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MSFS20 Runway with only one taxiway connected in the middle

I didn't think to ask this before. Are you using online AI mode? This mode seems to work for enroute aircraft and ATC communications but the landing and takeoff logic seems broken. Try offline AI mode and then test both with generic model mode enabled and disabled.
I tried both. Result is the same. Online mode is very annoying to wait for real schedule departures and arrivals.
 
I took screenshots of the airport AI traffic layout, and just reproduced the exact same thing in my project. (i figured out that there is one specific type of gate/parking that will work, and has to be linked of course) and now i have full traffic landing and departing all the active runways.

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My project.

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it also uses the parallel runways for arrival and departure.
AI traffic will really knock you in the fps though.
 
I checked some number of original MSFS airports with the taxiway connection in the middle of runway, and I found that there is no specific routes or U-turns at the end of the runway.
Backtaxiing is not designed at all!
MSFS developers are okay drawing original taxilines using the taxipaths, i.e. paths=paintedlines.
Interesting, does it mean that we will have some improvement in the future patches?
Or the AI aircraft disappearing, no poroper AI taxiing and AI forever holdshort stop is something how this simulator been designed?
Very sad...
 
Is it definitely true a back taxi needs to be designed? It seems that AI sort of figures out what it needs to do sometimes with what it's got...
 
Just try to land in airport with one taxiway in the middle and you will see a weird AI behavior showing that AI does not sort of figures out what it needs to do sometimes with what it's got...
Does MSFS is only a beautiful sim but not a real sim at all? All other sims knows what back taxi is...
 
Just wanted to check if you still needed help regarding AI-Traffic backtracking prior to takeoff?
 
Yes, I need help!!!
I have five airports on standby for public release due to backtaxi (backtracking) problem.
 
Sure, I did the following and it’s working fine.

1. Hold Short, like you’ve done, I have the same.
2. After the Hold Short continue the taxi path onto the runway (don’t connect it to the runway path / keep it seperate) and draw it to the end of the runway making your 180 degree turn.
3. Split the runway path, move the point accordingly down the runway and merge it with your taxiway path point after the 180.

I didn’t have a chance to read all the comments so not sure if you have done this or not.
 
Can you please bit more specific with path names. Taxi path - path with type "TAXI" or "PATH"?
And where and which type of taxi path you have used?
I did try it with path type "TAXI" and it doesn't work... (please look at my very first screen).
 
Can you please bit more specific with path names. Taxi path - path with type "TAXI" or "PATH"?
And where and which type of taxi path you have used?
I did try it with path type "TAXI" and it doesn't work... (please look at my very first screen).
I think what he means is, one of the choices for type of Taxipath is "Runway". I assume you already know this, but, in order for AI to land, you need at least one section of "Runway" Taxipath at each end of the runway following down the runway from about the associated Runway Start Point. So, what he's saying is (you can ignore the split the runway path comment, you should already have a split "runway" taxi path, assuming both directions are usable, and associated them with the proper Runway number), after your hold short, extend the the "Taxi" Taxipath into the runway, turn it down the runway parallel to the Runway Taxipath, make it turn 180 degrees and merge it with the end of the Runway Taxipath... and do this in both directions from your hold short point. (Obviously disconnecting the section of "Taxi" Taxipath connected to the center of the "Runway" Taxipath if you still have one)
 
Everything is clear in your mind, but when you explain it to a person, there may be discrepancies ;)
I propose to use the CAPITAL letters for path types. :teacher:

So, no issues how to get to HOLDSHORT.

Then, do TAXI path to runway and turn to your runway end but do not merge TAXI to RUNWAY at this point.
Do, the parallel path TAXI (or PATH?) to the end of the runway, make a U-turn (180') to have a takeoff heading.
Then merge this TAXI (or PATH?) path to RUNWAY path. Right?

Runway should be splitted in the "middle" to have a both directions operation. The same path from HOLDSHORT to another end of the runway.

If it really works for you, which path type you are using from HOLDSHORT to RUNWAY?
 
