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Старый 21.05.2010, 03:12   #1
spdr109
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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.

Последний раз редактировалось spdr109; 22.05.2010 в 03:02.
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Старый 24.05.2010, 18:42   #2
Mixx
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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.
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Старый 25.05.2010, 05:30   #3
spdr109
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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.
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