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Author Topic: 4.12 QMB  (Read 7798 times)

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sphantom

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Re: 4.12 QMB
« Reply #12 on: July 02, 2013, 10:21:07 AM »

beat me again Bravo to post a picture of great work are you sure you are 56 plus
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LuseKofte

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Re: 4.12 QMB
« Reply #13 on: July 02, 2013, 11:54:30 AM »

Do they randomize when you push refly or did you have to start stop another mission.

This can make all missions very much more unpredictable
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sphantom

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Re: 4.12 QMB
« Reply #14 on: July 02, 2013, 12:42:22 PM »

yup
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LuseKofte

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Re: 4.12 QMB
« Reply #15 on: July 02, 2013, 12:59:36 PM »

Well a lot of testing has been done, and I think I have found all the weaknesses of this feature. This will save me some time creating missions. They are very polite this taxiing pilots. If they meet on the runway from oposit side, they will wait for eachother, so noone wil take off
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SAS~Malone

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Re: 4.12 QMB
« Reply #16 on: July 03, 2013, 04:37:03 AM »

Otto, i don't know how it plays for others, but for me, the AI tends to start taking off before being lined up properly with the runway, and so take off over rough.
i noticed your settings when setting up these missions is slightly different from mine.
i reworked one of the missions with my method, which i much prefer, as it allows the AI to take off properly down the runway.
i have attached the mission for you to compare. the only differences i made from yours, was to slightly change the second last taxi point positions, and to change the taxi properties of the last taxi waypoint - yours is set as 'normal', i set mine to 'taxi to takeoff'. this solves the issue for me, but perhaps you don't have the problem?
anyway, you can easily compare the minor differences in FMB  ;)
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LuseKofte

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Re: 4.12 QMB
« Reply #17 on: July 03, 2013, 07:55:21 AM »

Yes I know.
I was testing the random loading missions and forgot to check all the waypoints. But thanks a lot I will use your fixes. The missions are not finnished at all.
I will release a new test later. I want the spawn taxi and randomizing missions to work as good as it can before I make any big numbers of them. Better to have it all proper.
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BravoFxTrt

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Re: 4.12 QMB
« Reply #18 on: July 27, 2013, 04:18:46 PM »

Its working Better with the Patch 5.12, to me it is.
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sphantom

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Re: 4.12 QMB
« Reply #19 on: July 27, 2013, 08:31:23 PM »

I tried three planes taxiing to take off side by side no problems with all three taking off on the dirt.
used 3 bf-109g-6
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yubba

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Re: 4.12 QMB
« Reply #20 on: August 02, 2013, 08:14:17 AM »

I got one for you how do you put a player aircraft on a moving carrier in mission builder, can't find what I'm lookin for so I build it,, TBD carrier missions in the Solomons
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BravoFxTrt

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Re: 4.12 QMB
« Reply #21 on: August 02, 2013, 09:07:01 AM »

The answer you are looking for is in Tech Help Section here at SAS.com
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yubba

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Re: 4.12 QMB
« Reply #22 on: August 02, 2013, 11:11:45 AM »

The answer you are looking for is in Tech Help Section here at SAS.com
Yes I did find it, but not there,,, and the answer is,,,,,, mark the carrier as a target in waypoint takeoff and landings in objects players airplane properties,,, thank you very much,..
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BravoFxTrt

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Re: 4.12 QMB
« Reply #23 on: August 02, 2013, 11:22:15 AM »

Oh, well, thanks, see, you helped me and everybody else, so thank you very much Yubba. ~S~
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