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_486_Col_Wolf
April 24th, 2011, 19:42
Using Gary Burns' BoB airbases, (using a manual Install) as well as Achim's English Bases.

All ETO scenery is correctly installed and working but after writing an Royal Air Force mission, all AI wingmen try to land about three-quarters of a mile before the airfield, and all of them crash.

This happens no matter what plane I use so it's not aircraft related. Here's the kicker... after writing US missions all AI wingmen land properly. I also reinstalled all GSL files for both airfield scenery installs.

Is anyone else seeing this problem?

Rami
April 25th, 2011, 12:19
486_Col_Wolf,

I apologize for not responding earlier. Your PM is still on my to-do list, but hopefully your thread will allow others to work on and help answer your question.

My apologies, good buddy! :wiggle:

_486_Col_Wolf
April 25th, 2011, 12:32
Thanks Rami,

Here's some more info if it helps. My BoB Luftwaffe missions work fine. AI wingmen planes land at Achims French Bases with no problem. Some England bases further from the coast work but ones on the southern coast have this problem. I also noticed that the Cliffs of Dover hang in mid air, maybe this is part of the problem with 2 different altitudes in the scenery files?

Rami
April 25th, 2011, 12:41
Thanks Rami,

Here's some more info if it helps. My BoB Luftwaffe missions work fine. AI wingmen planes land at Achims French Bases with no problem. Some England bases further from the coast work but ones on the southern coast have this problem. I also noticed that the Cliffs of Dover hang in mid air, maybe this is part of the problem with 2 different altitudes in the scenery files?

Do you have a copy of your scenery.cfg file?

_486_Col_Wolf
April 25th, 2011, 13:36
Here it is

[General]
Title=CFS2 World
Description=CFS 2 Scenery data
Cache_Size=10M
Clean_on_Exit=TRUE
[Area.001]
Title=Default Scenery
Local=scenery
Active=TRUE
Layer=2
Required=TRUE
Remote=
[Area.002]
Title=Terrain
Local=Scenedb\world
Active=TRUE
Texture_ID=1
Layer=1
Required=TRUE
Remote=
[Area.003]
Title=CFS1 Library
Local=Scenedb\library
Active=TRUE
Layer=3
Remote=
Required=FALSE
[Area.004]
Title=Airport Facilities Data
Local=Scenedb\AFDFiles
Active=TRUE
Layer=4
Required=TRUE
Remote=
[Area.005]
Title=Scenery Ships
Local=Scenedb\Ships
Active=TRUE
Layer=5
Remote=
Required=FALSE
[Area.006]
Title=Aircraft Weapons
Local=Scenedb\weapons
Active=TRUE
Layer=6
Required=TRUE
Remote=
[Area.007]
Title=Vehicles
Local=Scenedb\veh
Active=TRUE
Layer=7
Required=TRUE
Remote=
[Area.008]
Title=Effects
Local=Scenedb\fx
Active=TRUE
Layer=8
Required=TRUE
Remote=
[Area.009]
Title=Runways
Local=Scenedb\runways
Active=TRUE
Layer=9
Required=TRUE
Remote=
[Area.010]
Title=Buildings
Local=Scenedb\inf
Active=TRUE
Layer=10
Required=TRUE
Remote=
[Area.011]
Title=FS2000_props
Local=Scenedb\fs2kprop
Active=TRUE
Layer=11
Required=TRUE
Remote=
[Area.012]
Title=DEM mesh
Local=SCENEDB\DEM mesh
Remote=
Active=TRUE
Required=FALSE
Layer=13
[Area.013]
Title=DEM mesh LOD8
Local=SCENEDB\DEM mesh LOD8
Remote=
Active=TRUE
Required=FALSE
Layer=14
[Area.014]
Title=Global_Exclude
Local=SCENEDB\Global_Exclude
Remote=
Active=TRUE
Required=FALSE
Layer=15
[Area.015]
Title=cfs2_eurw_LC_su_BETA4
Local=SCENEDB\cfs2_eurw_LC_su_BETA4
Remote=
Active=TRUE
Required=FALSE
Layer=16
[Area.016]
Title=Eurw
Local=SCENEDB\Eurw
Remote=
Active=TRUE
Required=FALSE
Layer=17
[Area.017]
Title=SC_Eurw_FeaturePack
Local=SCENEDB\SC_Eurw_FeaturePack
Remote=
Active=TRUE
Required=FALSE
Layer=18

