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ai aircraft in fs2004

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If you have ai aircraft with ai flight plans (with traffic tools I think) and you are flying your say default or flyable 737 to land- will ai aircraft slow down to let you land if they are behind you. In other words are they programmed to speed up or slow down to allow space for you to fly like in real time operations?

If you have ai aircraft with ai flight plans (with traffic tools I think) and you are flying your say default or flyable 737 to land- will ai aircraft slow down to let you land if they are behind you. In other words are they programmed to speed up or slow down to allow space for you to fly like in real time operations?

 

No, they treat you with utter contempt and will try and cut you up at every opportunity.

 

Seriously, they will not make any allowance for you. You can improve things greatly with free programs called AISmooth or AISeperation. Do a library search for those. I use AI Smooth

Peter Schluter

To add to what Peter said, I've seen it happen that a Dash overtook me in my A330 (actually in FSX, but I doubt that's been an "improvement" of FSX over FS9) while we both were on approach to the same runway. Luckily, I had been cleared to land already, otherwise I would have had to go around. So basically AI acts as if you were not there at all.

Florian

  • Author

Maybe in time you might be able to

Is this something rare?  I run Ultimate Traffic and I don't think it has ever happened to me.  I fly using the default ATC.  Don't know if that makes any difference.

Nature Boy

Is this something rare?  I run Ultimate Traffic and I don't think it has ever happened to me.  I fly using the default ATC.  Don't know if that makes any difference.

Not sure, but since UT2 works quite a bit outside the normal FS system, it may well be that they have found some way of at least reducing usch issues. I was using MTX with default ATC, and I have only had this one issue, so I guess it's also a bit of bad luck; but as a matter of fact any non-user aircraft in the sim (whichever of the MSFS series this might be) is subjected to a few simplfications, and one of them is that they cannot have speeds assigned, which can at the end of the day lead to such strange encounters.

Florian

Not sure, but since UT2 works quite a bit outside the normal FS system, it may well be that they have found some way of at least reducing usch issues. I was using MTX with default ATC, and I have only had this one issue, so I guess it's also a bit of bad luck; but as a matter of fact any non-user aircraft in the sim (whichever of the MSFS series this might be) is subjected to a few simplfications, and one of them is that they cannot have speeds assigned, which can at the end of the day lead to such strange encounters.

 

I'm using the original UT.  I think you got this thread mixed up with FSX :wink: .  You're right, I think UT2 is different.  I once did a flight, and to my surprise, one of the ai had the same flight plan as me.  We basically took off at the same time and arrived at our destination at the same time too.  The ai was far to my right during cruise.  The airport we were landing at had parallel runways.  He landed on the right and I landed on the left.  That was quite a memorable flight.

 

Well, it finally happened to me in FS9 earlier today during my flight from Atlanta to Miami during final LOL.  First one so far.    

Nature Boy

In FS9 any AI aircraft in the 'air' is completely oblivious to any other aircraft whether AI or flyable. That is why at a busy airport when you start FS9 you are likely to see a onslaught of AI aircraft all heading for the active runway as if each one is the only aircraft in the simulator. This will persist the entire flight session albeit at a reduced pace.

 

As Peter suggested, AISmooth and AISeperation are designed to put some order into the chaos and to help the user flyable aircraft from being run over from behind or cut off while on final. What is worse is that when a AI aircraft does collide with you, you crash (if you have that feature switched on) it just ignores the collision and goes on to land.

 

Regards,

 

 


I think you got this thread mixed up with FSX

Maurice, I was (and still am) very well aware I am posting in the FS9 section. What I wasn't aware of this morning was that there is a difference between UT and UT2 in the way they work (which is how I understand your reply). I admitt, that I didn't read your post carefully enough, and then things got indeed messed up in my head :wacko:

Considering some similarities between the AI systems of FS9 and FSX, I thought I'd post in this particular thread, though, because those troubles can obviously happen in both sims...

Florian

ai smooth version 1.2 in the FSX utilities section also runs on FS9. It has the following major features of interest:

 

1. You can adjust separation by time of ai aircraft on final and within a few feet within the final path width which you define.

 

2. It has a setting for respond to user aircraft. On final that instructs ai smooth to keep separation between ai and you.

 

ai smooth moves ai into holding patterns at a settable distance from the runway. (In ai asmooth and ai separation moving is accomplished using skew commands.) ai smooth moves the aircraft slowly into holding patterns whereas ai separation skews them very fast out of your way. The latter can be annoying visually and also as in a TCAS display.

 

I prefer ai smooth. The only negative feature is that the aircraft in holding are ordered as first in last out. ai in holding longer than FS's limit will disappear. One other negative feature is that add-on airports not in the same location as defaults may not work correctly since ai smooth has its own database in the SQL database language. This will only affect new airports created since I think about 2003.

 

Another advantage of separating ai on final is to allow interleaving of ai queued for take off (and your aircraft) with ai on final. This is especially helpful with the dense grouping of ai arriving and also the "mad rush" of departing ai from the gates when a flight is first loaded into FS. This is because at first ai schedules have a departure and arrival window so they play catch-up resulting in conga lines for take-off and on arrival when the ai arrives in a cluster.

 

aismooth_v120.zip is the last version and the first version to be documented.

 

As a companion utility fs9cfg16.zip for FS9.1. This one has an included tool for controlling ai taxi speed both on taxiing off the runway and also for all ai taxiing. (It has other FS9 features as well.) By just increasing taxi speed just a little bit will get ai off runways faster and clear some taxi congestion elsewhere. (Increasing taxi speed too much will cause ai to skid on turns and also look like old silent movies with choppy actor motion.) This function replaces the older ai taxi speed utility from FS8 which does not work for FS9.

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