to
try to have three aircraft of one flight on the ground before the next flight
begins to land while alternating runways. Remember that although we have
two runways available, all aircraft must share the landing pattern. This becomes
critical as more and more flights are added.











Keep the mini map open to monitor each flight as it works through it's waypoints.
If the flights seem like they are not coming together as intended, quit the mission
and spread the waypoints out a little. Occasionally the aircraft may collide in
the air. Monitor the inflight messages and listen for any trouble. You can also
follow the flight. Switch views until you are the last aircraft in the troublesome
flight. Watch to see what goes wrong. You may have found a mountain or
something. Make adjustments as needed. If all goes well, all aircraft will land
safely in about the same order that they took off in.
 





Next we will add another flight, but to the other runway.


Logged

Mixx

  • member
  • Offline Offline
  • Posts: 419
Re: Tutorial-Basic Airfield Building
« Reply #26 on: March 14, 2011, 06:27:21 AM »

Spdr109!
Carefully study your installation guide airfield.
Thanks for your detailed explanation.

P / S. Sorry for the delay with the new map. There are problems with  actors.static
I think they'll decide in the coming days.
I look forward to your help...
Logged

spdr109

  • Modder
  • member
  • Offline Offline
  • Posts: 96
Re: Tutorial-Basic Airfield Building
« Reply #27 on: March 14, 2011, 04:47:51 PM »

Mixx,

I look forward to it. I have a question though. Are there plans to create an entire WWI "branch"
of IL-2? I have been seeing WWI maps being developed as well as aircraft in the various forums.
I would thoroughly enjoy such a thing as this!

spdr109
Logged

spdr109

  • Modder
  • member
  • Offline Offline
  • Posts: 96
Re: Tutorial-Basic Airfield Building
« Reply #28 on: March 14, 2011, 06:01:09 PM »

To add another flight to the second runway just follow the same basic steps as before. Follow the basic pattern
of the previous flight's waypoints, keep flights separated both vertically and horizontally, and make sure that
everyone doesn't arrive at the airfield at the same time.








If all went well, congratulations! If not adjust waypoints as needed.

With two flights successfully operating on two runways, use "save as" to rename the mission.
We will use this mission later. Continue adding flights to the original test mission though.


As the mission begins to take more and more time to complete, aircraft will begin to disappear from the airfield.
This is a normal function of the game engine. As far as I know, parking spots do not again become available when
the aircraft on it disappears. So we must have as many parking spots as aircraft that launch. From this point in
the tutorial however I will not be able to provide screenshots showing all of the parked aircraft.


Now continue as we have been. Add a flight to the first runway. Check to make sure all is ok then add a flight
to the second runway. Remember to change the skins again.














If all went well, we should be using all twenty four of our stay points.

Next we will refine the work we have done up until now.

Logged

Mixx

  • member
  • Offline Offline
  • Posts: 419
Re: Tutorial-Basic Airfield Building
« Reply #29 on: March 15, 2011, 09:48:41 AM »

Are there plans to create an entire WWI "branch"
of IL-2?

spdr!
Yes, but above it all work. Here at CAC lot.

Aircrafts:
https://www.sas1946.com/main/index.php/board,135.0.html
 (work)
https://www.sas1946.com/main/index.php/topic,11945.0.html               
 (work)
https://www.sas1946.com/main/index.php/topic,11978.0.html               
https://www.sas1946.com/main/index.php/topic,14412.0.html

WWI Tank Pack - Part 1        asheshouse
https://www.sas1946.com/main/index.php/topic,12226.0.html

[Trains] ArmoredTrain
https://www.sas1946.com/main/index.php/topic,7135.0.html

Some models of the FM has to be expanded. Unfortunately there is no moving cavalry and horse-drawn carts. But this is temporary. I'll tell you later ..

By KhalkhinGol.
Very good all turns out. Beautiful. Thank you
Logged

spdr109

  • Modder
  • member
  • Offline Offline
  • Posts: 96
Re: Tutorial-Basic Airfield Building
« Reply #30 on: March 15, 2011, 02:55:33 PM »

Mixx,

Well that is good news! I wait patiently.

In the meantime check your PM.
Logged

spdr109

  • Modder
  • member
  • Offline Offline
  • Posts: 96
Re: Tutorial-Basic Airfield Building
« Reply #31 on: March 18, 2011, 03:21:45 PM »

Thank you KiwiBiggles.

It is great to be getting such a positive response.

Stay tuned. There is more to come.
Logged

Uzin

  • Modder
  • member
  • Offline Offline
  • Posts: 2787
  • On lifetime holidays
Re: Tutorial-Basic Airfield Building
« Reply #32 on: March 18, 2011, 04:11:03 PM »

Not only to spdr109:
I am sure many mapmakers are glad to read this excellent  tutorial .
Therefore I dare to ask here the following question.
In map making, it is necessary to frequently switch between Unlocked FMB and ordinary one, which takes much time. Are there any ways of shortening this vaste of time, plz ?
Logged

spdr109

  • Modder
  • member
  • Offline Offline
  • Posts: 96
Re: Tutorial-Basic Airfield Building
« Reply #33 on: March 18, 2011, 08:31:19 PM »

Good to here from you again Uzin.

I am using the map editing method from Boomer and you must exit the game to save
your changes. Also you must be in the ordinary FMB to create and use the test mission.
So this does require ALOT of switching back and forth between versions.

I am fortunate to have a rig that allows me to load IL-2 in under 20 seconds so it is not
much of an issue for me.

In making the tutorial I have broken down the individual steps for clarity but when I am working,
I multitask very much more than I show here to avoid the amount of switching as much as possible.

I am curious to know if you had a chance to investigate aircraft behavior on airfields where the
taxiways connect the runways in the middle? Could you give me an example of a map where
this occurs? I believe this area requires some scrutiny to allow for a better understanding of AI behavior.
Logged

spdr109

  • Modder
  • member
  • Offline Offline
  • Posts: 96
Re: Tutorial-Basic Airfield Building
« Reply #34 on: March 18, 2011, 08:37:08 PM »



If you want to, you could stop right now and you would have a perfectly good airfield.
Let us go further though and see what more we can accomplish.

Let us begin by adding some stay points and deleting some others. We are trying to make
the aircraft move around in a realistic manner using features of the airfield texture that seem
like places that the aircraft might actually use. For example, you would probably prefer your
aircraft to park in a grassy area rather than in a field of rocks.

To save time, we will again disconnect our working stay points so that we will only be testing
our new additions. Remember to move the 0 icons and DO NOT DISTURB the 1 icons.

Let us limit our changes to four per runway to save some time watching the test mission.
If you need to, use the concrete plates to space stay points and stay clear of any objects.





Save the changes and fly the test mission.





Very good. Now we will disconnect those and create some more.





Save the changes and fly the test mission.





We are doing well! Now we will disconnect those and create some more.





Save the changes and fly the test mission.






Beautiful! It seems as though we are almost out of places
to park aircraft however.

Next we will expand the test mission to see if all of our new
stay points will function together correctly.



Logged

Uzin

  • Modder
  • member
  • Offline Offline
  • Posts: 2787
  • On lifetime holidays
Re: Tutorial-Basic Airfield Building
« Reply #35 on: March 19, 2011, 12:12:03 PM »

I am curious to know if you had a chance to investigate aircraft behavior on airfields where the
taxiways connect the runways in the middle? Could you give me an example of a map where
this occurs? I believe this area requires some scrutiny to allow for a better understanding of AI behavior.

For example at stock map Pacific Islands :
Logged
Pages: 1 2 [3] 4 5   Go Up
 

Page created in 0.074 seconds with 27 queries.