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Making 3rd party aircraft flyabble?

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Most of my AI addons are ProjectAI, and I seem to remember in the readme installation (some years ago now) that it was quite clear that you had to use either the FDs from the PAI downloads as they were simple and robust, or those from the default Microsoft planes, since you're not really looking for performance realism in a plane that you're not flying. Then a year or so ago, I added other AI for specific airports; for example I built a traffic BGL for Jet2 operating out of Gatwick. With FS9 you can have many of these, which is much easier to work with than the old FS8 requirement to work with a single file. I used AI Aardvark 737 visual models and the default MS 737 FDE, and it works fine. It may be that the key here is not just to use an .air file from a default plane and retain the use of the Posky .cfg file, since the sim overwrites the .air file with the .cfg parameters. It should therefore be feasible to fly pretty much any plane as AI (with the caveat that more complicated models such as Posky will of course take up more processor power) AS LONG AS you use unamended default FDEs - both the .cfg and .air files. I already have an AI British Airways Concorde shuttling back and forth across the pond, and I recall that I actually used the default 747 FDE. It doesn't matter that it doesn't behave like Concorde - all you're looking for really is movement: taxi, takeoff, landing. Once an AI plane is out of line of sight with you in the sim, it 'disappears' from the FS 60-mile visual bubble, although the program knows where it is. Same with a small BGL that I put together for AI A380 traffic into and out of Heathrow - default 747 flight model.As other posters have said, it shouldn't matter what program you use to generate the traffic - I used Traffic Tools.I'll substitute a Posky 737 into my Jet2 BGL and report back.;)

Okay, I just substituted a Posky 737-600 into my traffic bgl for Jet2 at Gatwick, and it worked perfectly. I just sat and watched as my 736 pushed back (with all of the cool Posky pushback animations) and took off. Not expecting the FDE that comes with the Posky to work as AI, this is what I did, and it only took a few minutes.Hint: don't change or delete original files, always work with backed-up copies.Step 1: prepared the plane- Selected an already-existing AI plane in my Aircraft folder, in this case an AI Aardvark 737 and made a copy, renaming the copied folder 'AIA_Posky737'.- Deleted the model and texture folders from the new folder, and replaced them with appropriate model and texture folders copied from my Posky 736.- Copied the appropriate [fltsim.X] section from the Posky .cfg file into the original AI Aardvark .cfg file instead of the ones already there.- IMPORTANT STEP: Changed the text in the 'title=' line to something unique, e.g. 'AI Posky test' or somesuch.- IMPORTANT STEP: Changed the 'sim=' line to reflect the AI Aardvark .air file name.So I ended up with a folder containing a Posky visual model and the original AI Aardvark flight model (FDE).Step 2: prepared the BGL- Using Traffic Tools, decompiled my Jet2 BGL.- Changed the resulting text file names to include 'Posky' rather than 'Jet2' (to prevent over-writing my original BGL when recompiling)- Changed the reference to the plane to be used in the decompiled 'aircraft' text file to that in the 'title=' line above.- Compiled using TTools, generating a Posky traffic BGL.- temporarily disabled the original Jet2 BGL file by changing the filetype from BGL to LGB.Ended up with a new Posky BGL in Scenery/world/scenery.Step 3: started up FS9- Normal startup, having changed a scenery file; updating scenery indices etc.- selected Gatwick, slewed to where the my recognisable Posky 736 in Globespan livery was parked.- Watched it push back, taxi and take-off!As additional tweaks, you could then edit the contact points and lights sections of the AI .cfg file to match the Posky model (copy them from the same sections in the Posky .cfg file), and then you'd have AI Poskies. There was no frame rate hit that I could detect on my system - but this was a proof-of-concept using one Posky, one flight plan. It would probably change with more - but if you have a PC capable of handling it, then the world's your oyster. The key to this is to remember that the visual model and flight model are completely separate in FS; they are two separate elements that are brought together during the loading of a plane. If you have a matched pair for a plane you are actually flying, that's when the magic happens. The reality is that you could have a visual model of a house-brick and the flight model of a 737, and in FS it would look like - a house-brick that flies like a 737!;)

Will try that approach later today myself.However I am still interested in finding out exactly what it is in the POSKY files that prevents using them as an AI aircraft without making such changes - i.e. prevents them from being used as a flyable and AI aircraft like the default aircraft.Any POSKY aircraft I have tried (without tweaking as you have outined) all freeze my system as AI traffic is being loaded.I am just very curious.

