jack33 Posted November 11, 2020 Posted November 11, 2020 Dear colleagues, I have a problem, let's see if someone can solve it for me. I make changes with the editor of Mue, and when I go to the game everything is wrongly placed. It only happens to me in the field of Korea and at the SUWON airport. Quote
jack33 Posted November 11, 2020 Author Posted November 11, 2020 Could it be that you have placed an object between two tiles? It seems like that, place a road that joined two tiles, when removing it it seems that everything returns to normal Quote
+Gepard Posted November 11, 2020 Posted November 11, 2020 1 hour ago, jack33 said: Could it be that you have placed an object between two tiles? It seems like that, place a road that joined two tiles, when removing it it seems that everything returns to normal The answer is no. the tiles have no influence. That objects are at the wrong position on a runway can be caused by including a second runway in the target area. Quote
jack33 Posted November 11, 2020 Author Posted November 11, 2020 1 hour ago, Gepard said: The answer is no. the tiles have no influence. That objects are at the wrong position on a runway can be caused by including a second runway in the target area. They are like mirror images, and no, there are not two landing strips. the problem has been solved when removing the road that joined the two tiles. I invite you Gepard to do a test Thanks for your attention Quote
+Wrench Posted November 11, 2020 Posted November 11, 2020 what direction (heading) is the runway???? Airfields MUST be in a north/south orientation when adding objects. THEN, you can rotate it to the proper heading. Trust me on this!!! meaning: if runway heading is 270, in the targets ini, move back to 0 (north). Add objects and such. (and I would also test in-game to make sure they're there) Then, rotate the runway heading BACK to 270. Doing this "drags" all the objects all with the runway, keeping their positions & offsets correct. Quote
+Wrench Posted November 12, 2020 Posted November 12, 2020 going along with that, you can replace objects and they won't wander (for a displaces -non n/s runway). For instance, you want to replace those crappy stock hangers with Stary's. Obviously, you add them to the _types, and then just replace the (named object) with the new one. CAVEAT: Stary's hangars orientation is 180 degs from the stock ones; so if it's supposed to face west, change the facing to east (from 270 to 90). Quote
mue Posted November 12, 2020 Posted November 12, 2020 (edited) In game at airfields the objects are oriented in reference to the runway orientation. E.g. if you rotate the airfield then the other objects are rotated too. The target area editor also supports this but with the following limitations: The runway object must be the first target in the target area. The offset of the runway must be 0,0. It doesn't matter if you first add the objects and then rotate the runway or the other way around. Edited November 12, 2020 by mue 1 Quote
jack33 Posted November 12, 2020 Author Posted November 12, 2020 It is not because it is heavy, everything you said I knew, I have used the wonderful MUE tool, the taget ,editor many times and what I have mentioned has never happened to me, I have tried to make the modification of the Suwon airport without the road that united it with the city, (that united two different tiles) and "voila" there is no bad placement of objects. Thank you all for your contributions and thank you MUE for your tools P.S. Mue, let's see if you dare and make a lod editor for the trees and buildings on the terrains 1 Quote
mue Posted November 12, 2020 Posted November 12, 2020 (edited) I think Gepard is correct. Maybe the road you added is seen by the game as runway. Can you please check what TargetType the road is? Maybe something like MEDIUM_RUNWAY? I made some tests and it seems that if you add a second runway to a target area then the headings of both runways are added up and the other objects are rotated according to the sum of both headings. Edited November 12, 2020 by mue Typo Quote
jack33 Posted November 12, 2020 Author Posted November 12, 2020 4 hours ago, mue said: I think Gepard is correct. Maybe the road you added is seen by the game as runway. Can you please check what TargetType the road is? Maybe something like MEDIUM_RUNWAY? I made some tests and it seems that if you add a second runway to a target area then the headings of both runways are added up and the other objects are rotated according to the sum of both headings. Dear MUE, you are absolutely right, the object is this and if I place it parallel to the track there are no bad positions, thank you [TargetType132] Name=Feldflugplatz FullName=Runway ModelName=1210x22Marsden.lod TargetType=MEDIUM_RUNWAY ActiveYear=0 TargetValue=200 UseGroundObject=FALSE DamagePoint=140.0 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=100 StartIdentifiedChance=50 IncreaseDetectChanceKey=10 MaxVisibleDist=30000.0 ZBufferOffset=6.000000 FlatObject=TRUE DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 Quote
+Wrench Posted November 12, 2020 Posted November 12, 2020 it's a simple matter to rename that item to something else, and NOT use it as a runway -- it's just a simple flat piece of concrete. How do you thing I added all the parking spaces and other things on the Forest Bowl and (Modern) Hawaii map?? Use them NOT as a runway!! Quote
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