[Area.020]
Title=8th AIRBASE'S
Local=SCENEDB\8th AIRBASE'S
Remote=
Active=TRUE
Required=FALSE
Layer=19
[Area.021]
Title=JHS_England
Local=SCENEDB\JHS_England
Remote=
Active=TRUE
Required=FALSE
Layer=21
[Area.022]
Title=Oldenburg
Local=SCENEDB\Oldenburg
Remote=
Active=TRUE
Required=FALSE
Layer=20
[Area.023]
Title=JHS_France_North
Local=SCENEDB\JHS_France_North
Remote=
Active=TRUE
Required=FALSE
Layer=22
[Area.024]
Title=JHS_France_South
Local=SCENEDB\JHS_France_South
Remote=
Active=TRUE
Required=FALSE
Layer=23
[Area.025]
Title=JHS_Germany
Local=SCENEDB\JHS_Germany
Remote=
Active=TRUE
Required=FALSE
Layer=24
[Area.027]
Title=JHS_BENL
Local=SCENEDB\JHS_BENL
Remote=
Active=TRUE
Required=FALSE
Layer=25
[Area.028]
Title=atlanticwall
Local=SCENEDB\atlanticwall
Remote=
Active=TRUE
Required=FALSE
Layer=26
[Area.029]
Title=EuroTargets
Local=SCENEDB\EuroTargets
Remote=
Active=TRUE
Required=FALSE
Layer=27
[Area.030]
Title=CFS2 BoB Scenery
Local=scenedb\CFS2BoB
Active=TRUE
Layer=12
Remote=
Required=FALSE

Rami
April 25th, 2011, 14:15
Here it is

[General]
Title=CFS2 World
Description=CFS 2 Scenery data
Cache_Size=10M
Clean_on_Exit=TRUE

[Area.001]
Title=Default Scenery
Local=scenery
Active=TRUE
Layer=2
Required=TRUE
Remote=

[Area.002]
Title=Terrain
Local=Scenedb\world
Active=TRUE
Texture_ID=1
Layer=1
Required=TRUE
Remote=

[Area.003]
Title=CFS1 Library
Local=Scenedb\library
Active=TRUE
Layer=3
Remote=
Required=FALSE

[Area.004]
Title=Airport Facilities Data
Local=Scenedb\AFDFiles
Active=TRUE
Layer=4
Required=TRUE
Remote=

[Area.005]
Title=Scenery Ships
Local=Scenedb\Ships
Active=TRUE
Layer=5
Remote=
Required=FALSE

[Area.006]
Title=Aircraft Weapons
Local=Scenedb\weapons
Active=TRUE
Layer=6
Required=TRUE
Remote=

[Area.007]
Title=Vehicles
Local=Scenedb\veh
Active=TRUE
Layer=7
Required=TRUE
Remote=

[Area.008]
Title=Effects
Local=Scenedb\fx
Active=TRUE
Layer=8
Required=TRUE
Remote=

[Area.009]
Title=Runways
Local=Scenedb\runways
Active=TRUE
Layer=9
Required=TRUE
Remote=

[Area.010]
Title=Buildings
Local=Scenedb\inf
Active=TRUE
Layer=10
Required=TRUE
Remote=

[Area.011]
Title=FS2000_props
Local=Scenedb\fs2kprop
Active=TRUE
Layer=11
Required=TRUE
Remote=

[Area.012]
Title=DEM mesh
Local=SCENEDB\DEM mesh
Remote=
Active=TRUE
Required=FALSE
Layer=12

[Area.013]
Title=DEM mesh LOD8
Local=SCENEDB\DEM mesh LOD8
Remote=
Active=TRUE
Required=FALSE
Layer=13

[Area.014]
Title=Global_Exclude
Local=SCENEDB\Global_Exclude
Remote=
Active=TRUE
Required=FALSE
Layer=14

[Area.015]
Title=cfs2_eurw_LC_su_BETA4
Local=SCENEDB\cfs2_eurw_LC_su_BETA4
Remote=
Active=TRUE
Required=FALSE
Layer=15

[Area.016]
Title=Eurw
Local=SCENEDB\Eurw
Remote=
Active=TRUE
Required=FALSE
Layer=16

[Area.017]
Title=SC_Eurw_FeaturePack
Local=SCENEDB\SC_Eurw_FeaturePack
Remote=
Active=TRUE
Required=FALSE
Layer=17

[Area.018]
Title=8th AIRBASE'S
Local=SCENEDB\8th AIRBASE'S
Remote=
Active=TRUE
Required=FALSE
Layer=18

