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AI Controller 1.4 (SID, Jet Route, STAR and Final Approach) (New) Beta

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Edit: corrected download links.

 

A new beta version of AIController v1.14B (full version including hot fix 2) is available at the following link:

 

http://www.mediafire.com/download/r6ml1s7fo4l41ja/AIController14B.zip

 

Hot fix 2 by itself is available at the following link:

 

http://www.mediafire.com/download/cpom6vq0gvuohd9/AIController14BHotFix2.zip

 

Please do not mix with any version of 1.4A or earlier.  Instead, install into a separate directory for testing.
 
New for version 1.4B:
 
NEW:  Manual Landing Runway Selection:  If the user for whatever reason dislikes the current landing runway, which is based on prevailing winds, the user can instead enter up to three runways in AIMonitor to override all wind-based landing runway selections.  The AI will immediately switch to the new patterns, there will be no gradual transition.  When two runways are entered (e.g., 32L,32R), the load-balancing will be approx. 50-50.  When three runways are entered (e.g., 17C,18R, 18L), the load-balancing will be approx. 33-33-33.
 

NEW:  Max. Time Departing AI Remains Stopped on Taxiway Before Deletion.  Maximum time that AI taxiing OUT to the departure runway will be allowed to remained stopped on the taxiway before deletion (default 60 seconds).  Occasionally (even when not using AIController), departing AI becomes "stuck" just before runway entry holding up that AI and all the AI line-up behind it waiting.  This parameter will delete the AI that has become "stuck", allowing the AI behind it enter the runway and take off at a consistent rate.  The parameter cannot be used to increase waiting time higher than the FSX default value.  

 
NEW: AI Rollout Performance and Parking Based on AI's Aircraft.cfg File and ADE:  The AI rollout performance (e.g., braking distance) and parking preference (e.g., parking codes) are based on performance data in each AI's config file.  The parking algorithm has been revised to conform to typical FSX/P3D - ADE design methods (e.g., first AIController looks to gate radius, second AIControler looks to airline parking codes in the gate order as listed in the ADE parking list).  Version 1.4B automatically reads AI aircraft.cfg data to get each AI's braking, radius, airline code, etc. data, no user action is required.  Thus, the old GrabAIParkingCode utility is being retired.  An interesting note:  AIController will scan more than 5 airline codes per gate, thus eliminating the old FSX restraint.
 
NEW: Improved Landing Animations.  Consistent touchdown smoke, wheels (including nose-wheel) make firm contact with runway at correct angle, no more smoke effects when AI exits the runway and enters taxiway.
 
NEW: Special WinXP versions of AIController.exe and AIConv.exe are included in the distribution:  If you're running AIController in a networked configuration on an older laptop running WinXP, please use the AIController_WinXP.exe and AIConv_WinXP.exe files in the WinXP folder (see the readme in that folder for further instructions).
 
NEW: Latest version of SIDSTARConverter included, which allows you to select your preferred version of AIConv.exe.  The latest AIConv.exe is included in the AIController installation directory.
 
Fixed for Version 1.4B:
 
HOT FIX 2:  (1) Expanded search for *.cfg files in all of the SimObjects subdirectories.  I don't have all AI add-on packages, so I suppose it is possible some package will have the AI reside outside Simobjects.  If so, let me know and I'll patch it up again; (2) Fixed continuing issue with repetitive "Scenery Change Detected" message and then AIMonitor attempting update waypoints at the same time it starts AIController; (3) Fixed bug where sometimes AIControllerPath.txt doesn't sometimes contain the "taxi=" paths even though the user just ran an update; (4) Revised code to support "My Document" paths to better support auto-injection of departing AI at monitored airport (to maintain departure rates if user remains at airport for long periods of time); (5) Extended "Force Landing Runway" to support 3 runways; and (6) Removed ability to keep the "Force Landing Runway" option to remain active across different AIMonitor sessions (to reduce the chance of accidentally keeping option enabled when switching airports). 
 
