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Posted

The Anapa airbase seems to be terrible at handling the coordination of airplanes taxiing to the runway from their shelters...

 

Spawn 5 airplanes or more at the airbase. The planes will spawn at the shelters. Slowly the airplanes will start taxiing to the runway.

However, suddenly the airplanes will stop. And will keep waiting and waiting and waiting ... No air traffic is anymore possible.

 

Within the moose framework there is a logic that helps "deblock" such situation, but even then, once the airplanes respawn again, they will block eventually.

 

Even at places are they are completely free to go... The planes suddenly stop taxiing and no movement anymore...

 

Check out this video here. The recording shows the planes taxiing and stopping suddenly. The video shows the DCS mission in an increased time lapse. The whole time period is about 30 minutes of mission time.

That means, the whole 30 minutes, not even one plane took off from Anapa.

 

 

Can this somehow be checked. The logic to control the taxiing of planes seems to be bugged.

 

Sven

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  • 2 months later...
Posted

Depending on what is causing the problem it might not be addressed until the Caucuses map update, though it might be AI because I don't recall Anapa having many problems with taxi behavior.

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Posted
Depending on what is causing the problem it might not be addressed until the Caucuses map update, though it might be AI because I don't recall Anapa having many problems with taxi behavior.

 

I made the video to show there is a problem. Others have confirmed this too. Not only at Anapa, but at other airports too.

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Posted
Depending on what is causing the problem it might not be addressed until the Caucuses map update, though it might be AI because I don't recall Anapa having many problems with taxi behavior.

To give a bit more info, i "think" it only happens when planes are spawned at the airport. So, when you create a mission and put planes at the airport for take-off, this problem won't happen. There seems to be a glitch with the airport traffic controller getting confused when planes spawn in. Maybe there is a workaround for this problem?

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Posted (edited)

The only thing i haven't tried yet is controller stuff, it's not that important in my mission anyway. What i do now is schedule a function after X minutes in the birth event, that functions checks if the unit is airborne. If so, all good do nothing. Othwise check if the unit is moving, if so reschedule the function so it gets checked again after X minutes and if it aint moving -> destroy and spawn new aircraft later on. I guess timing and limiting the # of aircraft at an airfield could also prevent these blocks.

 

The AI taxiing could use some attention anyway though, i've seen AI taxi on tbilisi and wait at some point (seemingly for a player) and start taxiing again driving into that player...

Edited by Coug4r
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If man were meant to fly he'd be filled with helium.

Posted
The only thing i haven't tried yet is controller stuff, it's not that important in my mission anyway. What i do now is schedule a function after X minutes in the birth event, that functions checks if the unit is airborne. If so, all good do nothing. Othwise check if the unit is moving, if so reschedule the function so it gets checked again after X minutes and if it aint moving -> destroy and spawn new aircraft later on. I guess timing and limiting the # of aircraft at an airfield could also prevent these blocks.

 

The AI taxiing could use some attention anyway though, i've seen AI taxi on tbilisi and wait at some point (seemingly for a player) and start taxiing again driving into that player...

 

I think you could be right. I will try to build in a spawn "delay and queue" method in the framework to avoid these lock-ups. Max one airplane can be taking off ... Good idea and thanks!

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