[Area.019]
Title=JHS_England
Local=SCENEDB\JHS_England
Remote=
Active=TRUE
Required=FALSE
Layer=19

[Area.020]
Title=Oldenburg
Local=SCENEDB\Oldenburg
Remote=
Active=TRUE
Required=FALSE
Layer=20

[Area.021]
Title=JHS_France_North
Local=SCENEDB\JHS_France_North
Remote=
Active=TRUE
Required=FALSE
Layer=21

[Area.022]
Title=JHS_France_South
Local=SCENEDB\JHS_France_South
Remote=
Active=TRUE
Required=FALSE
Layer=22

[Area.023]
Title=JHS_Germany
Local=SCENEDB\JHS_Germany
Remote=
Active=TRUE
Required=FALSE
Layer=23

[Area.024]
Title=JHS_BENL
Local=SCENEDB\JHS_BENL
Remote=
Active=TRUE
Required=FALSE
Layer=24

[Area.025]
Title=atlanticwall
Local=SCENEDB\atlanticwall
Remote=
Active=TRUE
Required=FALSE
Layer=25

[Area.026]
Title=EuroTargets
Local=SCENEDB\EuroTargets
Remote=
Active=TRUE
Required=FALSE
Layer=26

[Area.027]
Title=CFS2 BoB Scenery
Local=scenedb\CFS2BoB
Active=TRUE
Layer=27
Remote=
Required=FALSE

486_Col_Wolf,

There were several problems with your scenery.cfg file. First, the [Area.xxx] and layer numbers should nearly always match one another, except for the first two [Area.001] and [Area.002].

In this case, your BoB bases were layered BELOW Sander's scenery files, which was part of the problem, I'm sure. Also, you may have noticed that [Area.18] and [Area.19] didn't exist, this is also been corrected. Just copy and paste the corrected version and see if it makes a different for the airfields and the "floating" Cliffs.

_486_Col_Wolf
April 25th, 2011, 14:56
Copied, pasted corrected version of scenery CFG. Still the same. Dover cliffs floating, planes nose down 3/4 mile before runway, skid on nose then crash. CFG file was obviously messed up but with that corrected what else could be wrong?

kdriver
April 26th, 2011, 01:29
Hi 486_Col_Wolf,

Have you modified the airfield co-ordinates in the airbases.dat file? If not, the AI aircraft may be landing on the old CFS 1 locations instead of the Gary Burns/Achim ones.

Kevin

_486_Col_Wolf
April 26th, 2011, 09:32
kdriver,

No, nothings been modified from the stock locations. Aircraft take off from the correct position at the fields so if anything had been changed I think this would have changed the take off point as well. Again, US and Luftwaffe aricraft take off and land on thier proper locations on Achims fields but not GB's fields and British planes do not work on either. This ones a real head scratcher LOL.

Pen32Win
April 26th, 2011, 11:20
1. Go to Free Flight and select the Airfield in question. Note the Altitude....

2. Open your airbases.dat and see if it's the same...

Taxi around the airfield too, just to ensure you don't have a Floating or Sunken Runway that is mismatched with a Flatten Area.

_486_Col_Wolf
April 27th, 2011, 12:18
Pen,

Actual alt was 153. Aibase.DAT had it at 109. However after the correction the same thing happens. I did notice that the airfield (Hawking) seems to be up on a mound. Also the Cliffs of Dover nearby "float" over the terrain. But this is not the only airfield it happens at. Seems to happen at all GB's 9 fields from the manual BoB install.

Pen32Win
April 27th, 2011, 12:48
OK, now that that's fixed, check the Altitude of that Airfield in your mission file. The airfield information is stored in the Mission File. If that has not been updated there you'll still get the "Landing Short" problem.

If I remember corrrectly there's a Meters vs. Feet conversion you'll have to make between the Airbases.dat and the Mission File.

_486_Col_Wolf
April 27th, 2011, 13:41
Mision file was still in ft. Was still incorrect at 109. Changed it to 152. Still the same. 3/4 mile before base they crash. They seem to nose doewn sharply then "dance" before they explode.

Pen32Win
April 27th, 2011, 14:26
CW;

Could you please post the Airfield Entry section of the mission. It might help if I could see just what is there.

_486_Col_Wolf
April 27th, 2011, 14:37
Its just a 4 waypoint test missin I've been using trying to solve this problem but here it is

[runway.0]
id=9032
heading=52
units_across=2
base_lat=N51* 14.00'
base_lon=E1* 19.15'
base_alt=+152
takeoff_start_pos=-600,0
takeoff_stop_pos=1600,200
landing_start_pos=5000,350
landing_touchdown_pos=600,0
landing_stop_pos=-250,0

Pen32Win
April 27th, 2011, 14:48
Ok, that looks good. When you look at the runway in MB is the Icon in the middle of the runway or at one end of it?

