Special Aircraft Service

The SAS Factory - Tech Help, Ancient Mods etc. => Tech Help : Making Mods => Tech Help (other than BAT or IL-2 Great Battles) => Map Making => Topic started by: spdr109 on February 26, 2011, 11:43:45 AM

Title: Tutorial-Basic Airfield Building
Post by: spdr109 on February 26, 2011, 11:43:45 AM


I believe I may be able to offer some assistance in regards to airfield construction.

Let me begin by saying that I do not want to seem like I know everything about this
subject but having spent MANY hours building and testing I can say that I do have an
understanding of AI behavior on the airfields.

Feel free to question or correct anything I may say and together let us advance our
collective knowledge in this area.

To be able to use this tutorial successfully you must have a basic understanding of map
editing and mission building. Information about these procedures are more thoroughly
covered  in other websites and forums.

To begin with let me say that the AI is easily confused. Objects too near a taxiway or
a stay point will affect AI aircraft depending on the size of the object and the size of the aircraft.
Aircraft will jump over to the runway points on adjacent runways if points are not aligned
correctly. Depending on the length of an aircraft's landing roll, it may be going too fast and
pass by the taxi points altogether. Also, where the runway ground points are placed will
determine where the aircraft spawn and they may not have enough distance to get airborne.

Please forgive me Mixx but I will use the Baieitai Miao airfield from your Khalkhin Gol
map because this is what I am currently working on. Let me say that this airfield does
function correctly when tested but minor details can cause major problems when different
aircraft are used or additional objects are added when mission building.

Please check these screenshots and allow me to make some observations.



(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%201/OrigAfldjs.jpg)


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%201/MAH1ajs.jpg)


1. Runway ground points may cause aircraft to spawn without an adequate take-off roll.
2. Runway points connected to taxi points should be aligned perpendicular to the ones
on adjacent runways to prevent aircraft from jumping over.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%201/MAH1bjs.jpg)


1.   Why are these points here?
2.   Aircraft have not slowed down enough and pass these points altogether.
3.   Points should be as far down the runway as is possible to allow the maximum landing roll.   


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%201/MAH1cjs.jpg)


1.   Only have one stay point per taxi point to minimize bot confusion.
2.   This is correct.

                         
                                                                             
So to begin to construct an airfield I choose an aircraft that has a long take off and
landing roll. The KI-21 is what I am using now. To test taxi/stay points I use the TB-3.
I have found that if these aircraft can use the airfield as designed then the others
can as well.



Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on February 26, 2011, 11:45:26 AM
Let us begin by aligning and lengthening the two runways. Move all connected  taxi points
to the side. Move the runway ground points (red arrows) out of the way and delete all but two
runway points. Now temporarily make both runways very long. This will help in the alignment
process and is easily adjusted later.

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%202/MAH2ajs.jpg)



1. Runway points
2. Taxi points
3. Stay points
4. Runway ground points.
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on February 26, 2011, 11:46:55 AM
Now place one runway close to where you want it to be. Place a concrete runway
plate near the end where your runway ground point will be. Now move the runway
point EXACTLY onto a grid intersection.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%203/P3cjs.jpg)

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%203/P3bjs.jpg)

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%203/P3ajs.jpg)
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on February 26, 2011, 11:48:31 AM
Using the runway point opposite from the concrete plate, move the entire runway until
it is perfectly aligned with the edge of the plate. Then place another plate at the far end to
fine tune the alignment even further. When satisfied that the runway is as good as it can be,
make sure that the opposite runway point also is EXACTLY on a grid intersection.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%204/P4ajs.jpg)

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%204/P4bjs.jpg)

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%204/P4cjs.jpg)
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on February 26, 2011, 11:51:02 AM
Now we will use the concrete plates to place and align the second runway with the first.
Go to the end of the runway opposite of the runway ground points and place a plate so that
the line of the runway is centered in it. This plate will represent where the aircraft will leave
the runway. Now align and place another plate next to the first and another plate next to that one.
This provides more than adequate spacing for the largest aircraft in IL-2. Go down to the other         
end of the runway and repeat the process.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%205/P5ajs.jpg)

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%205/P5bjs.jpg)
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on February 26, 2011, 11:52:26 AM
Now take the first runway point from the second runway and align it with the center
of the concrete plate. Do the same at the opposite end. No need to be precise yet. Just
get it close. Now  place the runway points on the same horizontal grid lines as the
runway points of the first runway. Make sure they are EXACTLY at grid intersections
and EXACTLY the same number of grid squares apart. If you followed along
with these directions you should have two perfectly parallel runways! This goes
a long way toward  predicting and controlling AI runway behavior as we move ahead.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%206/P6ajs.jpg)

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%206/P6bjs.jpg)

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%206/P6cjs.jpg)
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on February 26, 2011, 11:54:09 AM
Now we can determine where the aircraft will spawn on the airfield texture.
Choose a place near the end of the runway that looks good and place a runway
ground point(red arrow) EXACTLY ON A GRID INTERSECTION THAT
MEETS THE LINE OF THE RUNWAY. This is very important. If you kept
the runway lines aligned to the concrete plates and parallel to each other there
should be many spots to choose from.

