AI landing distance advice...

All things Military AI that don't fit anywhere else.
fishlips

Re: AI landing distance advice...

Post by fishlips »

That may well be the case but I never develop anything with user numbers in mind, if I did it would put me off making or adding some models, such as fences around an airbase that takes a heck of a lot time to place or custom buildings that require a lot of background work to get the materials for the textures.
I guess it comes back to whether the model and FDE designers wish to proceed down that path as well.
There are many AI package designers, there are very few that stray from the norm. MAIW has always been at the forefront of new development ideas to keep the sim interesting so I think its worth investigating and I'm willing help out where I can, as Steve knows.
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Firebird
MAIW Admin
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Joined: 11 Aug 2006, 21:04
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Re: AI landing distance advice...

Post by Firebird »

Mark, I have always appreciated that you are willing to push the envelope.

I would have said willing to bend over backwards for others, but that probably would have been taken the wrong way here. :lol:
Steve
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fishlips

Re: AI landing distance advice...

Post by fishlips »

Well that depends Steve, some days it feels like I've bent over backward and been.................. LOL.
I'm not sure my wife understands why I do this some days, good thing she's still deployed.


Mark
robystar
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Joined: 23 Apr 2008, 07:51
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Location: the Netherlands

Re: AI landing distance advice...

Post by robystar »

Hi,

I do not want to be mixed up in your discussion about what to do or not. I just wanted to make a suggestion of an answer to the initial question :) .
Try this: open the air file and reduce the braking strength by e.g. half (under 1101 primary dynamics).
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