Also, what does the last waypoint look like?

bearcat241
April 28th, 2011, 00:05
Its just a 4 waypoint test missin I've been using trying to solve this problem but here it is

[runway.0]
id=9032
heading=52
units_across=2
base_lat=N51* 14.00'
base_lon=E1* 19.15'
base_alt=+152
takeoff_start_pos=-600,0
takeoff_stop_pos=1600,200
landing_start_pos=5000,350
landing_touchdown_pos=600,0
landing_stop_pos=-250,0




That's the mission builder's generation for Burn's Hawkinge and the altitude doesn't match what i have in my airbases.dat:

id=9032
name=England - Hawkinge
base_lat=N51 14.00
base_lon=E1 19.15
base_alt=109
heading=52
allegiance=0
units_across=2
takeoff_start_pos=-600,0
takeoff_stop_pos=1600,200
landing_start_pos=5000,350
landing_touchdown_pos=600,0
landing_stop_pos=-250,0

_486_Col_Wolf
April 28th, 2011, 08:23
Bearcat,

If you taxi around the field in free flight the altitude reads 152. We think this may be where the problem lies so we tried correcting it to 152. So far no luck.

Penn,

The icon is near the middle of the field...see pic and I'm not sure what you mean by "what does the last waypoint look like" so I included a pic of that too. After waypoint 3 if you warp you spawn about 5 miles out at 1200 ft.

36160 36159

_486_Col_Wolf
April 28th, 2011, 08:24
Penn,

By the way, sorry I had to bail last night so quick. We had some bad thunderstorms roll through here and I had to get offline and shut down real quick.

Pen32Win
April 28th, 2011, 11:53
No Problem CW, life happens...

Sorry I didn't elaborate that better.... I meant the text of the last WP in the Mission File....

_486_Col_Wolf
April 29th, 2011, 08:51
Penn,

This is the Waypoint text for the mission [waypoint_path.0]
id=5000
waypoint.0=2,1,N51* 14.00',E1* 19.15',+0,,,,0,,9032,0,1
waypoint.1=1,0,N51* 22.34',E1* 31.83',+735,,,,224,,0,1,1
waypoint.2=1,0,N51* 17.04',E1* 38.79',+735,,,,224,,0,1,1
waypoint.3=4,1,N51* 14.00',E1* 19.15',+0,,,,0,,9032,0,1

But again, it's not just this test mission but any mission using GB's bases.

bearcat241
April 29th, 2011, 15:57
Col_Wolf, i'm gonna take a stab in the dark here and suggest that if your AI landing problem is limited only to the Burn's bases then what you may have is a mesh problem. The AI behavioral symptoms you describe seem to hint that the sim's AI engine is having trouble calculating approaches, which is usually symptomatic of custom, high-end mesh in Dem 7, 8, 9 and 10. Ever tried strafing a mountain or hill in high detail mesh? Its a weird thing, with ground hits producing dirt puffs in the air above the virtual terrain. And if you deliberately crash into a hill or mountain, the same happens with the explosion fireball and smoke -- it's not exactly on the surface of the terrain.

Burn's bases are a bit older than Achim's and Pen's and, IIRC, were produced using stock mesh, so their bgl coding may possibly be at odds with the coding of the newer Dem mesh bgl's in some hidden conflict. Try setting your Hawkinge altitude back to the original and temporarily disable all Dem mesh in layers 13 and 14 of the scenery library. Also, move the Dover cliff's bgl to a temp location outside of the Burn's scenery folder. Delete the ppath.log file and the following files from the main CFS2 folder:

AIRWAY_INDEX
ICAO_INDEX
INDEX_FILE
LAT_INDEX
STR_INDEX
WAYPOINT_INDEX

Delete all filelist.dat's from the airbase subfolders of the SCENEDB folder.

What you've now done is purged all addon mesh and reverted your theater back to the default CFS2 mesh of the SCENEDB\world\scenery folder, assuming that you haven't yet mixed in any addon mesh to this location. So now you're back to the same terrain environment that Burn's started with in his production. Fly your test missions and if all goes to plan, reinstall the Dover cliff's bgl's back to their original location and test again. Allow the AI to land with this landmark in place. If this goes OK then what you now have is a decision about what mesh to use -- Josiah Haut, Pietro Mauri, Rhumba's Dems or default.

