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Posted

Also worth noting that some bases simply don't allow for changing the active runway. I don't have a definitive list, but Nellis is a good example of one.

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Posted
Also worth noting that some bases simply don't allow for changing the active runway. I don't have a definitive list, but Nellis is a good example of one.

 

Well, the official chart supplement says "winds permitting" ...

 

RSTD: SUN AND HOL TFC EXP ARR FR N, DEP N WINDS PERM WITH TFC PAT TOWARDS E (SUNRISE MT).

Posted

"RSTD: SUN AND HOL TFC EXP ARR FR N, DEP N WINDS PERM WITH TFC PAT TOWARDS E (SUNRISE MT)."

 

That would make much more sense to me if it were in Cuneiform or Egyptian Hieroglyphics !

 

PS> Don't translate on my account. It's all over my head.

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Posted
Also worth noting that some bases simply don't allow for changing the active runway. I don't have a definitive list, but Nellis is a good example of one.

 

You mean in the ATC code or in real life? If the latter: Why are there procedures then for 21R/L departures?

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Posted

In game. I don't know the exact details of what is allowed in real life, but the gist of it as I understand it is that they won't fly over the residential areas with live weapons on board. I'm sure there are other rules and conditions.

 

As far as DCS goes I really don't know the full answer as to why Nellis is setup the way it is. A large part of it though is that the rules for which runway to use are really simple. So I am assuming a choice was made to go with most typical usage. I argued that it should be like a normal base because 1. Its the biggest base on the map as spawn positions goes. 2. Before AI behavior changed to allow AI to exit the runway sooner, it was stupid easy to get the AI stuck. Now its still possible for them to get stuck, you just have to be really unlucky with the timings. If it was like a normal base, using the same direction for takeoff/landings, it even further reduces the chance of AI getting stuck.

 

As far as other bases, its the usual flair of base design parameters like taxiway layout, length of runways, and obstacles along the flight path that defines which runways to use. For example AI *shouldn't* use the shorter runway to take-off at Creech if they are to heavy. I couldn't really state other specifics off the top of my head. I unfortunately haven't been able to test Nevada all that much due to my PC technically being below minimum requirements for DCS. :(

The right man in the wrong place makes all the difference in the world.

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