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I tested on 3 planes - yours, 737-800 and 747-400.
I'll test more planes.
The only thing I don't like is the climb rate and the tight curves some planes use.
Now I'm trying something similar in cars and trucks.
- planes don't like speeds over 284 kph
- they stay fast after touchdown as soon as they nearly reach the taxiway exit
- there is only one taxiway exit allowed, if placed more, the first is used (that shortens the useable runway length)
I discovered that 190 kph / 3 = 63 kph (Ju-52) doesn't work.
I asked for support in "Service Vehicle Selector" that in an airport terminal building can be chosen which planes are spawned there.
I was fiddling around and came to this:
- a slow plane with low acceleration but also low takeoff distance gains altitude up to a specific limit and then starts to circle around - when the runway is TOO LONG.
- so little planes with low takeoff distance must have short runways that fit.
- I can't tell but it seems if the takeoff spot is before half the runway the problem occurs
(ILS path) - they could be small antenna-like ploppables.
- Outer Marker (OM) - normally 7200m before runway begins but in game 3600m = ~ 450 units before runway begins
- Middle Marker (MM) - normally 1050m before runway begins but in game 525m = ~ 65 units before runway begins
- Inner Marker (IM) - directly before runway begins
(these should help for a better approach pattern)
- and on the other side, behind the runway, could be the LOC antenna, normally for the ILS, but in game it should help the departure path finding.
These would be nice eye candy like http://steamproxy.net/sharedfiles/filedetails/?id=524258608 and http://steamproxy.net/sharedfiles/filedetails/?id=526834270 but also really do something.
https://forum.paradoxplaza.com/forum/index.php?threads/cities-skylines-plane-values-calculation-speed-acceleration-brake.885486/