HOT FIX 1:  Repetitive repetitive "VARIABLE WINDS or TIMEOUT waiting for wind direction data" message in AIController.  Fixed repetitive "Scenery Change Detected" when AIMonitor started for first time. 
 
FIXED: Jet, prop, and VFR ONLY STARs/SIDs not recognized.  This has been fixed, but jet, prop and VFR only patterns are now specified by "pattern type" instead of "pattern name" to maintain consistency with final approach pattern types.  Any custom user files that user the "pattern name" to specificy jet-only, prop-only, or VFR-only files will have to be modified so that "pattern type" is used instead (this should be an easy modification, see the readme.pdf for further details).   
 
FIXED: Duplicate line added to AIControllerPath.txt file.
 
FIXED: Excessive error messages when attempting scenery scan, such as when program paths incorrect.  AIController will now limit the error messages to five when an unsuccessful scenery scan occurs.
 
FIXED: Sometime AI didn't park at gate at correct heading.  This has been fixed.
 
FIXED:  Generic left and right base pattern names reversed.  This has been fixed.
 
FIXED:  Pattern entry points (enhanced generic left-right patterns) sometimes not the closest to AI's present position.
 
FIXED:  Some approach files converted from nav data contained missed approach data causing AI to perform missed approach procedure (go-around) when landing.  This has been fixed.
 
FIXED:  Addon/scenery folder not being scanned when active in FSX/P3D (this is where use-generated ADE files typically reside!).
 
FIXED:  AI's landing runway displayed more consistently on AIMonitor.
 
FIXED:  Departing AI not being auto-injected at some airports.
 
FIXED:  Locale issue continuing to cause errors when comma-deliminated error.  For those users who switched affected by this error, please give this fix a try.
 
FIXED: Quicker assignment of wind-based runway selection, less incorrect STARs that have to be re-assigned later.
 
Important Revision:  A registered version (4.9x or later) of Peter Dowson's FSUIPC utility is recommended to use the full functionality of AIController.  For example, AIController will not be able to delete problematic AI targeted for removal (e.g., parked at gate after arrival for the specificed parking time).  For networked configuration users, Peter's WideFS (ver. 6.9) is also recommended.
 
Various other fixes/revisions were also made.
 
Important New NOTAMS!
 
ENTERING FINAL APPROACH COORDINATES.  Do not use FSX when entering final approach coordinates for runway positions (e.g., touchdown, rollout) as the FSX in-game coordinate display (shift-Z) lacks the necessary precision (significant digits).  Use the freeware Airport Design Editor X (or similar) instead.
 
ENTERING RUNWAY DATA.   Ensure the runway number corresponds to the FSX runway description (for whatever airport scenery you are using).  Often, the latest FMS data will reference changed runway numbers that do not correspond to stock FSX runway descriptions.  For STAR files, if the runways do not match (STAR versus FSX), AIController will choose the STAR based on the waypoint having the closest entry point to the AI’s current position (i.e., not based on runway data), which often is satisfactory, but not always.  For Final Approach files, if the runways do not match, AIController might choose the final approach file having the incorrect runway data.
 
Please see the Original Thread Post for Additional Details Regarding Ver. 1.4 Including Installation Video.
 
Thanks!
-Roland

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Hi Roland, I was just reading through this,

 

HOT FIX 2:  (1) Expanded search for *.cfg files in all of the SimObjects subdirectories.  I don't have all AI add-on packages, so I suppose it is possible some package will have the AI reside outside Simobjects.  If so, let me know and I'll patch it up again;

 

Why don't you scan the [Main] section in 'fsx.cfg'? The SimObjectPaths variables contain the locations of the various SimObject directories. A SimObjectPath can also contain a directory outside of the FSX directory. So you could have SimObjectPath.8=C:\MyAIAircraft or something like that. If it isn't in an alternate directory, then the locations are quite straightforward.

