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Vadso
Will park eleven (11) Ju-52's Both runways share parking spots [IMG]http://i163.photobucket.com/albums/t...9-01-47-01.jpg http://i163.photobucket.com/albums/t...9-08-51-51.jpg[/IMG] |
Varde
Will park three(3) Ju-52's Last aircraft in the line spawns on the pier Perhaps just remove the pier? [IMG]http://i163.photobucket.com/albums/t...9-12-56-29.jpg http://i163.photobucket.com/albums/t...9-14-06-37.jpg http://i163.photobucket.com/albums/t...9-17-46-78.jpg[/IMG] |
Kirkenes
Will park eleven (11) Ju-52's http://[IMG]http://i163.photobucket....7-52-02-87.jpg http://i163.photobucket.com/albums/t...8-01-08-89.jpg[/IMG] I think I tested all the airfields. I found a few bugs. I will continue to check for bugs. Love the map! Happy to help! |
Dear spdr109!
Thanks for the great help! A very convenient camera angles, fantastic screenshots! great work! (To be honest, on my PC the picture is much worse ...) But the work you've done is really impressive ... Please let me know if you have suggestions on the placement of points (Taxi + stay) I think we will find interesting solutions ... |
Mixx
Some suggestions ... It seems that Nautsi and Luostari airfields have a VERY similar layout. Nautsi will park eight (8) aircraft on it's WEST runway and Luostari will will park eight (8) aircraft on it's EAST runway. Perhaps you could use the taxi and stay point arrangement of Nautsi's WEST runway on Luostari and Luostari's East runway on Nautsi? Combining the best elements of each airfield will enable the parking of sixteen (16) aircraft on both airfields. Shongui and Vayenga II are also very similar. Shongui functions wonderfully. Vayenga II not so much. Duplicate the taxi and stay points of Shongui at Vayenga II. |
Hi spdr109!
You are right. Textures for the airfield Nautsi taken from Luostari, and Aerodrome Vayenga II - the texture Shongui When I started making this map I did not plan to airfields with images textures. But I liked it at Vaenga1. I also tried to make it at other fields. But to my great regret I wasted spent textures load.ini. If you view the file load.ini, there are only 3 empty lines for the texture. But the two textures of the three reflected on the map neighboring textures .. Ie add new textures will be very difficult. So I had to use a similar Shongui and Luostari. Regarding your suggestions for the direction of the runway to the west, I think this is possible. In fact, I recently learned that the airfield was located just below the south. The same applies to the settlement Nautsi. At the weekend I think that may change. airfield Vayenga II. Flip the second runway runway will not work because To do this, "smooth" the height of the landscape. Fixed-wing aircraft during landing, will be split. As you noticed, landing under AI is turning to the left of the main planes. It gave me a lot of difficulties, especially for Norwegian airfields and airfield on the island of Kildin. If you look at AI landing of aircraft at the airfield Kildin. Airplanes go from a very dangerous turning to the left. I had to omit the meter hill at a safe altitude for aircraft. I fear that similar problems will be with Vayenga II. But the player can use this runway for takeoff and landing. I think this is reasonable. |
Mixx
I didn't realize that Vayenga II would be so troublesome. No worries! Shongui and Vayenga I should have ample capacity in that area for AI. From my research I don't think huge numbers of aircraft took part in bombing raids in that area anyhow. Glad you liked the suggestion for Nautsi and Luostari. I wish you much luck in your work on those airfields. I also plan on testing some of the airfields with fighters. Sometimes more fighters than bombers can park. Clever choice of airfields for bombers or fighters may also increase AI capacity. Boomer at Ultra Pack has a method to unlock maps and edit them! Makes the process much quicker and simpler for me. With your approval perhaps I could experiment with the arrangement of stay points and taxi points to try to increase AI capacity at some of the smaller airfields? I will continue bug hunting and report my findings. I look forward to hearing from you. |
Цитата:
You can experiment not only on small airfields, but also at large. As you know, when I'm doing a lot of textures field - they resemble each other. And I would like to avoid this. welcome your suggestions. Also, I had not learned yet work with editing actors.static. For this map I have it does not exceed 600 kb. If this value is exceeded, I had big problems with the construction of this map. I even had to remove two of the village ... So you can try building and in this direction. |
I may have a solution to your problem!