You've already eliminated the aircraft as the problem and i thnk we all know from experience with the product that the bases themselves are not at fault, so the only thing that logically remains is the terrain mesh, which BTW is the reason for the floating cliffs.

_486_Col_Wolf
May 3rd, 2011, 14:24
Bearcat,

Would any of those mesh files work with GB bases and Achims? I currently have Achims bases and am using them alot so I would rather keep Rhumbas mesh and just get rid of GB's bases. However since GB's bases cover all the major British bases for my own BoB mission writing and Achims do not, unless there's something new in the D/L's that I dont know about (are you listening Achim LOL) it does not bode well for my BoB mission writing LOL. Someone mentined once before in the forum about standardizing scenery. I agree this is the best way to go since this would eliminate these problems. Just a thought.

bearcat241
May 3rd, 2011, 16:21
And noteworthy thought indeed, but in the long run its my opinon that the complex solution would eventually deteriorate as the "one-size-fits-all" shoe being proposed. Seasoned campaign and mission builders tend to be a bit more computer savvy and comfortable with multiple addons and customizations than the average user. So while they might build their public domain projects within a restrictive "standardized" environment for easy user setup experience, they can't stay this course in mission building indefinitely without eventually yielding to the temptation of setting up privatized versions of their public works that somewhat expands on the standardized packages. So they'll end up building two versions of everything: one in a standardized ETO install built with all those easy 'non-conflicting' snap-in elements for example and another version in their private custom ETO install based on scenery and other complex miscellany that they REALLY love and they've worked out the inherent conflicts with tweaks and workarounds -- everything "hammered" into place...LOL. You might think i'm reaching for a bridge too far here, but its something that always comes to mind when i think of standardized mission-building and using products built on such a platform. Being the free-spirit i am, i can see myself hammering those types of downloads into my custom install by modifying the mission files to fit my preferred addons.

But honestly, regarding the ETO and MTO, i think we're much closer to standardization than ever before with all the popular scenery that's been universally accepted over the past few years. Unlike those early years with everybody going in different directions and new stuff constantly popping up all over that conflicted with the old, we all seem to be settled on the same things now, due to the diligent work of some very dedicated scenery designers and MB facilitators, ala Rami, SDC, Pen, Achim. Still can't say the same for the PTO though...

Getting back to your mesh question, i used Rami's suggestion (in his ETO installation doc) and put all of Rhumba's D5, 7 and 8 bgl's into the same location as my default CFS2 mesh in the SCENEDB\world\scenery folder, mixing the two. So there's basically nothing in the mesh category to activate or deactivate and move up or down in my library as you have with your's. Rhumba's mesh is permanently fixed at the same hierarchy level as my default mesh, but supersedes the default in the sim engine by reason of its higher DEM detailing. Something else you might try as well.

WRT the other mesh options besides Rhumba's, i believe that Haut's CFS2/FS2000/FS2002 Euromesh package may have a better compatibility edge on all of Mauri's work, which was specifically designed for FS2004. So there's that too...

My apologies for the lengthy post...

_486_Col_Wolf
May 3rd, 2011, 17:19
Bearcat

I have Rami's original ETO install DOC but I cant find anything about putting the DEM mesh LOD 7 and 8 files in the SceneDB/World/Scenery folder. Just how to put them into SceneDB with thier own folders and a scenery folder inside that. Only the LOD5 Files are in SceneDB/World/scenery. Did I miss something or is this a new Doc?

Also, I've noticed that the base icons, whether in mission builder or free flight for GB's bases are in the middle of the field and not at the take off point like Achims are. Maybe that's why they're landing too soon.

_486_Col_Wolf
May 3rd, 2011, 18:04
Guys,

I think I've solved the problem. I'm using Rami's master airbase DAT file. This put the base icons in the middle of GB's bases. Took note of the end of the runway Lat and Lon, rewrote it in the airbase DAT file to match, changed the start stop etc... positions to match Achims Bodney and it works! Planes takeoff and land at the right position...well Biggen Hill anyway but it's a start. Gonna try Tangmere next I'll keep you informed.

_486_Col_Wolf
May 3rd, 2011, 18:49
Three down, six to go ! So far so good.

_486_Col_Wolf
May 3rd, 2011, 19:47
Got all nine of GB's fields working correctly now with one exception. My Hurricane MK1A still nosedives before the runway and crashes. However, if I switch it's AIR file with a plane that does work, it's fine. So the problem was actually two fold. Bases are now correct but one AIR file does the same thing. Anyone know why one specific AIR file does this on AI landing?