 

Anyway, if you scan through that section, it will tell you where the aircraft are to be found.

 

Cheers.

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Hi Roland. I've got an issue regarding Enhanced Approach.

 

While I'm at KMIA (Latin VFR) on P3D, my AI traffics are not assigned Finals after leaving the assigned STAR (Unable to assign Final Approach <Enhanced Mode>). 

AI Controller gives a message stating "This typically occurs when the sim session has just been started..." and "Variable Winds or Timeout waiting for wind direction data" though more than 20 minutes have passed since I started the sim.

All options are default and I am using approach files created by SIDSTAR Converter. My weather engine is ASN.

 

It is weird because at CYYZ, my departure airport, all AI traffics are assigned proper Enhanced Final Approach.

I confirmed I have not set any "Force Landing Runway".

 

Any suggestions are appreciated.

Thanks.

 

Tak

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Hi Roland,

 

All the previous probs I was having with the approach etc are now fixed so excellent job, traffic flow is wonderful to watch and join when flying into a monitored airport. There is one remaining issue for me though and that's when aircraft land at Aerosoft's latest EGLL scenery. They land fine etc but cannot taxi to the gate and therefore get deleted on the runway due to "Error determining taxi route...". There are many free gates for selection that will fit the aircraft type. I assume this is a problem with Aerosofts BGL? All other addons work well when when selecting the gates and taxi'ing in. Is there anything I can do to try and work this out? Do you have this scenery and if so does it work ok for you? Anyone else seeing this prob for this payware scenery?

 

Thanks as always.

 

Andy

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having simconnect issues: I believe I have all the simconnect msi's installed. Any help appreciated. On a server by the way. This is the one I am sure about? "latest SDK version (10.06.61637)"

 

Bob

 

 

 

 

 


Bob M

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I recommend using ADE for taxi-route tweaks.  For example, if you limit the runway vacate points (by disabling taxi links, which AIController honors), you can get good results funneling the AI into preferred taxi-in routes.  Also, there could be a critical taxi-link somewhere that works well to segregate taxi-in from taxi-out.  I do have have a weighting factor you can change in taxi_graph.txt.   Each X... path link statement as a number (default = 1) at the end which is a weighting factor (higher - less likely to be used).  Use ADE to match up the nodes in taxi_graph.txt file to a visual image of the airfield.  The problem is the taxi_graph.txt file tends to get overwritten, so if you make changes there, be sure to back them up in a separately named file.      

 

 

 

Good suggestion (several people have asked for  this feature).  I'm looking into it.

 

Thanks for this, I am currently trying this, even though it can be quite troublesome if there are many node. Do you confirm increasing from 1 to 2 (for example) actually disfavors the said node? There are actually two numbers at the end of each statement (usually 1,0), what does th 0 stand for?

 

Testing the new beta now, and I have to issues:

1) I have a warning message about the fsuipc link, but I cant seem to get any info on this issue in the readme. I just installed the new beta on a networked computer, ASN works great so I guess the link to the server PC is ok. How can I show your program the right way to fsuipc on the server computer?

2)Is there any way you can force a take off runway when we use the force landing runway feature of AIController? Because if due to some winds I force 25L for landing, AI still use fsx 07R for take off, and that is quite conflicting^^

 

Thanks for your support!

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Why don't you scan the [Main] section in 'fsx.cfg'? The SimObjectPaths variables contain the locations of the various SimObject directories. A SimObjectPath can also contain a directory outside of the FSX directory. So you could have SimObjectPath.8=C:\MyAIAircraft or something like that. If it isn't in an alternate directory, then the locations are quite straightforward.

 

Thanks, good suggestion.  I'm also looking into how to handle the use of absolute path statements (e.g., C:\MyAIAircraft), which I think is increasing because user are tending to point their different sim versions (e.g., FSX and FSX-Steam) to the same scenery and AI folders.  The problem is absolute paths (including drive letters) creates headaches for network client access using network shares, such as when AIController is being run on a networked client.

 

 

While I'm at KMIA (Latin VFR) on P3D, my AI traffics are not assigned Finals after leaving the assigned STAR (Unable to assign Final Approach ). 

AI Controller gives a message stating "This typically occurs when the sim session has just been started..." and "Variable Winds or Timeout waiting for wind direction data" though more than 20 minutes have passed since I started the sim.

 

It should time out in less than 20 minutes and just assign a best guess (as a last resort).  I'll take a look at this.  I might need to join the ASN open beta just to be sure, although I don't think ASN for P3D has anything to do with the issue.

 

As a workaround, if the final assignment doesn't seem timely, go ahead and use the force landing runway option.

 

 

They land fine etc but cannot taxi to the gate and therefore get deleted on the runway due to "Error determining taxi route...". There are many free gates for selection that will fit the aircraft type. I

 

My first thought is all of your AI .cfg files are not getting scanned.  Do you have any AI packages installed outside of the SimObjects folder?  If so, as a workaround, copy those folders into a temp folder in SimObjects, run a force update in AIMonitor.  All of your AI .cfg files should be scanned into the AI_cfg_data.txt file.  If so, make a backup of AI_cfg_data.txt in case it is overwritten at some later point.  Then delete the temp folder.  

 

 

having simconnect issues: I believe I have all the simconnect msi's installed. Any help appreciated. On a server by the way. This is the one I am sure about? "latest SDK version (10.06.61637)"

 

Did you try the simconnect test program AI Traffic.exe?  Let me know the results.

 

 

1) I have a warning message about the fsuipc link, but I cant seem to get any info on this issue in the readme. I just installed the new beta on a networked computer, ASN works great so I guess the link to the server PC is ok. How can I show your program the right way to fsuipc on the server computer?

2)Is there any way you can force a take off runway when we use the force landing runway feature of AIController? Because if due to some winds I force 25L for landing, AI still use fsx 07R for take off, and that is quite conflicting^^

 

Regarding 1), you need the FSUIPC WideFS facility installed and running on the client to allow the client to establish a connection with FSUIPC on the server (FSX/P3D) machine.  If you don't have WideFS already, I highly recommend it because it will allow you to offload many non-simconnect programs to a networked machine.

 

Regarding 2), as far as ground operations, I'm only controlling landing and taxi-in, I don't control taxi-out and takeoff runway yet.  So the force option is more about load-balancing and  traffic flow right now (e.g., you're departing KSFO and you want to make sure all AI land on 28R so you can get going on 28L) (e.g., you're arriving at KATL and you want arriving AI to use 8L, 9R, and 10).  

 

Taxi-out and takeoff are actually simpler than the supported landing, gate selection, and taxi-in, so I'll certainly add the feature eventually.  My biggest pet-peeve with stock FSX taxi is the slow takeoff rates!

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yeah the one in the sdk. The box opens up and closes and does nothing. I did say earlier on prev post on my "server", i mean't client.. the traffic exe runs (and finds FSX)  because I use ASN on it, my client win7x64, but just opens and shuts on the x86 client where i have ai controller installed. Ai Controller won't launch on the x64 but runs fine on x86 except for the simconnect issue. have talked to Roland prev except on the latest I thought I would post. It says to make sure i have the latest version of The FSX Simconnect server on the server and latest FSX Simconnect Client. and waits and restarts every 10 secs. I did do a ping from the x32 to the server and it returns ok.


Bob M

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As a workaround, if the final assignment doesn't seem timely, go ahead and use the force landing runway option.

 

Thanks for your reply Roland.

 

Unfortunately, force landing runway option didn't work as well.

I tried with default KMIA and it assigned final approaches without any problem, so it might be a LatinVFR scenery problem.

Currently I don't have any problems with other third party addons.

 

I don't think ASN has something to do with this issue too, but joining open beta might be a good idea for future development of this great tool!

 

If possible, please look into this issue.

Thank you for your kind support.

 

Tak

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Thanks for this, I am currently trying this, even though it can be quite troublesome if there are many node. Do you confirm increasing from 1 to 2 (for example) actually disfavors the said node? There are actually two numbers at the end of each statement (usually 1,0), what does th 0 stand for?

 

Just the lines that start with "X" (not "O").  Yes, increasing from 1 to 2 disfavors the node.  Why not use ADE though?  I think you can "close" the taxi link in ADE, compile the airport, add it to the addon directory, then AIController should read the ADE-modified .bgl with a higher priority (as long as addon scenery is higher priority).

 

 

yeah the one in the sdk. The box opens up and closes and does nothing.

 

 If that basic FSX simconnect utility doesn't work, then AIController won't.   FSDeveloper has a good write-up on FSX simconnect installation:  http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_%28FSX%29   Also check out Avsim's simconnect forum.

 

 

so it might be a LatinVFR scenery problem.

 

Very interesting...could be a design difference I didn't account for.  I don't have this scenery, but if you import the aiport .bgl file using ADE and list the runways, what runways are displayed (I'm wondering if somehow the runways are coded differently to accomplish something with default AI traffic)?

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Hi Roland

 

I'm using the XP version on a somewhat ageing laptop at present. With a fresh install I cannot get the application to create a taxi_graph.txt file. As a work around I created it on my Win 7 machine and copied it across and it worked OK. I have checked and double checked the .cfg file and the paths are correct. Could it be something missing in the XP version of AiController?

 

In relation to setting the location for sidstar files I want applied, it would be nice if the option existed to set the paths in one part, say STAR, and have them copied automatically to SID? Would save a bit of selecting and ensures nothing is missed.

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For whats its worth and I guess I am the only one with this problem (lol). I installed Opus FSI (on the x64 server and the x32 client, with no simconnect issues what so ever. It connected right up. I did notice that there was a dll (opus in their folder,  simconnect 10.0.61637.0, the msi however is "259".i assume thats where it came from?  I tried copying the dll into  the ai directory and fsx and it was a no go. In the property and detail tab,  the 61637 came from  It came from FSX-X Pack 20070926-1. can't find (on google, if installing such a pack would solve the problem. Is there somewhere where I could copy the dll and solve the problem. I know Roland mentioned this simconnect module 61637.0.." as the latest? Is this the latest or where would i find this hidden treasure, lol.  For whats it worth I am running Steam. I do have the simconnect 259,608, 905 and 242 in all control panels and sdk 2 installed, At a loss. Even looked the the firewall setting. A simconnect .cfg problem or xml. problem? I went through this nightmare with ASN on this and firewall settings for weeks before I finally got it right.

 

Thanks, Bob


Bob M

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Andiehuk1, on 18 Mar 2015 - 10:14 AM, said:

They land fine etc but cannot taxi to the gate and therefore get deleted on the runway due to "Error determining taxi route...". There are many free gates for selection that will fit the aircraft type. I
 
My first thought is all of your AI .cfg files are not getting scanned.  Do you have any AI packages installed outside of the SimObjects folder?  If so, as a workaround, copy those folders into a temp folder in SimObjects, run a force update in AIMonitor.  All of your AI .cfg files should be scanned into the AI_cfg_data.txt file.  If so, make a backup of AI_cfg_data.txt in case it is overwritten at some later point.  Then delete the temp folder.  

 

Hi Roland,

 

Thanks for coming back to me so quickly. I use UT2 which has them installed in the simobjects folder structure. I don't think this is the problem as the same AI work at other airports fine including payware ones. It appears to have something to do with this version if Heathrow. Any other ideas? Anything I can supply you with to try and pinpoint this problem let me know.

 

Thanks

 

Andy

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