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4.12: Custom Airfields
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As a mission-builder, I would like to thank TD for giving us runway plates and AI taxi waypoints in the FMB. For many years I've had to use various workarounds to make an area look and function like an actual airfield. Now I can create an airfield that not only looks good but can be a vital part of a particular mission.
Below are screenshots of a few custom airfields I have built in New Guinea, the Solomons and the MTO for my coop missions. Thanks again, Team Daidalos. *Feel free to post some screenshots of your own custom airfields. Aviar |
http://i932.photobucket.com/albums/a...psf5fe3a6c.jpg
http://i932.photobucket.com/albums/a...ps2c654882.jpg I keep runways close to the shore as it seems to deter bushes and trees spawning in on the field. A few palm trees help keep pilots from hitting the Oleg trees during their landing cycle, as those trees are hard to see from horizontal. |
Here's one that I started work on. It's the NW Europe map.
http://i10.photobucket.com/albums/a1...psf807f67f.jpg http://i10.photobucket.com/albums/a1...ps9ff69705.jpg ~S~ |
DT, Is there any way of avoiding having those randomly placed trees from popping up on the runways online? I'd prefer to avoid having to turn graphics settings down.
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Those custom airfields are AWESOME and add fun!!
We just need liaison aircraft like the Po2 and the Stinson L5 to have fun landing in them! Here mine in Salomons map! I can land in all of them...:grin: http://imageshack.us/a/img821/9385/g0w5.jpg http://imageshack.us/a/img818/9523/2hxi.jpg http://imageshack.us/a/img577/6029/jm46.jpg http://imageshack.us/a/img692/4041/jrm6.jpg http://imageshack.us/a/img809/1866/kmfh.jpg http://imageshack.us/a/img17/1466/gzlm.jpg |
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I created a secondary/emergency airfield SW of the main Airfield at Peleliu on Anguar Island. It also has a P.O.W. transition point for prisoners being transferred back from the front and a small port for supplies and heavy equipment unable to be flown in.
http://i30.photobucket.com/albums/c3...-C/anguar1.jpg http://i30.photobucket.com/albums/c3...-C/Anguar2.jpg |
Bit of something different. Playing around with objects to see what I can craft.
http://i932.photobucket.com/albums/a...ps04f2d943.jpg http://i932.photobucket.com/albums/a...psb4f48ede.jpg |
Thinking about early war, 1939, Africa. When is the last time you shot down a Cant Z 506B Heron
http://i932.photobucket.com/albums/a...psacc3c0aa.jpg http://i932.photobucket.com/albums/a...psb3f1e907.jpg http://www.wwiivehicles.com/italy/ai...atplane-02.png |
What strategies are people using to get these fields to work online?
Static runway (stationary ship object) placed strategically? That seems to work. I haven't been able to tap into spawning into static aircraft or anything else... all I get is air starts. |
I nearly missed this feature.
I created a Courchevel or Lukla like field and it works fine. Thank you Team Daidalos! |
Il-2 4.12.1 swordfish flares
Flight of 3 Swordfish on patrol in North Afrika, drop their flares over a column of Italian light tanks.
Effect is a bit bloated http://i932.photobucket.com/albums/a...ps002f738c.jpg http://i932.photobucket.com/albums/a...psb4380757.jpg British Forces defensive line in North African town. http://i932.photobucket.com/albums/a...ps4611fc89.jpg Limited objects available in 4.12.1 stock make this more than a challenge to create something that suits the terrain. Not even a flag is available unfortunately. Never mind, must make do with what we have been blessed with :grin: |
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Spawning set to spawn from static aircraft. In homebase set the airstarts to never airspawn. It should be set to that by default. The only problem I had was that this particular server threw a wobbly and hung the mission on transferring mission because it didn't like any of the new 4.12 ground plates. Why it didn't, is something I'm letting the server's operators work out. |
Strategies?