Let us multitask now. Go to the opposite end of the runway and place a runway
point on each runway where they intersect the line of  three concrete plates that we
placed earlier. Do this by clicking on the runway point that is a lower number
than the one you want to create. In our example the runway points are numbered
zero and one. Left clicking on point zero will make the entire runway blink.
Place the runway points for both runways EXACTLY where the runway lines
intersect the edge of the concrete plates. Ignore the grid lines in this case. This will
ensure that these points are aligned perpendicular to the line of the runways.
This prevents the AI from sensing one runway point before it senses the one
that it should and turning onto the other runway.

Go back and check that all the runway points that should be on grid intersections
are still on grid intersections. Sometimes just clicking on them will cause them to move.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%207/P7ajs.jpg)

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%207/P7bjs.jpg)
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on February 26, 2011, 11:55:45 AM
Now we need to create a test mission to see if our work has brought the desired results.
Save the work and exit Unlocked Full Mission Builder. To create the test mission we need
to be in regular Full Mission Builder.

Make a simple mission using the runway ground point we are testing for both take
off and landing. Don't forget to add a static camera right in the center of the airfield.

Run the mission to see where the aircraft spawn.




(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%208/P8ajs.jpg)

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%208/P8bjs.jpg)

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%208/P8cjs.jpg)
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on February 26, 2011, 11:57:24 AM
Well... not quite. Let us move the Runway Ground Point a little further in the direction
we need. Remember to choose a point where the runway line meets a grid  intersection.

Also remember to move the takeoff and landing waypoints to the new location of
the Runway Ground Point.


 
(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%209/P9bjs.jpg)

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%209/P9ajs.jpg)
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on February 26, 2011, 11:59:38 AM
That looks good to me. The aircraft spawn to allow maximum take off roll and
not so far off the edge to seem implausible. Now thanks to our careful work at
the start the rest will go very quickly!

First we will drag the second runway's Runway Ground Point into alignment                                     
with the first's. Remember to place it on the same horizontal line as the first one's
where the runway line meets a grid intersection. Remember how many grid squares
the points were separated by? Keep it the same.

Whenever multiple parallel runways are used it is CRITICAL that  the Runway
Ground Points MUST be aligned along the same grid line. Depending on the
orientation of the airfield texture this may be a horizontal or a vertical line but
the Runway Ground Points must be placed on the same line.

Next we will drag the two Runway Points numbered zero directly onto the newly
located Runway Ground Points.

Next delete the two Runway Points that we left way out there when we added the points
at the edge of the concrete.

This should leave only two Runway Points per runway.

Next delete all those concrete plates and that just about does it!



(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%2010/P10ajs.jpg)

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%2010/P10bjs.jpg)

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%2010/P10cjs.jpg)
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on February 26, 2011, 12:01:09 PM
Now we can expand our test mission to examine the other runway. Try to set the
waypoints so that most of the aircraft of each flight can land before the next flight
arrives at the airfield and enters the holding pattern. This becomes critical as
more flights are added. Too many aircraft in the holding pattern is sure to cause
collisions.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%2011/P11ajs.jpg)

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%2011/P11bjs.jpg)

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%2011/P11cjs.jpg)
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on February 26, 2011, 12:03:02 PM
Now we can add a couple of Taxi Points and a couple of Stay Points at the
end of each runway. This is simply to assure us that we have a runway long
enough to accommodate the landing roll of a KI-21.



(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%2012/P12ajs.jpg)

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%2012/P12bjs.jpg)

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%2012/P12cjs.jpg)

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%201/Post%2012/P12djs.jpg)



Success! Don't you love it when a plan comes together!

Next time we will expand the parking areas to accommodate as many aircraft
as the airfield can launch.

Until next time.
Title: Re: Tutorial-Basic Airfield Building
Post by: just champi on February 26, 2011, 02:20:10 PM
Really useful and well explained. It also gives a good view about how airfields can work efficiently, I didn't know nothing about the issue, but you make it sound interesting. I'll wait paciently to read the next chapter you bring.
Many thanks Spdr109 , really appreciatted the effort you've put in making this. :) 
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on February 26, 2011, 07:39:06 PM
Now we will show how to determine parking spots for the aircraft.

