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Post by xpel on Sept 29, 2019 0:23:08 GMT -5
Hi Dutch, two questions :
1. How AI wingmen choose where to spawn in an airport, before user takes off from that airport with them ?... They choose relative to initial user spawn position, they occupy available parking spots in subsequent order or what ?...
2. When an AI flying in AI Traffic, engages other AI planes or Ground targets, what happens when this AI completes that actions and reverts to "END" phase ? He resumes his flight to the previous Traffic plan, he just continues flying straight just where he "ENDed" or what ?...
Thank's.
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Post by Dutch Owen on Sept 29, 2019 7:47:33 GMT -5
Answers--
The way AI wingman spawn at an airport is that after they are spawned they are given an IFR flightplan to the tiny airport LPPI in the Azores - that airport was chosen as the least likely to ever be actually chosen as a starting spot by a human. FSX/P3D AI decides where to spawn them and handles everything else until they take off and get to 500 FT AGL at which point FSCAI cancels their flight plan and takes control and orders them to Rejoin the formation. The only exception is that all wingmen at the airport will be frozen anytime they are closer to the active runway than the user pilot, in order to assure that the user always takes off first.
When an AI gets to the END phase after any engagement air or ground they should Rejoin the formation. When given an RTB they will head directly to the airport they took off from, or (to the friendly airport nearest the user when they were spawned if in the air) and "land" there. I put "land in quotes because I haven't been able to actually get them to land yet, so they basically warp down into a parking spot once they are over the airport. I'm again trying to trick them by monitoring them until they are over the airport then de-spawning them and creating a new copy with a flightplan from LPPI to their destination. That works but when the FS AI creates them it creates them parked at the destination airport rather than in the air above it.
Dutch
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Post by xpel on Sept 29, 2019 8:19:56 GMT -5
About question #2, I meant, If they are AIs that weren't spawn via FSCAI menu. Like Traffic AI (like Korea War traffic) or CCP Traffic or FSX Mission Wpt list following AIs...
And a #3 one : I understand that it must be quite easy for FSCAI to trigger sound files - voice overs, at the same time with the text message of an AI Wingman... Is there some special reason you haven't implemented that immersive feature yet or you still striving for a solution with the sound.dll issue ?...
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Post by Dutch Owen on Sept 29, 2019 8:31:29 GMT -5
Ok, if they were on an AI flightplan and were taken off of it to engage with an enemy, they will resume their flight to the destination after the engagement.
The next major version of FSCAI will have voice instead of (or optional in addition to) the text messages. The reason that's not done yet is I want to give time for the messages to stabilize and be mostly complete before I ask people to do recordings for them. Experience has shown it's much easier to get people to do initial voice sets than it is to go back and do re-recordings to add to them.
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Post by hajolippke on Sept 29, 2019 14:17:08 GMT -5
I did have the problem that AI-wingmen spawned at the ground continue to sit in their parking position and never intend to do anything, and of course never take off...
HAJO
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Post by Dutch Owen on Sept 29, 2019 16:19:07 GMT -5
That's possible since there are airport layouts and designs that AI won't take off from at all. I had a few of these in the WWII Luftwaffe airfields but I managed to fix most of them.
If regular AI traffic will taxi and take off then FSCAI wingmen should too since they are nothing but AI objects on a regular flight plan until they get to 500 AGL.
When AI wingmen get moving they will say "Rolling" so if you never see that message that might be a clue.
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Post by xpel on Sept 29, 2019 23:14:45 GMT -5
Yes. It's something I confirm after multiple tests. FSX default airports will work fine, but for custom made airports, it depends on if author of airport has implemented proper afcads (or whatever they are called).
Example : Unfortunatelly, Seul (Kimpo or Gimpo) & Incheon historical Korea custom made airports have this problem. AIs spawn at parking spots and taxi to runway allright, line up for take off but never do. By deactivating these in addon scenery & revert to FSX default airports, everything works allright.
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Post by xpel on Sept 29, 2019 23:24:24 GMT -5
Another question about AIs "formation" flying, or better say "follow user" flying.
1. What's the "logic" of AIs for following user? & 2. What's the role of cruising speed declared AI's tab of FSCAI when adding it ? Will AI try to fly constantly at this speed ?
Another note is that when user flies directly at axis North, South, West or East, Flight will stabilize better compared flying NE axis for example. This is also the case in using Simvar.exe for formation flying with AIs, as also with CCP wpts, that relative to user position of AIs in formation, changes depending on user's heading.
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Post by Dutch Owen on Sept 30, 2019 9:58:52 GMT -5
I realize that the formation flying is not working well and that's because using the standard AI "fly to this point" logic doesn't work trying to stay in formation. There's too much delay introduced by the FS AI system.
It's programmed so that the Ai tries to match the player's speed at all times when in formation, and also tries to match his pitch and bank angles. But in practice the Ai pilot reacts too slowly and gets out of sync. There's a "fall back and get back into position" function which is called when the AI knows he's waaaay out of position. That's what you are seeing with the "following" - they have fallen back and are try to catch up, which they will do slowly unless you slow down to help them. They aren't really supposed to be that far behind at all.
The only solution is to re-write that whole section to use slew mode which reacts instantly, and to match every move the user makes by the same slew-mode move of the AI pilot so long as he's "in formation".
Dutch
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Post by StuB on Sept 30, 2019 22:10:05 GMT -5
I saw something about the latest P3D patch that was saying they fixed an airport issue that was affecting AI.
It was related to only one end of a runway being available for use or something to that effect, and it was preventing AI from taking off. So, maybe we will see an improvement?
That's possible since there are airport layouts and designs that AI won't take off from at all. I had a few of these in the WWII Luftwaffe airfields but I managed to fix most of them. If regular AI traffic will taxi and take off then FSCAI wingmen should too since they are nothing but AI objects on a regular flight plan until they get to 500 AGL. When AI wingmen get moving they will say "Rolling" so if you never see that message that might be a clue.
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