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Mission Editing

simfreek

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For anyone interested in answering. How do you edit an existing Mission File so you start in the air? I went to CC Handbook, but really could not find an answer. It can't be that difficult I don't think. Thanks.
 
My idea: Open the mission_file (with word or wordpad) and scroll down. I think it's in the [runway.xx] where you'll find the takeoff_start_pos=0.0. (normally). See what happens if you change these numbers.

Safe landings after flying :) ,

hertzie
 
Simpler: Open the mission in Mission Builder and change the player unit from Take off to Turn and whatever altitude and speed you want at way point one. You have to be more careful with the mission file. Do that, save the mission under another name and the open and compare the 2 mission files to see exactly what must be done with a mission file to get the result you want. :wavey:
 
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I tried to climb a mountain and catch the plane as it was going by but didn't work so had to purchase another ticket and start from the ground.
 
Shadow Wolf's solution is the best. You simple chose the first mission action as "Turn" instead of "Take Off" I guess I didn't directly specify that in the Handbook.

You choose your starting altitude. IIRC, CFS2 won't let you select anything below 150 feet. You can actually start much lower by hand editing the finished mission. There is a cap, but I don't recall what it is. I know I wrote some missions starting at wavetop level so to speak.
 
Shadow Wolf's solution is the best. You simple chose the first mission action as "Turn" instead of "Take Off" I guess I didn't directly specify that in the Handbook.

You choose your starting altitude. IIRC, CFS2 won't let you select anything below 150 feet. You can actually start much lower by hand editing the finished mission. There is a cap, but I don't recall what it is. I know I wrote some missions starting at wavetop level so to speak.
Thanks. I'll try it. My Mission Builder skills are quite lacking though. I also have a question about add-on scenery for you from a comment in your handbook. In the chapter on Infrastructure, you mention the quirks that ships will travel across land and that land based objects don't differentiate
between land and water and that some of the displayed land objects sit on water and land. In about 5% of the add-on scenery I have installed, when I go to free flight, the above happens. Can the scenery hierarchy cause this or is it due to the scenery author/builder making an error in infrastructure placement or something else entirely? Everybody is welcome to comment of this especially the scenery gurus out there. Thanks.
 
WRT land based objects sitting on the sea:-
Not enough detail to really comment, need to know the locations you see this, what add-ons you have installed.

It's not usually scenery hierarchy.

It's nearly always the user trying to mix & match sceneries from different eras in the same install, or using watermasks that weren't specified by the author...

A lot of the older sceneries were made before Rhumbas mesh was released. Their locations don't always match up with Rhumbas mesh.

For instance, once you've made the decision to use Rhumbas mesh, expect to see the stock objects in lots of locations sitting on water.
 
I think it's a case of MS not anticipating how far we users would take (and push) CFS2 and as a result they just designed infrastructure, like buildings, etc. to be capable of being placed on the "surface". The original coding didn't differentiate between land or sea for infrastructure. It obviously does for things like planes, but I don't think they bothered with the additional coding for what was essentially a flying sim. Additionally, I don't think hierarchy is a factor. IIRC you can open a perfectly stock game and place land-based infrastructure on water without a problem.
 
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