syco 0 Posted September 10, 2002 When putting planes on an airfield, (with a WP to go forward to take off), the plane ALWAYS veers sharply to the left and wreck in the surrounding terrain! Why the heck does it do that AND what can I do to make them take off like a NORMAL aircraft??!! Share this post Link to post Share on other sites
Intruder 0 Posted September 10, 2002 I've never had that problem, any plane in particular? If you place an AI plane on the taxi way and give them a MOVE WP anywhere, they will taxi to the south end of the runway and takeoff. Once airborne they will move to the MOVE WP. Share this post Link to post Share on other sites
suma 8 Posted September 10, 2002 Note: On Nogova only one airport (one the main island body, SW) can be used by AI. Share this post Link to post Share on other sites
syco 0 Posted September 10, 2002 well, I've tried taking off from either end of three or four runways on different islands and they all do the same thing...I'll hve to research this a bit more...thanks guys Share this post Link to post Share on other sites
suma 8 Posted September 10, 2002 Did you try to place them on taxi-ways? Share this post Link to post Share on other sites
Miles 0 Posted September 10, 2002 Ive got this problem too, it seems only unofficial addons have the problem. Basicly where ever you put the plane (taxiway, runway etc) they take off to about 20 m and do a 180 degree turn and crash. Some addons can get enough air to get airborne, but most dont. Waypoints dont help, ive put them everywhere and the same thing happens. Share this post Link to post Share on other sites
IliektingsdatgoBOOOM 0 Posted September 10, 2002 Yea i confirm the fact that Unofficial island airfields dont seem to work correct. Also i created a mission on Dr No island with the silenced sniper addon. When i order my men to walk down the runway they act really weird. Like: Walking for 50 meters, then stop and turn to the left wait for a minute or so walk 50 meters again stop etc.. Takes em ages to get from spot A to spot B. Since planes couldnt take off from this airfield i figured it had something todo with coords on addon maps. Share this post Link to post Share on other sites
lonesoldier 0 Posted September 11, 2002 Neither of the runways on nogova work for me. I chucken an A10 on the runway in the desert and it moves at about 2km/ph and just turnes and crashes into the hangar. It happens at either end of the runway. The one on the island is fucked too, also Autopilot wont work on nogova the plane just flyes around in circles, AND the AI wont land planes on nogova. BIS had better fix the runway problems. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted September 11, 2002 torque rotation of the propellers Share this post Link to post Share on other sites
strider67 0 Posted September 11, 2002 I'm gonna have to agree with Malboeuf on that one. It's either that or the gusty winds that are prone to island enviroments. Share this post Link to post Share on other sites
lonesoldier 0 Posted September 12, 2002 The game is not that realistic. Share this post Link to post Share on other sites
MarcusJClifford 1 Posted September 13, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (LoneSoldier @ Sep. 11 2002,07:26)</td></tr><tr><td id="QUOTE">Neither of the runways on nogova work for me. I chucken an A10 on the runway in the desert and it moves at about 2km/ph and just turnes and crashes into the hangar. It happens at either end of the runway. The one on the island is fucked too, also Autopilot wont work on nogova the plane just flyes around in circles, AND the AI wont land planes on nogova. BIS had better fix the runway problems. <span id='postcolor'> Nogova main airport in desert area works fine for me - planes can take off and Autopilot will land for me. Share this post Link to post Share on other sites
dinger 1 Posted September 13, 2002 Actually, it's not so much torque as it is P-Factor seriously, the problem may also lie in the config file for the airfield. Is the ILS info/glideslope set up properly? The computer may be trying to taxi to the threshhold and take off. (and on the official maps, the active runway is 36, so if you park a plane facing S on the runway, it should try to go around to the other way). Share this post Link to post Share on other sites
L4leather 0 Posted September 21, 2002 I think I have the answer to this np In order for ai to takeoff etc they actually need to use an ILS (instrument landing system) that is preprogrammed into the game! ONLY the airfield on the west of the main island has it. The runway on the north island does NOT, so ai will neither land or takeoff correctly at the north Island runway! Use the other airfield it does work, I have it in my latest mission Yours L4leather Share this post Link to post Share on other sites
4C3 0 Posted September 29, 2002 When I did a flight take off I had 4 A10's, 2 without LGB and 2 with LGB... in order to keep from haveing the planes start all awkward and veer and do all kinds of crazy stuff, I had to keep them individual on the ground and have them faceing south on the runway path next to the main runway. that would be 180 degrees on the Azimut.. and have them spaced out pretty far, about 50m in the game, to 100m. Then I would have the front plane have all the Move waypoints and other waypoints that I needed for the flight path. Then Have each plane join the next plane untill all 4 are grouped... remember not to have them in a group at first, or your planes will be all over the place on the map near the landing strip. One time I did this I placed a Group of 3 planes and 1 plane was meters away stuck in a tree trying to fly and move , but was stuck there. It took me awhile to figure out that haveing them not grouped at first keeps them where you orginally placed the units on the map. Next make sure on the first waypoint you have the Jets Formation set for Column. That way they will follow each other and form a column and not end up crashing intoeach other.. Next make sure you dont have a waypoint close to mountains, this results in the planes/Jets to crash into the higher areas, becuase they are going so fast that they only have a metter of minutes to lift before the altitude of the mountain rises before the Jets altitude rises. To make one Unit join the next just click Waypoints at the top of the list then click the unit you want to join to another Unit, then quickly double click the next unit so a waypoint will be placed ontop of the next unit, and change the values accordingly to Join! Thats it, no more veering and crashing... and it may seem complicated, but its really simple! Share this post Link to post Share on other sites
syco 0 Posted September 29, 2002 thank you..very informative...I shall try it Share this post Link to post Share on other sites
4C3 0 Posted September 29, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">thank you..very informative...I shall try it <span id='postcolor'> Thanks and your Welcome!  and I wish I could figure out how to make Helicopters fly higher in the air or air transports  so I can Eject  and have the AI eject, for a cool war like effect paratroopers type thing! :? Anyone know?? What Im trying to do is get enough air between the heli's and the Ground so the AI can eject, and The player (me or anyone else), safely! But I cant get the AI to Eject.... anyone know how to do this, without as much scripting as possible?? And If it requires a script line command to add in the editor let me know!! Share this post Link to post Share on other sites
4C3 0 Posted September 29, 2002 cool I found some commands to lift and eject at this site for small scripting! http://www.flashpoint1985.com/docs/comrefnew/data/comref.html Problem is.... I cant get the group to eject! LOL :/ Share this post Link to post Share on other sites