http://ultrapack.il2war.com/index.php/topic,1055.0.html The people at Ultra Pack Love your work! Every update contains more features than the last. You really must check this out!!! |
Цитата:
I have already installed it. But I had problems with Windows. http://forum.aviaskins.com/showpost....2&postcount=89 My PC bit old ... So I'm in a hurry to finish it http://forum.aviaskins.com/showthread.php?t=1482 and then ll get the purchase / installation of a new computer. Time is very little ... |
This weekend I will complete the bug hunt and pass on what I find.
Hope you find helpful. Then I must rebuild my game using Ultra Pack 2.1 and I will begin working on the airfields. Wish me luck! |
Цитата:
Good luck! I will on Wednesday.. |
Mixx, ждем "Последнюю весну", а так же кампании для Заполярья. Адаптированные к твоей карте. Есть подвижки? :)
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A few more...
http://i163.photobucket.com/albums/t...13/BugMap2.jpg http://i163.photobucket.com/albums/t...%207-13/d7.jpg http://i163.photobucket.com/albums/t...%207-13/d8.jpg http://i163.photobucket.com/albums/t...%207-13/d9.jpg http://i163.photobucket.com/albums/t...207-13/d10.jpg http://i163.photobucket.com/albums/t...207-13/d11.jpg http://i163.photobucket.com/albums/t...207-13/d12.jpg http://i163.photobucket.com/albums/t...207-13/d13.jpg |
Цитата:
Thank you for your help in finding bugs in this map and their exact location! However, the number of patches for this map only grows.... Unfortunately, I am now very busy another project. But I observe with great interest for your hard work. I want to hope for your help in the future I'll try to do the correction of next week. Also remember about your suggestions for a renovation of airfields and points parking/stay To be continued? ... Цитата:
Относительно кампаний для карты Заполярья... Самое смешное- не хватает времени.. Сам погряз по уши в Халхин-Голе, только и занимаюсь, что выделкой текстур и рисованием проклятых аэродромов с точками рулежки и посадки -это то, что мне больше всего не нравится в картостроении.. Мой джойстик уже покрылся пылью... А сам проходил неплохую компанию от Андрея65 на Хуриках и видел еще компанию от Phil_K ... |
Mixx,
I understand completely!!! I have been neglecting home and family obligations to work on this map. The map on Ultrapack now is usable. Many historical scenarios are possible. Please wait to make patches until I can work on the airfields. Please fix bugs on map for I lack your map making skills. I am totally committed to refine this map to perfection. Let us find a way to complete this work in private. It has been a pleasure working with you!!! If I can ever help you again, just let me know. With much respect, Douglas I submit the remainder of my work for your approval. |
Very few bugs!
http://i163.photobucket.com/albums/t...19/Bugmap3.jpg http://i163.photobucket.com/albums/t...014-19/e14.jpg http://i163.photobucket.com/albums/t...014-19/e15.jpg http://i163.photobucket.com/albums/t...14-19/e16a.jpg http://i163.photobucket.com/albums/t...14-19/e16b.jpg http://i163.photobucket.com/albums/t...014-19/e17.jpg http://i163.photobucket.com/albums/t...014-19/e18.jpg http://i163.photobucket.com/albums/t...014-19/e19.jpg |
A few more...
http://i163.photobucket.com/albums/t...24/Bugmap4.jpg http://i163.photobucket.com/albums/t...020-24/f20.jpg http://i163.photobucket.com/albums/t...020-24/f21.jpg http://i163.photobucket.com/albums/t...020-24/f22.jpg http://i163.photobucket.com/albums/t...020-24/f23.jpg http://i163.photobucket.com/albums/t...020-24/f24.jpg |
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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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