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Mixx,
I need some to time update my game and practice the methods suggested by Boomer at Ultrapack. Balance that with the needs of a thirteen year old daughter!!! Wish me luck. Awaiting your advice, spdr109 |
Цитата:
I will try until the fix the bugs that you've already discovered. I have very big problems with her small son. And my wife does not even guess what I'm spare time on the computer doing. :D |
Mixx,
After much effort I now have the Ultra Pack 2.01, along with the map editing tools, installed on my PC. I have begun work on the airfields. What a tedious job it can be at times but I do find it challenging and enjoyable. Some things I noticed... Trees can be a problem when placed too closely to taxiways or potential stay points. I had to remove some trees. One taxi point = one stay point. Sometimes multiple stay points will work but mostly not. Stay point spacing. If the bots sense a potential collision they will not use that particular taxiway. The standard that I am working to is to have several more stay points available than aircraft that can use the runway. To explain... I keep adding groups of four medium bombers, loaded with one thousand pounds of bombs, until the first aircraft no longer has an adequate takeoff roll to get airborne. For your consideration. |
Berlevag
This arrangement seems to work well. Airfield can park 16 Ju-88's. First squadron is carrying 4 250lb bombs each to test clearance and they are JUST able to get airborne. Any more aircraft on the runway or a heavier bomb load and they crash into the mountain to the west. However there are 21 stay points available for fighters to use. I left the textures stock for testing. [IMG]http://i163.photobucket.com/albums/t...6-50-15-89.jpg http://i163.photobucket.com/albums/t...6-32-41-35.jpg http://i163.photobucket.com/albums/t...6-42-58-59.jpg[/IMG] |
Ura Guba
Due to runway length only 12 Pe-2's would launch so I airstarted an additional 4 to test capacity. Airfield can park 16 Pe-2's with 3 additional stay points still available. I had to move the red runway arrow a bit to get the aircraft to spawn a little better and removed some trees to eliminate collision danger. [IMG]http://i163.photobucket.com/albums/t...2-05-11-37.jpg http://i163.photobucket.com/albums/t...1-54-17-79.jpg http://i163.photobucket.com/albums/t...2-01-29-71.jpg[/IMG] |
Цитата:
I carefully read your screenshots. I liked it very much. I am a little scared to start a short first aircraft. But I think this is the best option. Excellent result. Please continue .. For my part, I deal with the elimination of bugs in the road .... This is something that you indicated to me earlier .. |
My friend (and partner ?) Mixx,
I hope you approve of my humble efforts to rework the airfields. I understand that you are working on another project and have limits on your time. If you are satisfied with what I have submitted thus far, I offer this proposal. If you could finish the correction of the bugs that I have submitted to you, I would be honored to complete the work on the airfields. If you could find a way to get me the bug-corrected version of your map, perhaps an e-mail a link, I could work in my own time to the standards that I have previously indicated. When I am finished with the airfields I will send the map, or any other documentation that you request, back to you for final approval and hopefully release as a final version. |
My friend Spdr109,
Thanks for your suggestion. For my part I will try until Monday to remove an bugs with the roads, height, and fix the landscape. This work with files: map_t.tga and map_h.tga Using file actors.static I will not, because you'll change it at their discretion. This refers to the restructuring of stay /runway/taxi landing at airfields, as well as another of your choice. Thus, you can still work on the ground with the points stay/taxi, without fear that they will What a mismatch. For my part, I will send the corrected version of your address. And we then simply compatible files. |
To be sure I understand you correctly...
Are you saying that I may continue to work on the airfields with my current game configuration until I am finished and then send you JUST the actors.static file? You will complete the bug fixes and then send me JUST the map_t.tga and the map_h.tga files? Then when we combine our work the map will be complete? :I'm_thinking: |
Вложений: 2
Absolutely!
The drop height in willage Arnoldovka changes in the file map_h.tga. Buildings and construction while down from a loss of height. This I will do. Relatively fix roads. This is a file-map_t.tga. The only thing that is tied to actors.static - is the length of the bridge. On the screenshot below. It will have you stretch to the other shore. Just increase the length. Do you know how to do this? Or do myself. The roads to the bridge, I will hold myself in map_t.tga. I will not use the file actors.static Generally, to avoid misunderstandings. Also, I beg you not to forget about the dangers of trees on the ground. Those trees that will bother you, just remove the. Ok? |
Mixx,
I believe that the "page up" key will add spans to a bridge. It would be no problem to duplicate the work on the airfields because I have it all documented with screenshots. Let me say again, If you have to change the actors.static file I can easily redo the the work already completed! I look forward to your reply. |
А почто на аглицком-то? по-русски что не пишется?
