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FSXA Stoopid AI runway backtracking. Tips?

Gaiiden

FSDevConf team
Messages
751
Country
unitedstates
Hey everyone, what are some tips for laying out your runway exit paths to prevent AI from back taxiing to exit a runway? I can't believe a landing craft will search for the closest taxiway node connected to the runway without a care as to whether that node is behind them or not. I mean, sure it's possible at some airports but why doesn't it also check to see if there's another node in front of it first? I understand AI wanting to exit the runway ASAP but turning around to do so isn't that realistic (when it's not necessary anyways).
 

tgibson

Resource contributor
Messages
11,344
Country
us-california
First, make sure you don't have ANY extra nodes along the runway lines. There should only be nodes at an exit and at the ends. Other than that it's just luck...
 

Gaiiden

FSDevConf team
Messages
751
Country
unitedstates
First, make sure you don't have ANY extra nodes along the runway lines. There should only be nodes at an exit and at the ends. Other than that it's just luck...
Right, figured that one out when I noticed the aircraft slewing off the runway then returning center to taxi off, figured it was from passing near a node when transitioning from a landing to taxi in state.

You can use judicious breaks in the runway centre-line.
Oooh this one sounds interesting. You're saying the Runway path does not need to be connected fully from end to end?
 

GHD

Messages
12,243
Country
england
Oooh this one sounds interesting. You're saying the Runway path does not need to be connected fully from end to end?

Correct, but I used the word judicious, the behaviour will vary depending upon the length of the AI roll-out.
 
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