bearcat241
May 21st, 2012, 13:06
Regarding AI landings, one of the things i noticed early was that in the stock missions with AI landings they very seldom crashed. This was in the days before i learned air file modding. I saw stock AI aircraft with stock flight models landing and taxiing to full stops at every airfield i was using in these missions. At first i thought it was the flight models that helped because it was the addon AC with their custom FDE files that seemed to have the most problems landing in addon missions. After some study i later realized that the stock missions tended to have longer final approaches than many addon missions, which gave the birds more air time to set up in trailing formation, lower their speed and landing gear, touch down at the proper landing speed and make a good taxi-and-turn move near or at the end of the runways.
So, i went to work testing my ideas for 100% success in all AI landings involving addon AC. First i created 'T/O and landing only' missions and set the last waypoint before "LAND AT BASE" at about 2 miles out at 150 knots, 250 AGL to give the flight a long, slow and low final with which to set up. I then went to work on the air files by lowering the flap lift to almost nothing, doubling the braking strength and increasing the steering angle of the nosewheel or tailwheel - depending on whether tricycle gear or tail-dragger was involved. Taking advantage of the long final after the last waypoint, i would gain a slight lead ahead of the pack and wait for them to lower their gear. That means they're now in actual landing mode and will start to lose altitude and airspeed quickly and go into a single file trail. At that point i raced far ahead and landed quickly (a little hot) so i could be parked, waiting and watching as the first wingy touched down.
I've already gone over the benefits of the long approach, so now here's where the air file mods help. The near zero flap lift lets the AC touchdown sooner without floating halfway down the runway, then trying to stick it hard and stop fast. The doubled brake strength slows them faster - of course - and the modified steering angle on the "third wheel" allows them to turn off the strip sooner and taxi to a shorter stopping point without running over the hill or into infrastructure.
Braking strength and flap lift are found in air file section 1101. The default for brakes is about 32767 or so. You strengthen the brakes by lowering this variable. So double would be about 16384. Allen already mentioned the flap lift above. In the aircraft.cfg the first line in the contact points is always the nosewheel or tailwheel. The eight variable - separated by commas - is the steer angle. Set it at about 75 degrees for sharp turning in taxi.
[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, -14.4116, 0, -3.35, 2000, 0, 0.45, 75, 0.264, 2.5, 0.8, 5, 5, 0, 148, 180
point.1 = 1.000, 1.700, -6.200, -7.100, 2360.000, 1.000, 1.150, 0.000, 0.500, 2.500, 0.800, 5.000, 5.000, 2.000, 148.000, 180.000
point.2 = 1.000, 1.700, 6.200, -7.100, 2360.000, 2.000, 1.150, 0.000, 0.500, 2.500, 0.800, 9.000, 7.000, 3.000, 148.000, 180.000
point.3 = 2, 0, -18.0638, -1.182, 1500, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0
point.4 = 2, 0, 18.1888, -1.1202, 1500, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0
point.5 = 2, -19.779, 0, -0.739, 1500, 0, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0
point.6 = 2, 7.8097, 5.5373, -1.9746, 1500, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.7 = 2, 2.1587, -4.7916, -2.8525, 1500, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
point.8 = 2, -3.976, 0, -3.8862, 1500, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
point.9 = 2, 0, 0, 0, 1500, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
Use these tips and you should rarely see a landing mishap. But in a final note i would remind all that in the interest of realism you really don't want to fully eliminate all such incidents, since landing mishaps were very common in every theater of warbird operations. A random crash every now and again makes the sim behavior seem more authentic. Also, if your AI suffer battle damage (which you may not always be aware of) that affects their flight envelopes they will likely have control issues when landing that can lead to a crash. They're not as gifted as a human pilot would be in nursing a wounded bird safely home. You guys ever had a mission where you got chewed up so badly that the moment you got back and into your final, you lowered flaps and/or gear and the plane would almost go inverted from a severe wing drop? Its usually survivable with airfield landings, but carrier traps under these conditions are deadly. :pop4: Well, believe it or not, AI have to deal with battle damage while landing too. And it ain't always pretty to watch.
bearcat241
May 22nd, 2012, 01:56
You may want to revise one thing. If "*Breaking Strength - Max (ft/sec^2*2048?)=" is the only thing that set braking strength. It is wrong to lower it in my testing.
I set *Breaking Strength - Max (ft/sec^2*2048?)= to 16384 and I was able to take off with the parking brake on. I was not able to do this with with 32767.
Sorry man, i forgot to mention that you have to do this in the negative, not positive numbers, such as -16384. Anyway i got this info back in my FDE schooling days from my guru, Rabijjah Guder, who wrote and circulated an excellent brief on air file editing called Air101.
In it he wrote:
Now go to Section 1101 of the airfile called Main Dynamics(FDE), or Flight Dynamics(AirEd) and edit the entry named Braking Factor(FDE), Braking Strength(AirEd). This entry controls the maximum force of the landing gears brakes. Valid entries are between –32768 and 32767. The lower the entry is, the stronger will be your gears. In fact if you make them too strong your plane can even crash while braking. Examples 737: -25536, Learjet: -15536, Bf109G: 12000. Since I read that the Me262 had very poor brakes I set this value to 18211.
Using negatives, this works well for me BTW. I remember when i first started experimenting in this i would set brakes so low that i would nose over and explode when i revved my engine too high with park brakes on.
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