This stage may seem somewhat confusing because by necessity we
must do several different things at the same time. We will need to layout
the taxiways, clear any obstacles from the paths of the aircraft and choose
parking spots that seem realistic within the airfield texture. Concurrently
we will be expanding the test mission, one flight at a time, until we reach
the maximum launch capacity of our airfield. To make this happen we
will have to load and exit the game an unbelievable number of times,
switching between Unlocked Full Mission Builder and Full Mission
Builder, changing the map and then testing the changes. This is when a
PC with fast IL-2  load times will be an enormous advantage. While we are
making the test mission we will have to keep a very close eye on the spacing
of the different flights, (air traffic control), as they approach the airfield.
It is by no means unusual to have over thirty aircraft in the air at the
same time. Adequate spacing must be maintained while trying to land the
aircraft in a reasonable amount of time. A tricky balancing act sometimes.

The first thing we want to do is to clear away any taxi or stay points remaining
on the airfield. Be very careful that you have clicked on what you intend to.
Keep the drop-down menu open to provide confirmation.

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2013/P13ajs.jpg)

Be very careful not to disturb the runways.

All that should remain are the two runways that we created.

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2013/P13bjs.jpg)

Now begin adding taxi points from the terminal end of each runway following
the longest possible path you may think you will need.

Remember that the test mission we started earlier has 2 flights of 4 aircraft each,
one flight on each runway, that we need to find parking places for. Place 4 stay
points per runway along each taxiway. Place one stay point right off the end of
each runway just to confirm runway function. Place another stay point at the very
end of each taxiway to confirm that the path is clear. Place the remaining 2 points
in any plausible locations.

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2013/P13cjs.jpg)
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on February 26, 2011, 07:43:11 PM
Now we must test our changes.

Save what was done in Unlocked Full Mission Builder(UFMB).
Exit IL-2, use JSGME to switch to Unlocked Maps and reload IL-2.
Use the regular Full Mission Builder(FMB) to open the test mission.

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2014/P14ajs.jpg)

Recall that we used the Ki-21 to test the runways because it has a long
takeoff and landing roll. Now we will change to the TB-3 because it is BIG.
If the TB-3 has enough clearance, so will just about every other aircraft.

To simplify monitoring of the action I use a little trick.
Place an aircraft on another airfield somewhere out of the way using only a
takeoff waypoint. Set fuel to zero. Make this the player plane.
This simply eliminates the need to switch on the autopilot every time you
fly the test mission and a couple other keystrokes when switching views.

The flight from the second runway looks like it may need some extra time in
the air so I will lengthen that flight path.

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2014/P14bjs.jpg)

Save the changes to the mission.

Fly the Mission. During the first several attempts, use every device available
to observe the behavior of your aircraft. Shift/F2 allows you to switch from
one aircraft to another in an external view. Control/F2 allows you to access
your static cameras. Use the cameras to observe aircraft as they approach the airfield
as well as aircraft on the ground. Use the minimap like a radar screen.

The goal is to make the aircraft have the shortest and smoothest flight possible.
This may take several tries to get things right but put in the effort now at the
beginning. Once you have a good set of waypoints laid out it is a simple matter to
follow the same basic pattern as you add more flights.

A few adjustments were needed but this arrangement seems to work.

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2014/P14cjs.jpg)


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2014/P14djs.jpg)

Only one aircraft was able to find a clear parking spot. Our next step will be to
clear any obstacles from the taxiways and stay points.


Title: Re: Tutorial-Basic Airfield Building
Post by: Uzin on February 27, 2011, 01:52:36 AM
Cannot appreciate enough your very needed work you published here.
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on February 27, 2011, 05:43:41 AM
Let us begin by taking care of any large, obvious objects that
may cause problems. There are several hangars that may be too
close to the taxiways but I do want to keep them so let us just
move them a little bit. Any camo nets and trees need to be deleted.
These items are easily replaced later.

There are several groups of objects that we need to move as a group.
Do this by pressing Alt/hold mouse left and dragging a box around
the group. Make sure you have checked Enable Select and Rotate
Objects in the Edit drop down menu. When you drag the box around
a group of objects it will light them up as red icons. To move the
group, left click on any red icon and you can drag the whole group.
To rotate the group use the number pad. Where you place your cursor
determines the center pivot of the group's rotation. When finished, left
click Unselect All.

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2015/P15a.jpg)

Trees can be very difficult to see. When map editing make sure you have
set  Forest=0 in your conf. To be absolutely sure that there are no objects
in the way, Alt/drag a box over the entire airfield. This will identify every
object. If you find icons identifying any blank plates, ignore them for now.

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2015/P15b.jpg)

Be very careful with the delete button when working with groups of objects.
It is much safer to unselect and delete objects one by one than to risk
deleting an entire airfield.

So after cleaning it up, the airfield now looks like this.

