Setting Wind

Discussion regarding mapping and missions in here - we are talking FMB chaps. Perhaps you are building a mission for the server or for campaign? Talk to the experts - we always need people willing to muck in so don't be shy!

Moderators: Board of Directors, Command

Post Reply
User avatar
Dickie
Group Captain
Group Captain
ACG Board
contributor
Posts: 13837
Joined: Sat Jul 14, 2012 12:15 pm
Location: Gloucestershire, England
Contact:

Setting Wind

Post by Dickie » Mon Mar 10, 2014 12:19 pm

Gruber made this:

Image

This is the thread:
http://theairtacticalassaultgroup.com/f ... 9&p=100003

And here's another example
Image

In 4.2 I read that you will be able to bind a key for chocks in/out thus not get turned in the wind.

User avatar
Maltloaf
Posts: 1809
Joined: Sun Jun 22, 2014 10:07 pm
Location: Salisbury Plain, birthplace of British military aviation.

Re: Setting Wind

Post by Maltloaf » Sun Oct 26, 2014 2:51 pm

I have been having a play with wind in FMB and the game and come to the following conclusions, which agree with Gurber's post but may be simpler for those flying and not building missions.

If you press Tab 7 3 while sat on the ground you get wind direction and speed and runway to use. This is NOT given in the bazar format above, that is only how it is inputted in FMB.

Firstly the wind given is TOWARDS not FROM (why dear god I cannot tell you) so 180 is a Northerly (000), 270 is an Easterly (090).

Secondly the wind speed in m/s maybe correct in terms of drift when airborne, I haven't checked that, but not realistic in terms of effect on the a/c parked, taxiing or taking off. 3m/s is only 7.5mph, a force 2, light breeze, leaves rustle and yet in game it weathercocks a 3 ton a/c. 5m/s is 12.5mph, top of force 3, will extend light flag, oh and spin a spitfire into wind with the breaks full on. So I would suggest you consider 3m/s in game as a stiff breeze and 5m/s a strong breeze and makes it a pain to taxi.

Lastly, I have no idea what the STRIP angle is referring to, it does not seem to relate to actual runways existing on the game map (it keeps telling me to use 150 at Kenly which does not exist) and again appears to be reciprocal (sometimes but not always) to the way you would actually take off.

So, Tab 7 3 = Wind 090, 3m/s strip 150 actually means Westerly stiff breeze, use runway Three Zero at Kenly and expect the wind to be slightly crossing from the left. Remember runway Three Zero is 300 degrees or in fact 299 degrees as shown in Tom's AFBs of CLoD 11 Grp Airfield which is a must to have IMO. Does that make sense?

Should be of help when deciding which threshold to taxi to if the Tab 7 3 wind speed is above about 2m/s.

Link to Toms work. Warning 250Mb but worth it https://dl.dropboxusercontent.com/u/242 ... gh-res.pdf

Malt
"I have never once lost my gratitude for those who were the sentinels and held the line between tyranny and civilisation"

Frederf
Posts: 181
Joined: Tue Feb 16, 2016 11:00 pm

Re: Setting Wind

Post by Frederf » Tue Feb 14, 2017 11:14 pm

Having just discovered the secret of the "strip" system I thought I would share. Strip is which runway to use and is limited to one of twelve sector values (0, 30, 60,...330). The manner by which strips are named is bonkers but does have a logic. It is the reciprocal of the mission builder wind direction system.

If the builder wind direction is "0" angle then it is blowing toward true east. Given that there is a runway running east-west (+-15 degrees) true heading the AI controller will assign the takeoff strip taking off toward the west. This strip is called "180" because it is flying opposite the direction of a "0" wind angle.
Builder angleWind direction toIdeal takeoff directionIdeal strip #
0090270180
+30060240210
+60030210240
+90360180270
+120330150300
+150300120330
+-1802700900
-15024006030
-12021003060
-9018036090
-60150330120
-30120300150
And because airfields don't have a runway in every direction the controller assigns the runway that aligns the best against the wind. There are several math transformations layered so a condensed simple rule is practical. And here it is: Subtract the strip number from 90 degrees and that's the true sector direction of takeoff. For example the call is "030 5 strip 240" which means the wind is blowing at 5 m/s to 30°T and the assigned takeoff strip is 90-240 degrees heading or -150° or +210°T. The runway which most closely aligns with 210°T is indicated.

It's annoying because the strip numbers decrease clockwise and have a different zero point. Alternately convert the strip number into a wind direction as the builder would do and then take the reciprocal to get the runway direction. "Strip 60. OK if I put +60 into builder the wind would blow to 030. Reciprocal of 030 is 210. Takeoff direction 210."

Post Reply