Penfolde 1 Posted March 11, 2010 Has anyone done a big runway yet? P Share this post Link to post Share on other sites
jakerod 254 Posted March 11, 2010 If you're asking what runways on Chernarus can take C-130s the only one is the main one near Vybor. The other two are too small I think. Or at least they tend to crash when taking off. Share this post Link to post Share on other sites
Tankbuster 1733 Posted March 11, 2010 Balota can get a human piloted C130 off, just about. Will post vid later. Share this post Link to post Share on other sites
De_little_Bubi 1 Posted March 11, 2010 Landing on Tarava class approved: Share this post Link to post Share on other sites
SASrecon 0 Posted March 11, 2010 Lol I love landing the c-130 on the carrier; getting the AI to do it = fail xD Share this post Link to post Share on other sites
jakerod 254 Posted March 11, 2010 My above post was referring to AI. I'm sure that a human player can land/takeoff on anyone of the runways. The AI does not seem to be able to takeoff from Balota or Krasnostav though. There are trees at the end of the runway and they tend to hit them. And if they don't hit them they tend to try to turn the wrong direction and into a mountain. Share this post Link to post Share on other sites
Tankbuster 1733 Posted March 11, 2010 It's a tough call for a HP to get the C130 out of Balota. The best chance is towards the east and even then the trees are in the way. Share this post Link to post Share on other sites
Nutty_101 0 Posted March 11, 2010 Can't use any of them.. The vybor h as buildings to close to the runway and the planes hit it and then crash. The tower also is in the way so pretty much they are all a nogo. Delete collection on the tower causes the game to crash so best of luck. Share this post Link to post Share on other sites
ScorpionGuard 10 Posted March 11, 2010 Well. The KC-130J & C-130 family don't realy need runways to land. Just some flat land lange enogh to do so. Share this post Link to post Share on other sites
norrin 9 Posted March 12, 2010 Sorry to spam up your thread with talk of scripts but this may be of help if you want to decrease the length of runway required for C130 take-off. It should work for both player and AI piloted aircraft. The short take-off script (STO) Runs automatically when you attempt to take off - it essentially increases the rate of acceleration of the aircraft while on the ground so that you get airborne much faster - once in flight the boost script switches off Download http://www.norrin.org/downloads/ArmA2/STO/STO.rar To use 1. Create a c130 in editor and name it eg. c130 2. Place the following line of code in the init.sqf of the mission, where "c130" is the name you gave the aircraft in the editor - will need to do this for each c130 that has STO capability [c130] execVM "\STO\STO_init.sqf"; 3. Add the STO folder from the archive to your mission directory Share this post Link to post Share on other sites
Nutty_101 0 Posted March 12, 2010 How do you get it to taxi though without making a config addon? None of the airports will let the plane taxi without hitting something. Share this post Link to post Share on other sites
LeftSkidLow 1 Posted March 12, 2010 You don't basically. It's possible to turn around at the airport near vybor if you plan it out right, but its a pain in the ass. I know you said no addons, but I have to mention that it taxies great in ACE2. That would be cool if we had some JATO rockets too. Share this post Link to post Share on other sites
Nutty_101 0 Posted March 12, 2010 Yeah, i need to get that one.... Share this post Link to post Share on other sites
[aps]gnat 28 Posted March 13, 2010 BIS fixed the C130 turning circle problem (on the ground) recently in patch 1.05 But the problem where take-off C130 crashing back into the ground or trees was not fixed. Try my patch (bottom of thread). http://forums.bistudio.com/showthread.php?t=87317 Share this post Link to post Share on other sites