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2015/P15c.jpg)
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on February 27, 2011, 09:07:00 AM
Save changes. Exit IL-2. Reconfigure with JSGME.
Load IL-2. Open test mission. Fly test mission.

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2016/P16a.jpg)

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2016/P16b.jpg)

Only 3 aircraft per runway were able to find clear parking spots.
This is an improvement but there are still objects too close to the taxi/stay
points. Drag a box over the suspected areas and closely examine every icon
until you are absolutely sure that there is nothing blocking the aircrafts'
paths. Drag any groups of objects just a little bit further just to be sure.
Sometimes the smallest adjustment can make the difference!

No matter what I did I could not get the aircraft to park at the final stay
point of the second runway. Why? I don't know but sometimes that just
happens. What I did was add a group of stay points in that area to determine
how far down that taxiway I would be allowed to go. Not very far in this case.
But that is OK! We still have other options. Delete everything past the
last useable stay point and fly the test mission again.

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2016/P16c.jpg)

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2016/P16d.jpg)


Wonderful! All eight aircraft were able to find parking spots.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2016/P16e.jpg)


Next we will continue to add and test parking spots while at the same time
expand the test mission.
Title: Re: Tutorial-Basic Airfield Building
Post by: Spinnetti on February 27, 2011, 11:38:02 AM
A born teacher... nicely done!
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on February 27, 2011, 04:08:02 PM
Now we have 8 working stay points. We need to add more but to
save some time we can take a little shortcut. We also need to expand the test mission
with our goal to see how many aircraft can actually be launched from this airfield.

The stay point consists of 2 icons connected by a line. One icon is numbered 0
and one icon is numbered 1. The 0 icon connects to a taxi point and the 1 icon is where
the aircraft will park.

ONLY ONE STAY POINT PER TAXI POINT!

Multiple stay points per taxi point will function but with unpredictable results.
Better to keep it simple and consistent.

What we will do is disconnect the working stay points and add 8 more.
This allows us to avoid watching flight after flight after flight... working the pattern and landing.
We will be forced into that soon enough.

Left click and hold on a 0 icon and drag it out of the way.
Make sure you grabbed the stay point and not the taxi point.
The stay point line will begin blinking if you have the correct icon.
Leave the 1 icon exactly where it is.

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2017/P17a.jpg)

Now add 4 more stay points per runway. Now that we know that our taxiways function correctly
we should try to place the stay points in their final locations. Add more taxi points as needed.
Don't be too concerned about the taxiways just yet. We will smooth them out later.

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2017/P17b.jpg)

Save the changes. Fly the test mission.

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2017/P17c.jpg)

Fantastic! Got it on the first try!

Next we will do the same thing again.


Title: Re: Tutorial-Basic Airfield Building
Post by: Mixx on March 03, 2011, 08:36:19 AM
I am very glad that you my friend Spdr109, decided to publish this manual.
Very useful and valuable book for many Map Builders!
Also glad that you make  teachings on this map!
Finally she got in good with his hands.
Thank you in advance for the reconstruction of this map
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on March 04, 2011, 08:08:00 PM
Hello Mixx

It is good to hear from you. I am happy that you approve of the use
of your map in this tutorial. It was simply a practical matter as I  was
already in the process of reconstruction.

I am curious about your World War I map. I look forward to providing
any help that I can. Just let me know what you need.
Title: Re: Tutorial-Basic Airfield Building
Post by: Mixx on March 09, 2011, 08:53:17 AM
Hi Spdr109
Thank you for Khalkhin Gol map.
I will await your modernized airfields

New map (Mod World War I ) i'll try to finish by the end of the week.
But, as you know yourself without you does not work properly install the airfields.
Moreover, that some fields are very small (2 airfield on one texture).
But the map itself will be merry, do not be bored just flying
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on March 09, 2011, 04:12:46 PM
Mixx,

I look forward to seeing your new map. I really enjoy flying the biplanes.

I was a little distracted recently playing with textures but I will resume work
on Kahlkhin Gol today.

You will really enjoy the new features I am adding.
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 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.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2018/P18a.jpg)


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.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2018/P18b.jpg)


Save the changes and fly the test mission.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2018/P18c.jpg)


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.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2018/P18e.jpg)


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2018/P18d.jpg)

     
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.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2018/P18f.jpg)


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.


Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 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.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2019/P19a.jpg)


Save the changes and fly the test mission


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2019/P19b.jpg)


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.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2019/P19c.jpg)


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.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2019/P19d.jpg)


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2019/P19e.jpg)


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2019/P19f.jpg)


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.
 

