Star Wars AI...

Adding Aircraft Traffic, airport gates, etc, to your Sim - AFCAD, TTools, Project AI, AI Aircraft, etc

Star Wars AI...

Postby FSGT Gabe » Sun Dec 10, 2006 9:38 pm

Hey guys,

Lately I've been working on creating an Star Wars airport in FS.
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Re: Star Wars AI...

Postby Ghostrider114 » Sun Dec 10, 2006 11:08 pm

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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Re: Star Wars AI...

Postby FSGT Gabe » Mon Dec 11, 2006 9:33 am

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.
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Re: Star Wars AI...

Postby wji » Mon Dec 11, 2006 10:14 am

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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Re: Star Wars AI...

Postby FSGT Gabe » Mon Dec 11, 2006 10:38 am

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 ;D
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Re: Star Wars AI...

Postby ashaman » Wed Dec 13, 2006 7:55 am

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. :-/
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Re: Star Wars AI...

Postby FSGT Gabe » Wed Dec 13, 2006 10:59 am

Thanks for the help guys, I tried it out with the hold-short nodes and the ETA-2 took off just fine ;) ;D.
Last edited by FSGT Gabe on Wed Dec 13, 2006 11:30 am, edited 1 time in total.
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Re: Star Wars AI...

Postby ashaman » Mon Dec 18, 2006 11:01 am

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.
Last edited by ashaman on Mon Dec 18, 2006 11:02 am, edited 1 time in total.
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