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vortex3d

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ILS Direction
« on: 27 Apr 2003, 10:04:55 »
Hi, I've created a flat island to do some experiments with the ILS. I want to land airplanes in a direction other than North by modifying the ILS direction in the config.cpp file.

   ilsDirection[]={0,0.08,-1}; (Default Direction, Slope, ??)

Unfortunatelly I haven't been successful, the planes execute a miss-aproach if the ILS direction is changed from '0' to any other angle. I've also used the config.cpp writter Made by Marksman without positive results.

Please Help.

Extract AutoLand.zip (Attached) and

Copy AutoLand.test2, and AutoLand.test3 to your OFP/Users/'user'/Missions/ folder.
Copy test2, and test3 to your OFP/Res/AddOns/ folder.

Run OFP Resistance 1.91
Enter the Mission Editor.

Load Autoland - North
From the Actions menu, Select "Landing Autopilot" (Enter key twice)
Accelerate to 4X (+/-) if desired.

Observe that plane lands flawlessly.


Load Autoland - North
From the Actions menu, Select "Landing Autopilot" (Enter key twice)
Accelerate to 4X (+/-) if desired.

Observe that plane attempts to line up at 270 (West),
but goes around to try over, and over, and over........

// config.cpp ---------------------------------------------------------------

#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define true 1
#define false 0

#define private 0
#define protected 1
#define public 2

#define WeaponNoSlot      0 // dummy weapons
#define WeaponSlotPrimary      1 // primary weapons
#define WeaponSlotSecondary   16 // secondary weapons
#define WeaponSlotItem      256 // items
#define WeaponSlotBinocular   4096 // binocular
#define WeaponHardMounted   65536

class CfgPatches
{
   class Test2
   {
      units[] = {};
      weapons[] = {};
      worlds[] = {"Test2"};
      requiredVersion =1.91;
   };
};
class CfgVehicles{};
class CfgSurfaces
{
   class Default {};
};
class CfgEnvSounds {};
class CfgWorlds
{
   class DefaultWorld {};
   class  Test2: DefaultWorld
   {
      access=3;
      description="Test 2";
      icon="";
      worldName="\Test2\Test2.wrp";
      plateFormat="         ";
      plateLetters="ABCDEFGHIJKLMNOPQRSTUVWXYZ";
      startTime="17:30";
      startDate="01/01/00";
      startWeather=0;
      startFog=0;
      forecastWeather=0;
      forecastFog=0;
      ilsPosition[]={6277,4622};

      ilsDirection[]={270,0.08,-1};

      ilsTaxiIn[]={};
      ilsTaxiOff[]={};
      seagullPos[]={0,0,0};
      centerPosition[]={0,0,0};
      class Sounds
      {
         sounds[]={};
      };
      class Animation
      {
         vehicles[]={};
      };
      class Names
      {

      };
   };
};
class CfgWorldList
{
   class  Test2{};
};

Offline Planck

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Re:ILS Direction
« Reply #1 on: 27 Apr 2003, 15:37:08 »
I also have tried this exercise without success.

However, your ILS direction data is incorrect.

The format for each of the main directions are as follows:

Landing from the South to North (standard):
ilsDirection[]={0,0.08,-1};

Landing from the North to South:
ilsDirection[]={0,0.08,1};

Landing from the West to East:
ilsDirection[]={-1,0.08,0};

Landing from the East to West:
ilsDirection[]={1,0.08,0};
 
I think you can also include a third parameter in the ILS position entry, the height of the airfield.

For instance if your airfield is at 75 metres altitude you could include that thus:
ilsPosition[]={6277,4622,75};


As I already said, even doing the necessary I was still unsuccessful.
Maybe I missed something, try it and let us know how it goes.


Planck
I know a little about a lot, and a lot about a little.

vortex3d

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Re:ILS Direction
« Reply #2 on: 29 Apr 2003, 02:07:04 »
Planck, your suggestions yielded the same results as I've ancountered previosly.

1. On 'Autopilot Landing' activation, The A10 heading changes to the specified ILSdirection
2. Speed brakes are deployed, and A10 is on final
3. A10 decides to go around for another attempt

I'm thinking there's another parameter outside the config.cpp that restricts landings to one axis.

What do you think?

Offline Planck

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Re:ILS Direction
« Reply #3 on: 29 Apr 2003, 03:21:02 »
I agree, I think we are missing something somewhere.

As I said, I haven't had any success with this either.

I wonder if Marksman has any more info.

I haven't seen him about for ages.


Planck
I know a little about a lot, and a lot about a little.

Offline CBFASI

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Re:ILS Direction
« Reply #4 on: 01 May 2003, 08:52:19 »
I thought I ought to let you know that I never had any luck with AI autolanding on a East-West based runway, and it was enventually decided that there was a bug within OFP to do with this, I had conferred with Marksman abuot this for quite some time.

The AI can take off from an East-West runway though....
« Last Edit: 01 May 2003, 08:53:14 by CBFASI »
CBF Shipbuilding

Offline Planck

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Re:ILS Direction
« Reply #5 on: 02 May 2003, 02:07:13 »
I don't know about taking off, but, the only direction I can get the autopilot to land in is a North facing runway.

South, East and West facing runways don't seem to work, for landing anyway.


Planck
I know a little about a lot, and a lot about a little.

vortex3d

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Re:ILS Direction
« Reply #6 on: 02 May 2003, 03:21:13 »
I did get the plane to land South without a problem, and it does seem to be a bug with the E/W landings.

When attempting to land E/W the plane actually lowers it's landing gear and gets very close to the runway but anoyingly goes around.

North: ilsDirection[]={0,0.08,-1};

South: ilsDirection[]={0,0.08,1};

Leone

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Re:ILS Direction
« Reply #7 on: 02 May 2003, 06:22:55 »
Try:

this set {takeoffnowyoudumbf***} 1

It doesn't work but it relieves the tension  :P ;D

vortex3d

  • Guest
Re:ILS Direction
« Reply #8 on: 02 May 2003, 18:18:56 »
Hey!, that works... thanks.

Now landing the plane is a different story.

 :P