(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2019/P19g.jpg)



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


Title: Re: Tutorial-Basic Airfield Building
Post by: Mixx 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...
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 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
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 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.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2020/P20a.jpg)


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2020/P20b.jpg)


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.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2020/P20c.jpg)


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2020/P20d.jpg)


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2020/P20e.jpg)


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2020/P20f.jpg)


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.

Title: Re: Tutorial-Basic Airfield Building
Post by: Mixx 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:
http://www.sas1946.com/main/index.php/board,135.0.html
 (work)
http://www.sas1946.com/main/index.php/topic,11945.0.html               
 (work)
http://www.sas1946.com/main/index.php/topic,11978.0.html               
http://www.sas1946.com/main/index.php/topic,14412.0.html

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

[Trains] ArmoredTrain
http://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
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on March 15, 2011, 02:55:33 PM
Mixx,

Well that is good news! I wait patiently.

In the meantime check your PM.
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 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.
Title: Re: Tutorial-Basic Airfield Building
Post by: Uzin 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 ?
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 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.
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 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.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2021/P21a.jpg)


Save the changes and fly the test mission.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2021/P21b.jpg)


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


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2021/P21c.jpg)


Save the changes and fly the test mission.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2021/P21d.jpg)


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


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2021/P21e.jpg)


Save the changes and fly the test mission.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2021/P21f.jpg)



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.



Title: Re: Tutorial-Basic Airfield Building
Post by: Uzin 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 :
(http://i734.photobucket.com/albums/ww341/Uzin_2009/th_grab0000-11.jpg) (http://s734.photobucket.com/albums/ww341/Uzin_2009/?action=view&current=grab0000-11.jpg)(http://i734.photobucket.com/albums/ww341/Uzin_2009/th_grab0002-7.jpg) (http://s734.photobucket.com/albums/ww341/Uzin_2009/?action=view&current=grab0002-7.jpg)(http://i734.photobucket.com/albums/ww341/Uzin_2009/th_grab0001-6.jpg) (http://s734.photobucket.com/albums/ww341/Uzin_2009/?action=view&current=grab0001-6.jpg)
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on March 19, 2011, 07:15:29 PM
Uzin,

I am sorry to say that the airfield in question is fundamentally flawed. I tried to create a mission
to test but right from the start I had problems. I tried to land two flights of B-17s. I could not get the
landing waypoint to "snap" to the desired runway ground point. In game this will manifest itself as all
of the aircraft using the other runway even if you try to manually place the waypoint where you
want it. I have had this problem myself in two situations. One is when you try to use multiple runway ground
points on the same runway on a multiple runway airfield. The only way I could make it work was on a
three runway configuration with only the center runway accepting dual runway ground points. Airfields
with only a single runway are no problem. The other situation that causes problems is when the
runway ground points are not aligned on the same horizontal or vertical line. The only consistently
successful solution for me was to create individual runways pointing in opposite directions with their
own runway ground points.

I realize this is not the question you asked and I apologize. I am somewhat amazed that I discovered this
problem in a stock airfield! Let me look around in some other maps and try to find a more suitable
candidate for examination.

Edit:I am sad to say that I have found that same airfield duplicated on the stock Berlin map.
      I checked around(on various stock maps), did some quick testing, and found several airfields that simply will not
      function as designed. I hope that I am mistaken! Would someone try to get aircraft to land
      simultaneously on the airfield indicated by Uzin? I could not make it work.

      The problem I have with having taxiways crossing between runways is that it opens up the chance
       for collisions between taxiing and landing aircraft. I have taken great care on the North Norway map to
       eliminate this possibility.
Title: Re: Tutorial-Basic Airfield Building
Post by: Uzin on March 20, 2011, 02:46:00 AM
spdr109,

You need not to apologize for anything! Who would expect that stock airfields suffer from such an issue!
I thínk it is worthy to report this finding also to DT, maybe they will improve it in a future.
Another drawback is the use of blank plates, such as on Bessarabia stock map, which leads to unnecessary increase of the size of actors.static file, in situation when there is elegant solution - ZUTI's  friction mod.
Thank you for your very needed systematic work.
Best regards.
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on March 20, 2011, 04:34:22 AM
Uzin,

Bessarabia is one of the maps I looked at. I chose an airfield, air started three flights and tried
to land them. One entire parking area was totally inaccessible having the taxiway begin at the runway
ground point. The usable parking area had stay points entirely too close to each other and objects.
To me this is a disturbing development. It is no surprise that mod maps have airfield problems if
the stock ones do as well!


(http://i163.photobucket.com/albums/t295/spdr109/Misc%20Stuff/Bessarabia%20Pics/Bess1.jpg)


(http://i163.photobucket.com/albums/t295/spdr109/Misc%20Stuff/Bessarabia%20Pics/Bess2.jpg)


I placed some concrete runway plates to demonstrate spacing. Larger aircraft will not be able to use the
majority of these stay points but fighters should be ok. Perhaps this was the map builders intention?