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Mixx,
The "page up" key does add spans to the bridges! Confirmed by testing. So I will definitely be able to fix that particular bug ... if I could only find it. Help me out a little as far as location. Perhaps nearest village? Edit: Found the bridge. Fixed the bridge. [IMG]http://i163.photobucket.com/albums/t...7-31-10-20.jpg http://i163.photobucket.com/albums/t...7-33-40-28.jpg[/IMG] When I fixed the bridge, however, the game generated a new actors.static as well as a new map_t.tga file. Will this be a problem? |
Вложений: 4
spdr109,
Unfortunately I tried to fix the bridge itself. I just pulled up to him the land .... Now you have to shorten it a bit .. In the same way I did in several cases. I have not used actors.static, according to our agreement with you. This link will download the files that were changed. Replace the files in your folder with the map. I tried to fix the major bugs. From 1 to 14 bugs If all the reflected normal, then continue. http://files.mail.ru/N94715 Unfortunately, I could not remove the warehouse (your 6 screenshot). Pls, remove it themselves. Then I discovered the absence of the bridge, please add it yourself. Screenshot enclosed. Then you need only change actors.static ... .. I lowered my minimap (Ed_Map.Tga) at 2 pixels down. I think the route of transport will adequately match the map. So far. P / S I ask you, when you edit airfields initial start point (Runway, Ground), try not to move. |
Mixx,
Thank you for the link to those files. If I understand you correctly these are for the bugs numbered 1-14? I will install them and check them with a small mission. Sadly this will have to wait until the weekend. Sorry, other commitments. Airfield Update: I am happy to report that Luostari can now launch and park 32 Ju-88's! Murmashi can now launch and park 24 Pe-2's! On both of these multiple runway airfields, all the taxiways are connected so that aircraft landing on any runway can access any stay point on that airfield. Wait until you see Murmashi accepting aircraft on all 3 runways at the same time. Quite entertaining to watch those bots go scurrying around. All stay points can accept medium bombers and there are more usable stay points than the number of aircraft that the airfield can launch. All stay points have been tested. However the type of missions I create to test do not lend themselves well to screenshots. If you need screenshots though, just let me know. I was thinking that when I was finished I could package up all the airfield maps for the mission builders. Tell me what you think. Hopefully, chances for collisions have been eliminated by careful placement and coordination of runway and taxiway points. Any time a taxiway crosses a runway it occurs after the point where the aircraft has turned out. Connections between taxiways are a safe distance from runway operations. I could start a lumber mill with all the trees I had to cut down. If you would like me to I could replant after I get the pathways set. Just let me know. I bet those airmen stationed in the north burned a lot of wood though just to keep warm! I regret to inform you however that I had to move the runway ground points. In several instances the alignment of the runway and taxi points to the painted taxiways was quite critical to allow the ability of the taxiways to connect safely. In another instance the aircraft spawned so far off the runway as to be almost in the village. One seaplane base actually had the aircraft spawn IN a pier. I truly understand how this may affect missions already created for this map and I apologize. The fix for this is simple though. Open the mission in FMB and drag the take off/landing points to the new runway ground points. I had this exact problem while testing. I am aware of the warehouse bug and have taken care of it. |
Вложений: 1
Ok!
It is encouraging that a large number of medium bombers will be able to make a joint fit. Do not worry, work a pleasure. Do as you like. After look. Regarding points of starting points start on large airfields. Points direction (Ground) and the initial starting point (Runway) Must be either in a horizontal or vertical line. Ie Home WFP should take place on the same line as in the screenshot below. Then when building missions with multiple runways, aircraft would not start will not be combined with one runway to another. Please stick to it. Ok? You can check. |
Mixx,
I am unclear as to what you are referring to in regards to moving the runway ground points. I have only adjusted them, within the same axes, to a minor degree. Only enough to allow a more realistic usage of the painted runways. Just a little bit forward or a little bit back. I can't emphasize enough how critical it can be to move this or that the smallest amount to allow the bots to succeed or fail. Bots gots their rules! On occasion the dual runways were connected in several places that caused “bot confusion” that needed to be dealt with. Separating the runways by the smallest amount and limiting the amount of runway points(0,1,2) and no more, solved many problems! The only way to understand bots rules is to watch them..... over...and over... and over... I believe that I have ! If you need to review the work please let me know. I will be happy to link you to the files that you need. |
Цитата:
This applies only to the initial point of take-off at large airfields Everything else is on your own! |
Вложений: 4
spdr109!
During the construction of airfields with multiple runways I encountered a problem. When building a mission on the map, you hard set the start / landing in the route of several planes with a large airfield. Advanced startup aircraft over to take off on the next runway .. If the starting point (arrow Ground, the starting point of Runway) place At the same horizontal or vertical line, these problems disappear. And this is true. You can check out. So I tried to stick to this ... |
Чого чужеземез хочет-то мож объясните наконец а?
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