Pen32Win
May 3rd, 2011, 20:04
CW;

I've seen a lot of A/C with high Flap Lift when used as AI's do very wierd things landing. You might try dropping the Flap Lift down and see if that helps. That goes for very high Flap Drag too.

bearcat241
May 3rd, 2011, 22:40
I have Rami's original ETO install DOC but I cant find anything about putting the DEM mesh LOD 7 and 8 files in the SceneDB/World/Scenery folder. Just how to put them into SceneDB with thier own folders and a scenery folder inside that. Only the LOD5 Files are in SceneDB/World/scenery. Did I miss something or is this a new Doc?

Glad you found the handle Wolf. Another lesson learned and obstacle overcome. Sorry i mispoke regarding the mesh installation. I should clarify that the install doc that i have actually suggests using Haut's mesh and states that it all should be put into the world\scenery path. Since i preferred Rhumba's mesh, i simply applied this method to his LOD 5,7 and 8 packages. Probably could've gotten by just fine with LOD 8 only, but i figured that i'd just dump them all in and let the sim sort out which to use on the fly.

Ian Astill
May 4th, 2011, 01:02
Hi Bearcat,

Sorry in advance for any ignorance! I'm new to this side of things. But could you explain what the pro's and cons of that method of mesh installation are?

Rami
May 4th, 2011, 02:42
Hi Bearcat,

Sorry in advance for any ignorance! I'm new to this side of things. But could you explain what the pro's and cons of that method of mesh installation are?

Ian,

The benefits are that the you have greatly enhanced elevation in many areas of CFS2, as well as enhanced coastlines and other improvements. The problems with it are that it takes a long time to set up, which is why I created installation guides.

Ian Astill
May 4th, 2011, 03:10
Sorry, I didn't make myself very clear

I installed the mesh as per your tutorial Rami and the effects are brilliant, I was just wondering what was the difference between installing them your way and installing them Bearcat's way

bearcat241
May 4th, 2011, 03:38
Ian, i think you misunderstood me. My "way" is actually Rami's way as outlined in his guide. I followed the same procedure that you did if you installed your mesh exactly per his instructions using Haut's Euromesh. I only substituted Rhumba's mesh in lieu of Haut's mesh...that's the only difference. Rhumba's LOD 7 and 8 mesh provides a little more terrain detail than Haut's in some places, but the difference its not worth sweating over if you're happy with what you have. They both provide marked improvement over stock mesh, so there you go...

Ian Astill
May 4th, 2011, 04:56
Ah right, I used his guide which uses Rhumba's mesh. If putting the DEM's into the Scenery folder makes little difference compared to putting them in seperate Scenedb folders then I have nothing to worry about

_486_Col_Wolf
May 4th, 2011, 14:17
OK, changing the flaps derag and lift to a known good setting did not work. The plane touches down slighty nose down then seems to stop short flipping onto it's nose. Braking strength is slightly below normal value of a known good plane and auto spoiler and braking is is set to false in AIR file. Anything else I can look for?

bearcat241
May 4th, 2011, 18:42
Wolf, its much more complicated than a few ticks to the flaps and brakes. When you start tweaking air files specifically for better AI landing you wade into some very deep waters. Unless you've already spent countless hours in the "dark art" of flight dynamics, you can easily drift into the "cascade zone" where every little change you make for the positive creates an equally negative side effect. Tell me which Hurricane model you're working with and post the *air and aircraft.cfg files here in this thread. I'll take a run at it. I've had some successes in the past with this sort of problem so maybe i can get it done for you.

_486_Col_Wolf
May 4th, 2011, 19:04
Bearcat,

I really appreciate the help. The AIR file is definitly the problem since switching it out with another known good AIR file solves it. But this is impracticle since then I'd have a Hurricane that flies like a Spit or someting else LOL. I'll post the air and config files for it though. I'm using the 1GB Hurricane MK1A model, and config ect... with an air file from Thicko's Hurricane MK1. OK wait, the file upoad manager is telling me they're invalid files. Well here's the CFG from the 1GB Hurricane. Dont know how to get you the AIR file. Let me know how you want to continue.