I agree with you on the use of ZUTI's friction mod. However the blank plate method is so widely used
that I thought it should be explained in this tutorial. 

Title: Re: Tutorial-Basic Airfield Building
Post by: Uzin on March 20, 2011, 04:46:42 AM
... the blank plate method is so widely used that I thought it should be explained in this tutorial. 
I agree with you, of course.
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on March 20, 2011, 05:16:04 AM
Class,

   Your homework assignment is to find and fix every flawed airfield in IL-2.

   Due date: 2 weeks!

   LMAO spdr109  ;)
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on March 20, 2011, 05:39:16 AM

Now we need to clean up the airfield and expand the test mission.

Begin by reconnecting the stay points, starting with the ones we just added,
for a total of sixteen per runway. Now is the time to smooth out the taxiways.
As you reconnect the stay points, adjust the corresponding taxi points so they
follow the paths on the texture and flow smoothly from one point to the next. Try to avoid sharp angles.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2022/P22a.jpg)


Save the changes and go into regular FMB and fly the test mission. Twelve aircraft per runway should park with no problems.

Now expand the test mission by adding another flight to the first runway.
Follow the guidelines given previously.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2022/P22b.jpg)


Because we tested the stay points one flight at a time earlier, we should have no problems.

Also pay close attention to air traffic control! There are going to be alot of aircraft in the air at the same time and the chance of collision increases.

I can no longer provide a screenshot of the mission because it will not fit on the screen anymore.

Now add another flight to the second runway. Again, be mindful of how the various flights are spaced. Collisions in the air are inevitable at ths point.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2022/P22c.jpg)



With this many aircraft on the runway we now run the risk of not having a long enough take off roll.
At the beginning of this mission, change views to follow the aircraft closest to the end of the runway
and make sure that it has enough runway to take off.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2022/P22d.jpg)


If everythig worked correctly, hurrah! If not, look carefully to find any problems. Right now this airfield is maxed out
for the two runway configuration. We can launch no more aircraft. All that is left is to clean up the extra stay points
and arrange the blank plates and we are finished.

Sometime soon we will explore adding runways in the opposite direction and will show how to segregate parking areas
for fighters only. To advance further it is critical that everything that we have done thus far is in order.

Right now though I need a break!

Feel free to ask any questions or suggest other things that you might want to explore in upcoming segments.



Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on March 20, 2011, 09:24:59 AM
Good point Boomer!

Just make sure that you place two runway points, one on each runway, perpendicular to one another.
If they are not perpendicular the AI will sense the closest one first and the aircraft will jump from the
other runway to use it. With simultaneous landings taking place, this is a collision for sure.

To take it a step further, you can somewhat choose which types of aircraft will exit the
runway at various points. You may want fighters(shorter landing roll) to exit in one particular
area while bombers(longer landing roll) continue down the runway to exit in a different area.
This is not a hard and fast rule but along with a clever arrangement of objects it can be done.

I will elaborate on this later in the tutorial.
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on March 24, 2011, 05:43:00 PM


Let us eliminate some of the extra stay points. As we expanded our airfield we ended up with a few more
than we actually needed. We can eliminate stay points, and some extra taxi points, that no longer serve
any logical purpose.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2023/P23a.jpg)


Finally we need to deal with the blank plates. When you build an airfield using plates, the ground is smoothed out
so the aircraft can move around  without bouncing around too much. When you build an airfield over a texture,
as we have done here, you need another method to smooth out the ground. The latest and most efficient method is
|ZUTI|'s Airfield-Grass friction mod. I recommend looking for information elsewhere on this method because it has
been much more thoroughly explained than I could do here. Since this map was already created using the blank plate
method and because it's use is so widespread, we will use it here.

First of all you need to find and install a mod to make the blank plates visible.
There are several clever techniques available so go get one that you like. Basically it is your games own static.ini file
with the information from a colored plate replacing the information from the blank plate.
Then when needed, you load your altered static.ini file as a mod using the JSGME and the blank plates become visible.

This is what our airfield looks like with the blank plates visible.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2023/P23b.jpg)


You will notice some gaps and irregularities because we have changed the layout from the original map maker's.

To begin, clear out an area near the end of the runway so you can see some of the texture underneath.
When you are deleting plates, be sure to keep the object window open so you do not delete something that you may need.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2023/P23c.jpg)


Begin placing the blank runway plates using the line of a runway as a guide. Line them up uniformly
down the entire length of the runway. Delete the existing plates as needed.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2023/P23d.jpg)


Now begin again at the top of the airfield placing another row of runway plates next to the first.
Continue in this manner until the entire runway area of the texture is covered.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2023/P23e.jpg)


Next use blank parking plates and blank taxi plates to cover any areas defined by the taxi and stay points.
Also be sure to cover any areas that a player would probably taxi on. When completed, the airfield should look like this. 


