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IL-2 Sturmovik The famous combat flight simulator.

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Old 06-13-2014, 09:17 PM
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TexasJG TexasJG is offline
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Default Observations About Runways

Runways have an actual limit. If exceeded the mission will not start, with a message of too many aircraft on a runway.

Parallel map runways, if two of more squadrons of aircraft are assigned to take off on parallel runways in the same direction the squadrons will only default to using one of the runways, even if the total number of squadron/aircraft exceeds the length of such runway. The only know workaround in order to have squadrons use both runways to have the squadrons take off in opposite directions on the two separate runways.

Test runways, need to be place on fairly level ground to blend in correctly. Test runways one and two are thicker, and runway one will double stack automatically for uneven ground, to a point (did not test others). When aircraft exit or enter any of these test runways onto or from the adjacent ground they will become damaged. Test runways can be placed paralleled in order to create wider runways or parking areas as long as the ground location width wise is level enough to prevent them from “stepping”. Static aircraft cannot be placed on runways 1, 2 & 3 without appearing to sink into the runway. Static aircraft can be placed properly onto test runway 4 (transparent runway) if the location of the runway(s) is fairly level. Runway 4 dimensions are marked with small white 90 degree angled markers. These markers can be hidden under ground at one corner or more if the location is not level enough.

Any other observations?
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Old 06-14-2014, 06:47 AM
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Aviar Aviar is offline
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Originally Posted by TexasJG View Post
Parallel map runways, if two of more squadrons of aircraft are assigned to take off on parallel runways in the same direction the squadrons will only default to using one of the runways, even if the total number of squadron/aircraft exceeds the length of such runway. The only know workaround in order to have squadrons use both runways to have the squadrons take off in opposite directions on the two separate runways.

What version are you using? In 4.12, you can place flights anywhere you like by using the new Takeoff Types, such as Pairs or Line. You can even use the Taxi to Takeoff option (for the Player or the AI). See the screenshot as an example.

*Let me explain why you are observing this issue on parallel runways. Many times, a mapmaker will assign a default Takeoff point to a runway. This means that when you are creating a mission and assign a Takeoff Waypoint to a flight, the Takeoff icon will 'snap' to this default position. Even if you move it to the other end of the runway, when you run the mission, the flight will still spawn in the 'default' position.

When creating parallel runways, these mapmakers seem to like placing these 'default' Takeoff points on opposite ends of the two runways. So if you have parallel runways running north/south, flights on one runway can only take off to the north and flights on the other runway can only take off to the south (if you are using the default Takeoff Waypoint settings).


So, this is the scenario you described in your post. However, as I mentioned above, we now have a workaround for this old issue.


Aviar
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Last edited by Aviar; 06-14-2014 at 08:01 AM.
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Old 06-14-2014, 07:57 AM
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Originally Posted by TexasJG View Post
Test runways, need to be place on fairly level ground to blend in correctly. Test runways one and two are thicker, and runway one will double stack automatically for uneven ground, to a point (did not test others). When aircraft exit or enter any of these test runways onto or from the adjacent ground they will become damaged. Test runways can be placed paralleled in order to create wider runways or parking areas as long as the ground location width wise is level enough to prevent them from “stepping”. Static aircraft cannot be placed on runways 1, 2 & 3 without appearing to sink into the runway. Static aircraft can be placed properly onto test runway 4 (transparent runway) if the location of the runway(s) is fairly level. Runway 4 dimensions are marked with small white 90 degree angled markers. These markers can be hidden under ground at one corner or more if the location is not level enough.

All valid points. However, with the advent of new features in 4.12, I almost never use Test Runways anymore. Version 4.12 has introduced runway plates in the FMB. See some examples in this thread:

http://forum.1cpublishing.eu/showthread.php?t=40666

By combining these new runway plates with the new Takeoff Types, you can place flights to take off directly from your custom airfield.

If you absolutely need a Test Runway for AI flights to land, you may be able to place one in a more discreet area so that some of the issues you described do not come into play.


Aviar
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Old 06-14-2014, 09:33 PM
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TexasJG TexasJG is offline
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Originally Posted by Aviar View Post
What version are you using? In 4.12, you can place flights anywhere you like by using the new Takeoff Types, such as Pairs or Line. You can even use the Taxi to Takeoff option (for the Player or the AI). See the screenshot as an example.

*Let me explain why you are observing this issue on parallel runways. Many times, a mapmaker will assign a default Takeoff point to a runway. This means that when you are creating a mission and assign a Takeoff Waypoint to a flight, the Takeoff icon will 'snap' to this default position. Even if you move it to the other end of the runway, when you run the mission, the flight will still spawn in the 'default' position.

When creating parallel runways, these mapmakers seem to like placing these 'default' Takeoff points on opposite ends of the two runways. So if you have parallel runways running north/south, flights on one runway can only take off to the north and flights on the other runway can only take off to the south (if you are using the default Takeoff Waypoint settings).


So, this is the scenario you described in your post. However, as I mentioned above, we now have a workaround for this old issue.


Aviar
Thanks Aviar, your info is very helpful. Will experiment with these functions.
I've discovered this while testing the 4.08m version. I've started with 4.07, researching and testing so to speak how features and functions, along with certain anomalies have changed through the succeeding versions (and have been making notes).
Was attempting to launch 32 bot B-29's, from the default map parallel runways on the Khalkim-Gol map, in the same direction of course, 16 per runway.
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