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IL-2 Sturmovik The famous combat flight simulator.

 
 
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Old 05-04-2012, 05:47 PM
-=MadCat=- -=MadCat=- is offline
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Join Date: Aug 2010
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Hi Aviar,

I see you already created a thread for my question, thank you for that!
Past days have been a little more stressful for me, thus the "late" reply.

Now it actually is a problem not unlikely just limited to me.
So here I go in all detail:

Fist note, I'd like to create this as a "simple" dogfight map.

As I already mentioned somewhere else, I work for a long time now on a Reno race course and one of my problems ever since was the airfield layout and the problem with either getting unwanted air starts or the planes just exploding on the set test runways immediately.
So I decided to start once again from scratch (for what feels like the 100th time) and came across that the instant explosions are caused by the game using the preset spawn locations for the map, instead of spawning the plane on the test runway the affiliated home base is set on.

For the appropriate terrain I choose Desert Online grid E-3 SE, there is a prepared airfield providing lots of flat ground for me to build the Reno Stead Airport on.
Therefor I use test runways 1 for the main runways.
Now setting a home base on a test runway next to the preset spawn locations, makes the game use those instead to spawn ON the test runway.
If there now is the test runway right where the spawn spoint is, the plane spawns within the slightly elevated test runway and you instantly are airborne in all directions.

I fiddled around a bit and setting the home base radius small enough to mostly not include those spawn points yields consistent spawns ON the test runways, but this limits the positioning of the home base quite a bit.

The idea with the generic spawn aircraft is great at first glance, unfortunately you cannot elevate that object at all, so we are back at 0m AGL in contrast to the elevated test runway.

Now in my mind are some ideas to solve this at the game's side:
1. implementing a little checkbox to turn the preset spawn locations on and off.
2. enabling the generic spawn aircraft to be elevated.
3. adding a "ramp" object to the FMB where you can taxi your plane up from ground level to just the height of those elevated test runways (*wink* *wink* TD^^)

Personally coolest solution would be the ramp, that way I could make the racers spawn in the pit area (with the generic spawn aircraft) and taxi to the runway. That way I could also overcome the limited spawn points on a test runway (don't know how many they are though).


So far I wasn't able to work out a satisfying solution for myself.
If anyone has an Idea for a workaround or even a total solution, I appreciate any honest feedback.


Thank so far !!!

Have a nice weekend all
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