There is something invisible on the Taxi way from the runway to Hangar 2 between the Gasstation and the parked Cessnas. Depending on the speed taxying (the slower, the worse) it causes big damage to the airplane. It is impossible to taxi back to Hangar 2 without damage.
Hi, I am the one who originally made the airport. Upon testing for this bug I found out that there was a problem with the AI traffic locking up, since I tried to assign frequency 121.725 in WED - which "rounded" it mathematically to 121.73. This made the AI planes "jitter" in place and unable to taxi. Fixed this in a recent upload.
I could also replicate the reported "crash" when taxiing just east of the gas station. I adjusted the underlying taxiways (there were some problems with the bezier-curves) and while not completely gone, I think I reduced the fatal crash to a slight "bump". Still not sure where that came from...
I had this problem with a custom airport once, and I believe you will find that one of the AC or other nearby objects in the scenery is coded as a "hard" object.. one that, if you got reasonably close to (you don't have to touch it because XPlane increases its size to be able to detect an air crash). The solution to this problem is to make the object a static but not a "hard" object. Possibly you are using an object which was derrived from a flyable AC – most are coded as "hard". It is possible to turn this characteristic off in an object's coding.
Bob Marsh
There is something invisible on the Taxi way from the runway to Hangar 2 between the Gasstation and the parked Cessnas. Depending on the speed taxying (the slower, the worse) it causes big damage to the airplane. It is impossible to taxi back to Hangar 2 without damage.
Jan Vogel June 9, 2015 12:57 PM
Hi, I am the one who originally made the airport. Upon testing for this bug I found out that there was a problem with the AI traffic locking up, since I tried to assign frequency 121.725 in WED - which "rounded" it mathematically to 121.73. This made the AI planes "jitter" in place and unable to taxi. Fixed this in a recent upload.
I could also replicate the reported "crash" when taxiing just east of the gas station. I adjusted the underlying taxiways (there were some problems with the bezier-curves) and while not completely gone, I think I reduced the fatal crash to a slight "bump". Still not sure where that came from...
Jan (Litjan)
EBOB_MARSH September 28, 2015 3:12 AM
I had this problem with a custom airport once, and I believe you will find that one of the AC or other nearby objects in the scenery is coded as a "hard" object.. one that, if you got reasonably close to (you don't have to touch it because XPlane increases its size to be able to detect an air crash). The solution to this problem is to make the object a static but not a "hard" object. Possibly you are using an object which was derrived from a flyable AC – most are coded as "hard". It is possible to turn this characteristic off in an object's coding.
Bob Marsh
due to magnetic shift, runway numbers were reassigned as follows:
asphalt runway is now 08 - 26
grass runway is now 08R - 26L
source: AIP germany http://www.egelsbach-airport.com/pilotinfo_aip.en.html
Jan Vogel August 29, 2016 7:07 AM
I will take care of it! Thanks for the report.
Jan Vogel December 23, 2016 1:17 PM
This should be fixed with the next update.