//////////////////////////////
// 714th 1% Hurricane MkIa //
//////////////////////////////
[fltsim.0]
title =Hurricane MkIa 56th Squadron
sim=HurricaneMk1a
model=
panel=
sound=
texture=
KB_checklists = CheckList_Hurricane MkIa

[WEIGHT_AND_BALANCE]
empty_weight = 5031
reference_datum_position = 0.0, 0, 0 // (feet) distance from FlightSim Reference position: (1/4 chord, centerline, waterline)
empty_weight_CG_position = 0.12, 0, 0 // (feet) longitudinal, lateral, vertical distance from specified datum
max_number_of_stations = 50
station_load.0 = 200, -3.95, 0.0, 0.0 //Pilot Weight (lbs), longitudinal, lateral, vertical positions from datum (feet)
;Moments of Inertia
empty_weight_pitch_MOI = 5195
empty_weight_roll_MOI = 4667
empty_weight_yaw_MOI = 9134

[flight_tuning]
cruise_lift_scalar = 1.0
parasite_drag_scalar = 1.0
induced_drag_scalar = 1.0
elevator_effectiveness = 1.0
aileron_effectiveness = 1.0
rudder_effectiveness = 0.6
pitch_stability = 1.0
roll_stability = 1.0
yaw_stability = 1.0
elevator_trim_effectiveness = 1.0
aileron_trim_effectiveness = 1.0
rudder_trim_effectiveness = 1.0
[piston_engine]
power_scalar = 1.0
[propeller]
thrust_scalar = 1.0
[exits]
number_of_exits = 1
exit_rate.0 = 0.4 ;Percent per second
[electrical]
max_battery_voltage = 24.0
generator_alternator_voltage = 28.0
max_generator_alternator_amps = 60.0
[contact_points]
//0 Class
//1 Longitudinal Position (feet)
//2 Lateral Position (feet)
//3 Vertical Position (feet)
//4 Impact Damage Threshold (Feet Per Minute)
//5 Brake Map (0=None, 1=Left, 2=Right)
//6 Wheel Radius (feet)
//7 Steer Angle (degrees)
//8 Static Compression (feet) (0 if rigid)
//9 Max/Static Compression Ratio
//10 Damping Ratio (0=Undamped, 1=Critically Damped)
//11 Extension Time (seconds)
//12 Retraction Time (seconds)
//13 Sound Type
//14 Airspeed limit for retraction (KIAS)
//15 Airspeed that gear gets damage at (KIAS)
point.0=1,-17.39,0,-3.5,3200,0,0.30,012.0,0.40,1.8,0.80,6,11,0,130,165
point.1=1,2.46,-4.59,-7.65,2200,1,1.05,0,0.50,2.9,0.78,10,9,2,130,165
point.2=1,2.46,4.59,-7.65,2200,2,1.05,0,0.50,2.9,0.78,11.5,10.2,3,130,1 65
point.3=2,0,-20,-1.25,1200,0,0,0,0,0,0,0,0,5,0,0
point.4=2,0,20,-1.25,1200,0,0,0,0,0,0,0,0,6,0,0
point.5=2,-20.25,0,1,2400,0,0,0,0,0,0,0,0,9,0,0
point.6=2,2.41,0,-2.08,1200,0,0,0,0,0,0,0,0,4,0,0

static_cg_height = 6.58 //(feet) altitude of CG when at rest (altitude when loaded on ground)
static_pitch = 11.65 //degrees (pitch when loaded on ground)
[flaps.0]
type=1 // 1 - tail, 2 - lead
span-outboard=0.12 // 0.0 .. 1.0
extending-time=5 // seconds
flaps-position.0=0 // degrees, KIAS
flaps-position.1=15,173 // degrees, KIAS
flaps-position.2=25,162 // degrees, KIAS
flaps-position.3=35,131 // degrees, KIAS
flaps-position.4=45,110 // degrees, KIAS
damaging-speed=175 // KIAS
blowout-speed=200 // KIAS
[Views]
eyepoint=-1.28,0.0,2.067
[LIGHTS]
panel=-0.01, 0.00, 1.60, fx_vclight
[forcefeedback]
gear_bump_nose_magnitude=6000 ; 0 - 10000
gear_bump_nose_direction=18000 ; 0 - 35999 degrees
gear_bump_nose_duration=250000 ; in microseconds
gear_bump_left_magnitude=6000 ; 0 - 10000
gear_bump_left_direction=35500 ; 0 - 35999 degrees
gear_bump_left_duration=250000 ; in microseconds
gear_bump_right_magnitude=6000 ; 0 - 10000
gear_bump_right_direction=00500 ; 0 - 35999 degrees
gear_bump_right_duration=250000 ; in microseconds
ground_bumps_magnitude1=3250 ; 0 - 10000
ground_bumps_angle1=8900 ; 0 - 35999 degrees
ground_bumps_intercept1=5.0
ground_bumps_slope1=0.48
ground_bumps_magnitude2=750 ; 0 - 10000
ground_bumps_angle2=9100 ; 0 - 35999 degrees
ground_bumps_intercept2=0.075
ground_bumps_slope2=1.0
crash_magnitude1=10000 ; 0 - 10000
crash_direction1=01000 ; 0 - 35999 degrees
crash_magnitude2=10000 ; 0 - 10000
crash_direction2=9000 ; 0 - 35999 degrees
crash_period2=75000 ; in microseconds
crash_duration2=2500000 ; in microseconds