I have a clear idea how to get departing traffic to the U turn at the end of the runway, but what about landing traffic ? May you post a screenshot of your setup please ?
 
Good question! This is another "possible" problem. I didn't check it yet. Trying to depart at first ;)
I guess AI will land and make a turn to next available TAXIWAY ignorring all departure path "drawings". But this is just a thought... :scratchch

In other sims we have such parameters as "direction of the path" and we can set a oneway taxipath from runway to arrival apron.
Btw, the same for non-towing parking.
 
I'm pretty sure it will take some testing a adjustments to get working properly.
Direction of a taxipath segment is controlled by the order of the points it's associated with.

(I did edit my post to try to make it more clear, using "" instead of capitalizing, but, yeah, I get it may not be as clear to you as what my brain sees :) )

I personally haven't done this. I was just adding more detail to @Auscene 's post. But what he said makes sense to me.

It may be you could still connect directly from the "Runway" taxipath to the hold short, but put it's direction away from the runway and not from the Hold short to the Runway. I'm pretty sure that if you turn on taxipath debugging, it shows you taxipath direction.

Wouldn't it be nice if Asobo gave us an explicit direction option for taxipaths, and allowed it to work on multiple selected taxipaths at the same time, making them all the same.

This is how I picture the taxipaths:
Center taxi Runway Layout.jpg
 
The picture is good, if you have direction parameters in the path. Your picture shows how I makes routes for X-Plane. But MSFS has no path direction or oneway routing.
In your picture AI will take the shortest route from HOLDSHORT right to the RUNWAY, or will stop on HOLDSHORT “forever”, like I described on my first post.
I did and it’s not working :(
 
MSFS DOES have direction parameters associated with Taxipaths. It is controlled by the order of the points for the taxipath.
You can see it if you turn on taxipath debugging I believe.

You are correct, I do not believe there is such thing as one-way only routing. I do believe the taxipath direction is the preferred direction to and from a runway, but I am not positive on that.

If it's not working with the path to the hold short, delete it. But check it first, if you picked from hold short to the runway to create it, its direction is TO the runway.

So the direction of the taxipath depends on how you created it. If you want to change it, I think the only way is to recreate it, or edit the xml and reorder the points used for the segment. There may be another way I am unaware of.
 
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Just had a look what I used specifically;

1. Create a single "Taxipath" along the runway centerline, specify "Runway" in Properties "Type"
2. Create your "Hold Short" I used "No Draw"
3. From your hold short create your "Taxipath" which parallels your Runway Taxipath. Specify "Taxiway" in Properties "Type"
4. Create your 180 at the end, personally I have mine to one side of the runway using the runway turnaround area.
5. Connecting the Taxipath (Runway) and Taxipath (Taxiway) - As mentioned earlier I split the Taxipath (Runway) and moved the point nearby where my 180 was completed then merged the points.

Hope that works out for you, I'm still developing but so far from quick tests the offline AI will hold short, backtrack and takeoff.

PM me your email and I'll send you some screenshots if that helps.
 
MSFS DOES have direction parameters associated with Taxipaths. It is controlled by the order of the points for the taxipath.
Hmmm... I didn't think about that and build all paths not following the order.
Okay, imagine some route from taxipoint #1 to taxipoint #5 (see picture).
Will AI select route 1-2-3-4-5 because of the right order of the taxipoints, even if route 1-2-6-5 is shorter?
1.jpg
 
Can't tell about that last question, this would need some testing. But for sure there's a direction for taxipath, see how it's coded:
<TaxiwayPath type="TAXI" surface="{85D02B2B-08A1-452E-AB07-6D5AE7F52884}" centerLine="FALSE" start="82" end="291" width="18.000000" weightLimit="0" name="0" drawSurface="FALSE" drawDetail="TRUE" groundMerging="FALSE" excludeVegetationAround="TRUE" excludeVegetationInside="TRUE"/>
start and end attributes define that direction.
 
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