View Full Version : airfield landing lights
09-09-2007, 08:51 AM
Why and to what purpose do landing lights need to be either blue army, red army or none????
What is this for??????
09-09-2007, 01:03 PM
No reason. My guess is that when they were added to the game they used the same type of object as those that do require a blue/red /none assignment. Just ignore it.
09-09-2007, 07:20 PM
http://forums.ubi.com/images/smilies/agreepost.gif Might as well ignore it 'cause they turn back to neutral the next time you go back into the file in FMB. LOL
09-09-2007, 09:08 PM
I need the lights because in my Flying Tiger Coop mission Im making I am using Test runway 4 for the IJA. I am having a lot of difficulty because of the invisible bumps and the planes sinking in quicksand or something when they spawn as I test the mission...... http://forums.ubi.com/images/smilies/35.gif
09-09-2007, 09:17 PM
It won't make any difference if the lights are "neutral". If you're using them to mark the sides and ends of the runway, you can also use the white and red fabric markers (I think about object #178-181?) http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif
09-09-2007, 09:39 PM
Originally posted by mike_espo:
Oleg really screwed the pooch with these test runways....alot of bugs!!! http://forums.ubi.com/images/smilies/51.gif
Because you don't understand how the runways work and impatiently putting blame on others isn't the answer.
The test runways are ships. You have to treat them as such. Mark the edges so others won't taxi off edge...overlap other runways to provide taxiways...and don't hesitate to ask questions. There is a wealth of knowledge that visit this thread and are more than willing to help.
Originally posted by NHawk52:
If you're using them to mark the sides and ends of the runway, you can also use the white and red fabric markers (I think about object #178-181?) http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif
We even have nice stone walls, and barbed wire fencing to line the edge too.(534 thru 543)
09-10-2007, 09:09 AM
Originally posted by mike_espo:
Listen. I have been playing this game for years. I have made over 100 missions. Don't preach to me....
I'm not getting into a pissing match. All anyone wants to do is fight in these forums. Good luck to ya. http://forums.ubi.com/images/smilies/51.gif
09-10-2007, 10:25 AM
Say what you will Kapt....The test runways are flawed. They are not intuitive at all. I have been working all weekend trying incorporate them into a new coop I am making. 1C did not design them well. What with the huge elevation on Runways 1 and 2. Why??!!!! Unless you attach waypoints to the runway aircraft spawn in echelon..why?
09-10-2007, 11:34 AM
Runways 1 and 2. Why??!!!! Unless you attach waypoints to the runway aircraft spawn in echelon..why???!!!!
There are no "BUGS" you just have to know how to use them. You asked for advice so quit your rant. If you read Kapt's post he answered your question. The test runways are considered ships by the game. You have to assign takeoff waypoints to them if you want to use them, just as you would a carrier. Also you will have to release chocks to takeoff just like you would on a carrier. One of the test maps (#4) will give you an airstart only in a DF Mission.
As for intuitive- if you have been doing this for years you should very well know by now that there are many many things with this sim that are not intuitive. Is why we have the help forums.
Be courteous and you will get all the help you need. Be obnoxious and you will soon discover that you will get nowhere.
09-10-2007, 02:11 PM
I do love the ignore function for chaps such as mike http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif
Anyhow, Kapt is spot on with this, the test runways are treated as ships so you have to assign waypints like you do when making a carrier takeoff. If you don;t it gets messy! Also, there arn't "bugs" just people who can;t work out their butt from their elbow and don;t know how to take advice when they have asked for it.
09-10-2007, 08:19 PM
I know it can be frustrating a bit, but keep in mind that the more runways (ships) you use, the more it also effects frame rate, at least in my experience, so I try to keep it down a bit. I have found that the visible runways are a bit short, and I usually put them end to end.
I wish we had access to the parking areas we see in the sim sometimes. I usually put another runway parallel if i wanna use a parking area.Also keep in mind that hangars/revetments don't recognize the runways and will be sitting on the ground. Not much of a problem on the lower runways, but keep that in mind. ive used them before successfully.
The reason they have one wiht alot of elevation is for use with uneven ground. It's kinda hard to find flat territory on some maps....I think.
I've used trees to mark the sides of the runways before, and there are some white panel markers in the objects list that make great outlines for runways. Comes in real handy on those quasi-invisible default desert runways. some have used the campfires as well.
on my version of fighter one on Guadalcanal, I used palm trees to roughly mark one side of the runway, also parked some planes in revetments just off the edge of it. I didnt use "set" so the planes all took off in staggered formation. You can see the edges of the runways marked if you look close enough, but I found I could place the invisible runways better if i originally used a visible one, which are a bit shorter I think. Then I just changed it to the invisible one. I cant remember the numbers. I'm old.
I sometimes put marsden matting on grass runways or taxi ways, but you gotta be careful about taxi-ing off the sides. I found that carrier planes seem to be able to roll off the lower marsden matt runway without usually getting any damage because of their tough landing gear....apparently.
Dont forget about the direction you place the ship/runways. Keep in mind this was an afterthought solution at the request of the community. It was apparently the only way they could do it, and it involved a bit of work. They never tried to say it was a total solution, but it will do for building out own runways. Maybe there will be more airbase building resources in the new SOW series.
Take a deep breath man. http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif