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Ai Controller (Sid, Jet Route, Star And Final Approach) Beta

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Here's the new windows form to manage STAR/SID/Final Approach paths, should make things easier (especially in combination with Mattias' SIDSTAR Converter):

 

A lot of users are gonna be happy with this option!!.

Great work Roland!!


Matias Sorcinelli
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Roland,

 

Will the method for converting airac data for use in your program change with the update? It is a bit of a drawn out process, given that I do the entire world. But a small price to pay.

 

Also, I assume that the data conversion will have to be run each time there is a nav data update in order to update your database. Correct?

 

Finally, I notice when thenprogram initializes, that a graph is read. Does the program check to see if data has changed and, if necessary, recreate the graph? If not, how do we do that?


Regards,

Graham Derreck

CYMM

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Wow, this looks really like big step!

 

The option screens are highly appreciated because i have the feeling, we went a little lost because of literally hundreds of parameters to add in the ini files.

Thank you so much!

 

How did you done it not to need passing the IAF?

I thought, without it it is not possible to get an runway assignement and so no chance to enter the taxi mode?

Therefore you need the additional simconnect parameter for P3D.

 

Don´t get me wrong, but slowly i begin to think, you´re a wizzard, not from this world...

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Don´t get me wrong, but slowly i begin to think, you´re a wizzard, not from this world...

 

+1


Regards,

Graham Derreck

CYMM

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Also, I assume that the data conversion will have to be run each time there is a nav data update in order to update your database. Correct?

 

Yes, except for data derived from .bgls (e.g., airport taxi and runway waypoints).  When you change your scenery config (e.g., deactivate a .bgl, activate a new .bgl), the program will detect this and update automatically (if the .bgl corresponds to a monitored airport).


 

 


How did you done it not to need passing the IAF?
I thought, without it it is not possible to get an runway assignement and so no chance to enter the taxi mode?
Therefore you need the additional simconnect parameter for P3D.

 

An additional simconnect parameter would be the best solution (I put in a request for the change), but there are ways to work around it if necessary, which is where I'm at now.


 

 


Don´t get me wrong, but slowly i begin to think, you´re a wizzard, not from this world..

 

Thanks, but I feel more like a "rebuilding the wheel" type of guy at present (the new wheel will meet different design goals)!  Kudos to the original, designer(s) of the ATC system.  

 

-Roland

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Are you thinking of a program that controls AI and the user aircraft? If you are, then this is what we have all been waiting for. If it is done right, then it is Nirvana.


Regards,

Graham Derreck

CYMM

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Are you thinking of a program that controls AI and the user aircraft? If you are, then this is what we have all been waiting for. If it is done right, then it is Nirvana.

Well, as far as I know any other ATC software out there started by developing the side of the software that controls the users aircraft, leaving for last the most difficult side that is controlling AI.

 

He, on the other side, already controls AI almost to the gate. If decide to do an ATC program I'll be buying for sure.

We desperately need a good ATC program.


Matias Sorcinelli
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We desperately need a good ATC program.

 

Not only.

 

The final solution is, that AI Controller and the ATC Programm interact with each other.

Currently they are working side by side. trying not disturbing to much.

But when the ATC Programm is able to give me as well as the AI (controlled by AI Controller) vectors and shortcuts to keep the seperation, a new dimension would be released.

 

Like the need to switch the AI to the Taxi Mode, the perfect system has lot´s of additional switches to force other modes as well.

 

For example my experience with TNCM (St. Maarten).

To have a realistic take off, i need to handover the AI very early, below 400ft AGL to AIController  to turn right.

 

But unfortunatly this means, the landing gear is not fully retracted and keeps out. Not a big thing, but this means, though the Aircraft is under control of AIController, Roland needs to control the flight modes as well so that the wheels continue to move.

 

There are so many tiny things... But mainly it will be great, when the current features working correct and stable :smile:

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Does anyone have AIController working with the new Doha airport? I'm having constant go-arounds with the status message saying 'Final Approach too low'. Any help would be appreciated.

 

Never mind, just found the 'AIFinalApproachTooLow' option in the Read Me!

Edited by jambo50

Jaime Boyle

 

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Hi Roland,

 

 

first of all thanx for that bombastic tool.

 

I have a lot of funny things happen. Ai is landing, stops on the runway and then accelerates and driving on ground to anywhere.

 

During final, round about 400 feet high and straight in landing, AI makes a 90 degrees turn and interrupts final ....

 

I tested at LEPA and at the beginnig i have round about 40 AI on ground. After 30 minutes only 2 left, cause 90 % of landing AI are removed on the runway. I don´t know if I am to stupid to understand the documentation which I read carefully. nevertheless i will post my INI. someone an idea whats wrong ?! Thanx a lot .

 

//AISIDSTAR CONTROLLER INITIALIZATION FILE REV 1.2
//
//***********************************************
//STARs - enter the filenames of STARs.
//AISIDSTAR.exe will automatically pick the most
//suitable STAR based on distance from AI aircraft
//to entry point.
//
//NO LIMIT on STARs however if you enter too
//many results may become unpredictable.
//
//NOTE: use "comments" (e.g., "//") to disable/enable STARs
//***********************************************

//STAR=.\NYC METRO AREA AIRPORTS\KEWR\*.*
//STAR=.\NYC METRO AREA AIRPORTS\KJFK\*.*
//STAR=.\NYC METRO AREA AIRPORTS\KLGA\*.*
//STAR=.\NYC METRO AREA AIRPORTS\KSWF\*.*
//STAR=.\NYC METRO AREA AIRPORTS\KTEB\*.*
//STAR=.\NORCAL Region Airports\Bay Area Hubs\*.*

STAR=.\Spain\Baleares\*.*
STAR=.\Autogen Cache\*.*

//***********************************************
//SIDs - enter the filenames of STARs.
//AISIDSTAR.exe will automatically pick the most
//suitable SID based on distance from AI aircraft
//to entry point.
//
//NO LIMIT on SIDs however if you enter too
//many results may become unpredictable.
//
//NOTE: use "comments" (e.g., "//") to disable/enable SIDs
//***********************************************


//SID=.\NYC METRO AREA AIRPORTS\KEWR\*.*
//SID=.\NYC METRO AREA AIRPORTS\KJFK\*.*
//SID=.\NYC METRO AREA AIRPORTS\KLGA\*.*
//SID=.\NYC METRO AREA AIRPORTS\KTEB\*.*
//SID=.\NORCAL Region Airports\Bay Area Hubs\*.*

SID=.\Spain\Baleares\*.*




//**********************************************
//
//
//**********************************************
//AISIDSTAR OPERATING PARAMETERS
//**********************************************
//**********************************************
//
//**********************************************
//Distance in NM that AI is allowed to miss
//waypoint before going onto the next waypoint.
//Default=2 NM
//
distMOE=1.0
//
//*********************************************
//
//*********************************************
//Degrees that AI is allowed to veer of target
//while heading to waypoint.
//Default=1
//
degreesMOE=1.0
//
//*********************************************
//
//*********************************************
//Altitude (ft) below which no AI approach vectoring occurs.
//Note: setting this value too low may cause chronic AI go-arounds.
//Default = 1500 ft.
//
NoVectorAltitude=1500
//
//*********************************************
//
//*********************************************
//Distance (nm) below which no AI approach vectoring occurs.
//Note: setting this value too low may cause chronic AI go-arounds.
//Default = 7 nm.
//
NoVectorDistance=7
//
//*********************************************
//
//*********************************************
//Scalar applied to AI turn rate.
//Too high and AI will overshoot expecially
//during long turns.
//Too low and AI might be too slow to acquire
//desired heading.
//Default=1
//
AIturnscalar=1.0
//
//*********************************************
//
//*********************************************
//Scalar applied to AI speed.
//Default=1
//
AIspeedscalar=1.0
//
//*********************************************
//
//*********************************************
//Alitude in feet above ground level (AGL)
//the AI will obtain after exiting last
//waypoint in SID before being handed
//over to FSX ATC for final vectors to final.
//Default=3000 ft.
//
AIpatternalt=3000
//
//**********************************************
//
//*********************************************
//Scalar applied to AI rates of ascent and descent
//Default=1
//
AIascentdescentscalar=1.0
//
//**********************************************
//
//*********************************************
//Radius in meters to monitor AI for control
//
//Default (and SimConnect Max) = 200000 meters
// (i.e., about 108 NM).
//
//WARNING:  Max = 200000 exceeding which will
//cause Simconnect to return an exception.
//
AImonitorradius=200000
//
//**********************************************
//
//*********************************************
//Don't assign SID if departing AI is spawned farther away
//from departure airport than this distance (nautical miles).
//
//Default  = 10 nm.
//
AImaxspawndistancefromsid=10
//
//**********************************************
//
//*********************************************
//Don't assign STAR UNTIL arriving AI is closer to the
//destination airport than this distance (nautical miles).
//
//Default  = 120 nm.
//
AImaxspawndistancefromstar=120
//
//**********************************************
//
//*********************************************
//Separation distance between AI aircraft (in nautical miles)
//Default=0
//
AIseparationdistance=4.0
//
//**********************************************
//
//*********************************************
//Separation distance between User aircraft and AI (in nautical miles)
//Default=0
//
UserAIseparationdistance=4.0
//
//**********************************************
//
//*********************************************
//AI allowed to HOLD at stepped alttitudes at STAR entry and/or exit point
//in order to maintain AI separation distance.
//0 (no holding) (default), 1 (holding at STAR entry), 2 (holding at STAR exit)
//3 (holding at both STAR entry and exit) 4 (all STAR waypoints)
//
AIholdingallowed=4
//
//**********************************************
//
//*********************************************
//"Going around" (missed approach) vectoring.
//0=No, 1=Yes  (Default = 1)
//If 1 (Yes), AI will be assigned SID to fly.  After exiting SID,
//AI aircraft will leave the //monitored area permanently.   
//If 0 (No), FSX will vector AI aircraft going around using its
//typical VFR like pattern.
//
//
AIgoaroundleavearea=0
//
//**********************************************
//
//
//*********************************************
//Automatic Selection of STARs based on landing runways in use
//0=No, 1=Yes  (Default = 1)
//
//If 1 (Yes), AI will be assigned a STAR with entry point closest
//to the AI *and* specific to one of the landing runways in use
//
//Note: A STAR file with specific runway data must exist (e.g., runway
//data present in STAR file for the montiored airport).
//
//Note: FSX landing data must also be AVAILABLE for the monitored
//airport when the STAR is chosen (sometimes it will not be).
//
//Note: If a STAR specific to landing runways in use is not found,
//AISIDSTAR will only select a STAR with the closest entry point.
//
//If 0 (No), STAR with entry point closest to AI will be selected.
//
//
AIautostar=1
//
//**********************************************
//
//**********************************************
//Make approach vectoring compatible with Ultimate Traffic 2
//or any other AI program that assigns detailed flight plans
//(e.g., jet routes) to the AI.  0=No, 1=Yes (Default = 0)
//
//Note1: If UT2Compatiblity is turned on (=1), the user is advised
//to also significantly reduce the AImaxspawndistancefromstar value
//above (e.g., from 200 to 50).
//
//
UT2Compatibility=0
//
//**********************************************
//
/**********************************************
//Enable AI Telemetry File Generation for External Program
//Interface to AISIDATAR.  0=No, 1=Yes (Default = 0)
//
//
AITelemetry=0
//
//**********************************************
//
//**********************************************
//Full FSX Path to the My Documents FSX Subdirectory where
//FSX Flight Plans are stored.  No Default.
//
//Note: User may specify a UNC network path.
//
//Note: This Option is Currently NOT USED.
//
//
MyFSXDocumentsPath=C:\Users\My Name\My Documents\Flight Simulator X Files
//
//**********************************************
//
//**********************************************
//AISIDSTAR.exe status output to SimConnect console
//screen is more verbose.  0=No, 1=Yes (Default = 0)
//
//
verbose=0
//
//**********************************************
//
//**********************************************
//AISIDSTAR.exe status output to SimConnect console
//screen is at debug level (only for bug tracking).  0=No, 1=Yes.
//(Default = 0)
//
//
debug=0
//
//**********************************************