I've only been building dogfight type missions for 4.12.1. More experienced builders will no doubt have much better tips; but I'll toss forth what little I know and see if it helps you: Strategy 1 - Using AI with static airfields: Player built static airfields seem to function a little differently in regards to how AI spawn as compared to the airfields which are built into the maps. - For example, I can place a home base icon over a map's airfield, then place static aircraft, and finally place taxi to takeoff waypoints. In online mode the AI will spawn at the static aircraft, start engines and taxi to takeoff normally. In contrast, on a player built airbase the AI will function as described above but only while playing the mission inside the FMB. Once the mission is loaded into a server (in this case my own PC) these same AI will not spawn in at static aircraft but rather spawn in a line at the takeoff point of the home base perhaps even colliding with other static objects and exploding. AI will land at a static airfield, but they wont taxi off the runway to a parking spot. I think this is because there are no static spots to taxi to (the one you can see in options for map built airfields). Therefore, the AI tend to just roll to a stop and sit there blocking the runway. After experimenting with this problem, I again decided it is best to just have AI land at map generated airfields. If anyone knows a solution to this, I'd be very happy. In the meantime I suggest using only the airfields which come with a map for AI that you wish to have taxi and land. Strategy 2 - Selecting a location for your static airfields - When selecting a location to build your airfield runway, I suggest making it close to the shore. The reason for this is random tree generation. Depending on your graphic settings, and those of players on your server, trees (which you can move through without harm) will randomly generate on the runway, on the taxiways, and pretty much anywhere they can. - Find the flatlands. When selecting a location to build, place a large square static runway and see how the land sits inside the box. If you place a static runway on a high spot, you may discover that players spawn into static aircraft a few feet off the ground and then proceed to crash into the ground. - You can make a static runway that supports both land aircraft and sea planes, but again you have to make very sure of the land height. In this case, land based aircraft may spawn in on a static spot ok, but the seaplanes will spawn in a few feet up in the air and crash. You may have to place most of the static runway in the water and only have enough for the runway on land. Strategy 3 - Countries, aircraft, and limits: - Once you have built your static airfield (including placing the static runway from stationary ship objects), you need to place a home base icon over the field. Next adjust the radius of the home base to a reasonable radius. Next select the side (red or blue) and the countries you wish to be assigned to this home base. Next select the types of aircraft available. If you desire you can limit the number of aircraft available on a static airfield and what weapons a plane can carry. Next adjust the air start tab so that all options are zero (0). If you desire radar to work at the airfield, you enter the 3 limiting parameters (maximum detection distance, upper and lower detection height). Make sure to place a radar object within the radius of your airfield or you will not enable the feature. Don't forget to place a siren and select the correct color. - Limited numbers of aircraft. Say that you want only five Hurricane II's available at a static airfield, and that damaged/destroyed aircraft will impact this number. You should then place only 5 static (DF tagged) Hurricane II's on your airfield. By the way, I think it is possible to actually ferry aircraft to a field and replenish lost numbers. Probably not something worth doing in a small DF map, but in a large SEOW type campaign it is very valuable to replace lost aircraft at frontline bases. Not sure what else to add. Experiment and test. Rinse and repeat. |
Observation balloons
An allied skin, or a neutral skin would be appreciated. Nothing like having the Kaiser's balloons over your base to give you the willies :grin:
http://i932.photobucket.com/albums/a...ps222b6363.jpg In this case I photo shopped the iron cross placing a French roundel upon it, but in game the observation balloons only have a German skin. |
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I have a two screen environment and if I ever try to make FMB screenshots it only shows the second screens content But I have a ntrk file |
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--Courchevel Airport: Courchevel, France--
*Why is it Dangerous: Courchevel Airport is located in the French Alps; the largest linked ski area in the world. This airport is home to a relatively shorter runway, about 1700 feet long, and has a large hill towards the middle of the strip. The runway is so short that pilots have to land on an inclined strip to slow down the aircraft's speed, while the pilot has to takeoff on a decline to gather enough speed for a successful take off. Pilots are required to obtain certification before they even attempt to conquer this dangerous runway. http://www.youtube.com/watch?v=7tBPOH4aXq8 --Lukla Airport: Khumbu, Nepal-- *Why is it Dangerous: The Lukla Airport is surrounded by huge mountain terrain, thin air, and a highly unpredictable climate. Apart from all these shortcomings, the short, sloping runway of the airport makes a pilot's job all the more challenging. Due to the changeable weather, sometimes flights are delayed or the airport is closed for the day. Some pretty nasty accidents have occurred ever since its inception; on October 12, 2010, a Sita Air Dornier Do 228 lost braking control during landing and damaged its nose. Thankfully, all the passengers and crew members survived without any injuries. http://www.youtube.com/watch?v=czmUIbg3N8o Aviar |
Its also possible to land the 109E downhill on this slope.
You see a kink in the strip. As long as it is negative and the angle is less then 5° its not a problem. But a positive angle creates a trip wire like effect. You shall not pass this kind of kink. It ends in a noseover. http://www.youtube.com/watch?v=VlaiBeLrntQ |
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