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2023/P23f.jpg)


We are almost finished!




Title: Re: Tutorial-Basic Airfield Building
Post by: Uzin on March 25, 2011, 03:59:56 AM
All mapmakers are certainly very happy to learn this awesome tutorial !

As it concerns my homework,  ;) I am sorry that I did not reveal other stock map airfield issues, I have troubles with my 17" monitor, now working on 14" old one which is a bit dark.

My another 2pence: is it possible to report the increase of the size of actors.static
file due to using all the blank plates for a single airfiled ? And compare this size increase with that using friction mod ?  Then, by multiplying the size increase difference by the number of airfields per map, very interesting conclusions might be done, I think, in favour of ZUTI's method.
Title: Re: Tutorial-Basic Airfield Building
Post by: Mixx on March 25, 2011, 09:35:19 AM

Blank plates for one of the largest airport will take a maximum of 1,5-2 kb for the actors.static
I think this is unimportant. Even if it is used 25 airfields, the file will increase to 50 kb.
In addition, the very geometry of blank plates and their arrangement may create the illusion of friction on certain parts of the runway. Landing gear gets to rough areas of the runway. That is very realistic.
You do not feel as if on a perfectly smooth surface of the ironing board….

P/S.   Good job, Spdr! Your leadership must go on and on....
Title: Re: Tutorial-Basic Airfield Building
Post by: Uzin on March 25, 2011, 10:51:47 AM

Blank plates for one of the largest airport will take a maximum of 1,5-2 kb for the actors.static
I think this is unimportant. Even if it is used 25 airfields, the file will increase to 50 kb.
...but some maps recently released have about 50 airfields, that is the difference of about 100 kB, what might not seem to be negligible when the whole actors.static is about 420 kB. I know that by the use of e.g. Autopop tool this size is larger by an order, nevertheless, there might be also another point of view, especially from those who have older PC. And moreover, the dwelling of actors.static file might be reserved better to the buildings and other visuable objects, rather than to invisible blank plates. As for flat ironing the area, you may choose the proper friction factor to avoid this effect. This friction factor may be different for different airfields, so making another features -differentiating among various airfields - to be possible. Just my 2pence.
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on March 25, 2011, 03:41:52 PM
IMHO the biggest FPS killer and the cause of interminable map load times is the
area covered by the map.

Is it better to have a map that covers a ginormous area and then be forced to skimp
on everything from texture size to amount of objects to blank plates etc?

Or should we try to model a more reasonable area and finish the map to a higher level
of detail?
Title: Re: Tutorial-Basic Airfield Building
Post by: Uzin on March 25, 2011, 03:55:21 PM
@spdr109:
I think it is not the question of the size of map area, but of the true number of objects there present: compare some map of Europe to that of , say, Far East, or even better, the tundra area.
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on March 25, 2011, 04:23:00 PM
You are correct Uzin.

A Pacific map could cover a huge area and be finished to the highest level of detail
without any negative consequences whatsoever.

But in a densely populated area of Europe some trade offs must be made. Perhaps scaling
back the area covered just a little bit would allow us to place more objects, relatively speaking?
Just a little better balance I think.

My point is this. Shouldn't we be striving for maximum playability
without having to sacrifice visual enjoyability? 
Title: Re: Tutorial-Basic Airfield Building
Post by: Uzin on March 25, 2011, 05:27:35 PM
Yes, it is the question of both balance and of the taste of users: many players - many opinions. None solution will satisfy everybody.
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on March 25, 2011, 05:40:49 PM
But what a wonderful game that provides so many options.

Thanks Oleg!
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on March 25, 2011, 06:10:31 PM


We still need to do a little more testing before we are truly finished.

As we were expanding our test mission earlier we saved the configuration
using two flights per runway. Load that mission now and change the aircraft to the
KI-21. Put a maximum bomb load on the aircraft of the first flight on each runway.
Fly the mission. Change the view so that you are following the aircraft closest to the far end of the runway.
Closely observe the aircraft until it is ,we hope, safely airborne.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2024/P24a.jpg)


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2024/P24b.jpg)


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2024/P24c.jpg)


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2024/P24d.jpg)


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2024/P24e.jpg)


Several problems were observed. Aircraft flew into the trees and one just touched the hill as it began to climb out.
Both of these issues are easily eliminated. To “cut down” the trees we will use the blank plates.
To reduce the hill we will use the height tool.

Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on March 26, 2011, 01:50:40 AM
Thanks Boomer.
Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on March 26, 2011, 08:24:50 AM


Whenever an object is placed, it automatically eliminates random trees within a certain area around it.
We can use this quality to clear any random trees from the area off the ends of the runways.
The random trees really don't hurt anything. The aircraft fly right through them. It just looks silly.