AIJetRoutesEnabled = 1
AIAverageWinds = 18733
AIJetRoutesFlightLevel = 10000
AIJetRoutesLowerLimit_Jet = 26000
AIJetRoutesUpperLimit_Jet=39000
AIJetRoutesLowerLimit_Prop = 10000
AIJetRoutesUpperLimit_Prop = 18000
AIMinTripLengthForJetRoutes = 60

AIFinalApproachAutoRecord = 1

AICircleUntilAssignedRunway = 1
AIHoldForRunwayPattern = 1
AICirclingTimeNoRunway = 600
AIAntiScudRunner = 1

AIFinalApproachTooLow = 0
AIFinalApproachTooHigh = 0
AImaxwandertime= 240
AIhighsamplerate = 1
AIAntiOffAngleApproach = 0

AILandWithoutClearance = 1
AIImmediateForceLandAll = 0
AITrafficPattern = 1
AIFinalTurnScalar = 2.3
AIFinalAscentDescentScalar = 1


AISpeedIAF = 200
AISpeed1700 = 180
AISpeed1000 = 160
AISpeed500 = 145
AISpeedTouchDown = 140
AIRollOutSlowDownScalar = 1

//AIRollOutTime = 20

AIVectorSortPeriod = 20

AIClimbOutHeight = 900

 

greets pepe

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Hi Roland

 

Just installed V1.3 as a new user of this brilliant piece of software.  I am using UT2 with good results, watching aircraft depart from EGPF.  I have a couple of questions so far.

 

1,  Once an aircraft leaves the SID will it automatically pickup the UT2 flightplan - remember UT2 generates realistic flightplans based on Jet Routes and also the user can add their own.

 

2.  Can you force an aircraft type to use a specific SID.  e.g. EGPF NGY or DCS sids.  In real life Jet aircraft departing RWY 05 for a southern airport (EGKK, EGLL) will use NGY3J SID for departure while turboprops will use any of the DCS SIDS.

 

In my current observations my Jet traffic is also using the DCS SIDS which is incorrect.  I am guessing this is down to the fact that it is shorter to do a right turn after departure to DCS than a left turn to NGY??

 

I guess if I only have certain SIDS then that´s all that will be used?

 

Just wanted to see if it was possible to allocated SIDS to aircraft types.

Thanks again.

 

Ken


Complete and utter insurrection

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Great news to report!

 

At 4 p.m. eastern time today American 3323 (767) touched down on runway 24R at KLAX after finishing a STAR and final approach under the control of AIController.  After completing the landing rollout and completely independent of the FSX AI taxi system, AIController v1.4 assigned the aircraft an unoccupied American gate and generated route via taxiways to the gate, which involved a fairly complex taxi from the west side of KLAX to the east gates via taxiway R.  American 3323 then successfully taxied to the gate and parked.

 

All of the taxi waypoints required for the taxi (and indeed for the final approach patterns) were either read directly or derived from the scenery .bgl data (whether that data is stock or add-on scenery)...automatically (with no user input required other than activating/deactivating scenery in FSX/P3D).

 

This was an important proof-of-concept event.  No longer will I have to rely upon intercepting the fictional and generic FSX-generated approach fix on approach just to get taxi service to the gate. Now that this fictional approach fix can be bypassed with no loss of taxi service after landing, terminal area approach and final patterns can now be much tighter.  Real world final approaches can be generated from nav data.  Traffic spacing should improve too.    

 

Also, it does seem much more feasible at this point to take over all taxi operations at a monitored airport.  Version 1.4 will provide taxi-to-the gate services (arrivals) (one half of the equation), but eventually in a later version taxi-to-runway (departure) services can be provided too.  There are of lot of interesting parameters regarding taxi operations and AIController will expose them to the user for tweaking.  Personally, top on my list is a parameter to make the AI evacuate the landing runway promptly!  Second on my list is a parameter that prevents AI from stopping for an excessive period of time, especially when crossing an active runway!  Any other suggestions?

 

-Roland

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