This latest Starfighter package was tested pretty vigorously before I uploaded it, and here are my thoughts on the animation. The nose wheel doesn't really work too well at any rate in the AI engine, and I can't animate it through its full angle of rotation because it does some really weird things under AI. Taxiing, esspecially around turns, is one of the things that gives FDE guys fits, and obviously turning in the AI world drives the animation for the nose gear. Some of these nose gear assemblies on various (real) aircraft rotate more than 45 degrees off-center, but the AI engine sometimes has no rhyme or reason to when it detects when the aircraft is in a turn, activating the nose-gear steering. I animate my nose gear assemblies (Mirage, Crusader, Starfighter) at a maximum of 15 degrees off-center, which is more gentle, but still subject to the sometimes dodgy AI engine. I can shorten the lag times (make the nosegear move faster) in the XML, but this can cause 'snap' turns of the gear, again not realistic. In the end, this is just really nice auto-gen scenery, and as long as it looks nice on the flightline, contacts the ground appropriately, and flies within an acceptable AI flight envelope, I am good with it.
I have found that there are two types of simmers, those who like to see populated airports and active air traffic ('plane flyers'); and those who are into virtual plane-spotting (plane followers'). The two groups use the sim in two different manners, and it is not always possible to please both groups.
With that in mind, thanks for the feedback, and enjoy the subsequent releases.