Hi David.I haven't gone into it in any depth, but superficially the contents of the AI FD don't look significantly different to anything in the equivalent Posky FD - with one glaring exception. This is the .cfg file contact points section, where the Posky FD designers have traditionally tried to replicate the number of wheels in the undercarriage - for example in the 737-600 I used as an example, the Posky FD includes six wheel contact points, one for each wheel rather than one for each single point in a tricycle undercarriage. This seems to make little difference to ground performance, but more important is the point that FS9 only recognises three wheel contact points, or else autobraking does not work (Posky has had to address this by designing a gauge that simulates autobraking). Unfortunately this works against the 747, MD11 and A340-type planes which have additional central wheels, since adding the extra points disables the autobraking.Whether or not this is actually beneficial for the plane you are flying is moot; you pays your money (nothing, in this case) and you takes your choice. However, when it comes to loading up, while FS9 is happy to load, and then allow you to select a flyable plane with more than three wheel contact points, it might be a little different when trying to load AI, as FS might balk at loading anything with more than three wheel contact points. FS is sensitive to this kind of thing; a comma in the wrong place in an XML gauge can prevent FS from loading.This is all theory, so I'll test it out using my own FDE for the Posky 736 (which only has three wheel contact points) and see what happens!;)EDIT: Looks like that's it. I replaced the AI FD with my FDE (both .cfg and .air files) for the Posky 736 (three wheel contact points) and FS9 loaded normally - the Fly Globespan 736 pushed back, taxied and took off from Gatwick - but this time with the wheels sitting on the ground and the lights in the correct places. So if you rationalise the wheel contact points down to three, then it should work with the original FDE for whichever plane you want to use.

hi there,I have done everything that it says in the 3 steps, but guess what!....................Nothing happens once again. This is getting beyond a joke, I appriciate all of the help, but i guess it is just not working, unless someone is going to be willing to help me?thanks planenutter

Finally, I have got it working :DThanks for all of the help guys!planenutter

What exactly are you inputting to AITM? Are you using a flight plan that was made by someone else or one you are making yourself? If using a 3rd party flight plan, which one?POSKY 767-200 in United colors N603UA as AI with a VC.POSKY 767-300ER as AI in Icelandair colors with no VC.If set up as a TNG, the planes start in the air and bellowing smoke from the engines and tail, but they will not be doing TNGs normally. When testing the 767-300 as an out and back, there was a tail strike and may happen on any normal takeoff. The 767-200 did not have a tail strike and as in the following video, flies the approach and final really well with a decent touchdown and rollout. Now I have not tested it with any other POSKy aircraft like the 747-400 or the A340 series, but imagine they could be used. The problem is, the fact that they have reflective textures along with many more polys than typical AI aircraft and I noticed with the aircraft I noted in the above post from testing yesterday and the 2 767s today, there was some severe stuttering when they all lined up together, which means some single digit frame rates.3151e9-4.jpgLet me do a step by step with AITM to see if you are getting your aircraft in properly. It will take a bit as I will have to edit and upload pics to my website for ya.What did you do to get it to show up?

ng_driver.jpg

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I followed exactly the step by step instructions which were posted earlier in this thread. Now my airports are going to have loads of 3rd party aircraft in them, including the PA A380 :DI will post some shots of them later....In the mean time, here are 3 more shots of the JAL taxiing, lined-up and taking off!

In my tests, I used the POSKY .air files and .cfg files without any alterations save for one test to see if a change to the visual damage would stop the smoke and sparks and apparently it has no effect. One might have to disable both the visual damage and effects to keep from having airplanes smoking all over the place while they are sitting at an airport waiting for the next take off.As noted previously, try to use ones without a VC or cabin (I don't think any POSKY aircraft have cabins as it is) for AI and possibly non-reflective textures to reduce load on your PC. You could also go with microlight's way to use the models. As he said, if you have a beast of a PC, you can do it if you wish. Good luck.

ng_driver.jpg

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At the moment I can't get any PA aircraft to work, only posky at the moment :SIs there anyway I can get PA to work?Thanks for the helpplanenutter

Take and open up the aircraft.cfg file and find this line in the fltsim section of the plane you wish to use:title=POSKY 767-300ER IcelandairCopy the bold line into the Aircraft_xxxxx.txt file for the appropriate aircraft you are subsituting in the bold area as seen below.AC#760,200,"Douglas DC-3 American Airlines"You can leave the speed the same or change it to about 430 as that is what many aircraft seem to fly at, for all types save for the oddballs that are out there that fly at about 490. Save your Aircraft_xxxxx.txt file and recompile the flight plan with TTools. You should have the PA planes as AI.

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No sorry, that doesn't seem to work :(I really need help to get these Project Airbus A380, can anyone give me anymore advice, thanks againplanenutter

Since I run AES, the built-in animations POSKY planes have, has always irked me.But what a good idea to have them available in AI planes! I'll have to give that a go, thanks for the thought!As a postscript, if you are going to have a lot of 3rd party aircraft as AI, sooner or later performance will sag a bit.To improve performance I generally remove the sound and panel folders as AI don't need them (and now I think of it, one could probably remove the relevant aircraft.cfg entries too).Also, I remove any virtual cockpit vcxxx.bmp files in the texture folder, and finally, convert all textures to DXT3.bmp using MeatWater's bmp2dxt3 batch convertor.

Ok, got an AI A380 working, anyone guess what model it is :D

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