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[TWEAKED] Unable to takeoff due to runway/access
Posted: Fri Aug 27, 2021 8:31 am
by Kasey99
Wanted to check in and see if anyone else has received this error? I've been working on airbases for a while and building some various compositions that I'd like to release to the community at some point. Most recently I'm working on Al Udeid AFB in Qatar. I guess I should have checked for this error prior to placing some 300+ structures (Newbie Mistake)... But upon trying to place aircraft to their parking spaces I get the error "Unable to takeoff due to runway/access."
I have built several airbases so far and this is a first for me. I've tried adjusting runway orientations, etc. I've also tried deleting everything and placing just the runways, taxiways, parking spots, etc. and will still not work when the runway is in the correct orientation... Does anyone have any ideas or suggestions?
RE: Unable to takeoff due to runway/access
Posted: Fri Aug 27, 2021 9:05 am
by 1nutworld
I previously faced an issue where my take off distance for A/C at the base was longer than the runway; I seem to recall the AC was KC-135R (faulty memory) needing more take off distance than the runway I had "installed" at the base.
RE: Unable to takeoff due to runway/access
Posted: Fri Aug 27, 2021 9:40 am
by KLAB
Only a suggestion but because I have done this myself trying to build airstrips and noticed you didn't mention them.....
Have you added any of these and do they correspond to the KC-135 size?
#306 - Runway Access Point (Large Aircraft) (Generic - 0)
#307 - Runway Access Point (Medium Aircraft) (Generic - 0)
#827 - Runway Access Point (Small Aircraft) (Generic - 0)
#353 - Runway Access Point (Very Large Aircraft) (Generic - 0)
cheers
K
RE: Unable to takeoff due to runway/access
Posted: Fri Aug 27, 2021 10:37 am
by Kasey99
I just uploaded the scenario which I am working from to the original message.
I am using 4,000m runways and have tried adding multiple sizes of aircraft so I would assume that isn't the issue. I feel I have it correctly oriented, and starting to feel that something is overlapping the runway causing it to be blocked?.. But then again when I try the same runway size, orientation, and taxiway without any other buildings present, I get the same error. If the runway orientation is zero (default) it worked fine. All of my buildings have adjusted orientation in the main scenario.
Update: I tried adding the access point variations and no luck.
RE: Unable to takeoff due to runway/access
Posted: Fri Aug 27, 2021 1:19 pm
by Schr75
Hi Kasey99
I think I know what is going on.
When you add the aircraft, do you add them directly to the hangars/tarmac spaces, or do you add then to the entire base as a whole?
The reason I ask is that I tried adding a KC-135 to the base and it took off correctly, but when I added it directly to a tarmac space, I got the No runway access error.
The A/C will actually launch correctly when selected from the airbase air ops menu, so I suspect the reason for the error message is that the single tarmac space is not connected to a runway when looked at in unit view mode.
The easiest fix would be to just add the A/C to the entire airbase. This way you can´t control exactly where the individual plane is placed, but unless that is very important to you, it´s not important for the functionality of the airbase.
Hope this made sense.
Søren
RE: Unable to takeoff due to runway/access
Posted: Fri Aug 27, 2021 7:37 pm
by michaelm75au
Also when adding a/c, it also wants to add them to parking facilities ( hanger, open-parking area)
This check was added to help designers from putting planes on bases that could never take off from. It was really designed to look at a group rather than an individual facility. It probably should be tweaked to look at the group if you trying to add a plane to a specific facility (hanger or open-park).
RE: Unable to takeoff due to runway/access
Posted: Sun Aug 29, 2021 11:54 pm
by KnightHawk75
The easiest fix would be to just add the A/C to the entire airbase.
Or just ignore the alerts, if one is painstakingly placing them by hand in the gui.
At least till the tweak to inspect the unit's group membership before alerting is pushed out in a future build.