Steam telepítése
belépés
|
nyelv
简体中文 (egyszerűsített kínai)
繁體中文 (hagyományos kínai)
日本語 (japán)
한국어 (koreai)
ไทย (thai)
Български (bolgár)
Čeština (cseh)
Dansk (dán)
Deutsch (német)
English (angol)
Español - España (spanyolországi spanyol)
Español - Latinoamérica (latin-amerikai spanyol)
Ελληνικά (görög)
Français (francia)
Italiano (olasz)
Bahasa Indonesia (indonéz)
Nederlands (holland)
Norsk (norvég)
Polski (lengyel)
Português (portugáliai portugál)
Português - Brasil (brazíliai portugál)
Română (román)
Русский (orosz)
Suomi (finn)
Svenska (svéd)
Türkçe (török)
Tiếng Việt (vietnámi)
Українська (ukrán)
Fordítási probléma jelentése
As for the loop, open the vanilla small airport asset in the asset editor (you might have to create a new one using the airport asset as a base). If you go to add a road, the road arrows will appear above the airport roads, showing you their path. The taxiway makes a loop from the runway, which allows for planes to enter on the long side, and exit on the long side (they look for a runway node which is not attached to any other nodes - i.e. the end of the runway). Then look at the airplane stops, you can see that the node that connects to the taxiway has 3 segments, 1) a taxiway that enters the node, 2) a taxiway that leaves the node, and 3) the plane stop itself.
Segments are, as long as they are connected correctly.
It doesn’t always work, because the plane AI is very finicky. Each situation is different.
Also note that the planestands can be drive through, where the in and out are on different ends of the planestand.
As for the planes despawning, this happens when the plane becomes empty and there is no return path to the runway.
Finally, if you drag a taxiway or runway node with moveit, you can end up breaking the segment, so you will have to delete and replace it (dragging the mid-segment control for arcs should have no effect on that).