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Star Wars AI... (Read 524 times)
Dec 10th, 2006 at 9:38pm

FSGT Gabe   Offline
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Hey guys,

Lately I've been working on creating an Star Wars airport in FS.  As a big fan of Star Wars, I've been disappointed with the low number of Star Wars addons that have been made Embarrassed .  Anyway, I took the scenery pack that was made of the city of Coruscant for FS2002 and am creating an airport nearby using Afcad and am putting Star Wars traffic at the airport.

The main airport sit just outside of the city.  It has one very small runway and one huge runway.  I used taxiways to write "Star Wars" above the airport.  Here is a picture:

...

I know there are glitches, it's not done yet, but as you can see the airport has a cool layout. Grin

Now to my problem Roll Eyes .  I have AI travelling to and from this big airport.  This is the base airport of the scenery pack.  I am also creating smaller airports around it for the planes to fly to.  I have already added Star Wars AI to this big airport and they are working well.

Now as you all know, the spacecraft in Star Wars are equipped with repulsers which make them capable of vertical take off.  Unfortunately, AI must taxi to the active runway to be able to take off.  However, I'm trying to get them to take off from a very short runway - like a few hundred feet in length.  That way, they would take off almost vertically.

So I made this runway that's 500 feet long.  I compiled a test AI flight that would see if this worked.  The aircraft was in the right place at the right time, taxied to the runway, and then froze.  It stopped and just sat there.  This is what it looked like (once again, this airport was created in about 5 mins...this isn't what the final will look like):
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I'm in the X-wing, the other is AI.  What I'm wondering is if the runway has to be a certain length for the AI to be able to take off.  Does anyone know about this?  Help would really be appreciated because I want to release this package (it would be my first Grin ).  I'm also adding effects, working windsocks, etc.

Thanks so much!

- Kevin Grin Grin
 

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Reply #1 - Dec 10th, 2006 at 11:08pm

Ghostrider114   Offline
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you boys seen an aircraft
carrier around here?
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I know that AI planes can take off of aircraft carriers, maybe you need to make the runway an arrcab/RCBO cable zone
 

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Reply #2 - Dec 11th, 2006 at 9:33am

FSGT Gabe   Offline
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Quote:
I know that AI planes can take off of aircraft carriers, maybe you need to make the runway an arrcab/RCBO cable zone


Ya, that's true.  Do you know where I can find a tutorial for making these?

And any other ideas? Wink

- Kevin Grin
 

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Reply #3 - Dec 11th, 2006 at 10:14am

wji   Offline
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My, what a loooong post . . .
"I used taxiways to write "Star Wars" above the airport."
Cool idea. Congratulations for brain-power
The shortest-takeoff vehicles in FS9 are helos (there's copious amounts of AI helos on the web)

"taxied to the runway, and then froze."
Usually caused by a missing hold-short (red) node (when flights are IFR)

PS. When I create Hama ships (or other) plying FS9 waterways and do not want them to take-off (when was the last time you saw a 30k. ton ship flying?) I make the flights IFR and (deliberately) leave out the (red) hold-shot node. Guaranteed to keep FS9 vehicles on the ground until they disappear.
 

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Reply #4 - Dec 11th, 2006 at 10:38am

FSGT Gabe   Offline
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Thanks for the ideas wji.  The flight was VFR, but I've added hold-short nodes anyway.  I'll see if that works when I get the chance later today.

Actually, when you mentioned helicopters it gave me an idea.  Is there a part of the aircraft.cfg that you can edit to change the acceleration of an aircraft and the distance it requires to take off?  If so, I would edit those parts in order to make the aircraft do that by default.

Thanks again!

- Kevin Grin
 

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Reply #5 - Dec 13th, 2006 at 7:55am

ashaman   Offline
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I'm from Italy, errors
in my text are a given.
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To allow an almost vertical takeoff you have to work on both power and flaps (creating the so-called "superflaps" is the only way to allow for very short runway length, but the engine's power output too must me scaled up) in the dynamics. It's something I'm trying to learn how to do myself as I write these lines. Undecided
 

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Reply #6 - Dec 13th, 2006 at 10:59am

FSGT Gabe   Offline
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Thanks for the help guys, I tried it out with the hold-short nodes and the ETA-2 took off just fine Wink Grin.  Thanks again. Smiley  BUT it just went straight off the runway and kept going.  Obviously this won't work...and more ideas on changing the acceleration or distance required to take off?

- Kevin Grin

EDIT: Just had an idea - if I made these aircraft act as AI helos would they take off vertically?  And how would I do that?
 

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Reply #7 - Dec 18th, 2006 at 11:01am

ashaman   Offline
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I'm from Italy, errors
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Well, helos do have an almost vertical takeoff run, but I'm talking about normal simulated helos, don't know about AI ones. It all comes down to the dynamics used. Then there's the top speed to keep track of. Helos don't fly very fast as a rule.
 

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