Let us begin by placing a runway line between our existing runways and parallel to them.
Use the concrete plates to line things up. Make sure you extend this line far enough to clear
any "problem trees" that you noticed when flying the test mission.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2025/P25a.jpg)


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2025/P25b.jpg)


Now begin to place blank plates along this line. Leave some space between the plates.
Experiment a little to determine the minimum number of plates required to get the desired results.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2025/P25c.jpg)


Fly the test mission.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2025/P25d.jpg)


All trees but one troublesome clump along the river were eliminated. Look again very carefully to be sure
that these were not trees placed my the map maker. If you are sure that these were random trees,
add a few more plates in that area. Only add enough plates to get those trees eliminated.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2025/P25e.jpg)


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2025/P25f.jpg)



Success! All the problem trees have been eliminated.


Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on March 26, 2011, 01:57:49 PM


Now we need to fly the KI-21 test mission again paying very close attention to the area
where the aircraft hits the hill. Leave the blank plates visible. This will give us a better
idea of where the problem is.

We can see where the aircraft first makes contact with the hillside. Try to remember some
visual clues from the area and reload IL-2 in Unlocked Full Mission Builder.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2026/P26a.jpg)


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2026/P26b.jpg)


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2026/P26c.jpg)


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2026/P26d.jpg)


We need to use the height tool now.
Boomer has a wonderful explanation of how it works here:

http://ultrapack.tuttovola.org/index.php/topic,1977.0.html

Set "Fill Tile Size" to 1. Activate the height tool and try to place the red dot
closest to where you need to reduce the hill. You will not be able to place it
wherever you want. Get it as close as you can. Hit the insert key and the
height will be shown in the bottom left corner of the screen. Work incrementally!
Follow along the runway line that we left as a reference and only reduce
the height by 5. When in 3-D view you can use the mouse to pan around
and view the changes. Save the changes and fly the test mission again.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2026/P26e.jpg)


You may find that you need to reduce the hill even further. Only make the
absolute minimum changes! We do not want to radically alter the landscape.
When you are finished, and the aircraft can just barely clear the hill, go back
into Unlocked FMB and look around in the 3-D view near the area where you
made the height adjustments. If you see any sharp points in the landscape,
use the height tool to lower these peaks just enough to blend in with the
changes that you made.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2026/P26f.jpg)


Wonderful! The aircraft can just clear the hill and we didn't have to ruin
the landscape to do it. In cases where a major adjustment may be needed,
try to reduce the bomb load of the test aircraft somewhat. If you can make
that work without making radical changes in the surrounding landscape that
will have to be good enough. All we want to do is to increase the usability
of the airfield while maintaining the map makers original intentions.


   

Title: Re: Tutorial-Basic Airfield Building
Post by: spdr109 on March 26, 2011, 04:18:22 PM


We need to clean things up now. Delete the runway line that we used as a reference earlier.
Delete the concrete plates that we used to line up that runway line.
Check to make sure that none of the blank plates were moved out of place.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2027/P27a.jpg)


Make the blank plates invisible again and load the map in Unlocked FMB. Look over everything very carefully.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2027/P27b.jpg)


If all seems ok, load up the KI-21 test mission and fly it.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2027/P27c.jpg)


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2027/P27d.jpg)


Everything looks great!

Now load the TB-3 test mission and fly it to completion.


(http://i163.photobucket.com/albums/t295/spdr109/Airfield%20Help%20Master/Chapter%202/Post%2027/P27e.jpg)


We are finished.

Thank you for being so patient.



Title: Re: Tutorial-Basic Airfield Building
Post by: I/JG27_Seppel on November 06, 2014, 10:22:06 AM
Wow!
Nice explanations!!!

Uhm..I wonder if I can post my idea here:

While creating maps, I wrote a little handbook for working with the map editor.
I'm far away from being an expert - as I see YOUR works here in the forum, but it may help in some cases especially some new comers.

If there's any interest just ask for it..
But I have to admit, that it is in German by now. Well I could translate it by time...

Greetings, Seppel
Title: Re: Tutorial-Basic Airfield Building
Post by: Uzin on November 06, 2014, 11:36:55 AM
Hi, Seppel,
there are never enough tutorials !
Looking forward to its release.
Title: Re: Tutorial-Basic Airfield Building
Post by: vonOben on January 06, 2018, 02:53:49 AM
Excellent Tutorial!
Thank you very much spdr109!  :)

I've collected the most interesting information from this thread and saved it as a pdf-document.
The file is posted on the IL-2 page on my site.
http://vonoben.free.fr/


Cheers

vonOben