bearcat241
May 4th, 2011, 20:26
OK, if you're using Thicko's air file along with the 1% cfg, then right away it looks like you may have a balance problem. That could account for the AI struggling to maintain level flight at low landing speeds. No need to get too technical here, but i think i have a handle already. Since i have both models, along with their respective FDE files, i can sort it out from my own downloads. I'll get back to you with an answer tomorrow...

bearcat241
May 5th, 2011, 09:16
OK Wolf, here's my version of the 1% Hurri. Now, keep in mind that i only tested these at the Hawkinge location (defo altitude), no other Burn's bases were used. I ran a flight of six (incl self) in a test CAP mission over the Channel that took us out to the coast of France and back. Final approach from the last waypoint over Channel to Hawkinge began at about 11 miles out, altitude 2500 ft. My wingies landed smoothly, stopped amazingly short after touchdown and turned quickly in taxi to park. You might even find these realistically better in a dogfight as well.

Thanks for letting me lend a hand...i must say that i enjoyed this little distraction. I've been collaborating with Morton in a MiG-21 project lately and after pounding away at multiple Mach 2+ flight profiles, this was a piece of cake by comparison :icon_lol:

_486_Col_Wolf
May 5th, 2011, 16:41
Bearcat,

You Da Man!!! Used the new AIR file and it worked perfectly!!! But as for stopping and parking, all my AI wingmen always roll/taxi way off the the end of the runways (all Achims and GB's). What's the fix for that?

bearcat241
May 5th, 2011, 16:53
Lower the brakes in the air file to -12767 and in the cfg, make sure the tailwheel has at least a 75 degree steering angle:

[contact_points]
//0 Class
//1 Longitudinal Position (feet)
//2 Lateral Position (feet)
//3 Vertical Position (feet)
//4 Impact Damage Threshold (Feet Per Minute)
//5 Brake Map (0=None, 1=Left, 2=Right)
//6 Wheel Radius (feet)
//7 Steer Angle (degrees)
//8 Static Compression (feet) (0 if rigid)
//9 Max/Static Compression Ratio
//10 Damping Ratio (0=Undamped, 1=Critically Damped)
//11 Extension Time (seconds)
//12 Retraction Time (seconds)
//13 Sound Type
//14 Airspeed limit for retraction (KIAS)
//15 Airspeed that gear gets damage at (KIAS)

point.0=1, -20.21, 0.00, -3.36, 3200, 0, 0.30, 75.0, 0.40, 2.5, 0.80, 8.0, 6.00, 0, 0, 135
point.1=1, 1.41, -5.96, -7.05, 2200, 1, 1.05, 0.0, 0.50, 2.5, 0.83, 3.5, 3.00, 2, 0, 135
point.2=1, 1.41, 5.96, -7.05, 2200, 2, 1.05, 0.0, 0.50, 2.5, 0.83, 10.5, 10.25, 3, 0, 135
point.3=2, 0.00,-20.00, -1.25, 1200, 0, 0.00, 0.0, 0.00, 0.0, 0.00, 0.0, 0.0, 5
point.4=2, 0.00, 20.00, -1.25, 1200, 0, 0.00, 0.0, 0.00, 0.0, 0.00, 0.0, 0.0, 6
point.5=2, -20.25, 0.00, 1.00, 2400, 0, 0.00, 0.0, 0.00, 0.0, 0.00, 0.0, 0.0, 9
point.6=2, 2.41, 0.00, -2.08, 1200, 0, 0.00, 0.0, 0.00, 0.0, 0.00, 0.0, 0.0, 4

_486_Col_Wolf
May 9th, 2011, 12:39
Bearcat,

In the AIR file, is that "braking strength" under "flight dynamics"?

bearcat241
May 9th, 2011, 20:25
Its in 1101 - Primary Aerodynamics.